mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
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:
parent
8ddfecfbae
commit
442aad9b27
2 changed files with 19 additions and 1 deletions
|
@ -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 =
|
||||||
|
|
|
@ -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};
|
||||||
|
|
Loading…
Reference in a new issue