Cockatrice/cockatrice/src/interface/widgets/server/game_selector.cpp
ebbit1q d914667238
fix qt 6.10 debug build (#6271)
* fix qt 6.10 build

* fix games model parameter order and correct parameter names

* add missing include for qt5
2025-11-05 12:10:36 +01:00

384 lines
14 KiB
C++

#include "game_selector.h"
#include "../interface/widgets/dialogs/dlg_create_game.h"
#include "../interface/widgets/dialogs/dlg_filter_games.h"
#include "../interface/widgets/tabs/tab_account.h"
#include "../interface/widgets/tabs/tab_game.h"
#include "../interface/widgets/tabs/tab_room.h"
#include "../interface/widgets/tabs/tab_supervisor.h"
#include "../interface/widgets/utility/get_text_with_max.h"
#include "games_model.h"
#include "user/user_list_manager.h"
#include <QApplication>
#include <QCheckBox>
#include <QDebug>
#include <QHBoxLayout>
#include <QHeaderView>
#include <QInputDialog>
#include <QLabel>
#include <QMessageBox>
#include <QPushButton>
#include <QTreeView>
#include <QVBoxLayout>
#include <libcockatrice/network/client/abstract/abstract_client.h>
#include <libcockatrice/protocol/pb/response.pb.h>
#include <libcockatrice/protocol/pb/room_commands.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_game.pb.h>
#include <libcockatrice/protocol/pending_command.h>
GameSelector::GameSelector(AbstractClient *_client,
TabSupervisor *_tabSupervisor,
TabRoom *_room,
const QMap<int, QString> &_rooms,
const QMap<int, GameTypeMap> &_gameTypes,
const bool restoresettings,
const bool _showfilters,
QWidget *parent)
: QGroupBox(parent), client(_client), tabSupervisor(_tabSupervisor), room(_room), showFilters(_showfilters)
{
gameListView = new QTreeView;
gameListView->setContextMenuPolicy(Qt::CustomContextMenu);
connect(gameListView, &QTreeView::customContextMenuRequested, this, &GameSelector::customContextMenu);
gameListModel = new GamesModel(_rooms, _gameTypes, this);
if (showFilters) {
gameListProxyModel = new GamesProxyModel(this, tabSupervisor->getUserListManager());
gameListProxyModel->setSourceModel(gameListModel);
gameListProxyModel->setSortCaseSensitivity(Qt::CaseInsensitive);
gameListView->setModel(gameListProxyModel);
} else {
gameListView->setModel(gameListModel);
}
gameListView->setIconSize(QSize(13, 13));
gameListView->setSortingEnabled(true);
gameListView->sortByColumn(gameListModel->startTimeColIndex(), Qt::AscendingOrder);
gameListView->setAlternatingRowColors(true);
gameListView->setRootIsDecorated(true);
// game created width
gameListView->setColumnWidth(1, gameListView->columnWidth(2) * 0.7);
// players width
gameListView->resizeColumnToContents(6);
// description width
gameListView->setColumnWidth(2, gameListView->columnWidth(2) * 1.7);
// creator width
gameListView->setColumnWidth(3, gameListView->columnWidth(3) * 1.2);
// game type width
gameListView->setColumnWidth(4, gameListView->columnWidth(4) * 1.4);
if (_room)
gameListView->header()->hideSection(gameListModel->roomColIndex());
if (room)
gameTypeMap = gameListModel->getGameTypes().value(room->getRoomId());
if (showFilters && restoresettings)
gameListProxyModel->loadFilterParameters(gameTypeMap);
gameListView->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
filterButton = new QPushButton;
filterButton->setIcon(QPixmap("theme:icons/search"));
connect(filterButton, &QPushButton::clicked, this, &GameSelector::actSetFilter);
clearFilterButton = new QPushButton;
clearFilterButton->setIcon(QPixmap("theme:icons/clearsearch"));
bool filtersSetToDefault = showFilters && gameListProxyModel->areFilterParametersSetToDefaults();
clearFilterButton->setEnabled(!filtersSetToDefault);
connect(clearFilterButton, &QPushButton::clicked, this, &GameSelector::actClearFilter);
if (room) {
createButton = new QPushButton;
connect(createButton, &QPushButton::clicked, this, &GameSelector::actCreate);
} else {
createButton = nullptr;
