Lime3DS/src/citra_qt/game_list.cpp
bunnei 24086d05bb
Merge pull request #5471 from vitor-k/misc
Fix some warnings and some small changes
2021-04-23 22:54:00 -07:00

773 lines
32 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QApplication>
#include <QFileInfo>
#include <QFileSystemWatcher>
#include <QHBoxLayout>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QKeyEvent>
#include <QLabel>
#include <QLineEdit>
#include <QMenu>
#include <QModelIndex>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QThreadPool>
#include <QToolButton>
#include <QTreeView>
#include <fmt/format.h>
#include "citra_qt/compatibility_list.h"
#include "citra_qt/game_list.h"
#include "citra_qt/game_list_p.h"
#include "citra_qt/game_list_worker.h"
#include "citra_qt/main.h"
#include "citra_qt/uisettings.h"
#include "common/logging/log.h"
#include "core/file_sys/archive_extsavedata.h"
#include "core/file_sys/archive_source_sd_savedata.h"
#include "core/hle/service/fs/archive.h"
GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist, QObject* parent)
: QObject(parent), gamelist{gamelist} {}
// EventFilter in order to process systemkeys while editing the searchfield
bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
// If it isn't a KeyRelease event then continue with standard event processing
if (event->type() != QEvent::KeyRelease)
return QObject::eventFilter(obj, event);
QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
// If the searchfield's text hasn't changed special function keys get checked
// If no function key changes the searchfield's text the filter doesn't need to get reloaded
if (edit_filter_text == edit_filter_text_old) {
switch (keyEvent->key()) {
// Escape: Resets the searchfield
case Qt::Key_Escape: {
if (edit_filter_text_old.isEmpty()) {
return QObject::eventFilter(obj, event);
} else {
gamelist->search_field->edit_filter->clear();
edit_filter_text.clear();
}
break;
}
// Return and Enter
// If the enter key gets pressed first checks how many and which entry is visible
// If there is only one result launch this game
case Qt::Key_Return:
case Qt::Key_Enter: {
if (gamelist->search_field->visible == 1) {
const QString file_path = gamelist->GetLastFilterResultItem();
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a different game after closing one
gamelist->search_field->edit_filter->clear();
edit_filter_text.clear();
emit gamelist->GameChosen(file_path);
} else {
return QObject::eventFilter(obj, event);
}
break;
}
default:
return QObject::eventFilter(obj, event);
}
}
edit_filter_text_old = edit_filter_text;
return QObject::eventFilter(obj, event);
}
void GameListSearchField::setFilterResult(int visible, int total) {
this->visible = visible;
this->total = total;
QString result_of_text = tr("of");
QString result_text;
if (total == 1) {
result_text = tr("result");
} else {
result_text = tr("results");
}
label_filter_result->setText(
QStringLiteral("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
}
QString GameList::GetLastFilterResultItem() const {
QString file_path;
const int folderCount = item_model->rowCount();
for (int i = 0; i < folderCount; ++i) {
const QStandardItem* folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
if (tree_view->isRowHidden(j, folder_index)) {
continue;
}
const QStandardItem* child = folder->child(j, 0);
file_path = child->data(GameListItemPath::FullPathRole).toString();
}
}
return file_path;
}
void GameListSearchField::clear() {
edit_filter->clear();
}
void GameListSearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
auto* const key_release_eater = new KeyReleaseEater(parent, this);
layout_filter = new QHBoxLayout;
layout_filter->setContentsMargins(8, 8, 8, 8);
label_filter = new QLabel;
label_filter->setText(tr("Filter:"));
edit_filter = new QLineEdit;
edit_filter->clear();
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(key_release_eater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::OnTextChanged);
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText(QStringLiteral("X"));
button_filter_close->setCursor(Qt::ArrowCursor);
button_filter_close->setStyleSheet(
QStringLiteral("QToolButton{ border: none; padding: 0px; color: "
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}"));
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::OnFilterCloseClicked);
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);
layout_filter->addWidget(label_filter_result);
layout_filter->addWidget(button_filter_close);
setLayout(layout_filter);
}
/**
* Checks if all words separated by spaces are contained in another string
* This offers a word order insensitive search function
*
* @param String that gets checked if it contains all words of the userinput string
