// Copyright 2017 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "common/announce_multiplayer_room.h" #include "core/announce_multiplayer_session.h" #include "network/network.h" #include "yuzu/multiplayer/validation.h" namespace Ui { class Lobby; } class LobbyModel; class LobbyFilterProxyModel; /** * Listing of all public games pulled from services. The lobby should be simple enough for users to * find the game they want to play, and join it. */ class Lobby : public QDialog { Q_OBJECT public: explicit Lobby(QWidget* parent, QStandardItemModel* list, std::shared_ptr session); ~Lobby() override; /** * Updates the lobby with a new game list model. * This model should be the original model of the game list. */ void UpdateGameList(QStandardItemModel* list); void RetranslateUi(); public slots: /** * Begin the process to pull the latest room list from web services. After the listing is * returned from web services, `LobbyRefreshed` will be signalled */ void RefreshLobby(); private slots: /** * Pulls the list of rooms from network and fills out the lobby model with the results */ void OnRefreshLobby(); /** * Handler for single clicking on a room in the list. Expands the treeitem to show player * information for the people in the room * * index - The row of the proxy model that the user wants to join. */ void OnExpandRoom(const QModelIndex&); /** * Handler for double clicking on a room in the list. Gathers the host ip and port and attempts * to connect. Will also prompt for a password in case one is required. * * index - The row of the proxy model that the user wants to join. */ void OnJoinRoom(const QModelIndex&); signals: void StateChanged(const Network::RoomMember::State&); private: /** * Removes all entries in the Lobby before refreshing. */ void ResetModel(); /** * Prompts for a password. Returns an empty QString if the user either did not provide a * password or if the user closed the window. */ QString PasswordPrompt(); std::unique_ptr ui; QStandardItemModel* model{}; QStandardItemModel* game_list{}; LobbyFilterProxyModel* proxy{}; QFutureWatcher room_list_watcher; std::weak_ptr announce_multiplayer_session; QFutureWatcher* watcher; Validation validation; }; /** * Proxy Model for filtering the lobby */ class LobbyFilterProxyModel : public QSortFilterProxyModel { Q_OBJECT; public: explicit LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list); /** * Updates the filter with a new game list model. * This model should be the processed one created by the Lobby. */ void UpdateGameList(QStandardItemModel* list); bool filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const override; void sort(int column, Qt::SortOrder order) override; public slots: void SetFilterOwned(bool); void SetFilterFull(bool); void SetFilterSearch(const QString&); private: QStandardItemModel* game_list; bool filter_owned = false; bool filter_full = false; QString filter_search; };