yuzu: Multiple room UI improvements
This commit is contained in:
parent
f5e635adda
commit
8f207bd93d
18 changed files with 176 additions and 59 deletions
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@ -35,7 +35,8 @@ namespace Service::HID {
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// Updating period for each HID device.
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// Period time is obtained by measuring the number of samples in a second on HW using a homebrew
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constexpr auto pad_update_ns = std::chrono::nanoseconds{4 * 1000 * 1000}; // (4ms, 250Hz)
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// Correct pad_update_ns is 4ms this is overclocked to lower input lag
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constexpr auto pad_update_ns = std::chrono::nanoseconds{1 * 1000 * 1000}; // (1ms, 1000Hz)
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constexpr auto mouse_keyboard_update_ns = std::chrono::nanoseconds{8 * 1000 * 1000}; // (8ms, 125Hz)
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constexpr auto motion_update_ns = std::chrono::nanoseconds{5 * 1000 * 1000}; // (5ms, 200Hz)
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@ -206,4 +206,14 @@ std::optional<NetworkInterface> GetSelectedNetworkInterface() {
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return *res;
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}
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void SelectFirstNetworkInterface() {
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const auto network_interfaces = Network::GetAvailableNetworkInterfaces();
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if (network_interfaces.size() == 0) {
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return;
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}
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Settings::values.network_interface.SetValue(network_interfaces[0].name);
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}
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} // namespace Network
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@ -24,5 +24,6 @@ struct NetworkInterface {
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std::vector<NetworkInterface> GetAvailableNetworkInterfaces();
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std::optional<NetworkInterface> GetSelectedNetworkInterface();
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void SelectFirstNetworkInterface();
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} // namespace Network
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@ -1296,6 +1296,7 @@ void GMainWindow::ConnectMenuEvents() {
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&MultiplayerState::OnDirectConnectToRoom);
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connect(ui->action_Show_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnOpenNetworkRoom);
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connect(multiplayer_state, &MultiplayerState::SaveConfig, this, &GMainWindow::OnSaveConfig);
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// Tools
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connect_menu(ui->action_Rederive, std::bind(&GMainWindow::OnReinitializeKeys, this,
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@ -1336,6 +1337,8 @@ void GMainWindow::UpdateMenuState() {
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} else {
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ui->action_Pause->setText(tr("&Pause"));
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}
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multiplayer_state->UpdateNotificationStatus();
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}
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void GMainWindow::OnDisplayTitleBars(bool show) {
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@ -2766,6 +2769,11 @@ void GMainWindow::OnExit() {
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OnStopGame();
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}
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void GMainWindow::OnSaveConfig() {
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system->ApplySettings();
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config->Save();
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}
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void GMainWindow::ErrorDisplayDisplayError(QString error_code, QString error_text) {
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OverlayDialog dialog(render_window, *system, error_code, error_text, QString{}, tr("OK"),
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Qt::AlignLeft | Qt::AlignVCenter);
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@ -169,6 +169,7 @@ public slots:
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void OnLoadComplete();
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void OnExecuteProgram(std::size_t program_index);
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void OnExit();
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void OnSaveConfig();
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void ControllerSelectorReconfigureControllers(
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const Core::Frontend::ControllerParameters& parameters);
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void SoftwareKeyboardInitialize(
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@ -265,7 +265,7 @@
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Browse Public Game Lobby</string>
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<string>&Browse Public Game Lobby</string>
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</property>
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</action>
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<action name="action_Start_Room">
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@ -273,7 +273,7 @@
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Create Room</string>
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<string>&Create Room</string>
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</property>
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</action>
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<action name="action_Leave_Room">
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@ -281,12 +281,12 @@
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Leave Room</string>
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<string>&Leave Room</string>
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</property>
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</action>
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<action name="action_Connect_To_Room">
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<property name="text">
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<string>Direct Connect to Room</string>
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<string>&Direct Connect to Room</string>
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</property>
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</action>
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<action name="action_Show_Room">
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@ -294,7 +294,7 @@
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Show Current Room</string>
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<string>&Show Current Room</string>
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</property>
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</action>
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<action name="action_Fullscreen">
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@ -97,8 +97,9 @@ void ClientRoomWindow::UpdateView() {
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auto memberlist = member->GetMemberInformation();
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ui->chat->SetPlayerList(memberlist);
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const auto information = member->GetRoomInformation();
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setWindowTitle(QString(tr("%1 (%2/%3 members) - connected"))
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setWindowTitle(QString(tr("%1 - %2 (%3/%4 members) - connected"))
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.arg(QString::fromStdString(information.name))
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.arg(QString::fromStdString(information.preferred_game.name))
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.arg(memberlist.size())
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.arg(information.member_slots));
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ui->description->setText(QString::fromStdString(information.description));
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@ -106,6 +106,8 @@ void DirectConnectWindow::Connect() {
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UISettings::values.multiplayer_port = UISettings::values.multiplayer_port.GetDefault();
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}
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emit SaveConfig();
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// attempt to connect in a different thread
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QFuture<void> f = QtConcurrent::run([&] {
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if (auto room_member = room_network.GetRoomMember().lock()) {
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@ -31,6 +31,7 @@ signals:
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* connections that it might have.
