Reorganized layout and appearance of rooms list page.
Creating a new room uses a dialog prompt for the room name, which is preset to whatever your last room name was.
Removed dotted rectangle around selected cell in rooms list.
Removed bug where gamecfgwidget would be in master mode when joining a game as a slave.
Can now join selected room when return is pressed. Can also move room selection while room search box has focus.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <QVBoxLayout>
#include <QHBoxLayout>
#include <QGridLayout>
#include <QPushButton>
#include <QComboBox>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QHeaderView>
#include <QGroupBox>
#include <QFontMetrics>
#include <QMenu>
#include <QDebug>
#include <QSortFilterProxyModel>
#include "roomslistmodel.h"
#include "ammoSchemeModel.h"
#include "hwconsts.h"
#include "chatwidget.h"
#include "roomnameprompt.h"
#include "lineeditcursor.h"
#include "pageroomslist.h"
QLayout * PageRoomsList::bodyLayoutDefinition()
{
QVBoxLayout * pageLayout = new QVBoxLayout();
pageLayout->setSpacing(0);
QGridLayout * topLayout = new QGridLayout();
topLayout->setSpacing(0);
pageLayout->addLayout(topLayout, 0);
// Help/prompt message at top
QLabel * lblDesc = new QLabel(tr("Join a room"));
lblDesc->setObjectName("lblDesc");
lblDesc->setStyleSheet("#lblDesc { color: #130F2A; background: #F6CB1C; border: solid 4px #F6CB1C; border-top-left-radius: 10px; padding: 4px 10px;}");
lblDesc->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Fixed);
lblDesc->setFixedHeight(24);
lblDesc->setMinimumWidth(0);
// Search text box
QWidget * searchContainer = new QWidget();
searchContainer->setFixedHeight(24);
searchContainer->setObjectName("searchContainer");
searchContainer->setStyleSheet("#searchContainer { background: #F6CB1C; border-top-right-radius: 10px; padding: 3px; }");
searchContainer->setFixedWidth(250);
searchText = new LineEditCursor(searchContainer);
searchText->setFixedWidth(250);
searchText->setMaxLength(60);
searchText->setFixedHeight(22);
// Search label
QLabel * lblSearch = new QLabel(tr("Search: "), searchText);
QFontMetrics lblMetrics(lblSearch->font());
int lblSearchWidth = lblMetrics.width(lblSearch->text());
lblSearch->setStyleSheet(QString("background: none; margin-left: -%1px; margin-top: 4px;").arg(lblSearchWidth + 5));
searchText->setStyleSheet(QString("LineEditCursor, QLabel { border-width: 0px; border-radius: 6px; margin-top: 3px; margin-right: 3px; padding-left: %1px; padding-bottom: 2px; background-color: rgb(23, 11, 54); } LineEditCursor:hover, LineEditCursor:focus { background-color: rgb(13, 5, 68); }").arg(lblSearchWidth + 5));
// Corner widget
QLabel * corner = new QLabel();
corner->setPixmap(QPixmap(QString::fromUtf8(":/res/inverse-corner-bl.png")));
corner->setFixedSize(10, 10);
const QIcon& lp = QIcon(":/res/new.png");
QSize sz = lp.actualSize(QSize(65535, 65535));
BtnCreate = new QPushButton();
BtnCreate->setText(tr("Create room"));
BtnCreate->setIcon(lp);
BtnCreate->setStyleSheet("padding: 4px 8px; margin-bottom: 6px;");
BtnJoin = new QPushButton(tr("Join room"));
BtnJoin->setStyleSheet("padding: 4px 8px; margin-bottom: 6px; margin-left: 6px;");
BtnJoin->setEnabled(false);
// Add widgets to top layout
