QTfrontend/model/playerslistmodel.h
author Wuzzy <Wuzzy2@mail.ru>
Wed, 25 Oct 2017 23:09:41 +0200
changeset 12763 ad67a3804981
parent 10753 e56db5d988ef
permissions -rw-r--r--
Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session This was because the bool isDeleting is not initialized, so its initial value is unpredictable. Which means there's chance it starts with true, confusing the frontend.

#ifndef PLAYERSLISTMODEL_H
#define PLAYERSLISTMODEL_H

#include <QAbstractListModel>
#include <QHash>
#include <QIcon>
#include <QModelIndex>
#include <QSet>
#include <QFont>

class PlayersListModel : public QAbstractListModel
{
    Q_OBJECT

public:
    enum StateFlag {
        Ready       = Qt::UserRole,
        ServerAdmin = Qt::UserRole + 1,
        RoomAdmin   = Qt::UserRole + 2,
        Registered  = Qt::UserRole + 3,
        Friend      = Qt::UserRole + 4,
        Ignore      = Qt::UserRole + 5,
        InGame      = Qt::UserRole + 6,
        InRoom      = Qt::UserRole + 7,
        Contributor = Qt::UserRole + 8
        // if you add a role that will affect the player icon,
        // then also add it to the flags Qlist in updateIcon()!
    };

    enum SpecialRoles {
        SortRole       = Qt::UserRole + 100,
        RoomFilterRole = Qt::UserRole + 101
    };

    explicit PlayersListModel(QObject *parent = 0);

    int rowCount(const QModelIndex &parent = QModelIndex()) const;

    QVariant data(const QModelIndex &index, int role) const;
    bool setData(const QModelIndex &index, const QVariant &value, int role = Qt::DisplayRole);
    void setFlag(const QString & nickname, StateFlag flagType, bool isSet);
    bool isFlagSet(const QString & nickname, StateFlag flagType);

    bool insertRow(int row, const QModelIndex &parent = QModelIndex());
    bool insertRows(int row, int count, const QModelIndex &parent = QModelIndex());
    bool removeRows(int row, int count, const QModelIndex &parent = QModelIndex());

    QModelIndex nicknameIndex(const QString & nickname);

public slots:
    void addPlayer(const QString & nickname, bool notify);
    void removePlayer(const QString & nickname, const QString & msg = QString());
    void playerJoinedRoom(const QString & nickname, bool notify);
    void playerLeftRoom(const QString & nickname);
    void resetRoomFlags();
    void setNickname(const QString & nickname);

signals:
    void nickAdded(const QString& nick, bool notifyNick);
    void nickRemoved(const QString& nick);
    void nickAddedLobby(const QString& nick, bool notifyNick);
    void nickRemovedLobby(const QString& nick);
    void nickRemovedLobby(const QString& nick, const QString& message);

private:
    QHash<quint32, QIcon> & m_icons();
    typedef QHash<int, QVariant> DataEntry;
    QList<DataEntry> m_data;
    QSet<QString> m_friendsSet, m_ignoredSet;
    QString m_nickname;
    QFont m_fontInRoom;

    void updateIcon(const QModelIndex & index);
    void updateSortData(const QModelIndex & index);
    void loadSet(QSet<QString> & set, const QString & suffix);
    void saveSet(const QSet<QString> & set, const QString & suffix);
    void checkFriendIgnore(const QModelIndex & mi);
    bool isFriend(const QString & nickname);
    bool isIgnored(const QString & nickname);
};

#endif // PLAYERSLISTMODEL_H