mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-11-02 13:27:52 +00:00
ae6df703f5
This fixes a memory leak as KeyReleaseEater's destructor was never called.
757 lines
31 KiB
C++
757 lines
31 KiB
C++
// Copyright 2015 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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#include <regex>
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#include <QApplication>
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#include <QDir>
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#include <QFileInfo>
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#include <QHeaderView>
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#include <QJsonArray>
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#include <QJsonDocument>
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#include <QJsonObject>
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#include <QKeyEvent>
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#include <QMenu>
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#include <QThreadPool>
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#include <fmt/format.h>
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "core/file_sys/patch_manager.h"
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#include "core/file_sys/registered_cache.h"
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#include "yuzu/compatibility_list.h"
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#include "yuzu/game_list.h"
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#include "yuzu/game_list_p.h"
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#include "yuzu/game_list_worker.h"
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#include "yuzu/main.h"
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#include "yuzu/uisettings.h"
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GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist, QObject* parent)
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: QObject(parent), gamelist{gamelist} {}
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// EventFilter in order to process systemkeys while editing the searchfield
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bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
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// If it isn't a KeyRelease event then continue with standard event processing
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if (event->type() != QEvent::KeyRelease)
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return QObject::eventFilter(obj, event);
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QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
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QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
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// If the searchfield's text hasn't changed special function keys get checked
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// If no function key changes the searchfield's text the filter doesn't need to get reloaded
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if (edit_filter_text == edit_filter_text_old) {
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switch (keyEvent->key()) {
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// Escape: Resets the searchfield
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case Qt::Key_Escape: {
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if (edit_filter_text_old.isEmpty()) {
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return QObject::eventFilter(obj, event);
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} else {
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gamelist->search_field->edit_filter->clear();
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edit_filter_text.clear();
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}
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break;
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}
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// Return and Enter
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// If the enter key gets pressed first checks how many and which entry is visible
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// If there is only one result launch this game
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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if (gamelist->search_field->visible == 1) {
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const QString file_path = gamelist->GetLastFilterResultItem();
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// To avoid loading error dialog loops while confirming them using enter
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// Also users usually want to run a different game after closing one
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gamelist->search_field->edit_filter->clear();
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edit_filter_text.clear();
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emit gamelist->GameChosen(file_path);
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} else {
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return QObject::eventFilter(obj, event);
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}
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break;
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}
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default:
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return QObject::eventFilter(obj, event);
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}
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}
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edit_filter_text_old = edit_filter_text;
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return QObject::eventFilter(obj, event);
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}
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void GameListSearchField::setFilterResult(int visible, int total) {
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this->visible = visible;
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this->total = total;
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label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
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}
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QString GameList::GetLastFilterResultItem() const {
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QString file_path;
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const int folder_count = item_model->rowCount();
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for (int i = 0; i < folder_count; ++i) {
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const QStandardItem* folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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for (int j = 0; j < children_count; ++j) {
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if (tree_view->isRowHidden(j, folder_index)) {
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continue;
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}
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const QStandardItem* child = folder->child(j, 0);
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file_path = child->data(GameListItemPath::FullPathRole).toString();
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}
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}
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return file_path;
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}
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void GameListSearchField::clear() {
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edit_filter->clear();
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}
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void GameListSearchField::setFocus() {
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if (edit_filter->isVisible()) {