topLayout->addWidget(lblDesc, 1, 0);
topLayout->addWidget(searchContainer, 1, 1);
topLayout->addWidget(corner, 1, 2, Qt::AlignBottom);
topLayout->addWidget(BtnCreate, 0, 4, 2, 1);
topLayout->addWidget(BtnJoin, 0, 5, 2, 1);
// Top layout stretch
topLayout->setRowStretch(0, 1);
topLayout->setRowStretch(1, 0);
topLayout->setColumnStretch(3, 1);
// Room list
roomsList = new RoomTableView(this);
roomsList->setSelectionBehavior(QAbstractItemView::SelectRows);
roomsList->verticalHeader()->setVisible(false);
roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
roomsList->setAlternatingRowColors(true);
roomsList->setShowGrid(false);
roomsList->setSelectionMode(QAbstractItemView::SingleSelection);
roomsList->setStyleSheet("QTableView { border-top-left-radius: 0px; }");
roomsList->setFocusPolicy(Qt::NoFocus);
pageLayout->addWidget(roomsList, 200);
// Room filters container
QWidget * filtersContainer = new QWidget();
filtersContainer->setMaximumWidth(800);
filtersContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Fixed);
pageLayout->addSpacing(7);
pageLayout->addWidget(filtersContainer, 0, Qt::AlignHCenter);
pageLayout->addSpacing(7);
QHBoxLayout * filterLayout = new QHBoxLayout(filtersContainer);
filterLayout->setSpacing(0);
filterLayout->setMargin(0);
const int filterSpacing = 20;
// State button
QPushButton * btnState = new QPushButton(tr("Room state"));
btnState->setStyleSheet("QPushButton { padding: 2px 4px; } QPushButton:pressed { background-color: #ffcc00; border-color: #ffcc00; border-bottom-left-radius: 0px; border-bottom-right-radius: 0px; color: #11084A; }");
btnState->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Preferred);
filterLayout->addWidget(btnState);
filterLayout->addSpacing(filterSpacing);
// State menu
QMenu * stateMenu = new QMenu(btnState);
showGamesInLobby = new QAction(QAction::tr("Show games in lobby"), stateMenu);
showGamesInLobby->setCheckable(true);
showGamesInLobby->setChecked(true);
showGamesInProgress = new QAction(QAction::tr("Show games in-progress"), stateMenu);
showGamesInProgress->setCheckable(true);
showGamesInProgress->setChecked(true);
stateMenu->addAction(showGamesInLobby);
stateMenu->addAction(showGamesInProgress);
btnState->setMenu(stateMenu);
// Rules dropdown
CBRules = new QComboBox(this);
CBRules->setStyleSheet("QComboBox { border-top-left-radius: 0px; border-bottom-left-radius: 0px; border-left-width: 2px; }");
QLabel * ruleLabel = new QLabel(tr("Rules:"), this);
ruleLabel->setFixedHeight(CBRules->height());
ruleLabel->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
ruleLabel->setStyleSheet("border: solid; border-width: 3px; border-right-width: 0px; border-color: #ffcc00; border-top-left-radius: 10px; border-bottom-left-radius: 10px; background-color: rgba(13, 5, 68, 70%);");
filterLayout->addWidget(ruleLabel);
filterLayout->addWidget(CBRules);
filterLayout->addSpacing(filterSpacing);
// Weapons dropdown
CBWeapons = new QComboBox(this);
CBWeapons->setStyleSheet("QComboBox { border-top-left-radius: 0px; border-bottom-left-radius: 0px; border-left-width: 2px; }");
QLabel * weaponLabel = new QLabel(tr("Weapons:"), this);
weaponLabel->setFixedHeight(CBWeapons->height());
weaponLabel->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