}
joinButton = new QPushButton;
spectateButton = new QPushButton;
QHBoxLayout *buttonLayout = new QHBoxLayout;
if (showFilters) {
buttonLayout->addWidget(filterButton);
buttonLayout->addWidget(clearFilterButton);
}
buttonLayout->addStretch();
if (room)
buttonLayout->addWidget(createButton);
buttonLayout->addWidget(joinButton);
buttonLayout->addWidget(spectateButton);
buttonLayout->setAlignment(Qt::AlignTop);
QVBoxLayout *mainLayout = new QVBoxLayout;
mainLayout->addWidget(gameListView);
mainLayout->addLayout(buttonLayout);
retranslateUi();
setLayout(mainLayout);
setMinimumWidth((qreal)(gameListView->columnWidth(0) * gameListModel->columnCount()) / 1.5);
setMinimumHeight(200);
connect(joinButton, &QPushButton::clicked, this, &GameSelector::actJoin);
connect(spectateButton, &QPushButton::clicked, this, &GameSelector::actSpectate);
connect(gameListView->selectionModel(), &QItemSelectionModel::currentRowChanged, this,
&GameSelector::actSelectedGameChanged);
connect(gameListView, &QTreeView::activated, this, &GameSelector::actJoin);
connect(client, &AbstractClient::ignoreListReceived, this, &GameSelector::ignoreListReceived);
connect(client, &AbstractClient::addToListEventReceived, this, &GameSelector::processAddToListEvent);
connect(client, &AbstractClient::removeFromListEventReceived, this, &GameSelector::processRemoveFromListEvent);
}
void GameSelector::ignoreListReceived(const QList<ServerInfo_User> &)
{
gameListProxyModel->refresh();
}
void GameSelector::processAddToListEvent(const Event_AddToList &event)
{
if (event.list_name() == "ignore") {
gameListProxyModel->refresh();
}
updateTitle();
}
void GameSelector::processRemoveFromListEvent(const Event_RemoveFromList &event)
{
if (event.list_name() == "ignore") {
gameListProxyModel->refresh();
}
updateTitle();
}
void GameSelector::actSetFilter()
{
DlgFilterGames dlg(gameTypeMap, gameListProxyModel, this);
if (!dlg.exec())
return;
gameListProxyModel->setGameFilters(
dlg.getHideBuddiesOnlyGames(), dlg.getHideIgnoredUserGames(), dlg.getHideFullGames(),
dlg.getHideGamesThatStarted(), dlg.getHidePasswordProtectedGames(), dlg.getHideNotBuddyCreatedGames(),
dlg.getHideOpenDecklistGames(), dlg.getGameNameFilter(), dlg.getCreatorNameFilter(), dlg.getGameTypeFilter(),
dlg.getMaxPlayersFilterMin(), dlg.getMaxPlayersFilterMax(), dlg.getMaxGameAge(),
dlg.getShowOnlyIfSpectatorsCanWatch(), dlg.getShowSpectatorPasswordProtected(),
dlg.getShowOnlyIfSpectatorsCanChat(), dlg.getShowOnlyIfSpectatorsCanSeeHands());
gameListProxyModel->saveFilterParameters(gameTypeMap);
clearFilterButton->setEnabled(!gameListProxyModel->areFilterParametersSetToDefaults());
updateTitle();
}
void GameSelector::actClearFilter()
{
clearFilterButton->setEnabled(false);
gameListProxyModel->resetFilterParameters();
gameListProxyModel->saveFilterParameters(gameTypeMap);
updateTitle();
}
void GameSelector::actCreate()
{
if (room == nullptr) {
qWarning() << "Attempted to create game, but the room was null";
return;
}
DlgCreateGame dlg(room, room->getGameTypes(), this);
dlg.exec();
updateTitle();
}
void GameSelector::checkResponse(const Response &response)
{
// NB: We re-enable buttons for the currently selected game, which may not
// be the same game as the one for which we are processing a response.
// This could lead to situations where we join a game, select a different
// game, join the new game, then receive the response for the original
// join, which would re-activate the buttons for the second game too soon.
// However, that is better than doing things the other ways, because then
// the response to the first game could lock us out of join/join as
// spectator for the second game!
//
// Ideally we should have a way to figure out if the current game is the
// same as the one we are getting a response for, but it's probably not
// worth the trouble.