* @param String containing all words getting checked
* @return true if the haystack contains all words of userinput
*/
static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
const QStringList userinput_split =
userinput.split(QLatin1Char{' '}, QString::SplitBehavior::SkipEmptyParts);
return std::all_of(userinput_split.begin(), userinput_split.end(),
[&haystack](const QString& s) { return haystack.contains(s); });
}
// Syncs the expanded state of Game Directories with settings to persist across sessions
void GameList::OnItemExpanded(const QModelIndex& item) {
const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
const bool is_dir = type == GameListItemType::CustomDir ||
type == GameListItemType::InstalledDir ||
type == GameListItemType::SystemDir;
if (!is_dir) {
return;
}
UISettings::values.game_dirs[item.data(GameListDir::GameDirRole).toInt()].expanded =
tree_view->isExpanded(item);
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::OnTextChanged(const QString& new_text) {
const int folder_count = tree_view->model()->rowCount();
QString edit_filter_text = new_text.toLower();
QStandardItem* folder;
int children_total = 0;
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
if (edit_filter_text.isEmpty()) {
for (int i = 0; i < folder_count; ++i) {
folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
++children_total;
tree_view->setRowHidden(j, folder_index, false);
}
}
search_field->setFilterResult(children_total, children_total);
} else {
int result_count = 0;
for (int i = 0; i < folder_count; ++i) {
folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
++children_total;
const QStandardItem* child = folder->child(j, 0);
const QString file_path =
child->data(GameListItemPath::FullPathRole).toString().toLower();
const QString file_title =
child->data(GameListItemPath::LongTitleRole).toString().toLower();
const QString file_program_id =
child->data(GameListItemPath::ProgramIdRole).toString().toLower();
// Only items which filename in combination with its title contains all words
// that are in the searchfield will be visible in the gamelist
// The search is case insensitive because of toLower()
// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
// multiple conversions of edit_filter_text for each game in the gamelist
const QString file_name =
file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) + QLatin1Char{' '} +
file_title;
if (ContainsAllWords(file_name, edit_filter_text) ||
(file_program_id.count() == 16 && edit_filter_text.contains(file_program_id))) {
tree_view->setRowHidden(j, folder_index, false);
++result_count;
} else {
tree_view->setRowHidden(j, folder_index, true);
}
search_field->setFilterResult(result_count, children_total);
}
}
}
}
void GameList::OnUpdateThemedIcons() {
for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
QStandardItem* child = item_model->invisibleRootItem()->child(i);
switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::InstalledDir:
child->setData(QIcon::fromTheme(QStringLiteral("sd_card")).pixmap(48),
Qt::DecorationRole);
break;
case GameListItemType::SystemDir:
child->setData(QIcon::fromTheme(QStringLiteral("chip")).pixmap(48), Qt::DecorationRole);
break;
case GameListItemType::CustomDir: {
const UISettings::GameDir& game_dir =
UISettings::values.game_dirs[child->data(GameListDir::GameDirRole).toInt()];
const QString icon_name = QFileInfo::exists(game_dir.path)
? QStringLiteral("folder")
: QStringLiteral("bad_folder");
child->setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole);
break;
}
case GameListItemType::AddDir:
child->setData(QIcon::fromTheme(QStringLiteral("plus")).pixmap(48), Qt::DecorationRole);
break;
default:
break;
}
}
}
void GameList::OnFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
watcher = new QFileSystemWatcher(this);
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory,
Qt::UniqueConnection);
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
search_field = new GameListSearchField(this);
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
tree_view->setAlternatingRowColors(true);
tree_view->setSelectionMode(QHeaderView::SingleSelection);
tree_view->setSelectionBehavior(QHeaderView::SelectRows);
tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setSortingEnabled(true);
tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
tree_view->setStyleSheet(QStringLiteral("QTreeView{ border: none; }"));
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, tr("Region"));
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
item_model->setSortRole(GameListItemPath::SortRole);
connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
