Fix multiplayer dropdowns and proxy model
* Filters in the lobby properly remove rooms * Multiplayer menu items for Show Room and Leave Room work as intended
This commit is contained in:
parent
601fd81d5c
commit
a85511cd7d
9 changed files with 107 additions and 171 deletions
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@ -172,7 +172,8 @@ void GMainWindow::InitializeWidgets() {
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game_list = new GameList(this);
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ui.horizontalLayout->addWidget(game_list);
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multiplayer_state = new MultiplayerState(this, game_list->GetModel());
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multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui.action_Leave_Room,
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ui.action_Show_Room);
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multiplayer_state->setVisible(false);
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// Setup updater
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@ -436,11 +437,11 @@ void GMainWindow::ConnectMenuEvents() {
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&MultiplayerState::OnViewLobby);
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connect(ui.action_Start_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnCreateRoom);
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connect(ui.action_Stop_Room, &QAction::triggered, multiplayer_state,
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connect(ui.action_Leave_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnCloseRoom);
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connect(ui.action_Connect_To_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnDirectConnectToRoom);
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connect(ui.action_Chat, &QAction::triggered, multiplayer_state,
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connect(ui.action_Show_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnOpenNetworkRoom);
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ui.action_Fullscreen->setShortcut(GetHotkey("Main Window", "Fullscreen", this)->key());
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@ -1331,18 +1332,6 @@ void GMainWindow::SyncMenuUISettings() {
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ui.action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
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}
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void GMainWindow::ChangeRoomState() {
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if (auto room = Network::GetRoom().lock()) {
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if (room->GetState() == Network::Room::State::Open) {
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ui.action_Start_Room->setDisabled(true);
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ui.action_Stop_Room->setEnabled(true);
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return;
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}
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ui.action_Start_Room->setEnabled(true);
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ui.action_Stop_Room->setDisabled(true);
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}
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}
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#ifdef main
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#undef main
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#endif
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@ -12,7 +12,6 @@
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#include "common/announce_multiplayer_room.h"
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#include "core/core.h"
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#include "core/hle/service/am/am.h"
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#include "network/network.h"
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#include "ui_main.h"
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class AboutDialog;
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@ -55,7 +54,6 @@ class GMainWindow : public QMainWindow {
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public:
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void filterBarSetChecked(bool state);
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void UpdateUITheme();
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void ChangeRoomState();
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GameList* game_list;
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GMainWindow();
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@ -116,10 +116,10 @@
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</property>
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<addaction name="action_View_Lobby"/>
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<addaction name="action_Start_Room"/>
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<addaction name="action_Stop_Room"/>
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<addaction name="action_Connect_To_Room"/>
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<addaction name="separator"/>
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<addaction name="action_Chat"/>
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<addaction name="action_Show_Room"/>
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<addaction name="action_Leave_Room"/>
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</widget>
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<widget class="QMenu" name="menu_Help">
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<property name="title">
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@ -259,12 +259,12 @@
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<string>Create Room</string>
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</property>
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</action>
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<action name="action_Stop_Room">
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<action name="action_Leave_Room">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Close Room</string>
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<string>Leave Room</string>
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</property>
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</action>
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<action name="action_Connect_To_Room">
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@ -272,12 +272,12 @@
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<string>Direct Connect to Room</string>
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</property>
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</action>
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<action name="action_Chat">
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<action name="action_Show_Room">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Current Room</string>
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<string>Show Current Room</string>
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</property>
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</action>
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<action name="action_Fullscreen">
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@ -7,7 +7,7 @@
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<x>0</x>
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<y>0</y>
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<width>455</width>
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<height>239</height>
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<height>161</height>
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</rect>
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</property>
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<property name="windowTitle">
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@ -18,28 +18,6 @@
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<item>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QGroupBox" name="instructions_2">
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<property name="title">
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<string>Instructions</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_4">
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<item>
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<widget class="QLabel" name="instructions">
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<property name="text">
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<string><html><head/><body><p>Directly connect to a friend by <span style=" font-weight:600;">Traversal server</span> or by<span style=" font-weight:600;"> IP address</span>. </p><p>To use the <span style=" font-weight:600;">Traversal Server</span>, ask the game host for their &quot;<span style=" font-weight:600;">Host Code</span>&quot; which will be visible on the create room screen after it is created.</p></body></html></string>
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</property>
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<property name="textFormat">
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<enum>Qt::RichText</enum>
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</property>
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<property name="wordWrap">
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<bool>true</bool>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout">
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<property name="spacing">
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@ -32,6 +32,7 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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model = new QStandardItemModel(ui->room_list);
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proxy = new LobbyFilterProxyModel(this, game_list);
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proxy->setSourceModel(model);
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proxy->setDynamicSortFilter(true);
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proxy->setFilterCaseSensitivity(Qt::CaseInsensitive);
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proxy->setSortLocaleAware(true);
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ui->room_list->setModel(proxy);
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@ -45,7 +46,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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ui->room_list->setSortingEnabled(true);
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ui->room_list->setEditTriggers(QHeaderView::NoEditTriggers);
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ui->room_list->setExpandsOnDoubleClick(false);
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// ui->room_list->setUniformRowHeights(true);
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ui->room_list->setContextMenuPolicy(Qt::CustomContextMenu);
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ui->nickname->setValidator(Validation::nickname);
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@ -54,7 +54,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// UI Buttons
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MultiplayerState* p = reinterpret_cast<MultiplayerState*>(parent);
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connect(ui->refresh_list, &QPushButton::pressed, this, &Lobby::RefreshLobby);
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connect(ui->chat, &QPushButton::pressed, p, &MultiplayerState::OnOpenNetworkRoom);
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connect(ui->games_owned, &QCheckBox::stateChanged, proxy,
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&LobbyFilterProxyModel::SetFilterOwned);
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connect(ui->hide_full, &QCheckBox::stateChanged, proxy, &LobbyFilterProxyModel::SetFilterFull);
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@ -68,28 +67,11 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// TODO(jroweboy): change this slot to OnConnected?