enableButtons();
switch (response.response_code()) {
case Response::RespNotInRoom:
QMessageBox::critical(this, tr("Error"), tr("Please join the appropriate room first."));
break;
case Response::RespWrongPassword:
QMessageBox::critical(this, tr("Error"), tr("Wrong password."));
break;
case Response::RespSpectatorsNotAllowed:
QMessageBox::critical(this, tr("Error"), tr("Spectators are not allowed in this game."));
break;
case Response::RespGameFull:
QMessageBox::critical(this, tr("Error"), tr("The game is already full."));
break;
case Response::RespNameNotFound:
QMessageBox::critical(this, tr("Error"), tr("The game does not exist any more."));
break;
case Response::RespUserLevelTooLow:
QMessageBox::critical(this, tr("Error"), tr("This game is only open to registered users."));
break;
case Response::RespOnlyBuddies:
QMessageBox::critical(this, tr("Error"), tr("This game is only open to its creator's buddies."));
break;
case Response::RespInIgnoreList:
QMessageBox::critical(this, tr("Error"), tr("You are being ignored by the creator of this game."));
break;
default:;
}
}
void GameSelector::actJoin()
{
return joinGame(false);
}
void GameSelector::actSpectate()
{
return joinGame(true);
}
void GameSelector::customContextMenu(const QPoint &point)
{
const auto &index = gameListView->indexAt(point);
if (!index.isValid()) {
return;
}
QAction joinGame(tr("Join Game"));
connect(&joinGame, &QAction::triggered, this, &GameSelector::actJoin);
QAction spectateGame(tr("Spectate Game"));
connect(&spectateGame, &QAction::triggered, this, &GameSelector::actSpectate);
QAction getGameInfo(tr("Game Information"));
connect(&getGameInfo, &QAction::triggered, this, [=, this]() {
const ServerInfo_Game &gameInfo = gameListModel->getGame(index.data(Qt::UserRole).toInt());
const QMap<int, QString> &gameTypes = gameListModel->getGameTypes().value(gameInfo.room_id());
DlgCreateGame dlg(gameInfo, gameTypes, this);
dlg.exec();
});
QMenu menu;
menu.addAction(&joinGame);
menu.addAction(&spectateGame);
menu.addAction(&getGameInfo);
menu.exec(gameListView->mapToGlobal(point));
}
void GameSelector::joinGame(const bool isSpectator)
{
QModelIndex ind = gameListView->currentIndex();
if (!ind.isValid()) {
return;
}
const ServerInfo_Game &game = gameListModel->getGame(ind.data(Qt::UserRole).toInt());
if (tabSupervisor->switchToGameTabIfAlreadyExists(game.game_id())) {
return;
}
bool spectator = isSpectator || game.player_count() == game.max_players();
bool overrideRestrictions = !tabSupervisor->getAdminLocked();
QString password;
if (game.with_password() && !(spectator && !game.spectators_need_password()) && !overrideRestrictions) {
bool ok;
password = getTextWithMax(this, tr("Join game"), tr("Password:"), QLineEdit::Password, QString(), &ok);
if (!ok) {
return;
}
}
Command_JoinGame cmd;
cmd.set_game_id(game.game_id());
cmd.set_password(password.toStdString());
cmd.set_spectator(spectator);
cmd.set_override_restrictions(overrideRestrictions);
cmd.set_join_as_judge((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0);
TabRoom *r = tabSupervisor->getRoomTabs().value(game.room_id());
if (!r) {
QMessageBox::critical(this, tr("Error"), tr("Please join the respective room first."));
return;
}
PendingCommand *pend = r->prepareRoomCommand(cmd);
connect(pend, &PendingCommand::finished, this, &GameSelector::checkResponse);
r->sendRoomCommand(pend);
disableButtons();
}
void GameSelector::disableButtons()
{
if (createButton)
createButton->setEnabled(false);
joinButton->setEnabled(false);
spectateButton->setEnabled(false);
}
void GameSelector::enableButtons()
{
if (createButton)
createButton->setEnabled(true);
// Enable buttons for the currently selected game
enableButtonsForIndex(gameListView->currentIndex());
}
void GameSelector::enableButtonsForIndex(const QModelIndex &current)
{
if (!current.isValid())
return;
const ServerInfo_Game &game = gameListModel->getGame(current.data(Qt::UserRole).toInt());
bool overrideRestrictions = !tabSupervisor->getAdminLocked();
spectateButton->setEnabled(game.spectators_allowed() || overrideRestrictions);
joinButton->setEnabled(game.player_count() < game.max_players() || overrideRestrictions);
}
void GameSelector::retranslateUi()
{
filterButton->setText(tr("&Filter games"));
clearFilterButton->setText(tr("C&lear filter"));
if (createButton)
createButton->setText(tr("C&reate"));
joinButton->setText(tr("&Join"));
spectateButton->setText(tr("J&oin as spectator"));
updateTitle();
}
void GameSelector::processGameInfo(const ServerInfo_Game &info)
{
gameListModel->updateGameList(info);
updateTitle();
}
void GameSelector::actSelectedGameChanged(const QModelIndex &current, const QModelIndex & /* previous */)
{
enableButtonsForIndex(current);
}
void GameSelector::updateTitle()
{
if (showFilters) {
const int totalGames = gameListModel->rowCount();
const int shownGames = totalGames - gameListProxyModel->getNumFilteredGames();
setTitle(tr("Games shown: %1 / %2").arg(shownGames).arg(totalGames));
} else {
setTitle(tr("Games"));
}
}