// We must register all custom types with the Qt Automoc system so that we are able to use
// it with signals/slots. In this case, QList falls under the umbrells of custom types.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(tree_view);
layout->addWidget(search_field);
setLayout(layout);
}
GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::SetFilterFocus() {
if (tree_view->model()->rowCount() > 0) {
search_field->setFocus();
}
}
void GameList::SetFilterVisible(bool visibility) {
search_field->setVisible(visibility);
}
void GameList::SetDirectoryWatcherEnabled(bool enabled) {
if (enabled) {
connect(watcher, &QFileSystemWatcher::directoryChanged, this,
&GameList::RefreshGameDirectory, Qt::UniqueConnection);
} else {
disconnect(watcher, &QFileSystemWatcher::directoryChanged, this,
&GameList::RefreshGameDirectory);
}
}
void GameList::ClearFilter() {
search_field->clear();
}
void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
tree_view->setExpanded(
entry_items->index(),
UISettings::values.game_dirs[entry_items->data(GameListDir::GameDirRole).toInt()].expanded);
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
parent->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item) {
const auto selected = item.sibling(item.row(), 0);
switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::Game: {
const QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
if (file_path.isEmpty())
return;
const QFileInfo file_info(file_path);
if (!file_info.exists() || file_info.isDir())
return;
// Users usually want to run a different game after closing one
search_field->clear();
emit GameChosen(file_path);
break;
}
case GameListItemType::AddDir:
emit AddDirectory();
break;
default:
break;
}
}
bool GameList::IsEmpty() const {
for (int i = 0; i < item_model->rowCount(); i++) {
const QStandardItem* child = item_model->invisibleRootItem()->child(i);
const auto type = static_cast<GameListItemType>(child->type());
if (!child->hasChildren() &&
(type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir)) {
item_model->invisibleRootItem()->removeRow(child->row());
i--;
}
}
return !item_model->invisibleRootItem()->hasChildren();
}
void GameList::DonePopulating(const QStringList& watch_list) {
emit ShowList(!IsEmpty());
item_model->invisibleRootItem()->appendRow(new GameListAddDir());
// Clear out the old directories to watch for changes and add the new ones
auto watch_dirs = watcher->directories();
if (!watch_dirs.isEmpty()) {
watcher->removePaths(watch_dirs);
}
// Workaround: Add the watch paths in chunks to allow the gui to refresh
// This prevents the UI from stalling when a large number of watch paths are added
// Also artificially caps the watcher to a certain number of directories
constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
constexpr int SLICE_SIZE = 25;
int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
for (int i = 0; i < len; i += SLICE_SIZE) {
watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
QCoreApplication::processEvents();
}
tree_view->setEnabled(true);
const int folderCount = tree_view->model()->rowCount();
int children_total = 0;
for (int i = 0; i < folderCount; ++i) {
children_total += item_model->item(i, 0)->rowCount();
}
search_field->setFilterResult(children_total, children_total);
if (children_total > 0) {
search_field->setFocus();
}
item_model->sort(tree_view->header()->sortIndicatorSection(),
tree_view->header()->sortIndicatorOrder());
emit PopulatingCompleted();
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid())
return;
const auto selected = item.sibling(item.row(), 0);
QMenu context_menu;
switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::Game:
AddGamePopup(context_menu, selected.data(GameListItemPath::FullPathRole).toString(),
selected.data(GameListItemPath::ProgramIdRole).toULongLong(),
selected.data(GameListItemPath::ExtdataIdRole).toULongLong());
break;
case GameListItemType::CustomDir:
AddPermDirPopup(context_menu, selected);
AddCustomDirPopup(context_menu, selected);
break;
case GameListItemType::InstalledDir:
case GameListItemType::SystemDir:
AddPermDirPopup(context_menu, selected);
break;
default:
break;
}
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::AddGamePopup(QMenu& context_menu, const QString& path, u64 program_id,
u64 extdata_id) {
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* open_extdata_location = context_menu.addAction(tr("Open Extra Data Location"));
QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
QAction* open_texture_dump_location = context_menu.addAction(tr("Open Texture Dump Location"));
QAction* open_texture_load_location =
context_menu.addAction(tr("Open Custom Texture Location"));
