citra_qt: Update the multiplayer dialogs when game list is repopulated
The multiplayer state object and dialogs hold a (modified) game list model, but it isn't updated when the actual game list changes. This updates the multiplayer dialogs with the new game list when it got repopulated.
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40ad54c5c7
9 changed files with 69 additions and 17 deletions
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@ -35,13 +35,7 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// Create a proxy to the game list to get the list of games owned
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game_list = new QStandardItemModel;
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for (int i = 0; i < list->rowCount(); i++) {
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auto parent = list->item(i, 0);
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for (int j = 0; j < parent->rowCount(); j++) {
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game_list->appendRow(parent->child(j)->clone());
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}
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}
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UpdateGameList(list);
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proxy = new LobbyFilterProxyModel(this, game_list);
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proxy->setSourceModel(model);
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@ -88,6 +82,18 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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RefreshLobby();
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}
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void Lobby::UpdateGameList(QStandardItemModel* list) {
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game_list->clear();
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for (int i = 0; i < list->rowCount(); i++) {
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auto parent = list->item(i, 0);
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for (int j = 0; j < parent->rowCount(); j++) {
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game_list->appendRow(parent->child(j)->clone());
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}
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}
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if (proxy)
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proxy->UpdateGameList(game_list);
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}
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void Lobby::RetranslateUi() {
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ui->retranslateUi(this);
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}
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@ -260,6 +266,10 @@ void Lobby::OnRefreshLobby() {
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LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
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: QSortFilterProxyModel(parent), game_list(list) {}
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void LobbyFilterProxyModel::UpdateGameList(QStandardItemModel* list) {
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game_list = list;
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}
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bool LobbyFilterProxyModel::filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const {
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// Prioritize filters by fastest to compute
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