|
|
@@ -0,0 +1,154 @@
|
|
|
+// 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 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;
|
|
|
+}
|