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.cpp422
1 files changed, 0 insertions, 422 deletions
diff --git a/src/citra_qt/game_list.cpp b/src/citra_qt/game_list.cpp
deleted file mode 100644
index a8e3541cd..000000000
--- a/src/citra_qt/game_list.cpp
+++ /dev/null
@@ -1,422 +0,0 @@
-// Copyright 2015 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <QApplication>
-#include <QFileInfo>
-#include <QHeaderView>
-#include <QKeyEvent>
-#include <QMenu>
-#include <QThreadPool>
-#include "common/common_paths.h"
-#include "common/logging/log.h"
-#include "common/string_util.h"
-#include "core/loader/loader.h"
-#include "game_list.h"
-#include "game_list_p.h"
-#include "ui_settings.h"
-
-GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) {
- this->gamelist = gamelist;
- edit_filter_text_old = "";
-}
-
-// EventFilter in order to process systemkeys while editing the searchfield
-bool GameList::SearchField::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);
- int rowCount = gamelist->tree_view->model()->rowCount();
- 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 = "";
- }
- 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: {
- QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
- QModelIndex root_index = item_model->invisibleRootItem()->index();
- QStandardItem* child_file;
- QString file_path;
- int resultCount = 0;
- for (int i = 0; i < rowCount; ++i) {
- if (!gamelist->tree_view->isRowHidden(i, root_index)) {
- ++resultCount;
- child_file = gamelist->item_model->item(i, 0);
- file_path = child_file->data(GameListItemPath::FullPathRole).toString();
- }
- }
- if (resultCount == 1) {
- // To avoid loading error dialog loops while confirming them using enter
- // Also users usually want to run a diffrent game after closing one
- gamelist->search_field->edit_filter->setText("");
- edit_filter_text = "";
- 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 GameList::SearchField::setFilterResult(int visible, int 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(
- QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
-}
-
-void GameList::SearchField::clear() {
- edit_filter->setText("");
-}
-
-void GameList::SearchField::setFocus() {
- if (edit_filter->isVisible()) {
- edit_filter->setFocus();
- }
-}
-
-GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
- KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
- layout_filter = new QHBoxLayout;
- layout_filter->setMargin(8);
- label_filter = new QLabel;
- label_filter->setText(tr("Filter:"));
- edit_filter = new QLineEdit;
- edit_filter->setText("");
- edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
- edit_filter->installEventFilter(keyReleaseEater);
- edit_filter->setClearButtonEnabled(true);
- connect(edit_filter, SIGNAL(textChanged(const QString&)), parent,
- SLOT(onTextChanged(const QString&)));
- label_filter_result = new QLabel;
- button_filter_close = new QToolButton(this);
- button_filter_close->setText("X");
- button_filter_close->setCursor(Qt::ArrowCursor);
- button_filter_close->setStyleSheet("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, SIGNAL(clicked()), parent, SLOT(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
- */
-bool GameList::containsAllWords(QString haystack, QString userinput) {
- QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
- return std::all_of(userinput_split.begin(), userinput_split.end(),
- [haystack](QString s) { return haystack.contains(s); });
-}
-
-// Event in order to filter the gamelist after editing the searchfield
-void GameList::onTextChanged(const QString& newText) {
- int rowCount = tree_view->model()->rowCount();
- QString edit_filter_text = newText.toLower();
-
- QModelIndex root_index = item_model->invisibleRootItem()->index();
-
- // If the searchfield is empty every item is visible
- // Otherwise the filter gets applied
- if (edit_filter_text.isEmpty()) {
- for (int i = 0; i < rowCount; ++i) {
- tree_view->setRowHidden(i, root_index, false);
- }
- search_field->setFilterResult(rowCount, rowCount);
- } else {
- QStandardItem* child_file;
- QString file_path, file_name, file_title, file_programmid;
- int result_count = 0;
- for (int i = 0; i < rowCount; ++i) {
- child_file = item_model->item(i, 0);
- file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower();
- file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
- file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower();
- file_programmid =
- child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
-
- // Only items which filename in combination with its title contains all words
- // that are in the searchfiel 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