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connect(this, &Lobby::Connected, p, &MultiplayerState::OnOpenNetworkRoom);
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// setup the callbacks for network updates
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if (auto member = Network::GetRoomMember().lock()) {
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member->BindOnStateChanged(
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[this](const Network::RoomMember::State& state) { emit StateChanged(state); });
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connect(this, &Lobby::StateChanged, this, &Lobby::OnStateChanged);
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} else {
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// TODO (jroweboy) network was not initialized?
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}
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// manually start a refresh when the window is opening
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// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
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// part of the constructor, but offload the refresh until after the window shown. perhaps emit a
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// refreshroomlist signal from places that open the lobby
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RefreshLobby();
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if (auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected()) {
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ui->chat->setEnabled(true);
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return;
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}
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}
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ui->chat->setDisabled(true);
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}
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const QString Lobby::PasswordPrompt() {
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@ -148,16 +130,6 @@ void Lobby::OnJoinRoom(const QModelIndex& index) {
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Settings::Apply();
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}
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void Lobby::OnStateChanged(const Network::RoomMember::State& state) {
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if (auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected()) {
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ui->chat->setEnabled(true);
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return;
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}
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}
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ui->chat->setDisabled(true);
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}
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void Lobby::ResetModel() {
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model->clear();
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model->insertColumns(0, Column::TOTAL);
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@ -218,7 +190,7 @@ void Lobby::OnRefreshLobby() {
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first_item->appendRow(new LobbyItemExpandedMemberList(members));
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}
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}
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ui->room_list->setModel(model);
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proxy->setSourceModel(model);
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// Reenable the refresh button and resize the columns
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ui->refresh_list->setEnabled(true);
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@ -311,12 +283,12 @@ void LobbyFilterProxyModel::sort(int column, Qt::SortOrder order) {
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void LobbyFilterProxyModel::SetFilterOwned(bool filter) {
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filter_owned = filter;
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invalidateFilter();
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invalidate();
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}
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void LobbyFilterProxyModel::SetFilterFull(bool filter) {
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filter_full = filter;
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invalidateFilter();
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invalidate();
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}
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void Lobby::OnConnection() {
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@ -68,8 +68,6 @@ private slots:
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*/
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void OnConnection();
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void OnStateChanged(const Network::RoomMember::State&);
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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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@ -6,7 +6,7 @@
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<rect>
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<x>0</x>
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<y>0</y>
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<width>850</width>
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<width>903</width>
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<height>487</height>
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</rect>
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</property>
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@ -24,98 +24,83 @@
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<property name="spacing">
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<number>6</number>
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</property>
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<item>
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<widget class="QGroupBox" name="general">
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<property name="title">
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<string>Nickname</string>
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</property>
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<property name="flat">
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<bool>false</bool>
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</property>
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<layout class="QHBoxLayout" name="horizontalLayout_2">
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<property name="leftMargin">
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<number>6</number>
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</property>
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<property name="topMargin">
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<number>1</number>
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</property>
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<property name="rightMargin">
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<number>6</number>
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</property>
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<property name="bottomMargin">
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<number>4</number>
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</property>
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<item>
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<widget class="QLineEdit" name="nickname">
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<property name="placeholderText">
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<string>Nickname</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QGroupBox" name="filters">
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<property name="title">
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<string>Filters</string>
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</property>
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<property name="flat">
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<bool>false</bool>
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</property>
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<layout class="QHBoxLayout" name="horizontalLayout">
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<property name="leftMargin">
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<number>6</number>
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</property>
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<property name="topMargin">
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<number>1</number>
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</property>
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<property name="rightMargin">
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<number>6</number>
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</property>
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<property name="bottomMargin">
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<number>4</number>
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</property>
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<item>
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<widget class="QLineEdit" name="search">
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<property name="placeholderText">
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<string>Search</string>
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</property>