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*/
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void Closed();
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void SaveConfig();
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private slots:
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void OnConnection();
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@ -232,6 +232,7 @@ void HostRoomWindow::Host() {
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}
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UISettings::values.multiplayer_room_description = ui->room_description->toPlainText();
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ui->host->setEnabled(true);
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emit SaveConfig();
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close();
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}
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}
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@ -46,6 +46,9 @@ public:
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void UpdateGameList(QStandardItemModel* list);
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void RetranslateUi();
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signals:
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void SaveConfig();
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private:
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void Host();
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std::unique_ptr<Network::VerifyUser::Backend> CreateVerifyBackend(bool use_validation) const;
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@ -7,6 +7,7 @@
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/hle/service/acc/profile_manager.h"
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#include "core/internal_network/network_interface.h"
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#include "network/network.h"
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#include "ui_lobby.h"
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@ -26,9 +27,9 @@
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Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session, Core::System& system_)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::Lobby>()),
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announce_multiplayer_session(session), system{system_}, room_network{
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system.GetRoomNetwork()} {
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ui(std::make_unique<Ui::Lobby>()), announce_multiplayer_session(session),
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profile_manager(std::make_unique<Service::Account::ProfileManager>()), system{system_},
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room_network{system.GetRoomNetwork()} {
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ui->setupUi(this);
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// setup the watcher for background connections
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@ -60,9 +61,17 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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ui->nickname->setValidator(validation.GetNickname());
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ui->nickname->setText(UISettings::values.multiplayer_nickname.GetValue());
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if (ui->nickname->text().isEmpty() && !Settings::values.yuzu_username.GetValue().empty()) {
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// Use yuzu Web Service user name as nickname by default
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ui->nickname->setText(QString::fromStdString(Settings::values.yuzu_username.GetValue()));
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// Try find the best nickname by default
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if (ui->nickname->text().isEmpty() || ui->nickname->text() == QStringLiteral("yuzu")) {
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if (!Settings::values.yuzu_username.GetValue().empty()) {
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ui->nickname->setText(
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QString::fromStdString(Settings::values.yuzu_username.GetValue()));
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} else if (!GetProfileUsername().empty()) {
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ui->nickname->setText(QString::fromStdString(GetProfileUsername()));
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} else {
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ui->nickname->setText(QStringLiteral("yuzu"));
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}
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}
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// UI Buttons
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@ -76,12 +85,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// Actions
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connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
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&Lobby::OnRefreshLobby);
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// manually start a refresh when the window is opening
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// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
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// part of the constructor, but offload the refresh until after the window shown. perhaps emit a
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// refreshroomlist signal from places that open the lobby
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RefreshLobby();
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}
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Lobby::~Lobby() = default;
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@ -96,6 +99,7 @@ void Lobby::UpdateGameList(QStandardItemModel* list) {
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}
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if (proxy)
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proxy->UpdateGameList(game_list);
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ui->room_list->sortByColumn(Column::GAME_NAME, Qt::AscendingOrder);
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}
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void Lobby::RetranslateUi() {
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@ -116,6 +120,11 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
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}
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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if (!Network::GetSelectedNetworkInterface()) {
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LOG_INFO(WebService, "Automatically selected network interface for room network.");
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Network::SelectFirstNetworkInterface();
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}