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edit_filter->setFocus();
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}
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}
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GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
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auto* const key_release_eater = new KeyReleaseEater(parent, this);
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layout_filter = new QHBoxLayout;
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layout_filter->setMargin(8);
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label_filter = new QLabel;
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label_filter->setText(tr("Filter:"));
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edit_filter = new QLineEdit;
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edit_filter->clear();
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->installEventFilter(key_release_eater);
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edit_filter->setClearButtonEnabled(true);
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connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::OnTextChanged);
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label_filter_result = new QLabel;
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button_filter_close = new QToolButton(this);
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button_filter_close->setText(QStringLiteral("X"));
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button_filter_close->setCursor(Qt::ArrowCursor);
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button_filter_close->setStyleSheet(
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QStringLiteral("QToolButton{ border: none; padding: 0px; color: "
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"#000000; font-weight: bold; background: #F0F0F0; }"
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"QToolButton:hover{ border: none; padding: 0px; color: "
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"#EEEEEE; font-weight: bold; background: #E81123}"));
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connect(button_filter_close, &QToolButton::clicked, parent, &GameList::OnFilterCloseClicked);
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layout_filter->setSpacing(10);
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layout_filter->addWidget(label_filter);
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layout_filter->addWidget(edit_filter);
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layout_filter->addWidget(label_filter_result);
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layout_filter->addWidget(button_filter_close);
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setLayout(layout_filter);
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}
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/**
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param haystack String that gets checked if it contains all words of the userinput string
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* @param userinput String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
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const QStringList userinput_split =
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userinput.split(QLatin1Char{' '}, QString::SplitBehavior::SkipEmptyParts);
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return std::all_of(userinput_split.begin(), userinput_split.end(),
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[&haystack](const QString& s) { return haystack.contains(s); });
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}
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// Syncs the expanded state of Game Directories with settings to persist across sessions
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void GameList::OnItemExpanded(const QModelIndex& item) {
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const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
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const bool is_dir = type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
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type == GameListItemType::UserNandDir ||
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type == GameListItemType::SysNandDir;
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if (!is_dir) {
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return;
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}
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auto* game_dir = item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
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game_dir->expanded = tree_view->isExpanded(item);
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}
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::OnTextChanged(const QString& new_text) {
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const int folder_count = tree_view->model()->rowCount();
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QString edit_filter_text = new_text.toLower();
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QStandardItem* folder;
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int children_total = 0;
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// If the searchfield is empty every item is visible
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// Otherwise the filter gets applied
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if (edit_filter_text.isEmpty()) {
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for (int i = 0; i < folder_count; ++i) {
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folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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for (int j = 0; j < children_count; ++j) {
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++children_total;
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tree_view->setRowHidden(j, folder_index, false);
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}
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}
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search_field->setFilterResult(children_total, children_total);
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} else {
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int result_count = 0;
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for (int i = 0; i < folder_count; ++i) {
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folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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for (int j = 0; j < children_count; ++j) {
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++children_total;
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const QStandardItem* child = folder->child(j, 0);
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const QString file_path =
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child->data(GameListItemPath::FullPathRole).toString().toLower();
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const QString file_title =
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child->data(GameListItemPath::TitleRole).toString().toLower();
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const QString file_program_id =
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child->data(GameListItemPath::ProgramIdRole).toString().toLower();
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// Only items which filename in combination with its title contains all words
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// that are in the searchfield will be visible in the gamelist
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// The search is case insensitive because of toLower()
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// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
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// multiple conversions of edit_filter_text for each game in the gamelist
