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- // 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 "ui_settings.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_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<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.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<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()
- {
- 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, bool deep_scan)
- {
- const auto callback = [&](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 (deep_scan && FileUtil::IsDirectory(physical_name)) {
- AddFstEntriesToGameList(physical_name, true);
- } else {
- std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
- if (!loader)
- return true;
- std::vector<u8> 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)),
- });
- }
- return true;
- };
- FileUtil::ForeachDirectoryEntry(nullptr, 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;
- }
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