servatrice/cockatrice/src/gamesmodel.h
2015-04-15 22:00:52 +02:00

85 lines
3.2 KiB
C++

#ifndef GAMESMODEL_H
#define GAMESMODEL_H
#include <QAbstractTableModel>
#include <QSortFilterProxyModel>
#include <QList>
#include <QSet>
#include "gametypemap.h"
#include "pb/serverinfo_game.pb.h"
class ServerInfo_User;
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_HOUR = 3600;
public:
static const int SORT_ROLE = Qt::UserRole+1;
GamesModel(const QMap<int, QString> &_rooms, const QMap<int, GameTypeMap> &_gameTypes, QObject *parent = 0);
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 GamesProxyModel : public QSortFilterProxyModel {
Q_OBJECT
private:
ServerInfo_User *ownUser;
bool unavailableGamesVisible;
bool showPasswordProtectedGames;
QString gameNameFilter, creatorNameFilter;
QSet<int> gameTypeFilter;
int maxPlayersFilterMin, maxPlayersFilterMax;
static const int DEFAULT_MAX_PLAYERS_MAX = 99;
/*
* The game type might contain special characters, so to use it in
* QSettings we just hash it.
*/
QString hashGameType(const QString &gameType) const;
public:
GamesProxyModel(QObject *parent = 0, ServerInfo_User *_ownUser = 0);
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);
void resetFilterParameters();
void loadFilterParameters(const QMap<int, QString> &allGameTypes);
void saveFilterParameters(const QMap<int, QString> &allGameTypes);
protected:
bool filterAcceptsRow(int sourceRow, const QModelIndex &sourceParent) const;
};
#endif