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Instead of extracting item sheets one at a time, it's now done on multiple threads. Loading gear is now faster since reused files are cached, switching between races is still wasteful, but it's a good enough improvement for now.
52 lines
No EOL
1.3 KiB
C++
52 lines
No EOL
1.3 KiB
C++
#pragma once
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#include <QAbstractItemModel>
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#include <QFutureWatcher>
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#include "gearview.h"
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enum class TreeType {
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Root,
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Category,
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Item
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};
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struct TreeInformation {
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TreeType type;
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std::optional<Slot> slotType;
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TreeInformation* parent = nullptr;
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std::optional<GearInfo> gear;
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int row = 0;
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std::vector<TreeInformation*> children;
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};
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class GearListModel : public QAbstractItemModel {
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Q_OBJECT
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public:
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explicit GearListModel(GameData* data);
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int rowCount(const QModelIndex& parent = QModelIndex()) const override;
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int columnCount(const QModelIndex& parent = QModelIndex()) const override;
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QModelIndex index(int row, int column = 0, const QModelIndex& parent = QModelIndex()) const override;
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QModelIndex parent(const QModelIndex& child) const override;
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QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const override;
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QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
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std::optional<GearInfo> getGearFromIndex(const QModelIndex& index);
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private:
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void exdFinished(int index);
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void finished();
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QFutureWatcher<physis_EXD>* exdFuture;
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std::vector<GearInfo> gears;
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QStringList slotNames;
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GameData* gameData = nullptr;
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TreeInformation* rootItem = nullptr;
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}; |