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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <regex>
- #include <QApplication>
- #include <QDir>
- #include <QFileInfo>
- #include <QHeaderView>
- #include <QJsonArray>
- #include <QJsonDocument>
- #include <QJsonObject>
- #include <QKeyEvent>
- #include <QMenu>
- #include <QThreadPool>
- #include <fmt/format.h>
- #include "common/common_paths.h"
- #include "common/common_types.h"
- #include "common/logging/log.h"
- #include "core/file_sys/patch_manager.h"
- #include "core/file_sys/registered_cache.h"
- #include "yuzu/compatibility_list.h"
- #include "yuzu/game_list.h"
- #include "yuzu/game_list_p.h"
- #include "yuzu/game_list_worker.h"
- #include "yuzu/main.h"
- #include "yuzu/ui_settings.h"
- GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) : gamelist{gamelist} {}
- // EventFilter in order to process systemkeys while editing the searchfield
- bool GameListSearchField::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 GameListSearchField::setFilterResult(int visible, int total) {
- label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
- }
- void GameListSearchField::clear() {
- edit_filter->setText("");
- }
- void GameListSearchField::setFocus() {
- if (edit_filter->isVisible()) {
- edit_filter->setFocus();
- }
- }
- GameListSearchField::GameListSearchField(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, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
- 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, &QToolButton::clicked, parent, &GameList::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 haystack String that gets checked if it contains all words of the userinput string
- * @param userinput String containing all words getting checked
- * @return true if the haystack contains all words of userinput
- */
- static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
- const QStringList userinput_split =
- userinput.split(' ', QString::SplitBehavior::SkipEmptyParts);
- return std::all_of(userinput_split.begin(), userinput_split.end(),
- [&haystack](const 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 {
- int result_count = 0;
- for (int i = 0; i < rowCount; ++i) {
- const QStandardItem* child_file = item_model->item(i, 0);
- const QString file_path =
- child_file->data(GameListItemPath::FullPathRole).toString().toLower();
- QString file_name = file_path.mid(file_path.lastIndexOf('/') + 1);
- const QString file_title =
- child_file->data(GameListItemPath::TitleRole).toString().toLower();
- const QString 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 searchfield 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(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvider* provider,
- GMainWindow* parent)
- : QWidget{parent}, vfs(std::move(vfs)), provider(provider) {
- 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 GameListSearchField(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);
- tree_view->setStyleSheet("QTreeView{ border: none; }");
- item_model->insertColumns(0, UISettings::values.show_add_ons ? COLUMN_COUNT : COLUMN_COUNT - 1);
- item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
- item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
- if (UISettings::values.show_add_ons) {
- item_model->setHeaderData(COLUMN_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
- item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
- item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
- } else {
- item_model->setHeaderData(COLUMN_FILE_TYPE - 1, Qt::Horizontal, tr("File type"));
- item_model->setHeaderData(COLUMN_SIZE - 1, Qt::Horizontal, tr("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.
