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* refactored cardzone.cpp, added doc and changed if to switch case * started moving every files into different folders * remove undercase to match with other files naming convention * refactored dialog files * ran format.sh * refactored client/tabs folder * refactored client/tabs folder * refactored client/tabs folder * refactored client folder * refactored carddbparser * refactored dialogs * Create sonar-project.properties temporary file for lint * Create build.yml temporary file for lint * removed all files from root directory * removed all files from root directory * added current branch to workflow * fixed most broken import * fixed issues while renaming files * fixed oracle importer * fixed dbconverter * updated translations * made sub-folders for client * removed linter * removed linter folder * fixed oracle import * revert card_zone documentation * renamed db parser files name and deck_view imports * fixed dlg file issue * ran format file and fixed test file * fixed carddb test files * moved player folder in game * updated translations and format files * fixed peglib import * format cmake files * removing vcpkg to try to add it back later * tried fixing vcpkg file * renamed filter to filters and moved database parser to cards folder * reverted translation files * reverted oracle translated * Update cockatrice/src/dialogs/dlg_register.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Update cockatrice/src/client/ui/window_main.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * removed empty line at file start * removed useless include from tab_supervisor.cpp * refactored cardzone.cpp, added doc and changed if to switch case * started moving every files into different folders * remove undercase to match with other files naming convention * refactored dialog files * ran format.sh * refactored client/tabs folder * refactored client folder * refactored carddbparser * refactored dialogs * removed all files from root directory * Create sonar-project.properties temporary file for lint * Create build.yml temporary file for lint * added current branch to workflow * fixed most broken import * fixed issues while renaming files * fixed oracle importer * fixed dbconverter * updated translations * made sub-folders for client * removed linter * removed linter folder * fixed oracle import * revert card_zone documentation * renamed db parser files name and deck_view imports * fixed dlg file issue * ran format file and fixed test file * fixed carddb test files * moved player folder in game * updated translations and format files * fixed peglib import * reverted translation files * format cmake files * removing vcpkg to try to add it back later * tried fixing vcpkg file * pre-updating of cockatrice changes * removed empty line at file start * reverted oracle translated * Update cockatrice/src/dialogs/dlg_register.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Update cockatrice/src/client/ui/window_main.cpp Co-authored-by: tooomm <tooomm@users.noreply.github.com> * removed useless include from tab_supervisor.cpp --------- Co-authored-by: tooomm <tooomm@users.noreply.github.com>
180 lines
5.1 KiB
C++
180 lines
5.1 KiB
C++
#ifndef GAMESMODEL_H
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#define GAMESMODEL_H
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#include "../client/tabs/tab_supervisor.h"
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#include "game_type_map.h"
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#include "pb/serverinfo_game.pb.h"
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#include <QAbstractTableModel>
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#include <QList>
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#include <QSet>
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#include <QSortFilterProxyModel>
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#include <QStringList>
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#include <QTime>
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class GamesModel : public QAbstractTableModel
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{
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Q_OBJECT
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private:
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QList<ServerInfo_Game> gameList;
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QMap<int, QString> rooms;
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QMap<int, GameTypeMap> gameTypes;
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static const int NUM_COLS = 8;
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public:
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static const int SORT_ROLE = Qt::UserRole + 1;
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GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = nullptr);
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int rowCount(const QModelIndex &parent = QModelIndex()) const
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{
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return parent.isValid() ? 0 : gameList.size();
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}
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int columnCount(const QModelIndex & /*parent*/ = QModelIndex()) const
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{
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return NUM_COLS;
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}
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QVariant data(const QModelIndex &index, int role) const;
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QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const;
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static const QString getGameCreatedString(const int secs);
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const ServerInfo_Game &getGame(int row);
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/**
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* Update game list with a (possibly new) game.