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const QString file_name =
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file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) + QLatin1Char{' '} +
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file_title;
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if (ContainsAllWords(file_name, edit_filter_text) ||
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(file_program_id.count() == 16 && edit_filter_text.contains(file_program_id))) {
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tree_view->setRowHidden(j, folder_index, false);
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++result_count;
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} else {
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tree_view->setRowHidden(j, folder_index, true);
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}
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search_field->setFilterResult(result_count, children_total);
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}
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}
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}
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}
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void GameList::OnUpdateThemedIcons() {
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for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
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QStandardItem* child = item_model->invisibleRootItem()->child(i);
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const int icon_size = std::min(static_cast<int>(UISettings::values.icon_size), 64);
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switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
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case GameListItemType::SdmcDir:
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child->setData(
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QIcon::fromTheme(QStringLiteral("sd_card"))
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.pixmap(icon_size)
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.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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Qt::DecorationRole);
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break;
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case GameListItemType::UserNandDir:
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child->setData(
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QIcon::fromTheme(QStringLiteral("chip"))
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.pixmap(icon_size)
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.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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Qt::DecorationRole);
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break;
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case GameListItemType::SysNandDir:
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child->setData(
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QIcon::fromTheme(QStringLiteral("chip"))
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.pixmap(icon_size)
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.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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Qt::DecorationRole);
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break;
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case GameListItemType::CustomDir: {
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const UISettings::GameDir* game_dir =
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child->data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
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const QString icon_name = QFileInfo::exists(game_dir->path)
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? QStringLiteral("folder")
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: QStringLiteral("bad_folder");
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child->setData(
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QIcon::fromTheme(icon_name).pixmap(icon_size).scaled(
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icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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Qt::DecorationRole);
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break;
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}
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case GameListItemType::AddDir:
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child->setData(
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QIcon::fromTheme(QStringLiteral("plus"))
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.pixmap(icon_size)
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.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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Qt::DecorationRole);
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break;
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default:
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break;
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}
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}
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}
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void GameList::OnFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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}
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GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvider* provider,
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GMainWindow* parent)
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: QWidget{parent}, vfs(std::move(vfs)), provider(provider) {
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watcher = new QFileSystemWatcher(this);
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connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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this->main_window = parent;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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search_field = new GameListSearchField(this);
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item_model = new QStandardItemModel(tree_view);
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tree_view->setModel(item_model);
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tree_view->setAlternatingRowColors(true);
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tree_view->setSelectionMode(QHeaderView::SingleSelection);
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tree_view->setSelectionBehavior(QHeaderView::SelectRows);
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tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setSortingEnabled(true);
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tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
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tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
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tree_view->setStyleSheet(QStringLiteral("QTreeView{ border: none; }"));
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item_model->insertColumns(0, UISettings::values.show_add_ons ? COLUMN_COUNT : COLUMN_COUNT - 1);
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
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item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
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if (UISettings::values.show_add_ons) {
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item_model->setHeaderData(COLUMN_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
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} else {
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item_model->setHeaderData(COLUMN_FILE_TYPE - 1, Qt::Horizontal, tr("File type"));