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if (!Network::GetSelectedNetworkInterface()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
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@ -197,16 +206,16 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
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proxy->data(connection_index, LobbyItemHost::HostIPRole).toString();
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UISettings::values.multiplayer_port =
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proxy->data(connection_index, LobbyItemHost::HostPortRole).toInt();
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emit SaveConfig();
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}
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void Lobby::ResetModel() {
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model->clear();
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model->insertColumns(0, Column::TOTAL);
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model->setHeaderData(Column::EXPAND, Qt::Horizontal, QString(), Qt::DisplayRole);
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model->setHeaderData(Column::MEMBER, Qt::Horizontal, tr("Players"), Qt::DisplayRole);
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model->setHeaderData(Column::ROOM_NAME, Qt::Horizontal, tr("Room Name"), Qt::DisplayRole);
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model->setHeaderData(Column::GAME_NAME, Qt::Horizontal, tr("Preferred Game"), Qt::DisplayRole);
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model->setHeaderData(Column::HOST, Qt::Horizontal, tr("Host"), Qt::DisplayRole);
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model->setHeaderData(Column::MEMBER, Qt::Horizontal, tr("Players"), Qt::DisplayRole);
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}
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void Lobby::RefreshLobby() {
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@ -229,6 +238,7 @@ void Lobby::OnRefreshLobby() {
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for (int r = 0; r < game_list->rowCount(); ++r) {
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auto index = game_list->index(r, 0);
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auto game_id = game_list->data(index, GameListItemPath::ProgramIdRole).toULongLong();
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if (game_id != 0 && room.information.preferred_game.id == game_id) {
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smdh_icon = game_list->data(index, Qt::DecorationRole).value<QPixmap>();
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}
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@ -243,17 +253,16 @@ void Lobby::OnRefreshLobby() {
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members.append(var);
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}
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auto first_item = new LobbyItem();
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auto first_item = new LobbyItemGame(
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room.information.preferred_game.id,
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QString::fromStdString(room.information.preferred_game.name), smdh_icon);
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auto row = QList<QStandardItem*>({
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first_item,
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new LobbyItemName(room.has_password, QString::fromStdString(room.information.name)),
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new LobbyItemGame(room.information.preferred_game.id,
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QString::fromStdString(room.information.preferred_game.name),
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smdh_icon),
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new LobbyItemMemberList(members, room.information.member_slots),
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new LobbyItemHost(QString::fromStdString(room.information.host_username),
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QString::fromStdString(room.ip), room.information.port,
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QString::fromStdString(room.verify_uid)),
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new LobbyItemMemberList(members, room.information.member_slots),
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});
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model->appendRow(row);
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// To make the rows expandable, add the member data as a child of the first column of the
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@ -283,6 +292,26 @@ void Lobby::OnRefreshLobby() {
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ui->room_list->setFirstColumnSpanned(j, proxy->index(i, 0), true);
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}
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}
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ui->room_list->sortByColumn(Column::GAME_NAME, Qt::AscendingOrder);
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}
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std::string Lobby::GetProfileUsername() {
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const auto& current_user = profile_manager->GetUser(Settings::values.current_user.GetValue());
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Service::Account::ProfileBase profile{};
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if (!current_user.has_value()) {
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return "";
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}
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if (!profile_manager->GetProfileBase(*current_user, profile)) {
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return "";
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}
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const auto text = Common::StringFromFixedZeroTerminatedBuffer(
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reinterpret_cast<const char*>(profile.username.data()), profile.username.size());
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return text;
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}
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LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
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@ -24,6 +24,10 @@ namespace Core {
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class System;
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}
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namespace Service::Account {
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class ProfileManager;
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}
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/**
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* Listing of all public games pulled from services. The lobby should be simple enough for users to
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* find the game they want to play, and join it.
