Remove 2 unused number tags in Construction Mode GUI
These numbers are shown aside the power tag, but the numbers never change.
They don't serve any purpose and are just visual clutter and annoying, since
they partially overlap.
They are probably a leftover from copying code over from other scripts.
With this changeset, only the power and turn time are left visible, as it is
supposed to.
#include <QModelIndexList>
#include <QModelIndex>
#include <QPainter>
#include <QFile>
#include <QTextStream>
#include <QDebug>
#include "playerslistmodel.h"
#include "hwconsts.h"
PlayersListModel::PlayersListModel(QObject *parent) :
QAbstractListModel(parent)
{
m_fontInRoom = QFont();
m_fontInRoom.setItalic(true);
}
int PlayersListModel::rowCount(const QModelIndex &parent) const
{
if(parent.isValid())
return 0;
else
return m_data.size();
}
QVariant PlayersListModel::data(const QModelIndex &index, int role) const
{
if(!index.isValid() || index.row() < 0 || index.row() >= rowCount() || index.column() != 0)
return QVariant(QVariant::Invalid);
return m_data.at(index.row()).value(role);
}
bool PlayersListModel::setData(const QModelIndex &index, const QVariant &value, int role)
{
if(!index.isValid() || index.row() < 0 || index.row() >= rowCount() || index.column() != 0)
return false;
m_data[index.row()].insert(role, value);
emit dataChanged(index, index);
return true;
}
bool PlayersListModel::insertRow(int row, const QModelIndex &parent)
{
return insertRows(row, 1, parent);
}
bool PlayersListModel::insertRows(int row, int count, const QModelIndex &parent)
{
if(parent.isValid() || row > rowCount() || row < 0 || count < 1)
return false;
beginInsertRows(parent, row, row + count - 1);
for(int i = 0; i < count; ++i)
m_data.insert(row, DataEntry());
endInsertRows();
return true;
}
bool PlayersListModel::removeRows(int row, int count, const QModelIndex &parent)
{
if(parent.isValid() || row + count > rowCount() || row < 0 || count < 1)
return false;
beginRemoveRows(parent, row, row + count - 1);
for(int i = 0; i < count; ++i)
m_data.removeAt(row);
endRemoveRows();
return true;
}
QModelIndex PlayersListModel::nicknameIndex(const QString & nickname)
{
QModelIndexList mil = match(index(0), Qt::DisplayRole, nickname, 1, Qt::MatchExactly);
if(mil.size() > 0)
return mil[0];
else
return QModelIndex();
}
void PlayersListModel::addPlayer(const QString & nickname, bool notify)
{
insertRow(rowCount());
QModelIndex mi = index(rowCount() - 1);
setData(mi, nickname);
checkFriendIgnore(mi);
emit nickAddedLobby(nickname, notify);
}
void PlayersListModel::removePlayer(const QString & nickname, const QString &msg)
{
if(msg.isEmpty())
emit nickRemovedLobby(nickname);
else
emit nickRemovedLobby(nickname, msg);
QModelIndex mi = nicknameIndex(nickname);
if(mi.isValid())
removeRow(mi.row());
}
void PlayersListModel::playerJoinedRoom(const QString & nickname, bool notify)
{
QModelIndex mi = nicknameIndex(nickname);
if(mi.isValid())
{
setData(mi, true, RoomFilterRole);
updateIcon(mi);
updateSortData(mi);
}
emit nickAdded(nickname, notify);
}
void PlayersListModel::playerLeftRoom(const QString & nickname)
{
emit nickRemoved(nickname);
QModelIndex mi = nicknameIndex(nickname);
if(mi.isValid())
{
setData(mi, false, RoomFilterRole);
setData(mi, false, RoomAdmin);
setData(mi, false, Ready);
setData(mi, false, InGame);
updateIcon(mi);
}
}
void PlayersListModel::setFlag(const QString &nickname, StateFlag flagType, bool isSet)
{
if(flagType == Friend)
{
if(isSet)
m_friendsSet.insert(nickname.toLower());
else
m_friendsSet.remove(nickname.toLower());
saveSet(m_friendsSet, "friends");
}
else if(flagType == Ignore)
{
if(isSet)
m_ignoredSet.insert(nickname.toLower());
else
m_ignoredSet.remove(nickname.toLower());
saveSet(m_ignoredSet, "ignore");
}
QModelIndex mi = nicknameIndex(nickname);
if(mi.isValid())
{
setData(mi, isSet, flagType);
if(flagType == Friend || flagType == ServerAdmin
|| flagType == Ignore || flagType == RoomAdmin)
updateSortData(mi);
updateIcon(mi);
}
}
bool PlayersListModel::isFlagSet(const QString & nickname, StateFlag flagType)
{
QModelIndex mi = nicknameIndex(nickname);
if(mi.isValid())
return mi.data(flagType).toBool();
else if(flagType == Friend)
return isFriend(nickname);
else if(flagType == Ignore)
return isIgnored(nickname);
else
return false;
}
void PlayersListModel::resetRoomFlags()
{
for(int i = rowCount() - 1; i >= 0; --i)
{
QModelIndex mi = index(i);
if(mi.data(RoomFilterRole).toBool())
{
setData(mi, false, RoomFilterRole);
setData(mi, false, RoomAdmin);
setData(mi, false, Ready);
setData(mi, false, InGame);
updateSortData(mi);
updateIcon(mi);
}
}
}
void PlayersListModel::updateIcon(const QModelIndex & index)
{
quint32 iconNum = 0;
