Fix multiplayer dropdowns and proxy model
* Filters in the lobby properly remove rooms * Multiplayer menu items for Show Room and Leave Room work as intended
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601fd81d5c
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a85511cd7d
9 changed files with 107 additions and 171 deletions
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@ -172,7 +172,8 @@ void GMainWindow::InitializeWidgets() {
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game_list = new GameList(this);
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ui.horizontalLayout->addWidget(game_list);
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multiplayer_state = new MultiplayerState(this, game_list->GetModel());
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multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui.action_Leave_Room,
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ui.action_Show_Room);
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multiplayer_state->setVisible(false);
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// Setup updater
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@ -436,11 +437,11 @@ void GMainWindow::ConnectMenuEvents() {
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&MultiplayerState::OnViewLobby);
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connect(ui.action_Start_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnCreateRoom);
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connect(ui.action_Stop_Room, &QAction::triggered, multiplayer_state,
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connect(ui.action_Leave_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnCloseRoom);
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connect(ui.action_Connect_To_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnDirectConnectToRoom);
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connect(ui.action_Chat, &QAction::triggered, multiplayer_state,
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connect(ui.action_Show_Room, &QAction::triggered, multiplayer_state,
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&MultiplayerState::OnOpenNetworkRoom);
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ui.action_Fullscreen->setShortcut(GetHotkey("Main Window", "Fullscreen", this)->key());
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@ -1331,18 +1332,6 @@ void GMainWindow::SyncMenuUISettings() {
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ui.action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
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}
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void GMainWindow::ChangeRoomState() {
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if (auto room = Network::GetRoom().lock()) {
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if (room->GetState() == Network::Room::State::Open) {
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ui.action_Start_Room->setDisabled(true);
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ui.action_Stop_Room->setEnabled(true);
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return;
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}
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ui.action_Start_Room->setEnabled(true);
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ui.action_Stop_Room->setDisabled(true);
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}
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}
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#ifdef main
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#undef main
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#endif
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