PrismLauncher/gui/mainwindow.h
Andrew 3b38e5f924 Implemented LWJGL version lists.
The LWJGL list actually doesn't use tasks for loading. Instead, it takes advantage of the
QNetworkAccessManager's asynchronous requests. This is a system that I may look to implement for other version
lists and things such as the Minecraft version list and possibly even instance mod lists.

Loading things this way means that code that wants to load a list can simply call the load list function, rather
than having to get a task from the list and execute the task. Unfortunately, it also means we can't have task
progress dialogs for loading lists, but it shouldn't really be too difficult to write one that works with this
system.

At some point in the future, I'll probably end up putting all the code for this method of loading lists into a
base class and then update the other lists to support it.
2013-05-17 11:53:22 -05:00

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/* Copyright 2013 MultiMC Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include "instancelist.h"
#include "loginresponse.h"
#include "instance.h"
class InstanceModel;
class InstanceProxyModel;
class KCategorizedView;
class KCategoryDrawer;
class MinecraftProcess;
class ConsoleWindow;
namespace Ui
{
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
/*!
* The currently selected instance.
*/
Q_PROPERTY(Instance* selectedInstance READ selectedInstance STORED false)
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
void closeEvent(QCloseEvent *event);
// Browser Dialog
void openWebPage(QUrl url);
Instance *selectedInstance();
private slots:
void on_actionAbout_triggered();
void on_actionAddInstance_triggered();
void on_actionChangeInstGroup_triggered();
void on_actionViewInstanceFolder_triggered();
void on_actionRefresh_triggered();
void on_actionViewCentralModsFolder_triggered();
void on_actionCheckUpdate_triggered();
void on_actionSettings_triggered();
void on_actionReportBug_triggered();
void on_actionNews_triggered();
void on_mainToolBar_visibilityChanged(bool);
void on_instanceView_customContextMenuRequested(const QPoint &pos);
void on_actionLaunchInstance_triggered();
void on_actionMakeDesktopShortcut_triggered();
void on_actionChangeInstMCVersion_triggered();
void doLogin(const QString& errorMsg = "");
void onLoginComplete(LoginResponse response);
void onGameUpdateComplete(LoginResponse response);
void onGameUpdateError(QString error);
void taskStart(Task *task);
void taskEnd(Task *task);
void on_actionChangeInstLWJGLVersion_triggered();
public slots:
void instanceActivated ( QModelIndex );
void startTask(Task *task);
void launchInstance(LoginResponse response);
void launchInstance(QString instID, LoginResponse response);
void launchInstance(Instance *inst, LoginResponse response);
private:
Ui::MainWindow *ui;
KCategoryDrawer * drawer;
KCategorizedView * view;
InstanceModel * model;
InstanceProxyModel * proxymodel;
InstanceList instList;
MinecraftProcess *proc;
ConsoleWindow *console;
// A pointer to the instance we are actively doing stuff with.
// This is set when the user launches an instance and is used to refer to that
// instance throughout the launching process.
Instance *m_activeInst;
Task *m_versionLoadTask;
};
#endif // MAINWINDOW_H