QList<bool> flags;
flags
<< index.data(Ready).toBool()
<< index.data(ServerAdmin).toBool()
<< index.data(RoomAdmin).toBool()
<< index.data(Registered).toBool()
<< index.data(Friend).toBool()
<< index.data(Ignore).toBool()
<< index.data(InGame).toBool()
<< index.data(RoomFilterRole).toBool()
<< index.data(InRoom).toBool()
<< index.data(Contributor).toBool()
;
for(int i = flags.size() - 1; i >= 0; --i)
if(flags[i])
iconNum |= 1 << i;
if(m_icons().contains(iconNum))
{
setData(index, m_icons().value(iconNum), Qt::DecorationRole);
}
else
{
QPixmap result(24, 16);
result.fill(Qt::transparent);
QPainter painter(&result);
if(index.data(RoomFilterRole).toBool())
{
if(index.data(InGame).toBool())
{
painter.drawPixmap(0, 0, 16, 16, QPixmap(":/res/chat/ingame.png"));
}
else
{
if(index.data(Ready).toBool())
painter.drawPixmap(0, 0, 16, 16, QPixmap(":/res/chat/lamp.png"));
else
painter.drawPixmap(0, 0, 16, 16, QPixmap(":/res/chat/lamp_off.png"));
}
} else
{ // we're in lobby
if(!index.data(InRoom).toBool())
painter.drawPixmap(0, 0, 16, 16, QPixmap(":/res/Flake.png"));
}
QString mainIconName(":/res/chat/");
if(index.data(ServerAdmin).toBool())
mainIconName += "serveradmin";
else
{
if(index.data(RoomAdmin).toBool())
mainIconName += "roomadmin";
else
mainIconName += "hedgehog";
if(index.data(Contributor).toBool())
mainIconName += "contributor";
}
if(!index.data(Registered).toBool())
mainIconName += "_gray";
painter.drawPixmap(8, 0, 16, 16, QPixmap(mainIconName + ".png"));
if(index.data(Ignore).toBool())
painter.drawPixmap(8, 0, 16, 16, QPixmap(":/res/chat/ignore.png"));
else
if(index.data(Friend).toBool())
painter.drawPixmap(8, 0, 16, 16, QPixmap(":/res/chat/friend.png"));
painter.end();
QIcon icon(result);
setData(index, icon, Qt::DecorationRole);
m_icons().insert(iconNum, icon);
}
if(index.data(Ignore).toBool())
setData(index, Qt::gray, Qt::ForegroundRole);
else
if(index.data(Friend).toBool())
setData(index, Qt::green, Qt::ForegroundRole);
else
setData(index, QBrush(QColor(0xff, 0xcc, 0x00)), Qt::ForegroundRole);
}
QHash<quint32, QIcon> & PlayersListModel::m_icons()
{
static QHash<quint32, QIcon> iconsCache;
return iconsCache;
}
void PlayersListModel::updateSortData(const QModelIndex & index)
{
QString result = QString("%1%2%3%4%5%6")
// room admins go first, then server admins, then friends
.arg(1 - index.data(RoomAdmin).toInt())
.arg(1 - index.data(ServerAdmin).toInt())
.arg(1 - index.data(Friend).toInt())
// ignored at bottom
.arg(index.data(Ignore).toInt())
// keep nicknames starting from non-letter character at bottom within group
// assume there are no empty nicks in list
.arg(index.data(Qt::DisplayRole).toString().at(0).isLetter() ? 0 : 1)
// sort ignoring case
.arg(index.data(Qt::DisplayRole).toString().toLower())
;
setData(index, result, SortRole);
}
void PlayersListModel::setNickname(const QString &nickname)
{
m_nickname = nickname;
loadSet(m_friendsSet, "friends");
loadSet(m_ignoredSet, "ignore");
for(int i = rowCount() - 1; i >= 0; --i)
checkFriendIgnore(index(i));
}
bool PlayersListModel::isFriend(const QString & nickname)
{
return m_friendsSet.contains(nickname.toLower());
}
bool PlayersListModel::isIgnored(const QString & nickname)
{
return m_ignoredSet.contains(nickname.toLower());
}
void PlayersListModel::checkFriendIgnore(const QModelIndex &mi)
{
setData(mi, isFriend(mi.data().toString()), Friend);
setData(mi, isIgnored(mi.data().toString()), Ignore);
updateIcon(mi);
updateSortData(mi);
}
void PlayersListModel::loadSet(QSet<QString> & set, const QString & suffix)
{
set.clear();
QString fileName = QString("%1/%2_%3.txt").arg(cfgdir->absolutePath(), m_nickname.toLower(), suffix);
QFile txt(fileName);
if(!txt.open(QIODevice::ReadOnly))
return;
QTextStream stream(&txt);
stream.setCodec("UTF-8");
while(!stream.atEnd())
{
QString str = stream.readLine();
if(str.startsWith(";") || str.isEmpty())
continue;
set.insert(str.trimmed());
}
txt.close();
}
void PlayersListModel::saveSet(const QSet<QString> & set, const QString & suffix)
{
qDebug("saving set");
QString fileName = QString("%1/%2_%3.txt").arg(cfgdir->absolutePath(), m_nickname.toLower(), suffix);
QFile txt(fileName);
// list empty? => rather have no file for the list than an empty one
if (set.isEmpty())
{
if (txt.exists())
{
// try to remove file, if successful we're done here.
if (txt.remove())
return;
}
else
// there is no file
return;
}
if(!txt.open(QIODevice::WriteOnly | QIODevice::Truncate))
return;
QTextStream stream(&txt);
stream.setCodec("UTF-8");
stream << "; this list is used by Hedgewars - do not edit it unless you know what you're doing!" << endl;
foreach(const QString & nick, set.values())
stream << nick << endl;
txt.close();
}