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@ -75,8 +79,11 @@ private slots:
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signals:
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void StateChanged(const Network::RoomMember::State&);
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void SaveConfig();
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private:
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std::string GetProfileUsername();
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/**
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* Removes all entries in the Lobby before refreshing.
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*/
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QFutureWatcher<AnnounceMultiplayerRoom::RoomList> room_list_watcher;
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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std::unique_ptr<Service::Account::ProfileManager> profile_manager;
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QFutureWatcher<void>* watcher;
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Validation validation;
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Core::System& system;
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@ -11,11 +11,10 @@
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namespace Column {
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enum List {
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EXPAND,
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ROOM_NAME,
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GAME_NAME,
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HOST,
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ROOM_NAME,
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MEMBER,
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HOST,
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TOTAL,
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};
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}
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if (role == Qt::DecorationRole) {
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auto val = data(GameIconRole);
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if (val.isValid()) {
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val = val.value<QPixmap>().scaled(16, 16, Qt::KeepAspectRatio);
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val = val.value<QPixmap>().scaled(32, 32, Qt::KeepAspectRatio,
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Qt::TransformationMode::SmoothTransformation);
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} else {
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auto blank_image = QPixmap(32, 32);
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blank_image.fill(Qt::black);
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val = blank_image;
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}
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return val;
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} else if (role != Qt::DisplayRole) {
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return LobbyItem::data(role);
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}
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auto members = data(MemberListRole).toList();
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return QStringLiteral("%1 / %2").arg(QString::number(members.size()),
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data(MaxPlayerRole).toString());
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return QStringLiteral("%1 / %2 ")
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.arg(QString::number(members.size()), data(MaxPlayerRole).toString());
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}
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bool operator<(const QStandardItem& other) const override {
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@ -49,9 +49,9 @@ const ConnectionError ErrorManager::PERMISSION_DENIED(
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QT_TR_NOOP("You do not have enough permission to perform this action."));
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const ConnectionError ErrorManager::NO_SUCH_USER(QT_TR_NOOP(
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"The user you are trying to kick/ban could not be found.\nThey may have left the room."));
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const ConnectionError ErrorManager::NO_INTERFACE_SELECTED(
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QT_TR_NOOP("No network interface is selected.\nPlease go to Configure -> System -> Network and "
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"make a selection."));
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const ConnectionError ErrorManager::NO_INTERFACE_SELECTED(QT_TR_NOOP(
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"No valid network interface is selected.\nPlease go to Configure -> System -> Network and "