QAction* open_mods_location = context_menu.addAction(tr("Open Mods Location"));
QAction* dump_romfs = context_menu.addAction(tr("Dump RomFS"));
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
const bool is_application =
0x0004000000000000 <= program_id && program_id <= 0x00040000FFFFFFFF;
std::string sdmc_dir = FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir);
open_save_location->setVisible(
is_application && FileUtil::Exists(FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor(
sdmc_dir, program_id)));
if (extdata_id) {
open_extdata_location->setVisible(
is_application &&
FileUtil::Exists(FileSys::GetExtDataPathFromId(sdmc_dir, extdata_id)));
} else {
open_extdata_location->setVisible(false);
}
auto media_type = Service::AM::GetTitleMediaType(program_id);
open_application_location->setVisible(path.toStdString() ==
Service::AM::GetTitleContentPath(media_type, program_id));
open_update_location->setVisible(
is_application && FileUtil::Exists(Service::AM::GetTitlePath(Service::FS::MediaType::SDMC,
program_id + 0xe00000000) +
"content/"));
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
open_texture_dump_location->setVisible(is_application);
open_texture_load_location->setVisible(is_application);
open_mods_location->setVisible(is_application);
dump_romfs->setVisible(is_application);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
connect(open_save_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA);
});
connect(open_extdata_location, &QAction::triggered, [this, extdata_id] {
emit OpenFolderRequested(extdata_id, GameListOpenTarget::EXT_DATA);
});
connect(open_application_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION);
});
connect(open_update_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA);
});
connect(open_texture_dump_location, &QAction::triggered, [this, program_id] {
if (FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::DumpDir),
program_id))) {
emit OpenFolderRequested(program_id, GameListOpenTarget::TEXTURE_DUMP);
}
});
connect(open_texture_load_location, &QAction::triggered, [this, program_id] {
if (FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
program_id))) {
emit OpenFolderRequested(program_id, GameListOpenTarget::TEXTURE_LOAD);
}
});
connect(open_mods_location, &QAction::triggered, [this, program_id] {
if (FileUtil::CreateFullPath(fmt::format("{}mods/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
program_id))) {
emit OpenFolderRequested(program_id, GameListOpenTarget::MODS);
}
});
connect(dump_romfs, &QAction::triggered,
[this, path, program_id] { emit DumpRomFSRequested(path, program_id); });
connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
};
void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
UISettings::values.game_dirs[selected.data(GameListDir::GameDirRole).toInt()];
QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));
deep_scan->setCheckable(true);
deep_scan->setChecked(game_dir.deep_scan);
connect(deep_scan, &QAction::triggered, [this, &game_dir] {
game_dir.deep_scan = !game_dir.deep_scan;
PopulateAsync(UISettings::values.game_dirs);
});
connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
UISettings::values.game_dirs.removeOne(game_dir);
item_model->invisibleRootItem()->removeRow(selected.row());
});
}
void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
const int game_dir_index = selected.data(GameListDir::GameDirRole).toInt();
QAction* move_up = context_menu.addAction(tr(u8"\U000025b2 Move Up"));
QAction* move_down = context_menu.addAction(tr(u8"\U000025bc Move Down "));
QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
const int row = selected.row();
move_up->setEnabled(row > 0);
move_down->setEnabled(row < item_model->rowCount() - 2);
connect(move_up, &QAction::triggered, [this, selected, row, game_dir_index] {
const int other_index = selected.sibling(row - 1, 0).data(GameListDir::GameDirRole).toInt();
// swap the items in the settings
std::swap(UISettings::values.game_dirs[game_dir_index],
UISettings::values.game_dirs[other_index]);
// swap the indexes held by the QVariants
GetModel()->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
GetModel()->setData(selected.sibling(row - 1, 0), QVariant(game_dir_index),
GameListDir::GameDirRole);
// move the treeview items
QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row - 1, item);
tree_view->setExpanded(selected, UISettings::values.game_dirs[game_dir_index].expanded);
});
connect(move_down, &QAction::triggered, [this, selected, row, game_dir_index] {
const int other_index = selected.sibling(row + 1, 0).data(GameListDir::GameDirRole).toInt();
// swap the items in the settings
std::swap(UISettings::values.game_dirs[game_dir_index],
