Persist filters in multiplayer public lobby list
After connecting to a room, the chosen filter text, "Games I Own", "Hide Empty Rooms" and "Hide Full Rooms" values are persisted to configuration so they are preserved across restarts. This makes it easier to rejoin a room if you regularly play the same game, or after a crash.
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@ -77,16 +77,23 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// UI Buttons
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// UI Buttons
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connect(ui->refresh_list, &QPushButton::clicked, this, &Lobby::RefreshLobby);
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connect(ui->refresh_list, &QPushButton::clicked, this, &Lobby::RefreshLobby);
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connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
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connect(ui->games_owned, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterOwned);
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connect(ui->games_owned, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterOwned);
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connect(ui->hide_empty, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterEmpty);
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connect(ui->hide_empty, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterEmpty);
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connect(ui->hide_full, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterFull);
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connect(ui->hide_full, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterFull);
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connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
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connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
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connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
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connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
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connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
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// Actions
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// Actions
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connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
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connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
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&Lobby::OnRefreshLobby);
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&Lobby::OnRefreshLobby);
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// Load persistent filters after events are connected to make sure they apply
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ui->search->setText(
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QString::fromStdString(UISettings::values.multiplayer_filter_text.GetValue()));
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ui->games_owned->setChecked(UISettings::values.multiplayer_filter_games_owned.GetValue());
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ui->hide_empty->setChecked(UISettings::values.multiplayer_filter_hide_empty.GetValue());
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ui->hide_full->setChecked(UISettings::values.multiplayer_filter_hide_full.GetValue());
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}
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}
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Lobby::~Lobby() = default;
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Lobby::~Lobby() = default;
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@ -204,6 +211,10 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
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// Save settings
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// Save settings
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UISettings::values.multiplayer_nickname = ui->nickname->text().toStdString();
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UISettings::values.multiplayer_nickname = ui->nickname->text().toStdString();
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UISettings::values.multiplayer_filter_text = ui->search->text().toStdString();
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UISettings::values.multiplayer_filter_games_owned = ui->games_owned->isChecked();
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UISettings::values.multiplayer_filter_hide_empty = ui->hide_empty->isChecked();
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UISettings::values.multiplayer_filter_hide_full = ui->hide_full->isChecked();
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UISettings::values.multiplayer_ip =
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UISettings::values.multiplayer_ip =
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proxy->data(connection_index, LobbyItemHost::HostIPRole).value<QString>().toStdString();
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proxy->data(connection_index, LobbyItemHost::HostIPRole).value<QString>().toStdString();
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UISettings::values.multiplayer_port =
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UISettings::values.multiplayer_port =
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@ -169,6 +169,13 @@ struct Values {
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// multiplayer settings
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// multiplayer settings
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Setting<std::string> multiplayer_nickname{linkage, {}, "nickname", Category::Multiplayer};
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Setting<std::string> multiplayer_nickname{linkage, {}, "nickname", Category::Multiplayer};
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Setting<std::string> multiplayer_filter_text{linkage, {}, "filter_text", Category::Multiplayer};
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Setting<bool> multiplayer_filter_games_owned{linkage, false, "filter_games_owned",
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Category::Multiplayer};
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Setting<bool> multiplayer_filter_hide_empty{linkage, false, "filter_games_hide_empty",
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Category::Multiplayer};
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Setting<bool> multiplayer_filter_hide_full{linkage, false, "filter_games_hide_full",
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Category::Multiplayer};
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Setting<std::string> multiplayer_ip{linkage, {}, "ip", Category::Multiplayer};
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Setting<std::string> multiplayer_ip{linkage, {}, "ip", Category::Multiplayer};
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Setting<u16, true> multiplayer_port{linkage, 24872, 0,
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Setting<u16, true> multiplayer_port{linkage, 24872, 0,
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UINT16_MAX, "port", Category::Multiplayer};
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UINT16_MAX, "port", Category::Multiplayer};
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