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@ -66,6 +66,7 @@ bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* e
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case Qt::Key_Enter: {
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case Qt::Key_Enter: {
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if (gamelist->search_field->visible == 1) {
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if (gamelist->search_field->visible == 1) {
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QString file_path = gamelist->getLastFilterResultItem();
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QString file_path = gamelist->getLastFilterResultItem();
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// To avoid loading error dialog loops while confirming them using enter
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// To avoid loading error dialog loops while confirming them using enter
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// Also users usually want to run a diffrent game after closing one
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// Also users usually want to run a diffrent game after closing one
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gamelist->search_field->edit_filter->setText("");
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gamelist->search_field->edit_filter->setText("");
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@ -171,6 +172,15 @@ bool GameList::containsAllWords(QString haystack, QString userinput) {
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[haystack](QString s) { return haystack.contains(s); });
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[haystack](QString s) { return haystack.contains(s); });
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}
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}
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// Syncs the expanded state of Game Directories with settings to persist across sessions
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void GameList::onItemExpanded(const QModelIndex& item) {
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GameListItemType type = item.data(GameListItem::TypeRole).value<GameListItemType>();
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if (type == GameListItemType::CustomDir || type == GameListItemType::InstalledDir ||
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type == GameListItemType::SystemDir)
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item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
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tree_view->isExpanded(item);
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}
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// Event in order to filter the gamelist after editing the searchfield
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::onTextChanged(const QString& newText) {
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void GameList::onTextChanged(const QString& newText) {
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int folderCount = tree_view->model()->rowCount();
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int folderCount = tree_view->model()->rowCount();
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@ -226,6 +236,31 @@ void GameList::onTextChanged(const QString& newText) {
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}
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}
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}
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}
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void GameList::onUpdateThemedIcons() {
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for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
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QStandardItem* child = item_model->invisibleRootItem()->child(i);
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switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
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case GameListItemType::InstalledDir:
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child->setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole);
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break;
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case GameListItemType::SystemDir:
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child->setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole);
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break;
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case GameListItemType::CustomDir: {
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const UISettings::GameDir* game_dir =
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child->data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
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QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder";
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child->setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole);
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break;
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}
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case GameListItemType::AddDir:
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child->setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole);
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break;
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}
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}
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}
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void GameList::onFilterCloseClicked() {
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void GameList::onFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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main_window->filterBarSetChecked(false);
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}
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}
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@ -257,12 +292,16 @@ GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, "Region");
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item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, "Region");
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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item_model->setSortRole(GameListItemPath::TitleRole);
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connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded);
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connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded);
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// We must register all custom types with the Qt Automoc system so that we are able to use
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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// it with signals/slots. In this case, QList falls under the umbrells of custom types.
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setContentsMargins(0, 0, 0, 0);
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@ -290,27 +329,57 @@ void GameList::clearFilter() {
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search_field->clear();
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search_field->clear();
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}
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
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void GameList::AddDirEntry(GameListDir* entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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item_model->invisibleRootItem()->appendRow(entry_items);
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tree_view->setExpanded(
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entry_items->index(),
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entry_items->data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded);
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
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parent->appendRow(entry_items);
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}
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}
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void GameList::ValidateEntry(const QModelIndex& item) {
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void GameList::ValidateEntry(const QModelIndex& item) {
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// We don't care about the individual QStandardItem that was selected, but its row.
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auto selected = item.sibling(item.row(), 0);
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
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case GameListItemType::Game: {
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QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
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if (file_path.isEmpty())
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if (file_path.isEmpty())
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return;
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return;
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std::string std_file_path(file_path.toStdString());
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QFileInfo file_info(file_path);
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
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if (!file_info.exists() || file_info.isDir())
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return;
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return;
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// Users usually want to run a diffrent game after closing one
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// Users usually want to run a different game after closing one
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search_field->clear();
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search_field->clear();
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emit GameChosen(file_path);
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emit GameChosen(file_path);
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break;
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}
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case GameListItemType::AddDir:
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emit AddDirectory();
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break;
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}
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}
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bool GameList::isEmpty() {
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for (int i = 0; i < item_model->rowCount(); i++) {
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const QStandardItem* child = item_model->invisibleRootItem()->child(i);
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GameListItemType type = static_cast<GameListItemType>(child->type());
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if (!child->hasChildren() &&
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(type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir)) {
