pollymc/application/pages/WorldListPage.cpp

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//
// Created by robotbrain on 8/18/15.
//
#include "WorldListPage.h"
#include "ui_WorldListPage.h"
#include "minecraft/WorldList.h"
#include "dialogs/ModEditDialogCommon.h"
#include <QEvent>
#include <QKeyEvent>
WorldListPage::WorldListPage(BaseInstance *inst, std::shared_ptr<WorldList> worlds, QString id,
QString iconName, QString displayName, QString helpPage,
QWidget *parent)
: QWidget(parent), ui(new Ui::WorldListPage)
{
ui->setupUi(this);
ui->tabWidget->tabBar()->hide();
m_inst = inst;
m_worlds = worlds;
m_id = id;
m_displayName = displayName;
m_iconName = iconName;
m_helpName = helpPage;
ui->worldTreeView->setModel(m_worlds.get());
ui->worldTreeView->installEventFilter(this);
auto smodel = ui->worldTreeView->selectionModel();
connect(smodel, SIGNAL(currentChanged(QModelIndex, QModelIndex)),
SLOT(modCurrent(QModelIndex, QModelIndex)));
}
void WorldListPage::opened()
{
m_worlds->startWatching();
}
void WorldListPage::closed()
{
m_worlds->stopWatching();
}
WorldListPage::~WorldListPage()
{
m_worlds->stopWatching();
delete ui;
}
bool WorldListPage::shouldDisplay() const
{
if (m_inst)
return !m_inst->isRunning();
return true;
}
bool WorldListPage::worldListFilter(QKeyEvent *keyEvent)
{
switch (keyEvent->key())
{
case Qt::Key_Delete:
on_rmWorldBtn_clicked();
return true;
default:
break;
}
return QWidget::eventFilter(ui->worldTreeView, keyEvent);
}
bool WorldListPage::eventFilter(QObject *obj, QEvent *ev)
{
if (ev->type() != QEvent::KeyPress)
{
return QWidget::eventFilter(obj, ev);
}
QKeyEvent *keyEvent = static_cast<QKeyEvent *>(ev);
if (obj == ui->worldTreeView)
return worldListFilter(keyEvent);
return QWidget::eventFilter(obj, ev);
}
void WorldListPage::on_rmWorldBtn_clicked()
{
int first, last;
auto list = ui->worldTreeView->selectionModel()->selectedRows();
if (!lastfirst(list, first, last))
return;
m_worlds->stopWatching();
m_worlds->deleteWorlds(first, last);
m_worlds->startWatching();
}
void WorldListPage::on_viewFolderBtn_clicked()
{
openDirInDefaultProgram(m_worlds->dir().absolutePath(), true);
}