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*/
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void updateGameList(const ServerInfo_Game &game);
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int roomColIndex()
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{
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return 0;
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}
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int startTimeColIndex()
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{
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return 1;
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}
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const QMap<int, GameTypeMap> &getGameTypes()
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{
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return gameTypes;
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}
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};
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class ServerInfo_User;
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class GamesProxyModel : public QSortFilterProxyModel
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{
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Q_OBJECT
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private:
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bool ownUserIsRegistered;
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const TabSupervisor *tabSupervisor;
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// If adding any additional filters, make sure to update:
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// - GamesProxyModel()
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// - resetFilterParameters()
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// - areFilterParametersSetToDefaults()
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// - loadFilterParameters()
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// - saveFilterParameters()
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// - filterAcceptsRow()
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bool showBuddiesOnlyGames;
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bool hideIgnoredUserGames;
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bool showFullGames;
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bool showGamesThatStarted;
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bool showPasswordProtectedGames;
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QString gameNameFilter, creatorNameFilter;
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QSet<int> gameTypeFilter;
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quint32 maxPlayersFilterMin, maxPlayersFilterMax;
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QTime maxGameAge;
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bool showOnlyIfSpectatorsCanWatch, showSpectatorPasswordProtected, showOnlyIfSpectatorsCanChat,
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showOnlyIfSpectatorsCanSeeHands;
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public:
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GamesProxyModel(QObject *parent = nullptr, const TabSupervisor *_tabSupervisor = nullptr);
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bool getShowBuddiesOnlyGames() const
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{
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return showBuddiesOnlyGames;
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}
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void setShowBuddiesOnlyGames(bool _showBuddiesOnlyGames);
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bool getHideIgnoredUserGames() const
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{
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return hideIgnoredUserGames;
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}
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void setHideIgnoredUserGames(bool _hideIgnoredUserGames);
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bool getShowFullGames() const
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{
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return showFullGames;
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}
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void setShowFullGames(bool _showFullGames);
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bool getShowGamesThatStarted() const
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{
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return showGamesThatStarted;
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}
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void setShowGamesThatStarted(bool _showGamesThatStarted);
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bool getShowPasswordProtectedGames() const
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{
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return showPasswordProtectedGames;
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}
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void setShowPasswordProtectedGames(bool _showPasswordProtectedGames);
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QString getGameNameFilter() const
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{
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return gameNameFilter;
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}
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void setGameNameFilter(const QString &_gameNameFilter);
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QString getCreatorNameFilter() const
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{
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return creatorNameFilter;
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}
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void setCreatorNameFilter(const QString &_creatorNameFilter);
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QSet<int> getGameTypeFilter() const
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{
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return gameTypeFilter;
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}
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void setGameTypeFilter(const QSet<int> &_gameTypeFilter);
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int getMaxPlayersFilterMin() const
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{
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return maxPlayersFilterMin;
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}
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int getMaxPlayersFilterMax() const
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{
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return maxPlayersFilterMax;
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}
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void setMaxPlayersFilter(int _maxPlayersFilterMin, int _maxPlayersFilterMax);
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const QTime &getMaxGameAge() const
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{
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return maxGameAge;
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}
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void setMaxGameAge(const QTime &_maxGameAge);
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bool getShowOnlyIfSpectatorsCanWatch() const
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{
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return showOnlyIfSpectatorsCanWatch;
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}
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void setShowOnlyIfSpectatorsCanWatch(bool _showOnlyIfSpectatorsCanWatch);
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bool getShowSpectatorPasswordProtected() const
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{
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return showSpectatorPasswordProtected;
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}
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void setShowSpectatorPasswordProtected(bool _showSpectatorPasswordProtected);
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bool getShowOnlyIfSpectatorsCanChat() const
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{
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return showOnlyIfSpectatorsCanChat;
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}
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void setShowOnlyIfSpectatorsCanChat(bool _showOnlyIfSpectatorsCanChat);
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bool getShowOnlyIfSpectatorsCanSeeHands() const
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{
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return showOnlyIfSpectatorsCanSeeHands;
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}
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void setShowOnlyIfSpectatorsCanSeeHands(bool _showOnlyIfSpectatorsCanSeeHands);
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int getNumFilteredGames() const;
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void resetFilterParameters();
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bool areFilterParametersSetToDefaults() const;
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void loadFilterParameters(const QMap<int, QString> &allGameTypes);
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void saveFilterParameters(const QMap<int, QString> &allGameTypes);
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void refresh();
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protected:
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bool filterAcceptsRow(int sourceRow, const QModelIndex &sourceParent) const;
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bool filterAcceptsRow(int sourceRow) const;
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};
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#endif
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