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item_model->setHeaderData(COLUMN_SIZE - 1, Qt::Horizontal, tr("Size"));
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}
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item_model->setSortRole(GameListItemPath::SortRole);
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connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
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connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
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// We must register all custom types with the Qt Automoc system so that we are able to use
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// it with signals/slots. In this case, QList falls under the umbrells of custom types.
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setSpacing(0);
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layout->addWidget(tree_view);
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layout->addWidget(search_field);
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setLayout(layout);
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}
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GameList::~GameList() {
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emit ShouldCancelWorker();
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}
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void GameList::SetFilterFocus() {
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if (tree_view->model()->rowCount() > 0) {
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search_field->setFocus();
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}
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}
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void GameList::SetFilterVisible(bool visibility) {
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search_field->setVisible(visibility);
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}
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void GameList::ClearFilter() {
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search_field->clear();
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}
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void GameList::AddDirEntry(GameListDir* entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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tree_view->setExpanded(
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entry_items->index(),
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entry_items->data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded);
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
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parent->appendRow(entry_items);
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}
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void GameList::ValidateEntry(const QModelIndex& item) {
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const auto selected = item.sibling(item.row(), 0);
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switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
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case GameListItemType::Game: {
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const QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
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if (file_path.isEmpty())
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return;
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const QFileInfo file_info(file_path);
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if (!file_info.exists())
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return;
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if (file_info.isDir()) {
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const QDir dir{file_path};
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const QStringList matching_main = dir.entryList({QStringLiteral("main")}, QDir::Files);
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if (matching_main.size() == 1) {
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emit GameChosen(dir.path() + QDir::separator() + matching_main[0]);
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}
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return;
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}
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// Users usually want to run a different game after closing one
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search_field->clear();
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emit GameChosen(file_path);
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break;
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}
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case GameListItemType::AddDir:
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emit AddDirectory();
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break;
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default:
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break;
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}
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}
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bool GameList::IsEmpty() const {
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for (int i = 0; i < item_model->rowCount(); i++) {
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const QStandardItem* child = item_model->invisibleRootItem()->child(i);
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const auto type = static_cast<GameListItemType>(child->type());
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if (!child->hasChildren() &&
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(type == GameListItemType::SdmcDir || type == GameListItemType::UserNandDir ||
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type == GameListItemType::SysNandDir)) {
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item_model->invisibleRootItem()->removeRow(child->row());
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i--;
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}
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}
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return !item_model->invisibleRootItem()->hasChildren();
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}
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void GameList::DonePopulating(const QStringList& watch_list) {
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emit ShowList(!IsEmpty());
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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// Clear out the old directories to watch for changes and add the new ones
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auto watch_dirs = watcher->directories();
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if (!watch_dirs.isEmpty()) {
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watcher->removePaths(watch_dirs);
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}
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// Workaround: Add the watch paths in chunks to allow the gui to refresh
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// This prevents the UI from stalling when a large number of watch paths are added
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// Also artificially caps the watcher to a certain number of directories
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constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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constexpr int SLICE_SIZE = 25;
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int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
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for (int i = 0; i < len; i += SLICE_SIZE) {
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watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
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QCoreApplication::processEvents();
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}