- if (containsAllWords(file_name.append(" ").append(file_title), edit_filter_text) ||
- (file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
- tree_view->setRowHidden(i, root_index, false);
- ++result_count;
- } else {
- tree_view->setRowHidden(i, root_index, true);
- }
- search_field->setFilterResult(result_count, rowCount);
- }
- }
-}
-
-void GameList::onFilterCloseClicked() {
- main_window->filterBarSetChecked(false);
-}
-
-GameList::GameList(GMainWindow* parent) : QWidget{parent} {
- watcher = new QFileSystemWatcher(this);
- connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
-
- this->main_window = parent;
- layout = new QVBoxLayout;
- tree_view = new QTreeView;
- search_field = new SearchField(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->setUniformRowHeights(true);
- tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
-
- item_model->insertColumns(0, COLUMN_COUNT);
- item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
- item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
- item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
-
- connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
- connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
-
- // 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::clearFilter() {
- search_field->clear();
-}
-
-void GameList::AddEntry(const 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;
- // Users usually want to run a diffrent game after closing one
- search_field->clear();
- emit GameChosen(file_path);
-}
-
-void GameList::DonePopulating(QStringList watch_list) {
- // 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);
- int rowCount = tree_view->model()->rowCount();
- search_field->setFilterResult(rowCount, rowCount);
- if (rowCount > 0) {
- search_field->setFocus();
- }
-}
-
-void GameList::PopupContextMenu(const QPoint& menu_location) {
- QModelIndex item = tree_view->indexAt(menu_location);
- if (!item.isValid())
- return;
-
- int row = item_model->itemFromIndex(item)->row();
- QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
- u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
-
- QMenu context_menu;
- QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
- open_save_location->setEnabled(program_id != 0);
- connect(open_save_location, &QAction::triggered,
- [&]() { emit OpenSaveFolderRequested(program_id); });
- context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
-}
-
-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.toLocal8Bit().data());
- search_field->setFilterResult(0, 0);
- 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, &GameListWorker::EntryReady, this, &GameList::AddEntry, 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)) {
- // 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());
- }
-
- item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
-}
-
-const QStringList GameList::supported_file_extensions = {"3ds", "3dsx", "elf", "axf",
- "cci", "cxi", "app"};
-
-static bool HasSupportedFileExtension(const std::string& file_name) {
- QFileInfo file = QFileInfo(file_name.c_str());
- return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
-}
-
-void GameList::RefreshGameDirectory() {
- if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
- LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
- search_field->clear();
- PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
- }
-}
-
-void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
- const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
- const std::string& virtual_name) -> bool {
- std::string physical_name = directory + DIR_SEP + virtual_name;
-
- if (stop_processing)
- return false; // Breaks the callback loop.
-
- bool is_dir = FileUtil::IsDirectory(physical_name);
- if (!is_dir && HasSupportedFileExtension(physical_name)) {
- std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
- if (!loader)
- return true;
-
- std::vector<u8> smdh;
- loader->ReadIcon(smdh);
-
- u64 program_id = 0;
- loader->ReadProgramId(program_id);
-
- emit EntryReady({
- new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
- new GameListItem(
- QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
- new GameListItemSize(FileUtil::GetSize(physical_name)),
- });
- } else if (is_dir && recursion > 0) {
- watch_list.append(QString::fromStdString(physical_name));
- AddFstEntriesToGameList(physical_name, recursion - 1);
- }
-
- return true;
- };
-
- FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
-}
-
-void GameListWorker::run() {
- stop_processing = false;
- watch_list.append(dir_path);
- AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
- emit Finished(watch_list);
-}
-
-void GameListWorker::Cancel() {
- this->disconnect();
- stop_processing = true;
-}