weaponLabel->setStyleSheet("border: solid; border-width: 3px; border-right-width: 0px; border-color: #ffcc00; border-top-left-radius: 10px; border-bottom-left-radius: 10px; background-color: rgba(13, 5, 68, 70%);");
filterLayout->addWidget(weaponLabel);
filterLayout->addWidget(CBWeapons);
filterLayout->addSpacing(filterSpacing);
// Clear filters button
BtnClear = addButton(tr("Clear filters"), filterLayout, 0);
weaponLabel->setFixedHeight(CBWeapons->height());
BtnClear->setStyleSheet("padding: 4px;");
// Lobby chat
chatWidget = new HWChatWidget(this, false);
pageLayout->addWidget(chatWidget, 350);
CBRules->addItem(QComboBox::tr("Any"));
return pageLayout;
}
QLayout * PageRoomsList::footerLayoutDefinition()
{
QHBoxLayout * bottomLayout = new QHBoxLayout();
BtnAdmin = addButton(tr("Admin features"), bottomLayout, 0);
BtnAdmin->setStyleSheet("padding: 4px auto;");
BtnAdmin->setWhatsThis(tr("Open server administration page"));
return bottomLayout;
}
void PageRoomsList::connectSignals()
{
connect(chatWidget, SIGNAL(nickCountUpdate(const int)), this, SLOT(updateNickCounter(const int)));
connect(BtnCreate, SIGNAL(clicked()), this, SLOT(onCreateClick()));
connect(BtnJoin, SIGNAL(clicked()), this, SLOT(onJoinClick()));
connect(BtnClear, SIGNAL(clicked()), this, SLOT(onClearClick()));
connect(searchText, SIGNAL(moveUp()), this, SLOT(moveSelectionUp()));
connect(searchText, SIGNAL(moveDown()), this, SLOT(moveSelectionDown()));
connect(searchText, SIGNAL(returnPressed()), this, SLOT(onJoinClick()));
connect(roomsList, SIGNAL(doubleClicked (const QModelIndex &)), this, SLOT(onJoinClick()));
connect(roomsList, SIGNAL(clicked (const QModelIndex &)), searchText, SLOT(setFocus()));
connect(showGamesInLobby, SIGNAL(triggered()), this, SLOT(onFilterChanged()));
connect(showGamesInProgress, SIGNAL(triggered()), this, SLOT(onFilterChanged()));
connect(CBRules, SIGNAL(currentIndexChanged (int)), this, SLOT(onFilterChanged()));
connect(CBWeapons, SIGNAL(currentIndexChanged (int)), this, SLOT(onFilterChanged()));
connect(searchText, SIGNAL(textChanged (const QString &)), this, SLOT(onFilterChanged()));
connect(this, SIGNAL(askJoinConfirmation (const QString &)), this, SLOT(onJoinConfirmation(const QString &)), Qt::QueuedConnection);
// Set focus on search box
connect(this, SIGNAL(pageEnter()), searchText, SLOT(setFocus()));
// sorting
connect(roomsList->horizontalHeader(), SIGNAL(sortIndicatorChanged(int, Qt::SortOrder)),
this, SLOT(onSortIndicatorChanged(int, Qt::SortOrder)));
}
void PageRoomsList::moveSelectionUp()
{
roomsList->setCurrentIndex(roomsList->moveCursor(QAbstractItemView::MoveUp, Qt::NoModifier));
}
void PageRoomsList::moveSelectionDown()
{
roomsList->setCurrentIndex(roomsList->moveCursor(QAbstractItemView::MoveDown, Qt::NoModifier));
}
void PageRoomsList::roomSelectionChanged(const QModelIndex & current, const QModelIndex & previous)
{
BtnJoin->setEnabled(current.isValid());
}
PageRoomsList::PageRoomsList(QWidget* parent) :
AbstractPage(parent)
{
roomsModel = NULL;
stateFilteredModel = NULL;
schemeFilteredModel = NULL;
weaponsFilteredModel = NULL;
initPage();
// not the most elegant solution but it works
ammoSchemeModel = new AmmoSchemeModel(this, NULL);
