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.
This commit is contained in:
Hugo Locurcio 2024-01-30 01:29:11 +01:00
parent 8ddfecfbae
commit 442aad9b27
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
2 changed files with 19 additions and 1 deletions

View file

@ -77,16 +77,23 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
// UI Buttons // UI Buttons
connect(ui->refresh_list, &QPushButton::clicked, this, &Lobby::RefreshLobby); connect(ui->refresh_list, &QPushButton::clicked, this, &Lobby::RefreshLobby);
connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
connect(ui->games_owned, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterOwned); connect(ui->games_owned, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterOwned);
connect(ui->hide_empty, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterEmpty); connect(ui->hide_empty, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterEmpty);
connect(ui->hide_full, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterFull); connect(ui->hide_full, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterFull);
connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom); connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom); connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
// Actions // Actions
connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this, connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
&Lobby::OnRefreshLobby); &Lobby::OnRefreshLobby);
// Load persistent filters after events are connected to make sure they apply
ui->search->setText(
QString::fromStdString(UISettings::values.multiplayer_filter_text.GetValue()));
ui->games_owned->setChecked(UISettings::values.multiplayer_filter_games_owned.GetValue());
ui->hide_empty->setChecked(UISettings::values.multiplayer_filter_hide_empty.GetValue());
ui->hide_full->setChecked(UISettings::values.multiplayer_filter_hide_full.GetValue());
} }
Lobby::~Lobby() = default; Lobby::~Lobby() = default;
@ -204,6 +211,10 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
// Save settings // Save settings
UISettings::values.multiplayer_nickname = ui->nickname->text().toStdString(); UISettings::values.multiplayer_nickname = ui->nickname->text().toStdString();
UISettings::values.multiplayer_filter_text = ui->search->text().toStdString();
UISettings::values.multiplayer_filter_games_owned = ui->games_owned->isChecked();
UISettings::values.multiplayer_filter_hide_empty = ui->hide_empty->isChecked();
UISettings::values.multiplayer_filter_hide_full = ui->hide_full->isChecked();
UISettings::values.multiplayer_ip = UISettings::values.multiplayer_ip =
proxy->data(connection_index, LobbyItemHost::HostIPRole).value<QString>().toStdString(); proxy->data(connection_index, LobbyItemHost::HostIPRole).value<QString>().toStdString();
UISettings::values.multiplayer_port = UISettings::values.multiplayer_port =

View file

@ -169,6 +169,13 @@ struct Values {
// multiplayer settings // multiplayer settings
Setting<std::string> multiplayer_nickname{linkage, {}, "nickname", Category::Multiplayer}; Setting<std::string> multiplayer_nickname{linkage, {}, "nickname", Category::Multiplayer};
Setting<std::string> multiplayer_filter_text{linkage, {}, "filter_text", Category::Multiplayer};
Setting<bool> multiplayer_filter_games_owned{linkage, false, "filter_games_owned",
Category::Multiplayer};
Setting<bool> multiplayer_filter_hide_empty{linkage, false, "filter_games_hide_empty",
Category::Multiplayer};
Setting<bool> multiplayer_filter_hide_full{linkage, false, "filter_games_hide_full",
Category::Multiplayer};
Setting<std::string> multiplayer_ip{linkage, {}, "ip", Category::Multiplayer}; Setting<std::string> multiplayer_ip{linkage, {}, "ip", Category::Multiplayer};
Setting<u16, true> multiplayer_port{linkage, 24872, 0, Setting<u16, true> multiplayer_port{linkage, 24872, 0,
UINT16_MAX, "port", Category::Multiplayer}; UINT16_MAX, "port", Category::Multiplayer};