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tree_view->setEnabled(true);
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const int folder_count = tree_view->model()->rowCount();
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int children_total = 0;
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for (int i = 0; i < folder_count; ++i) {
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children_total += item_model->item(i, 0)->rowCount();
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}
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search_field->setFilterResult(children_total, children_total);
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if (children_total > 0) {
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search_field->setFocus();
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}
|
|
item_model->sort(tree_view->header()->sortIndicatorSection(),
|
|
tree_view->header()->sortIndicatorOrder());
|
|
}
|
|
|
|
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::ProgramIdRole).toULongLong(),
|
|
selected.data(GameListItemPath::FullPathRole).toString().toStdString());
|
|
break;
|
|
case GameListItemType::CustomDir:
|
|
AddPermDirPopup(context_menu, selected);
|
|
AddCustomDirPopup(context_menu, selected);
|
|
break;
|
|
case GameListItemType::SdmcDir:
|
|
case GameListItemType::UserNandDir:
|
|
case GameListItemType::SysNandDir:
|
|
AddPermDirPopup(context_menu, selected);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
|
|
}
|
|
|
|
void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
|
|
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
|
|
QAction* open_mod_location = context_menu.addAction(tr("Open Mod Data Location"));
|
|
QAction* open_transferable_shader_cache =
|
|
context_menu.addAction(tr("Open Transferable Shader Cache"));
|
|
context_menu.addSeparator();
|
|
QMenu* remove_menu = context_menu.addMenu(tr("Remove"));
|
|
QAction* remove_update = remove_menu->addAction(tr("Remove Installed Update"));
|
|
QAction* remove_dlc = remove_menu->addAction(tr("Remove All Installed DLC"));
|
|
QAction* remove_shader_cache = remove_menu->addAction(tr("Remove Shader Cache"));
|
|
QAction* remove_custom_config = remove_menu->addAction(tr("Remove Custom Configuration"));
|
|
remove_menu->addSeparator();
|
|
QAction* remove_all_content = remove_menu->addAction(tr("Remove All Installed Contents"));
|
|
QAction* dump_romfs = context_menu.addAction(tr("Dump RomFS"));
|
|
QAction* copy_tid = context_menu.addAction(tr("Copy Title ID to Clipboard"));
|
|
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
|
|
context_menu.addSeparator();
|
|
QAction* properties = context_menu.addAction(tr("Properties"));
|
|
|
|
open_save_location->setVisible(program_id != 0);
|
|
open_mod_location->setVisible(program_id != 0);
|
|
open_transferable_shader_cache->setVisible(program_id != 0);
|
|
remove_update->setVisible(program_id != 0);
|
|
remove_dlc->setVisible(program_id != 0);
|
|
remove_shader_cache->setVisible(program_id != 0);
|
|
remove_all_content->setVisible(program_id != 0);
|
|
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
|
|
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);
|
|
|
|
connect(open_save_location, &QAction::triggered, [this, program_id, path]() {
|
|
emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
|
|
});
|
|
connect(open_mod_location, &QAction::triggered, [this, program_id, path]() {
|
|
emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
|
|
});
|
|
connect(open_transferable_shader_cache, &QAction::triggered,
|
|
[this, program_id]() { emit OpenTransferableShaderCacheRequested(program_id); });
|
|
connect(remove_all_content, &QAction::triggered, [this, program_id]() {
|
|
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Game);
|
|
});
|
|
connect(remove_update, &QAction::triggered, [this, program_id]() {
|
|
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Update);
|
|
});
|
|
connect(remove_dlc, &QAction::triggered, [this, program_id]() {
|
|
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::AddOnContent);
|
|
});
|
|
connect(remove_shader_cache, &QAction::triggered, [this, program_id]() {
|
|
emit RemoveFileRequested(program_id, GameListRemoveTarget::ShaderCache);
|
|
});
|
|
connect(remove_custom_config, &QAction::triggered, [this, program_id]() {
|
|
emit RemoveFileRequested(program_id, GameListRemoveTarget::CustomConfiguration);
|
|
});
|
|
connect(dump_romfs, &QAction::triggered,
|
|
[this, program_id, path]() { emit DumpRomFSRequested(program_id, path); });
|
|
connect(copy_tid, &QAction::triggered,
|
|
[this, program_id]() { emit CopyTIDRequested(program_id); });
|
|
connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
|
|
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
|
|
});
|
|
connect(properties, &QAction::triggered,
|
|
[this, path]() { emit OpenPerGameGeneralRequested(path); });
|
|
};
|
|
|
|
void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
|
|
UISettings::GameDir& game_dir =
|
|
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
|
|
|
|
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) {
|
|
UISettings::GameDir& game_dir =
|
|
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
|
|
|
|
QAction* move_up = context_menu.addAction(tr("\u25B2 Move Up"));
|
|
QAction* move_down = context_menu.addAction(tr("\u25bc 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] {
|
|
// find the indices of the items in settings and swap them
|
|
std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)],
|
|
UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(
|
|
*selected.sibling(row - 1, 0)
|
|
.data(GameListDir::GameDirRole)
|
|
.value<UISettings::GameDir*>())]);
|
|
// move the treeview items
|
|
QList<QStandardItem*> item = item_model->takeRow(row);
|
|
item_model->invisibleRootItem()->insertRow(row - 1, item);
|
|
tree_view->setExpanded(selected, game_dir.expanded);
|
|
});
|
|
|
|
connect(move_down, &QAction::triggered, [this, selected, row, &game_dir] {
|
|
// find the indices of the items in settings and swap them
|
|
std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)],
|
|
UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(
|
|
*selected.sibling(row + 1, 0)
|
|
.data(GameListDir::GameDirRole)
|
|
.value<UISettings::GameDir*>())]);
|
|
// move the treeview items
|
|
const QList<QStandardItem*> item = item_model->takeRow(row);
|
|
item_model->invisibleRootItem()->insertRow(row + 1, item);
|
|
tree_view->setExpanded(selected, game_dir.expanded);
|
|
});
|
|
|
|
connect(open_directory_location, &QAction::triggered,
|
|
[this, game_dir] { emit OpenDirectory(game_dir.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));
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
|
|
tree_view->setEnabled(false);
|
|
|
|
// Update the columns in case UISettings has changed
|
|
item_model->removeColumns(0, item_model->columnCount());
|
|
item_model->insertColumns(0, UISettings::values.show_add_ons ? COLUMN_COUNT : COLUMN_COUNT - 1);
|
|
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
|
|
item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
|
|
|
|
if (UISettings::values.show_add_ons) {
|
|
item_model->setHeaderData(COLUMN_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
|
|
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
|
|
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
|
|
} else {
|
|
item_model->setHeaderData(COLUMN_FILE_TYPE - 1, Qt::Horizontal, tr("File type"));
|
|
item_model->setHeaderData(COLUMN_SIZE - 1, Qt::Horizontal, tr("Size"));
|
|
item_model->removeColumns(COLUMN_COUNT - 1, 1);
|
|
}
|
|
|
|
LoadInterfaceLayout();
|
|
|
|
// 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(vfs, provider, 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("nso"), QStringLiteral("nro"), QStringLiteral("nca"),
|
|
QStringLiteral("xci"), QStringLiteral("nsp"), QStringLiteral("kip")};
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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(QMouseEvent* event) {
|
|
emit GameListPlaceholder::AddDirectory();
|
|
}
|