UISettings::values.game_dirs[other_index]);
// swap the indexes held by the QVariants
GetModel()->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
GetModel()->setData(selected.sibling(row + 1, 0), QVariant(game_dir_index),
GameListDir::GameDirRole);
// move the treeview items
const QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row + 1, item);
tree_view->setExpanded(selected, UISettings::values.game_dirs[game_dir_index].expanded);
});
connect(open_directory_location, &QAction::triggered, [this, game_dir_index] {
emit OpenDirectory(UISettings::values.game_dirs[game_dir_index].path);
});
}
void GameList::LoadCompatibilityList() {
QFile compat_list{QStringLiteral(":compatibility_list/compatibility_list.json")};
if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
LOG_ERROR(Frontend, "Unable to open game compatibility list");
return;
}
if (compat_list.size() == 0) {
LOG_WARNING(Frontend, "Game compatibility list is empty");
return;
}
const QByteArray content = compat_list.readAll();
if (content.isEmpty()) {
LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
return;
}
const QJsonDocument json = QJsonDocument::fromJson(content);
const QJsonArray arr = json.array();
for (const QJsonValue value : arr) {
const QJsonObject game = value.toObject();
const QString compatibility_key = QStringLiteral("compatibility");
if (!game.contains(compatibility_key) || !game[compatibility_key].isDouble()) {
continue;
}
const int compatibility = game[compatibility_key].toInt();
const QString directory = game[QStringLiteral("directory")].toString();
const QJsonArray ids = game[QStringLiteral("releases")].toArray();
for (const QJsonValue id_ref : ids) {
const QJsonObject id_object = id_ref.toObject();
const QString id = id_object[QStringLiteral("id")].toString();
compatibility_list.emplace(id.toUpper().toStdString(),
std::make_pair(QString::number(compatibility), directory));
}
}
}
QStandardItemModel* GameList::GetModel() const {
return item_model;
}
void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
emit ShouldCancelWorker();
GameListWorker* worker = new GameListWorker(game_dirs, compatibility_list);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
// cancel without delay.
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
}
void GameList::SaveInterfaceLayout() {
UISettings::values.gamelist_header_state = tree_view->header()->saveState();
}
void GameList::LoadInterfaceLayout() {
auto* header = tree_view->header();
if (header->restoreState(UISettings::values.gamelist_header_state)) {
return;
}
// We are using the name column to display icons and titles
// so make it as large as possible as default.
header->resizeSection(COLUMN_NAME, header->width());
}
const QStringList GameList::supported_file_extensions = {
QStringLiteral("3ds"), QStringLiteral("3dsx"), QStringLiteral("elf"), QStringLiteral("axf"),
QStringLiteral("cci"), QStringLiteral("cxi"), QStringLiteral("app")};
void GameList::RefreshGameDirectory() {
if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
PopulateAsync(UISettings::values.game_dirs);
}
}
QString GameList::FindGameByProgramID(u64 program_id) {
return FindGameByProgramID(item_model->invisibleRootItem(), program_id);
}
QString GameList::FindGameByProgramID(QStandardItem* current_item, u64 program_id) {
if (current_item->type() == static_cast<int>(GameListItemType::Game) &&
current_item->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) {
return current_item->data(GameListItemPath::FullPathRole).toString();
} else if (current_item->hasChildren()) {
for (int child_id = 0; child_id < current_item->rowCount(); child_id++) {
QString path = FindGameByProgramID(current_item->child(child_id, 0), program_id);
if (!path.isEmpty())
return path;
}
}
return QString();
}
GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
connect(parent, &GMainWindow::UpdateThemedIcons, this,
&GameListPlaceholder::onUpdateThemedIcons);
layout = new QVBoxLayout;
image = new QLabel;
text = new QLabel;
layout->setAlignment(Qt::AlignCenter);
image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));
text->setText(tr("Double-click to add a new folder to the game list"));
QFont font = text->font();
font.setPointSize(20);
text->setFont(font);
text->setAlignment(Qt::AlignHCenter);
image->setAlignment(Qt::AlignHCenter);
layout->addWidget(image);
layout->addWidget(text);
setLayout(layout);
}
GameListPlaceholder::~GameListPlaceholder() = default;
void GameListPlaceholder::onUpdateThemedIcons() {
image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));
}
void GameListPlaceholder::mouseDoubleClickEvent([[maybe_unused]] QMouseEvent* event) {
emit GameListPlaceholder::AddDirectory();
}