servatrice/cockatrice/src/gamesmodel.h
Kaitlin 79f590c99a
Fix #3957: Properly set filters to defaults on initial load and disable "Clear filters" button if filters are set to defaults. (#4088)
* Fix #3957: Properly set filters to defaults on initial load and disable "Clear filters" button if filters are set to defaults

* Reuse resetFilterParameters() in GamesProxyModel constructor, and remove "off" designation for player min/max (as a default of 1/99 is enforced by the UI).
2020-09-09 11:24:54 -04:00

145 lines
4.2 KiB
C++

#ifndef GAMESMODEL_H
#define GAMESMODEL_H
#include "gametypemap.h"
#include "pb/serverinfo_game.pb.h"
#include "tab_supervisor.h"
#include <QAbstractTableModel>
#include <QList>
#include <QSet>
#include <QSortFilterProxyModel>
class GamesModel : public QAbstractTableModel
{
Q_OBJECT
private:
QList<ServerInfo_Game> gameList;
QMap<int, QString> rooms;
QMap<int, GameTypeMap> gameTypes;
static const int NUM_COLS = 8;
static const int SECS_PER_MIN = 60;
static const int SECS_PER_TEN_MIN = 600;
static const int SECS_PER_HOUR = 3600;
public:
static const int SORT_ROLE = Qt::UserRole + 1;
GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = nullptr);
int rowCount(const QModelIndex &parent = QModelIndex()) const
{
return parent.isValid() ? 0 : gameList.size();
}
int columnCount(const QModelIndex & /*parent*/ = QModelIndex()) const
{
return NUM_COLS;
}
QVariant data(const QModelIndex &index, int role) const;
QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const;
const QString getGameCreatedString(const int secs) const;
const ServerInfo_Game &getGame(int row);
/**
* Update game list with a (possibly new) game.
*/
void updateGameList(const ServerInfo_Game &game);
int roomColIndex()
{
return 0;
}
int startTimeColIndex()
{
return 1;
}
const QMap<int, GameTypeMap> &getGameTypes()
{
return gameTypes;
}
};
class ServerInfo_User;
class GamesProxyModel : public QSortFilterProxyModel
{
Q_OBJECT
private:
bool ownUserIsRegistered;
const TabSupervisor *tabSupervisor;
bool showBuddiesOnlyGames;
bool hideIgnoredUserGames;
bool unavailableGamesVisible;
bool showPasswordProtectedGames;
QString gameNameFilter, creatorNameFilter;
QSet<int> gameTypeFilter;
int maxPlayersFilterMin, maxPlayersFilterMax;
static const bool DEFAULT_UNAVAILABLE_GAMES_VISIBLE = false;
static const bool DEFAULT_SHOW_PASSWORD_PROTECTED_GAMES = true;
static const bool DEFAULT_SHOW_BUDDIES_ONLY_GAMES = true;
static const bool DEFAULT_HIDE_IGNORED_USER_GAMES = false;
static const int DEFAULT_MAX_PLAYERS_MIN = 1;
static const int DEFAULT_MAX_PLAYERS_MAX = 99;
public:
GamesProxyModel(QObject *parent = nullptr, const TabSupervisor *_tabSupervisor = nullptr);
bool getShowBuddiesOnlyGames() const
{
return showBuddiesOnlyGames;
}
void setShowBuddiesOnlyGames(bool _showBuddiesOnlyGames);
bool getHideIgnoredUserGames() const
{
return hideIgnoredUserGames;
}
void setHideIgnoredUserGames(bool _hideIgnoredUserGames);
bool getUnavailableGamesVisible() const
{
return unavailableGamesVisible;
}
void setUnavailableGamesVisible(bool _unavailableGamesVisible);
bool getShowPasswordProtectedGames() const
{
return showPasswordProtectedGames;
}
void setShowPasswordProtectedGames(bool _showPasswordProtectedGames);
QString getGameNameFilter() const
{
return gameNameFilter;
}
void setGameNameFilter(const QString &_gameNameFilter);
QString getCreatorNameFilter() const
{
return creatorNameFilter;
}
void setCreatorNameFilter(const QString &_creatorNameFilter);
QSet<int> getGameTypeFilter() const
{
return gameTypeFilter;
}
void setGameTypeFilter(const QSet<int> &_gameTypeFilter);
int getMaxPlayersFilterMin() const
{
return maxPlayersFilterMin;
}
int getMaxPlayersFilterMax() const
{
return maxPlayersFilterMax;
}
void setMaxPlayersFilter(int _maxPlayersFilterMin, int _maxPlayersFilterMax);
int getNumFilteredGames() const;
void resetFilterParameters();
bool areFilterParametersSetToDefaults() const;
void loadFilterParameters(const QMap<int, QString> &allGameTypes);
void saveFilterParameters(const QMap<int, QString> &allGameTypes);
void refresh();
protected:
bool filterAcceptsRow(int sourceRow, const QModelIndex &sourceParent) const;
bool filterAcceptsRow(int sourceRow) const;
};
#endif