c635c7f40d
* Make Validation a singleton instead * Wording changes for error messages * Smart pointers for Ui members * Other minor nitpicks
132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <future>
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#include <memory>
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#include <QDialog>
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#include <QFutureWatcher>
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#include <QSortFilterProxyModel>
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#include <QStandardItemModel>
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#include "common/announce_multiplayer_room.h"
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#include "core/announce_multiplayer_session.h"
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#include "network/network.h"
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namespace Ui {
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class Lobby;
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}
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class LobbyModel;
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class LobbyFilterProxyModel;
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/**
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* Listing of all public games pulled from services. The lobby should be simple enough for users to
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* find the game they want to play, and join it.
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*/
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class Lobby : public QDialog {
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Q_OBJECT
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public:
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explicit Lobby(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session);
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~Lobby() = default;
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public slots:
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/**
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* Begin the process to pull the latest room list from web services. After the listing is
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* returned from web services, `LobbyRefreshed` will be signalled
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*/
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void RefreshLobby();
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private slots:
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/**
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* Pulls the list of rooms from network and fills out the lobby model with the results
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*/
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void OnRefreshLobby();
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/**
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* Handler for single clicking on a room in the list. Expands the treeitem to show player
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* information for the people in the room
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*
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* index - The row of the proxy model that the user wants to join.
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*/
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void OnExpandRoom(const QModelIndex&);
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/**
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* Handler for double clicking on a room in the list. Gathers the host ip and port and attempts
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* to connect. Will also prompt for a password in case one is required.
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*
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* index - The row of the proxy model that the user wants to join.
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*/
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void OnJoinRoom(const QModelIndex&);
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/**
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* Handler for connection status changes. Launches the client room window if successful or
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* displays an error
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*/
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void OnConnection();
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signals:
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/**
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* Signalled when the latest lobby data is retrieved.
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*/
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void LobbyRefreshed();
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/**
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* Signalled when the status for room connection changes.
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*/
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void Connected();
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/**
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* Signalled by this widget when it is closing itself and destroying any state such as
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* connections that it might have.
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*/
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void Closed();
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void StateChanged(const Network::RoomMember::State&);
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private:
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/**
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* Removes all entries in the Lobby before refreshing.
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*/
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void ResetModel();
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/**
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* Prompts for a password. Returns an empty QString if the user either did not provide a
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* password or if the user closed the window.
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*/
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QString PasswordPrompt();
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QStandardItemModel* model;
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QStandardItemModel* game_list;
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LobbyFilterProxyModel* proxy;
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std::future<AnnounceMultiplayerRoom::RoomList> room_list_future;
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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std::unique_ptr<Ui::Lobby> ui;
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QFutureWatcher<void>* watcher;
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};
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/**
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* Proxy Model for filtering the lobby
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*/
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class LobbyFilterProxyModel : public QSortFilterProxyModel {
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Q_OBJECT;
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public:
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explicit LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list);
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bool filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const override;
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void sort(int column, Qt::SortOrder order) override;
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public slots:
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void SetFilterOwned(bool);
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void SetFilterFull(bool);
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private:
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QStandardItemModel* game_list;
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bool filter_owned = false;
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bool filter_full = false;
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};
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