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"make a selection."));
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static bool WarnMessage(const std::string& title, const std::string& text) {
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return QMessageBox::Ok == QMessageBox::warning(nullptr, QObject::tr(title.c_str()),
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@ -44,9 +44,6 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_lis
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status_text = new ClickableLabel(this);
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status_icon = new ClickableLabel(this);
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status_text->setToolTip(tr("Current connection status"));
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status_text->setText(tr("Not Connected. Click here to find a room!"));
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
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connect(status_text, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
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connect(status_icon, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
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@ -57,6 +54,8 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_lis
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HideNotification();
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}
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});
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retranslateUi();
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}
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MultiplayerState::~MultiplayerState() = default;
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@ -90,14 +89,7 @@ void MultiplayerState::Close() {
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void MultiplayerState::retranslateUi() {
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status_text->setToolTip(tr("Current connection status"));
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if (current_state == Network::RoomMember::State::Uninitialized) {
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status_text->setText(tr("Not Connected. Click here to find a room!"));
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} else if (current_state == Network::RoomMember::State::Joined ||
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current_state == Network::RoomMember::State::Moderator) {
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status_text->setText(tr("Connected"));
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} else {
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status_text->setText(tr("Not Connected"));
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}
|
||||
UpdateNotificationStatus();
|
||||
|
||||
if (lobby) {
|
||||
lobby->RetranslateUi();
|
||||
|
@ -113,21 +105,55 @@ void MultiplayerState::retranslateUi() {
|
|||
}
|
||||
}
|
||||
|
||||
void MultiplayerState::SetNotificationStatus(NotificationStatus status) {
|
||||
notification_status = status;
|
||||
UpdateNotificationStatus();
|
||||
}
|
||||
|
||||
void MultiplayerState::UpdateNotificationStatus() {
|
||||
switch (notification_status) {
|
||||
case NotificationStatus::Unitialized:
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
|
||||
status_text->setText(tr("Not Connected. Click here to find a room!"));
|
||||
leave_room->setEnabled(false);
|
||||
show_room->setEnabled(false);
|
||||
break;
|
||||
case NotificationStatus::Disconnected:
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
|
||||
status_text->setText(tr("Not Connected"));
|
||||
leave_room->setEnabled(false);
|
||||
show_room->setEnabled(false);
|
||||
break;
|
||||
case NotificationStatus::Connected:
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected")).pixmap(16));
|
||||
status_text->setText(tr("Connected"));
|
||||
leave_room->setEnabled(true);
|
||||
show_room->setEnabled(true);
|
||||
break;
|
||||
case NotificationStatus::Notification:
|
||||
status_icon->setPixmap(
|
||||
QIcon::fromTheme(QStringLiteral("connected_notification")).pixmap(16));
|
||||
status_text->setText(tr("New Messages Received"));
|
||||
leave_room->setEnabled(true);
|
||||
show_room->setEnabled(true);
|
||||
break;
|
||||
}
|
||||
|
||||
// Clean up status bar if game is running
|
||||
if (system.IsPoweredOn()) {
|
||||
status_text->clear();
|
||||
}
|
||||
}
|
||||
|
||||
void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
|
||||
LOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
|
||||
if (state == Network::RoomMember::State::Joined ||
|
||||
state == Network::RoomMember::State::Moderator) {
|
||||
|
||||
OnOpenNetworkRoom();
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected")).pixmap(16));
|
||||
status_text->setText(tr("Connected"));
|
||||
leave_room->setEnabled(true);
|
||||
show_room->setEnabled(true);
