author | sheepluva <sheepluva@users.noreply.github.com> |
Mon, 05 Jan 2015 14:04:39 +0100 | |
changeset 10766 | 6db59a502434 |
parent 10511 | c33b2f001730 |
child 10739 | d886f319e7b3 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*/ |
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/** |
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* @file |
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* @brief RoomsListModel class implementation |
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*/ |
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#include <QBrush> |
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#include <QColor> |
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#include <QIcon> |
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#include "roomslistmodel.h" |
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#include "MapModel.h" |
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||
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RoomsListModel::RoomsListModel(QObject *parent) : |
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QAbstractTableModel(parent), |
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c_nColumns(9) |
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{ |
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m_headerData = |
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QStringList() |
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<< tr("In progress") |
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<< tr("Room Name") |
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<< tr("C") |
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<< tr("T") |
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<< tr("Owner") |
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<< tr("Map") |
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<< tr("Script") |
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<< tr("Rules") |
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<< tr("Weapons"); |
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m_staticMapModel = DataManager::instance().staticMapModel(); |
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m_missionMapModel = DataManager::instance().missionMapModel(); |
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} |
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QVariant RoomsListModel::headerData(int section, Qt::Orientation orientation, int role) const |
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{ |
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if(orientation == Qt::Vertical || role != Qt::DisplayRole) |
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return QVariant(); |
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else |
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return QVariant(m_headerData.at(section)); |
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} |
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int RoomsListModel::rowCount(const QModelIndex & parent) const |
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{ |
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if(parent.isValid()) |
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return 0; |
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else |
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return m_data.size(); |
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} |
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||
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int RoomsListModel::columnCount(const QModelIndex & parent) const |
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{ |
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if(parent.isValid()) |
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return 0; |
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else |
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return c_nColumns; |
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} |
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||
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QVariant RoomsListModel::data(const QModelIndex &index, int role) const |
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{ |
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int column = index.column(); |
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int row = index.row(); |
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// invalid index |
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if (!index.isValid()) |
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return QVariant(); |
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// invalid row |
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if ((row < 0) || (row >= m_data.size())) |
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return QVariant(); |
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// invalid column |
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if ((column < 0) || (column >= c_nColumns)) |
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return QVariant(); |
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// not a role we have data for |
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if (role != Qt::DisplayRole) |
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// only custom-align counters |
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if ((role != Qt::TextAlignmentRole) |
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|| ((column != PlayerCountColumn) && (column != TeamCountColumn))) |
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// only decorate name column |
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if ((role != Qt::DecorationRole) || (column != NameColumn)) |
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// only dye map column |
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if ((role != Qt::ForegroundRole) || (column != MapColumn)) |
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return QVariant(); |
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// decorate room name based on room state |
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if (role == Qt::DecorationRole) |
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{ |
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const QIcon roomBusyIcon(":/res/iconDamage.png"); |
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const QIcon roomWaitingIcon(":/res/iconTime.png"); |
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if (m_data.at(row).at(0).isEmpty()) |
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return QVariant(roomWaitingIcon); |
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else |
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return QVariant(roomBusyIcon); |
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} |
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QString content = m_data.at(row).at(column); |
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if (role == Qt::DisplayRole) |
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{ |
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// supply in progress flag as bool |
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if (column == 0) |
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return QVariant(QString(!content.isEmpty())); |
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// display room names |
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if (column == 5) |
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{ |
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// special names |
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if (content[0] == '+') |
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{ |
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if (content == "+rnd+") return tr("Random Map"); |
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if (content == "+maze+") return tr("Random Maze"); |
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if (content == "+perlin+") return tr("Random Perlin"); |
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if (content == "+drawn+") return tr("Hand-drawn"); |
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} |
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// prefix ? if map not available |
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if (!m_staticMapModel->mapExists(content) && |
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!m_missionMapModel->mapExists(content)) |
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return QString ("? %1").arg(content); |
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} |
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return content; |
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} |
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// dye map names red if map not available |
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if (role == Qt::ForegroundRole) |
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{ |
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if (content == "+rnd+" || |
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content == "+maze+" || |
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content == "+perlin+" || |
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content == "+drawn+" || |
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m_staticMapModel->mapExists(content) || |
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m_missionMapModel->mapExists(content)) |
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return QVariant(); |
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else |
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return QBrush(QColor("darkred")); |
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} |
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if (role == Qt::TextAlignmentRole) |
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{ |
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return (int)(Qt::AlignHCenter | Qt::AlignVCenter); |
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} |
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Q_ASSERT(false); |
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return QVariant(); |
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} |
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void RoomsListModel::setRoomsList(const QStringList & rooms) |
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{ |
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beginResetModel(); |
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m_data.clear(); |
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int nRooms = rooms.size(); |
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for (int i = 0; i < nRooms; i += c_nColumns) |
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{ |
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QStringList l; |
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#if QT_VERSION >= QT_VERSION_CHECK(4, 7, 0) |
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l.reserve(c_nColumns); // small optimisation not supported in old Qt |
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#endif |
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for (int t = 0; t < c_nColumns; t++) |
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{ |
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l.append(rooms[i + t]); |
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} |
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m_data.append(roomInfo2RoomRecord(l)); |
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} |
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endResetModel(); |
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} |
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void RoomsListModel::addRoom(const QStringList & info) |
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{ |
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beginInsertRows(QModelIndex(), 0, 0); |
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m_data.prepend(roomInfo2RoomRecord(info)); |
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endInsertRows(); |
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} |
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int RoomsListModel::rowOfRoom(const QString & name) |
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{ |
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int size = m_data.size(); |
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if (size < 1) |
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return -1; |
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int i = 0; |
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// search for record with matching room name |
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while(m_data[i].at(NameColumn) != name) |
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{ |
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i++; |
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if(i >= size) |
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return -1; |
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} |
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return i; |
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} |
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void RoomsListModel::removeRoom(const QString & name) |
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{ |
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int i = rowOfRoom(name); |
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if (i < 0) |
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return; |
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beginRemoveRows(QModelIndex(), i, i); |
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m_data.removeAt(i); |
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endRemoveRows(); |
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} |
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void RoomsListModel::updateRoom(const QString & name, const QStringList & info) |
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{ |
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int i = rowOfRoom(name); |
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if (i < 0) |
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return; |
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m_data[i] = roomInfo2RoomRecord(info); |
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emit dataChanged(index(i, 0), index(i, columnCount(QModelIndex()) - 1)); |
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} |
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QStringList RoomsListModel::roomInfo2RoomRecord(const QStringList & info) |
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{ |
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QStringList result; |
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result = info; |
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This should work, can't test: room flags passed in room info message instead of just 'in-game' state, including 'in-game', 'restricted joins', 'registered only' and 'passworded' flags
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QString flags = info[StateColumn]; |
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// for matters of less memory usage and quicker access store |
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// the boolean string as either "t" or empty |
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This should work, can't test: room flags passed in room info message instead of just 'in-game' state, including 'in-game', 'restricted joins', 'registered only' and 'passworded' flags
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if (flags.contains('g')) |
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result[StateColumn] = "t"; |
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else |
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result[StateColumn] = QString(); |
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return result; |
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} |