for (int i = 0; i < ammoSchemeModel->predefSchemesNames.count(); i++)
CBRules->addItem(ammoSchemeModel->predefSchemesNames.at(i).toAscii().constData());
CBWeapons->addItem(QComboBox::tr("Any"));
for (int i = 0; i < cDefaultAmmos.count(); i++)
{
QPair<QString,QString> ammo = cDefaultAmmos.at(i);
CBWeapons->addItem(ammo.first.toAscii().constData());
}
}
void PageRoomsList::displayError(const QString & message)
{
chatWidget->displayError(message);
}
void PageRoomsList::displayNotice(const QString & message)
{
chatWidget->displayNotice(message);
}
void PageRoomsList::displayWarning(const QString & message)
{
chatWidget->displayWarning(message);
}
void PageRoomsList::setAdmin(bool flag)
{
BtnAdmin->setVisible(flag);
}
/*
void PageRoomsList::setRoomsList(const QStringList & list)
{
QBrush red(QColor(255, 0, 0));
QBrush orange(QColor(127, 127, 0));
QBrush yellow(QColor(255, 255, 0));
QBrush green(QColor(0, 255, 0));
listFromServer = list;
QString selection = "";
if(QTableWidgetItem *item = roomsList->item(roomsList->currentRow(), 0))
selection = item->text();
roomsList->clear();
roomsList->setColumnCount(7);
roomsList->setHorizontalHeaderLabels(
);
// set minimum sizes
// roomsList->horizontalHeader()->resizeSection(0, 200);
// roomsList->horizontalHeader()->resizeSection(1, 50);
// roomsList->horizontalHeader()->resizeSection(2, 50);
// roomsList->horizontalHeader()->resizeSection(3, 100);
// roomsList->horizontalHeader()->resizeSection(4, 100);
// roomsList->horizontalHeader()->resizeSection(5, 100);
// roomsList->horizontalHeader()->resizeSection(6, 100);
// set resize modes
// roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
bool gameCanBeJoined = true;
if (list.size() % 8)
return;
roomsList->setRowCount(list.size() / 8);
for(int i = 0, r = 0; i < list.size(); i += 8, r++)
{
// if we are joining a game
// TODO: Should NOT be done here
if (gameInLobby)
{
if (gameInLobbyName == list[i + 1])
{
gameCanBeJoined = list[i].compare("True");
}
}
// check filter settings
#define NO_FILTER_MATCH roomsList->setRowCount(roomsList->rowCount() - 1); --r; continue
if (list[i].compare("True") && CBState->currentIndex() == 2)
{
NO_FILTER_MATCH;
}
if (list[i].compare("False") && CBState->currentIndex() == 1)
{
NO_FILTER_MATCH;
}
if (CBRules->currentIndex() != 0 && list[i + 6].compare(CBRules->currentText()))
{
NO_FILTER_MATCH;
}
if (CBWeapons->currentIndex() != 0 && list[i + 7].compare(CBWeapons->currentText()))
{
NO_FILTER_MATCH;
}
bool found = list[i + 1].contains(searchText->text(), Qt::CaseInsensitive);
if (!found)
{
for (int a = 4; a <= 7; ++a)
{
QString compString = list[i + a];
if (a == 5 && compString == "+rnd+")
{
compString = "Random Map";
}
else if (a == 5 && compString == "+maze+")
{
compString = "Random Maze";
}
else if (a == 5 && compString == "+drawn+")
{
compString = "Drawn Map";
}
if (compString.contains(searchText->text(), Qt::CaseInsensitive))
{
found = true;
break;
}
}
}
if (!searchText->text().isEmpty() && !found)
{
NO_FILTER_MATCH;
}
QTableWidgetItem * item;
item = new QTableWidgetItem(list[i + 1]); // room name
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
// pick appropriate room icon and tooltip (game in progress yes/no; later maybe locked rooms etc.)
