From ebf9a784a9f7f4148a669dbb39e7cd50df779a14 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Thu, 11 Jan 2018 19:21:20 -0700 Subject: Massive removal of unused modules --- src/citra_qt/game_list.cpp | 422 --------------------------------------------- 1 file changed, 422 deletions(-) delete mode 100644 src/citra_qt/game_list.cpp (limited to 'src/citra_qt/game_list.cpp') 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 -#include -#include -#include -#include -#include -#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(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"); - - 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& 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 = Loader::GetLoader(physical_name); - if (!loader) - return true; - - std::vector 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; -} -- cgit v1.2.3