
* renderer_gl: Make rasterizer normal class member * It doesn't need to be heap allocated anymore * gl_rasterizer: Remove default_texture * It's unused * gl_rasterizer: General cleanup * gl_rasterizer: Lower case lambdas * Match style with review comments from vulkan backend * rasterizer_cache: Prevent memory leak * Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends * rasterizer_cache: Make temp copy of old surface * The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly * citra_qt: Manually create dialog tabs * Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration * citra_qt: Eliminate global system usage * core: Remove global system usage in memory and HIO * citra_qt: Use qOverload * tests: Run clang format * gl_texture_runtime: Fix surface scaling
78 lines
1.8 KiB
C++
78 lines
1.8 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <QDialog>
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#include <QSortFilterProxyModel>
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#include <QStandardItemModel>
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#include <QVariant>
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#include "citra_qt/multiplayer/validation.h"
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namespace Ui {
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class HostRoom;
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}
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namespace Core {
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class System;
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}
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namespace Network {
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class AnnounceMultiplayerSession;
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}
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class ConnectionError;
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class ComboBoxProxyModel;
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class ChatMessage;
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namespace Network::VerifyUser {
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class Backend;
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};
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class HostRoomWindow : public QDialog {
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Q_OBJECT
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public:
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explicit HostRoomWindow(Core::System& system, QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Network::AnnounceMultiplayerSession> session);
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~HostRoomWindow();
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/**
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* Updates the dialog with a new game list model.
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* This model should be the original model of the game list.
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*/
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void UpdateGameList(QStandardItemModel* list);
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void RetranslateUi();
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private:
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void Host();
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std::unique_ptr<Network::VerifyUser::Backend> CreateVerifyBackend(bool use_validation) const;
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std::unique_ptr<Ui::HostRoom> ui;
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Core::System& system;
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std::weak_ptr<Network::AnnounceMultiplayerSession> announce_multiplayer_session;
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QStandardItemModel* game_list;
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ComboBoxProxyModel* proxy;
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Validation validation;
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};
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/**
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* Proxy Model for the game list combo box so we can reuse the game list model while still
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* displaying the fields slightly differently
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*/
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class ComboBoxProxyModel : public QSortFilterProxyModel {
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Q_OBJECT
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public:
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int columnCount(const QModelIndex& idx) const override {
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return 1;
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}
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QVariant data(const QModelIndex& idx, int role) const override;
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bool lessThan(const QModelIndex& left, const QModelIndex& right) const override;
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};
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