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<property name="clearButtonEnabled">
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<bool>true</bool>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="games_owned">
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<property name="text">
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<string>Games I Own</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="hide_full">
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<property name="text">
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<string>Hide Full Games</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_5">
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<item>
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<widget class="QPushButton" name="refresh_list">
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<widget class="QLabel" name="label">
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<property name="text">
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<string>Refresh Lobby</string>
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<string>Nickname</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QPushButton" name="chat">
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<widget class="QLineEdit" name="nickname">
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<property name="placeholderText">
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<string>Nickname</string>
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</property>
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</widget>
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</item>
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<item>
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<spacer name="horizontalSpacer_2">
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="sizeHint" stdset="0">
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<size>
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<width>40</width>
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<height>20</height>
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</size>
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</property>
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</spacer>
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</item>
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<item>
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<widget class="QLabel" name="label_2">
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<property name="text">
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<string>Chat</string>
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<string>Filters</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QLineEdit" name="search">
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<property name="placeholderText">
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<string>Search</string>
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</property>
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<property name="clearButtonEnabled">
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<bool>true</bool>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="games_owned">
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<property name="text">
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<string>Games I Own</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="hide_full">
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<property name="text">
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<string>Hide Full Games</string>
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</property>
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</widget>
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</item>
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<item>
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<spacer name="horizontalSpacer">
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="sizeHint" stdset="0">
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<size>
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<width>40</width>
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<height>20</height>
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</size>
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</property>
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</spacer>
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</item>
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<item>
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<widget class="QPushButton" name="refresh_list">
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<property name="text">
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<string>Refresh Lobby</string>
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</property>
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</widget>
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</item>
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@ -2,6 +2,7 @@
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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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#include <QAction>
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#include <QIcon>
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#include <QMessageBox>
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#include <QStandardItemModel>
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@ -16,8 +17,10 @@
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#include "common/announce_multiplayer_room.h"
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#include "common/logging/log.h"
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MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model)
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: QWidget(parent), game_list_model(game_list_model) {
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MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model,
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QAction* leave_room, QAction* show_room)
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: QWidget(parent), game_list_model(game_list_model), leave_room(leave_room),
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show_room(show_room) {
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if (auto member = Network::GetRoomMember().lock()) {
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// register the network structs to use in slots and signals
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state_callback_handle = member->BindOnStateChanged(
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@ -67,10 +70,14 @@ void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& s
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if (state == Network::RoomMember::State::Joined) {
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status_icon->setPixmap(QIcon::fromTheme("connected").pixmap(16));
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status_text->setText(tr("Connected"));
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leave_room->setEnabled(true);
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show_room->setEnabled(true);
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return;
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}
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status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
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status_text->setText(tr("Not Connected"));
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leave_room->setEnabled(false);
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show_room->setEnabled(false);
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}
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void MultiplayerState::OnAnnounceFailed(const Common::WebResult& result) {
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@ -103,14 +110,20 @@ void MultiplayerState::OnCreateRoom() {
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}
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void MultiplayerState::OnCloseRoom() {
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if (!NetworkMessage::WarnCloseRoom())
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return;
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if (auto room = Network::GetRoom().lock()) {
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// if you are in a room, leave it
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if (auto member = Network::GetRoomMember().lock()) {
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||||
member->Leave();
|
||||
}
|
||||
|
||||
// if you are hosting a room, also stop hosting
|
||||
if (room->GetState() != Network::Room::State::Open) {
|
||||
return;
|
||||
}
|
||||
if (NetworkMessage::WarnCloseRoom()) {
|
||||
room->Destroy();
|
||||
announce_multiplayer_session->Stop();
|
||||
}
|
||||
room->Destroy();
|
||||
announce_multiplayer_session->Stop();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -21,7 +21,8 @@ class MultiplayerState : public QWidget {
|
|||
Q_OBJECT;
|
||||
|
||||
public:
|
||||
explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list);
|
||||
explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list, QAction* leave_room,
|
||||
QAction* show_room);
|
||||
~MultiplayerState();
|
||||
|
||||
/**
|
||||
|
@ -58,6 +59,8 @@ private:
|
|||
ClickableLabel* status_icon = nullptr;
|
||||
ClickableLabel* status_text = nullptr;
|
||||
QStandardItemModel* game_list_model = nullptr;
|
||||
QAction* leave_room;
|
||||
QAction* show_room;
|
||||
std::shared_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
|
||||
Network::RoomMember::CallbackHandle<Network::RoomMember::State> state_callback_handle;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue