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https://github.com/PabloMK7/citra.git
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173 lines
6.1 KiB
C++
173 lines
6.1 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 <QThreadPool>
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#include <QVBoxLayout>
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#include "game_list.h"
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#include "game_list_p.h"
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#include "core/loader/loader.h"
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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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GameList::GameList(QWidget* parent)
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{
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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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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
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// We must register all custom types with the Qt Automoc system so that we are able to use it with
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// 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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{
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emit ShouldCancelWorker();
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}
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void GameList::AddEntry(QList<QStandardItem*> entry_items)
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{
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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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{
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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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{
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tree_view->setEnabled(true);
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
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{
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if (!FileUtil::Exists(dir_path.toStdString()) || !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, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection);
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connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
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connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), 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(QSettings& settings)
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{
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settings.beginGroup("UILayout");
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settings.setValue("gameListHeaderState", tree_view->header()->saveState());
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settings.endGroup();
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}
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void GameList::LoadInterfaceLayout(QSettings& settings)
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{
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auto header = tree_view->header();
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settings.beginGroup("UILayout");
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header->restoreState(settings.value("gameListHeaderState").toByteArray());
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settings.endGroup();
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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, bool deep_scan)
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{
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const auto callback = [&](unsigned* num_entries_out,
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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 (deep_scan && FileUtil::IsDirectory(physical_name)) {
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AddFstEntriesToGameList(physical_name, true);
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} else {
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std::string filename_filename, filename_extension;
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Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension);
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Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension);
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if (guessed_filetype == Loader::FileType::Unknown)
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return true;
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Loader::FileType filetype = Loader::IdentifyFile(physical_name);
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if (filetype == Loader::FileType::Unknown) {
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LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str());
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return true;
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}
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if (guessed_filetype != filetype) {
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LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str());
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}
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emit EntryReady({
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new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))),
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new GameListItemPath(QString::fromStdString(physical_name)),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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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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{
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stop_processing = false;
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan);
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emit Finished();
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}
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void GameListWorker::Cancel()
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{
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disconnect(this, 0, 0, 0);
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stop_processing = true;
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}
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