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// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <QDialog>
#include <QFutureWatcher>
#include <QSortFilterProxyModel>
#include <QStandardItemModel>
#include "common/announce_multiplayer_room.h"
#include "network/announce_multiplayer_session.h"
#include "network/network.h"
#include "yuzu/multiplayer/validation.h"
namespace Ui {
class Lobby;
}
class LobbyModel;
class LobbyFilterProxyModel;
namespace Core {
class System;
}
namespace Service::Account {
class ProfileManager;
}
/**
* 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<Core::AnnounceMultiplayerSession> session,
Core::System& system_);
~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&);
void SaveConfig();
private:
std::string GetProfileUsername();
/**
* 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::Lobby> ui;
QStandardItemModel* model{};
QStandardItemModel* game_list{};
LobbyFilterProxyModel* proxy{};
QFutureWatcher<AnnounceMultiplayerRoom::RoomList> room_list_watcher;
std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
std::unique_ptr<Service::Account::ProfileManager> profile_manager;
QFutureWatcher<void>* watcher;
Validation validation;
Core::System& system;
Network::RoomNetwork& room_network;
};
/**
* 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 SetFilterEmpty(bool);
void SetFilterFull(bool);
void SetFilterSearch(const QString&);
private:
QStandardItemModel* game_list;
bool filter_owned = false;
bool filter_empty = false;
bool filter_full = false;
QString filter_search;
};
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