if(list[i].compare("True"))
{
item->setIcon(QIcon(":/res/iconTime.png"));// game is in lobby
item->setToolTip(tr("Waiting..."));
item->setWhatsThis(tr("This game is in lobby: you may join and start playing once the game starts."));
}
else
{
item->setIcon(QIcon(":/res/iconDamage.png"));// game has started
item->setToolTip(tr("In progress..."));
item->setWhatsThis(tr("This game is in progress: you may join and spectate now but you'll have to wait for the game to end to start playing."));
}
roomsList->setItem(r, 0, item);
item = new QTableWidgetItem(list[i + 2]); // number of clients
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setTextAlignment(Qt::AlignCenter);
item->setWhatsThis(tr("There are %1 clients connected to this room.", "", list[i + 2].toInt()).arg(list[i + 2]));
roomsList->setItem(r, 1, item);
item = new QTableWidgetItem(list[i + 3]); // number of teams
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setTextAlignment(Qt::AlignCenter);
item->setWhatsThis(tr("There are %1 teams participating in this room.", "", list[i + 3].toInt()).arg(list[i + 3]));
//Should we highlight "full" games? Might get misinterpreted
//if(list[i + 3].toInt() >= cMaxTeams)
// item->setForeground(red);
roomsList->setItem(r, 2, item);
item = new QTableWidgetItem(list[i + 4].left(15)); // name of host
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("%1 is the host. He may adjust settings and start the game.").arg(list[i + 4]));
roomsList->setItem(r, 3, item);
if(list[i + 5] == "+rnd+")
{
item = new QTableWidgetItem(tr("Random Map")); // selected map (is randomized)
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapRandom.png"));
}
else if (list[i+5] == "+maze+")
{
item = new QTableWidgetItem(tr("Random Maze"));
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapMaze.png"));
}
else
{
item = new QTableWidgetItem(list[i + 5]); // selected map
// check to see if we've got this map
// not perfect but a start
if(!mapList->contains(list[i + 5]))
{
item->setForeground(red);
item->setIcon(QIcon(":/res/mapMissing.png"));
}
else
{
// todo: mission icon?
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapCustom.png"));
}
}
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("Games may be played on precreated or randomized maps."));
roomsList->setItem(r, 4, item);
item = new QTableWidgetItem(list[i + 6].left(24)); // selected game scheme
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("The Game Scheme defines general options and preferences like Round Time, Sudden Death or Vampirism."));
roomsList->setItem(r, 5, item);
item = new QTableWidgetItem(list[i + 7].left(24)); // selected weapon scheme
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("The Weapon Scheme defines available weapons and their ammunition count."));
roomsList->setItem(r, 6, item);
if(!list[i + 1].compare(selection) && !selection.isEmpty())
roomsList->selectionModel()->setCurrentIndex(roomsList->model()->index(r, 0), QItemSelectionModel::SelectCurrent | QItemSelectionModel::Rows);
}
roomsList->horizontalHeader()->setResizeMode(0, QHeaderView::Stretch);
roomsList->horizontalHeader()->setResizeMode(1, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(2, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(3, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(4, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(5, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(6, QHeaderView::ResizeToContents);
// TODO: Should NOT be done here
if (gameInLobby)
{
gameInLobby = false;
