mirror of
https://git.suyu.dev/suyu/suyu
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f50dcc88bf
* Add a context menu with a "Open Save Data Location" action
178 lines
6.7 KiB
C++
178 lines
6.7 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 <QHeaderView>
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#include <QMenu>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "common/common_paths.h"
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#include "common/logging/log.h"
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#include "common/string_util.h"
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#include "core/loader/loader.h"
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#include "game_list.h"
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#include "game_list_p.h"
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#include "ui_settings.h"
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GameList::GameList(QWidget* parent) : QWidget{parent} {
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QVBoxLayout* layout = new QVBoxLayout;
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tree_view = new QTreeView;
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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->setUniformRowHeights(true);
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tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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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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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// 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->addWidget(tree_view);
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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::AddEntry(const QList<QStandardItem*>& entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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}
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void GameList::ValidateEntry(const QModelIndex& item) {
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// We don't care about the individual QStandardItem that was selected, but its row.
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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if (file_path.isEmpty())
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return;
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std::string std_file_path(file_path.toStdString());
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
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return;
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emit GameChosen(file_path);
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}
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void GameList::DonePopulating() {
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tree_view->setEnabled(true);
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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QModelIndex item = tree_view->indexAt(menu_location);
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if (!item.isValid())
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return;
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
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QMenu context_menu;
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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open_save_location->setEnabled(program_id != 0);
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connect(open_save_location, &QAction::triggered,
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[&]() { emit OpenSaveFolderRequested(program_id); });
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data());
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return;
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}
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tree_view->setEnabled(false);
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// Delete any rows that might already exist if we're repopulating
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item_model->removeRows(0, item_model->rowCount());
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emit ShouldCancelWorker();
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
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Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
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// without delay.
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connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
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Qt::DirectConnection);
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QThreadPool::globalInstance()->start(worker);
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current_worker = std::move(worker);
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}
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void GameList::SaveInterfaceLayout() {
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UISettings::values.gamelist_header_state = tree_view->header()->saveState();
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}
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void GameList::LoadInterfaceLayout() {
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auto header = tree_view->header();
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if (!header->restoreState(UISettings::values.gamelist_header_state)) {
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// We are using the name column to display icons and titles
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// so make it as large as possible as default.
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header->resizeSection(COLUMN_NAME, header->width());
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}
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item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
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}
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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if (stop_processing)
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return false; // Breaks the callback loop.
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if (!FileUtil::IsDirectory(physical_name)) {
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
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return true;
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std::vector<u8> smdh;
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loader->ReadIcon(smdh);
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u64 program_id = 0;
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loader->ReadProgramId(program_id);
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emit EntryReady({
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new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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} else if (recursion > 0) {
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AddFstEntriesToGameList(physical_name, recursion - 1);
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}
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return true;
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};
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FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
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}
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void GameListWorker::run() {
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stop_processing = false;
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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emit Finished();
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}
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void GameListWorker::Cancel() {
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disconnect(this, nullptr, nullptr, nullptr);
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stop_processing = true;
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}
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