|
||||
SetNotificationStatus(NotificationStatus::Connected);
|
||||
} else {
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
|
||||
status_text->setText(tr("Not Connected"));
|
||||
leave_room->setEnabled(false);
|
||||
show_room->setEnabled(false);
|
||||
SetNotificationStatus(NotificationStatus::Disconnected);
|
||||
}
|
||||
|
||||
current_state = state;
|
||||
|
@ -185,6 +211,10 @@ void MultiplayerState::OnAnnounceFailed(const WebService::WebResult& result) {
|
|||
QMessageBox::Ok);
|
||||
}
|
||||
|
||||
void MultiplayerState::OnSaveConfig() {
|
||||
emit SaveConfig();
|
||||
}
|
||||
|
||||
void MultiplayerState::UpdateThemedIcons() {
|
||||
if (show_notification) {
|
||||
status_icon->setPixmap(
|
||||
|
@ -209,13 +239,16 @@ static void BringWidgetToFront(QWidget* widget) {
|
|||
void MultiplayerState::OnViewLobby() {
|
||||
if (lobby == nullptr) {
|
||||
lobby = new Lobby(this, game_list_model, announce_multiplayer_session, system);
|
||||
connect(lobby, &Lobby::SaveConfig, this, &MultiplayerState::OnSaveConfig);
|
||||
}
|
||||
lobby->RefreshLobby();
|
||||
BringWidgetToFront(lobby);
|
||||
}
|
||||
|
||||
void MultiplayerState::OnCreateRoom() {
|
||||
if (host_room == nullptr) {
|
||||
host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session, system);
|
||||
connect(host_room, &HostRoomWindow::SaveConfig, this, &MultiplayerState::OnSaveConfig);
|
||||
}
|
||||
BringWidgetToFront(host_room);
|
||||
}
|
||||
|
@ -250,14 +283,12 @@ void MultiplayerState::ShowNotification() {
|
|||
show_notification = true;
|
||||
QApplication::alert(nullptr);
|
||||
QApplication::beep();
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected_notification")).pixmap(16));
|
||||
status_text->setText(tr("New Messages Received"));
|
||||
SetNotificationStatus(NotificationStatus::Notification);
|
||||
}
|
||||
|
||||
void MultiplayerState::HideNotification() {
|
||||
show_notification = false;
|
||||
status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected")).pixmap(16));
|
||||
status_text->setText(tr("Connected"));
|
||||
SetNotificationStatus(NotificationStatus::Connected);
|
||||
}
|
||||
|
||||
void MultiplayerState::OnOpenNetworkRoom() {
|
||||
|
@ -280,6 +311,8 @@ void MultiplayerState::OnOpenNetworkRoom() {
|
|||
void MultiplayerState::OnDirectConnectToRoom() {
|
||||
if (direct_connect == nullptr) {
|
||||
direct_connect = new DirectConnectWindow(system, this);
|
||||
connect(direct_connect, &DirectConnectWindow::SaveConfig, this,
|
||||
&MultiplayerState::OnSaveConfig);
|
||||
}
|
||||
BringWidgetToFront(direct_connect);
|
||||
}
|
||||
|
|
|
@ -22,6 +22,13 @@ class MultiplayerState : public QWidget {
|
|||
Q_OBJECT;
|
||||
|
||||
public:
|
||||
enum class NotificationStatus {
|
||||
Unitialized,
|
||||
Disconnected,
|
||||
Connected,
|
||||
Notification,
|
||||
};
|
||||
|
||||
explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list, QAction* leave_room,
|
||||
QAction* show_room, Core::System& system_);
|
||||
~MultiplayerState();
|
||||
|
@ -31,6 +38,10 @@ public:
|
|||
*/
|
||||
void Close();
|
||||
|
||||
void SetNotificationStatus(NotificationStatus state);
|
||||
|
||||
void UpdateNotificationStatus();
|
||||
|
||||
ClickableLabel* GetStatusText() const {
|
||||
return status_text;
|
||||
}
|
||||
|
@ -64,6 +75,7 @@ public slots:
|
|||
void OnOpenNetworkRoom();
|
||||
void OnDirectConnectToRoom();
|
||||
void OnAnnounceFailed(const WebService::WebResult&);
|
||||
void OnSaveConfig();
|
||||
void UpdateThemedIcons();
|
||||
void ShowNotification();
|
||||
void HideNotification();
|
||||
|
@ -72,6 +84,7 @@ signals:
|
|||
void NetworkStateChanged(const Network::RoomMember::State&);
|
||||
void NetworkError(const Network::RoomMember::Error&);
|
||||
void AnnounceFailed(const WebService::WebResult&);
|
||||
void SaveConfig();
|
||||
|
||||
private:
|
||||
Lobby* lobby = nullptr;
|
||||
|
@ -85,6 +98,7 @@ private:
|
|||
QAction* show_room;
|
||||
std::shared_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
|
||||
Network::RoomMember::State current_state = Network::RoomMember::State::Uninitialized;
|
||||
NotificationStatus notification_status = NotificationStatus::Unitialized;
|
||||
bool has_mod_perms = false;
|
||||
Network::RoomMember::CallbackHandle<Network::RoomMember::State> state_callback_handle;
|
||||
Network::RoomMember::CallbackHandle<Network::RoomMember::Error> error_callback_handle;
|
||||
|
|
|
@ -102,7 +102,7 @@ struct Values {
|
|||
Settings::Setting<uint32_t> callout_flags{0, "calloutFlags"};
|
||||
|
||||
// multiplayer settings
|
||||
Settings::Setting<QString> multiplayer_nickname{QStringLiteral("yuzu"), "nickname"};
|
||||
Settings::Setting<QString> multiplayer_nickname{{}, "nickname"};
|
||||
Settings::Setting<QString> multiplayer_ip{{}, "ip"};
|
||||
Settings::SwitchableSetting<uint, true> multiplayer_port{24872, 0, UINT16_MAX, "port"};
|
||||
Settings::Setting<QString> multiplayer_room_nickname{{}, "room_nickname"};
|
||||
|
|
Loading…
Reference in a new issue