85 lines
3.2 KiB
C++
85 lines
3.2 KiB
C++
#ifndef GAMESMODEL_H
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#define GAMESMODEL_H
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#include <QAbstractTableModel>
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#include <QSortFilterProxyModel>
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#include <QList>
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#include <QSet>
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#include "gametypemap.h"
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#include "pb/serverinfo_game.pb.h"
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class ServerInfo_User;
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class GamesModel : public QAbstractTableModel {
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Q_OBJECT
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private:
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QList<ServerInfo_Game> gameList;
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QMap<int, QString> rooms;
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QMap<int, GameTypeMap> gameTypes;
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static const int NUM_COLS = 8;
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static const int SECS_PER_MIN = 60;
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static const int SECS_PER_HOUR = 3600;
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public:
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static const int SORT_ROLE = Qt::UserRole+1;
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GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = 0);
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int rowCount(const QModelIndex &parent = QModelIndex()) const { return parent.isValid() ? 0 : gameList.size(); }
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int columnCount(const QModelIndex &/*parent*/ = QModelIndex()) const { return NUM_COLS; }
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QVariant data(const QModelIndex &index, int role) const;
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QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const;
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const QString getGameCreatedString(const int secs) const;
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const ServerInfo_Game &getGame(int row);
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/**
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* Update game list with a (possibly new) game.
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*/
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void updateGameList(const ServerInfo_Game &game);
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int roomColIndex() { return 0; }
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int startTimeColIndex() { return 1; }
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const QMap<int, GameTypeMap> &getGameTypes() { return gameTypes; }
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};
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class GamesProxyModel : public QSortFilterProxyModel {
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Q_OBJECT
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private:
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ServerInfo_User *ownUser;
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bool unavailableGamesVisible;
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bool showPasswordProtectedGames;
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QString gameNameFilter, creatorNameFilter;
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QSet<int> gameTypeFilter;
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int maxPlayersFilterMin, maxPlayersFilterMax;
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static const int DEFAULT_MAX_PLAYERS_MAX = 99;
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/*
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* The game type might contain special characters, so to use it in
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* QSettings we just hash it.
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*/
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QString hashGameType(const QString &gameType) const;
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public:
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GamesProxyModel(QObject *parent = 0, ServerInfo_User *_ownUser = 0);
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bool getUnavailableGamesVisible() const { return unavailableGamesVisible; }
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void setUnavailableGamesVisible(bool _unavailableGamesVisible);
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bool getShowPasswordProtectedGames() const { return showPasswordProtectedGames; }
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void setShowPasswordProtectedGames(bool _showPasswordProtectedGames);
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QString getGameNameFilter() const { return gameNameFilter; }
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void setGameNameFilter(const QString &_gameNameFilter);
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QString getCreatorNameFilter() const { return creatorNameFilter; }
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void setCreatorNameFilter(const QString &_creatorNameFilter);
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QSet<int> getGameTypeFilter() const { return gameTypeFilter; }
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void setGameTypeFilter(const QSet<int> &_gameTypeFilter);
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int getMaxPlayersFilterMin() const { return maxPlayersFilterMin; }
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int getMaxPlayersFilterMax() const { return maxPlayersFilterMax; }
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void setMaxPlayersFilter(int _maxPlayersFilterMin, int _maxPlayersFilterMax);
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void resetFilterParameters();
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void loadFilterParameters(const QMap<int, QString> &allGameTypes);
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void saveFilterParameters(const QMap<int, QString> &allGameTypes);
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protected:
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bool filterAcceptsRow(int sourceRow, const QModelIndex &sourceParent) const;
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};
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#endif
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