- const int row = item_model->itemFromIndex(item)->row();
- const QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
- const QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
- if (file_path.isEmpty())
- return;
- if (!QFileInfo::exists(file_path))
- return;
- const QFileInfo file_info{file_path};
- if (file_info.isDir()) {
- const QDir dir{file_path};
- const QStringList matching_main = dir.entryList(QStringList("main"), QDir::Files);
- if (matching_main.size() == 1) {
- emit GameChosen(dir.path() + DIR_SEP + matching_main[0]);
- }
- 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();
- std::string path = child_file->data(GameListItemPath::FullPathRole).toString().toStdString();
- QMenu context_menu;
- QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
- QAction* open_lfs_location = context_menu.addAction(tr("Open Mod Data Location"));
- QAction* open_transferable_shader_cache =
- context_menu.addAction(tr("Open Transferable Shader Cache"));
- context_menu.addSeparator();
- QAction* dump_romfs = context_menu.addAction(tr("Dump RomFS"));
- QAction* copy_tid = context_menu.addAction(tr("Copy Title ID to Clipboard"));
- QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
- context_menu.addSeparator();
- QAction* properties = context_menu.addAction(tr("Properties"));
- open_save_location->setEnabled(program_id != 0);
- auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
- navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);
- connect(open_save_location, &QAction::triggered,
- [&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData); });
- connect(open_lfs_location, &QAction::triggered,
- [&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::ModData); });
- connect(open_transferable_shader_cache, &QAction::triggered,
- [&]() { emit OpenTransferableShaderCacheRequested(program_id); });
- connect(dump_romfs, &QAction::triggered, [&]() { emit DumpRomFSRequested(program_id, path); });
- connect(copy_tid, &QAction::triggered, [&]() { emit CopyTIDRequested(program_id); });
- connect(navigate_to_gamedb_entry, &QAction::triggered,
- [&]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); });
- connect(properties, &QAction::triggered, [&]() { emit OpenPerGameGeneralRequested(path); });
- context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
- }
- void GameList::LoadCompatibilityList() {
- QFile compat_list{":compatibility_list/compatibility_list.json"};
- if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
- LOG_ERROR(Frontend, "Unable to open game compatibility list");
- return;
- }
- if (compat_list.size() == 0) {
- LOG_WARNING(Frontend, "Game compatibility list is empty");
- return;
- }
- const QByteArray content = compat_list.readAll();
- if (content.isEmpty()) {
- LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
- return;
- }
- const QString string_content = content;
- QJsonDocument json = QJsonDocument::fromJson(string_content.toUtf8());
- QJsonArray arr = json.array();
- for (const QJsonValueRef value : arr) {
- QJsonObject game = value.toObject();
- if (game.contains("compatibility") && game["compatibility"].isDouble()) {
- int compatibility = game["compatibility"].toInt();
- QString directory = game["directory"].toString();
- QJsonArray ids = game["releases"].toArray();
- for (const QJsonValueRef id_ref : ids) {
- QJsonObject id_object = id_ref.toObject();
- QString id = id_object["id"].toString();
- compatibility_list.emplace(
- id.toUpper().toStdString(),
- std::make_pair(QString::number(compatibility), directory));
- }
- }
- }
- }
- void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
- const QFileInfo dir_info{dir_path};
- if (!dir_info.exists() || !dir_info.isDir()) {
- LOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toStdString());
- search_field->setFilterResult(0, 0);
- return;
- }
- tree_view->setEnabled(false);
- // Update the columns in case UISettings has changed
- item_model->removeColumns(0, item_model->columnCount());
- item_model->insertColumns(0, UISettings::values.show_add_ons ? COLUMN_COUNT : COLUMN_COUNT - 1);
- item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
- item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
- if (UISettings::values.show_add_ons) {
- item_model->setHeaderData(COLUMN_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
- item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
- item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
- } else {
- item_model->setHeaderData(COLUMN_FILE_TYPE - 1, Qt::Horizontal, tr("File type"));
- item_model->setHeaderData(COLUMN_SIZE - 1, Qt::Horizontal, tr("Size"));
- item_model->removeColumns(COLUMN_COUNT - 1, 1);
- }
- LoadInterfaceLayout();
- // Delete any rows that might already exist if we're repopulating
- item_model->removeRows(0, item_model->rowCount());
- emit ShouldCancelWorker();
- GameListWorker* worker =
- new GameListWorker(vfs, provider, dir_path, deep_scan, compatibility_list);
- 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 = {"nso", "nro", "nca", "xci", "nsp"};
- void GameList::RefreshGameDirectory() {
- if (!UISettings::values.game_directory_path.isEmpty() && current_worker != nullptr) {
- LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
- search_field->clear();
- PopulateAsync(UISettings::values.game_directory_path, UISettings::values.game_directory_deepscan);
- }
- }
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