mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-12-27 03:42:51 -06:00
54ab154696
fixed typo fixed typo fixed typo clang
143 lines
3.9 KiB
C++
143 lines
3.9 KiB
C++
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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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 "network/announce_multiplayer_session.h"
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#include "network/network.h"
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#include "yuzu/multiplayer/validation.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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namespace Core {
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class System;
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}
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namespace Service::Account {
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class ProfileManager;
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}
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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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Core::System& system_);
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~Lobby() override;
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/**
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* Updates the lobby with a new game list model.
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* This model should be the original model of the game list.
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*/
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void UpdateGameList(QStandardItemModel* list);
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void RetranslateUi();
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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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signals:
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void StateChanged(const Network::RoomMember::State&);
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void SaveConfig();
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private:
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std::string GetProfileUsername();
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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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std::unique_ptr<Ui::Lobby> ui;
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QStandardItemModel* model{};
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QStandardItemModel* game_list{};
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LobbyFilterProxyModel* proxy{};
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QFutureWatcher<AnnounceMultiplayerRoom::RoomList> room_list_watcher;
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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std::unique_ptr<Service::Account::ProfileManager> profile_manager;
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QFutureWatcher<void>* watcher;
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Validation validation;
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Core::System& system;
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Network::RoomNetwork& room_network;
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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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/**
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* Updates the filter with a new game list model.
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* This model should be the processed one created by the Lobby.
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*/
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void UpdateGameList(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 SetFilterEmpty(bool);
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void SetFilterFull(bool);
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void SetFilterSearch(const QString&);
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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_empty = false;
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bool filter_full = false;
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QString filter_search;
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};
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