summaryrefslogtreecommitdiffstats
path: root/src/citra_qt/game_list.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/citra_qt/game_list.cpp')
-rw-r--r--src/citra_qt/game_list.cpp171
1 files changed, 171 insertions, 0 deletions
diff --git a/src/citra_qt/game_list.cpp b/src/citra_qt/game_list.cpp
new file mode 100644
index 000000000..dade3c212
--- /dev/null
+++ b/src/citra_qt/game_list.cpp
@@ -0,0 +1,171 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <QHeaderView>
+#include <QThreadPool>
+#include <QVBoxLayout>
+
+#include "game_list.h"
+#include "game_list_p.h"
+
+#include "core/loader/loader.h"
+
+#include "common/common_paths.h"
+#include "common/logging/log.h"
+#include "common/string_util.h"
+
+GameList::GameList(QWidget* parent)
+{
+ QVBoxLayout* layout = new QVBoxLayout;
+
+ tree_view = new QTreeView;
+ 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->setUniformRowHeights(true);
+
+ item_model->insertColumns(0, COLUMN_COUNT);
+ item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
+ item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
+ item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
+
+ connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
+
+ // 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->addWidget(tree_view);
+ setLayout(layout);
+}
+
+GameList::~GameList()
+{
+ emit ShouldCancelWorker();
+}
+
+void GameList::AddEntry(QList<QStandardItem*> entry_items)
+{
+ item_model->invisibleRootItem()->appendRow(entry_items);
+}
+
+void GameList::ValidateEntry(const QModelIndex& item)
+{
+ // We don't care about the individual QStandardItem that was selected, but its row.
+ int row = item_model->itemFromIndex(item)->row();
+ QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
+ QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
+
+ if (file_path.isEmpty())
+ return;
+ std::string std_file_path = file_path.toStdString();
+ if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
+ return;
+ emit GameChosen(file_path);
+}
+
+void GameList::DonePopulating()
+{
+ tree_view->setEnabled(true);
+}
+
+void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
+{
+ if (!FileUtil::Exists(dir_path.toStdString()) || !FileUtil::IsDirectory(dir_path.toStdString())) {
+ LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLatin1().data());
+ return;
+ }
+
+ tree_view->setEnabled(false);
+ // Delete any rows that might already exist if we're repopulating
+ item_model->removeRows(0, item_model->rowCount());
+
+ emit ShouldCancelWorker();
+ GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
+
+ connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection);
+ connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection);
+ // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
+ connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection);
+
+ QThreadPool::globalInstance()->start(worker);
+ current_worker = std::move(worker);
+}
+
+void GameList::SaveInterfaceLayout(QSettings& settings)
+{
+ settings.beginGroup("UILayout");
+ settings.setValue("gameListHeaderState", tree_view->header()->saveState());
+ settings.endGroup();
+}
+
+void GameList::LoadInterfaceLayout(QSettings& settings)
+{
+ auto header = tree_view->header();
+ settings.beginGroup("UILayout");
+ header->restoreState(settings.value("gameListHeaderState").toByteArray());
+ settings.endGroup();
+
+ item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
+}
+
+void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan)
+{
+ const auto callback = [&](const std::string& directory,
+ const std::string& virtual_name) -> int {
+
+ std::string physical_name = directory + DIR_SEP + virtual_name;
+
+ if (stop_processing)
+ return -1; // A negative return value breaks the callback loop.
+
+ if (deep_scan && FileUtil::IsDirectory(physical_name)) {
+ AddFstEntriesToGameList(physical_name, true);
+ } else {
+ std::string filename_filename, filename_extension;
+ Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension);
+
+ Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension);
+ if (guessed_filetype == Loader::FileType::Unknown)
+ return 0;
+ Loader::FileType filetype = Loader::IdentifyFile(physical_name);
+ if (filetype == Loader::FileType::Unknown) {
+ LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str());
+ return 0;
+ }
+ if (guessed_filetype != filetype) {
+ LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str());
+ }
+
+ emit EntryReady({
+ new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))),
+ new GameListItemPath(QString::fromStdString(physical_name)),
+ new GameListItemSize(FileUtil::GetSize(physical_name)),
+ });
+ }
+
+ return 0; // We don't care about the found entries
+ };
+ FileUtil::ScanDirectoryTreeAndCallback(dir_path, callback);
+}
+
+void GameListWorker::run()
+{
+ stop_processing = false;
+ AddFstEntriesToGameList(dir_path.toStdString(), deep_scan);
+ emit Finished();
+}
+
+void GameListWorker::Cancel()
+{
+ disconnect(this, 0, 0, 0);
+ stop_processing = true;
+}