// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #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::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_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, 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"); layout->addWidget(tree_view); setLayout(layout); } GameList::~GameList() { emit ShouldCancelWorker(); } void GameList::AddEntry(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; 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.toLocal8Bit().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)), this, SLOT(AddEntry(QList)), 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() { 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()); } 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. if (!FileUtil::IsDirectory(physical_name)) { std::unique_ptr loader = Loader::GetLoader(physical_name); if (!loader) return true; std::vector smdh; loader->ReadIcon(smdh); emit EntryReady({ new GameListItemPath(QString::fromStdString(physical_name), smdh), new GameListItem( QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))), new GameListItemSize(FileUtil::GetSize(physical_name)), }); } else if (recursion > 0) { AddFstEntriesToGameList(physical_name, recursion - 1); } return true; }; FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback); } void GameListWorker::run() { stop_processing = false; AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0); emit Finished(); } void GameListWorker::Cancel() { disconnect(this, 0, 0, 0); stop_processing = true; }