if (gameCanBeJoined)
{
emit askForJoinRoom(gameInLobbyName);
}
else
{
emit askJoinConfirmation(gameInLobbyName);
}
}
// roomsList->resizeColumnsToContents();
}
*/
void PageRoomsList::onCreateClick()
{
RoomNamePrompt prompt(parentWidget()->parentWidget(), m_gameSettings->value("frontend/lastroomname", QString()).toString());
connect(&prompt, SIGNAL(roomNameChosen(const QString &)), this, SLOT(onRoomNameChosen(const QString &)));
prompt.exec();
}
void PageRoomsList::onRoomNameChosen(const QString & roomName)
{
if (!roomName.trimmed().isEmpty())
{
m_gameSettings->setValue("frontend/lastroomname", roomName);
emit askForCreateRoom(roomName);
}
else
{
onCreateClick();
}
}
void PageRoomsList::onJoinClick()
{
QModelIndexList mdl = roomsList->selectionModel()->selectedRows();
if(mdl.size() != 1)
{
QMessageBox roomNameMsg(this);
roomNameMsg.setIcon(QMessageBox::Warning);
roomNameMsg.setWindowTitle(QMessageBox::tr("Room Name - Error"));
roomNameMsg.setText(QMessageBox::tr("Please select room from the list"));
roomNameMsg.setWindowModality(Qt::WindowModal);
roomNameMsg.exec();
return;
}
bool gameInLobby = roomsList->model()->index(mdl[0].row(), 0).data().toString().compare("True");
QString roomName = roomsList->model()->index(mdl[0].row(), 1).data().toString();
if (!gameInLobby)
emit askJoinConfirmation(roomName);
else
emit askForJoinRoom(roomName);
}
void PageRoomsList::onRefreshClick()
{
emit askForRoomList();
}
void PageRoomsList::onClearClick()
{
showGamesInLobby->setChecked(true);
showGamesInProgress->setChecked(true);
CBRules->setCurrentIndex(0);
CBWeapons->setCurrentIndex(0);
searchText->clear();
searchText->setFocus();
}
void PageRoomsList::onJoinConfirmation(const QString & room)
{
QMessageBox reallyJoinMsg(this);
reallyJoinMsg.setIcon(QMessageBox::Question);
reallyJoinMsg.setWindowTitle(QMessageBox::tr("Room Name - Are you sure?"));
reallyJoinMsg.setText(QMessageBox::tr("The game you are trying to join has started.\nDo you still want to join the room?"));
reallyJoinMsg.setWindowModality(Qt::WindowModal);
reallyJoinMsg.setStandardButtons(QMessageBox::Ok | QMessageBox::Cancel);
if (reallyJoinMsg.exec() == QMessageBox::Ok)
{
emit askForJoinRoom(room);
}
}
void PageRoomsList::updateNickCounter(int cnt)
{
setDefautDescription(tr("%1 players online", 0, cnt).arg(cnt));
}
void PageRoomsList::setUser(const QString & nickname)
{
chatWidget->setUser(nickname);
}
void PageRoomsList::setModel(RoomsListModel * model)
{
// filter chain:
// model -> stateFilteredModel -> schemeFilteredModel ->
// -> weaponsFilteredModel -> roomsModel (search filter+sorting)
if (roomsModel == NULL)
{
roomsModel = new QSortFilterProxyModel(this);
roomsModel->setDynamicSortFilter(true);
roomsModel->setSortCaseSensitivity(Qt::CaseInsensitive);
roomsModel->sort(RoomsListModel::StateColumn, Qt::AscendingOrder);
stateFilteredModel = new QSortFilterProxyModel(this);
schemeFilteredModel = new QSortFilterProxyModel(this);
weaponsFilteredModel = new QSortFilterProxyModel(this);
stateFilteredModel->setDynamicSortFilter(true);
schemeFilteredModel->setDynamicSortFilter(true);
weaponsFilteredModel->setDynamicSortFilter(true);
roomsModel->setFilterKeyColumn(-1); // search in all columns
stateFilteredModel->setFilterKeyColumn(RoomsListModel::StateColumn);
schemeFilteredModel->setFilterKeyColumn(RoomsListModel::SchemeColumn);
weaponsFilteredModel->setFilterKeyColumn(RoomsListModel::WeaponsColumn);
roomsModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
schemeFilteredModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
weaponsFilteredModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
schemeFilteredModel->setSourceModel(stateFilteredModel);
weaponsFilteredModel->setSourceModel(schemeFilteredModel);
roomsModel->setSourceModel(weaponsFilteredModel);
// let the table view display the last model in the filter chain
roomsList->setModel(roomsModel);
// When the data changes
connect(roomsModel, SIGNAL(layoutChanged()), roomsList, SLOT(repaint()));
// When a selection changes
connect(roomsList->selectionModel(), SIGNAL(currentRowChanged(const QModelIndex &, const QModelIndex &)), this, SLOT(roomSelectionChanged(const QModelIndex &, const QModelIndex &)));
}
stateFilteredModel->setSourceModel(model);
roomsList->hideColumn(RoomsListModel::StateColumn);
QHeaderView * h = roomsList->horizontalHeader();
h->setSortIndicatorShown(true);
h->setSortIndicator(RoomsListModel::StateColumn, Qt::AscendingOrder);
h->setResizeMode(RoomsListModel::NameColumn, QHeaderView::Stretch);
if (!restoreHeaderState())
{
h->resizeSection(RoomsListModel::PlayerCountColumn, 32);
h->resizeSection(RoomsListModel::TeamCountColumn, 32);
h->resizeSection(RoomsListModel::OwnerColumn, 100);
h->resizeSection(RoomsListModel::MapColumn, 100);
h->resizeSection(RoomsListModel::SchemeColumn, 100);
h->resizeSection(RoomsListModel::WeaponsColumn, 100);
}
// save header state on change
connect(roomsList->horizontalHeader(), SIGNAL(sortIndicatorChanged(int, Qt::SortOrder)),
this, SLOT(saveHeaderState()));
connect(roomsList->horizontalHeader(), SIGNAL(sectionResized(int, int, int)),
this, SLOT(saveHeaderState()));
roomsList->repaint();
}
void PageRoomsList::onSortIndicatorChanged(int logicalIndex, Qt::SortOrder order)
{
if (roomsModel == NULL)
return;
if (logicalIndex == 0)
{
roomsModel->sort(0, Qt::AscendingOrder);
return;
}
// three state sorting: asc -> dsc -> default (by room state)
if ((order == Qt::AscendingOrder) && (logicalIndex == roomsModel->sortColumn()))
roomsList->horizontalHeader()->setSortIndicator(
RoomsListModel::StateColumn, Qt::AscendingOrder);
else
roomsModel->sort(logicalIndex, order);
}
void PageRoomsList::onFilterChanged()
{
if (roomsModel == NULL)
return;
roomsModel->setFilterWildcard(QString("*%1*").arg(searchText->text()));
bool stateLobby = showGamesInLobby->isChecked();
bool stateProgress = showGamesInProgress->isChecked();
if (stateLobby && stateProgress)
stateFilteredModel->setFilterWildcard("*"); // "any"
else if (stateLobby != stateProgress)
stateFilteredModel->setFilterFixedString(QString(stateProgress));
else
stateFilteredModel->setFilterFixedString(QString("none")); // Basically, none.
if (CBRules->currentIndex() == 0)
schemeFilteredModel->setFilterWildcard("*"); // "any"
else
schemeFilteredModel->setFilterWildcard(
QString("*%1*").arg(CBRules->currentText()));
if (CBWeapons->currentIndex() == 0)
weaponsFilteredModel->setFilterWildcard("*"); // "any"
else
weaponsFilteredModel->setFilterWildcard(
QString("*%1*").arg(CBWeapons->currentText()));
}
void PageRoomsList::setSettings(QSettings *settings)
{
m_gameSettings = settings;
}
bool PageRoomsList::restoreHeaderState()
{
if (!m_gameSettings->contains("frontend/roomslist_header"))
return false;
return roomsList->horizontalHeader()->restoreState(QByteArray::fromBase64(
(m_gameSettings->value("frontend/roomslist_header").toByteArray())));
}
void PageRoomsList::saveHeaderState()
{
m_gameSettings->setValue("frontend/roomslist_header",
QString(roomsList->horizontalHeader()->saveState().toBase64()));
}