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item_model->invisibleRootItem()->removeRow(child->row());
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i--;
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};
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}
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return !item_model->invisibleRootItem()->hasChildren();
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}
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}
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void GameList::DonePopulating(QStringList watch_list) {
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void GameList::DonePopulating(QStringList watch_list) {
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emit ShowList(!isEmpty());
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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// Clear out the old directories to watch for changes and add the new ones
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// Clear out the old directories to watch for changes and add the new ones
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auto watch_dirs = watcher->directories();
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auto watch_dirs = watcher->directories();
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if (!watch_dirs.isEmpty()) {
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if (!watch_dirs.isEmpty()) {
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@ -346,12 +415,25 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
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if (!item.isValid())
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if (!item.isValid())
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return;
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return;
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int row = item_model->itemFromIndex(item)->row();
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auto selected = item.sibling(item.row(), 0);
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
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QMenu context_menu;
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QMenu context_menu;
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switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
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case GameListItemType::Game:
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AddGamePopup(context_menu, selected.data(GameListItemPath::ProgramIdRole).toULongLong());
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break;
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case GameListItemType::CustomDir:
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AddPermDirPopup(context_menu, selected);
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AddCustomDirPopup(context_menu, selected);
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break;
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case GameListItemType::InstalledDir:
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case GameListItemType::SystemDir:
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AddPermDirPopup(context_menu, selected);
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break;
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}
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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}
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void GameList::AddGamePopup(QMenu& context_menu, u64 program_id) {
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
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QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
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QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
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QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
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@ -370,16 +452,81 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
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});
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});
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navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
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navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
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connect(open_save_location, &QAction::triggered,
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connect(open_save_location, &QAction::triggered, [this, program_id] {
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA); });
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emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA);
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connect(open_application_location, &QAction::triggered,
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});
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION); });
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connect(open_application_location, &QAction::triggered, [this, program_id] {
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connect(open_update_location, &QAction::triggered,
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emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION);
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA); });
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});
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connect(navigate_to_gamedb_entry, &QAction::triggered,
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connect(open_update_location, &QAction::triggered, [this, program_id] {
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[&]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); });
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emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA);
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});
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connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
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emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
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});
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};
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
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UISettings::GameDir& game_dir =
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*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
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QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
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QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));
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deep_scan->setCheckable(true);
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deep_scan->setChecked(game_dir.deep_scan);
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connect(deep_scan, &QAction::triggered, [this, &game_dir] {
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game_dir.deep_scan = !game_dir.deep_scan;
|
|
|
|
|
|
|
|
PopulateAsync(UISettings::values.game_dirs);
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.removeOne(game_dir);
|
|
|
|
|
|
|
|
item_model->invisibleRootItem()->removeRow(selected.row());
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
|
|
|
|
|
|
|
|
UISettings::GameDir& game_dir =
|
|
|
|
|
|
|
|
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
QAction* move_up = context_menu.addAction(tr(u8"\U000025b2 Move Up"));
|
|
|
|
|
|
|
|
QAction* move_down = context_menu.addAction(tr(u8"\U000025bc Move Down "));
|
|
|
|
|
|
|
|
QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int row = selected.row();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
move_up->setEnabled(row > 0);
|
|
|
|
|
|
|
|
move_down->setEnabled(row < item_model->rowCount() - 2);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
connect(move_up, &QAction::triggered, [this, selected, row, &game_dir] {
|
|
|
|
|
|
|
|
// find the indices of the items in settings and swap them
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.swap(
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.indexOf(game_dir),
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() - 1, 0)
|
|
|
|
|
|
|
|
.data(GameListDir::GameDirRole)
|
|
|
|
|
|
|
|
.value<UISettings::GameDir*>()));
|
|
|
|
|
|
|
|
// move the treeview items
|
|
|
|
|
|
|
|
QList<QStandardItem*> item = item_model->takeRow(row);
|
|
|
|
|
|
|
|
item_model->invisibleRootItem()->insertRow(row - 1, item);
|
|
|
|
|
|
|
|
tree_view->setExpanded(selected, game_dir.expanded);
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
connect(move_down, &QAction::triggered, [this, selected, row, &game_dir] {
|
|
|
|
|
|
|
|
// find the indices of the items in settings and swap them
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.swap(
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.indexOf(game_dir),
|
|
|
|
|
|
|
|
UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() + 1, 0)
|
|
|
|
|
|
|
|
.data(GameListDir::GameDirRole)
|
|
|
|
|
|
|
|
.value<UISettings::GameDir*>()));
|
|
|
|
|
|
|
|
// move the treeview items
|
|
|
|
|
|
|
|
QList<QStandardItem*> item = item_model->takeRow(row);
|
|
|
|
|
|
|
|
item_model->invisibleRootItem()->insertRow(row + 1, item);
|
|
|
|
|
|
|
|
tree_view->setExpanded(selected, game_dir.expanded);
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
connect(open_directory_location, &QAction::triggered,
|
|
|
|
|
|
|
|
[this, game_dir] { emit OpenDirectory(game_dir.path); });
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GameList::LoadCompatibilityList() {
|
|
|
|
void GameList::LoadCompatibilityList() {
|
|
|
@ -428,14 +575,7 @@ QStandardItemModel* GameList::GetModel() const {
|
|
|
|
return item_model;
|
|
|
|
return item_model;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
|
|
|
|
void GameList::PopulateAsync(QList<UISettings::GameDir>& game_dirs) {
|
|
|
|
if (!FileUtil::Exists(dir_path.toStdString()) ||
|
|
|
|
|
|
|
|
!FileUtil::IsDirectory(dir_path.toStdString())) {
|
|
|
|
|
|
|
|
NGLOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toStdString());
|
|
|
|
|
|
|
|
search_field->setFilterResult(0, 0);
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
tree_view->setEnabled(false);
|
|
|
|
tree_view->setEnabled(false);
|
|
|
|
// Delete any rows that might already exist if we're repopulating
|
|
|
|
// Delete any rows that might already exist if we're repopulating
|
|
|
|
item_model->removeRows(0, item_model->rowCount());
|
|
|
|
item_model->removeRows(0, item_model->rowCount());
|
|
|
@ -443,13 +583,15 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
|
|
|
|
|
|
|
|
|
|
|
|
emit ShouldCancelWorker();
|
|
|
|
emit ShouldCancelWorker();
|
|
|
|
|
|
|
|
|
|
|
|
GameListWorker* worker = new GameListWorker(dir_path, deep_scan, compatibility_list);
|
|
|
|
GameListWorker* worker = new GameListWorker(game_dirs, compatibility_list);
|
|
|
|
|
|
|
|
|
|
|
|
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
|
|
|
|
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
|
|
|
|
|
|
|
|
connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
|
|
|
|
|
|
|
|
Qt::QueuedConnection);
|
|
|
|
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
|
|
|
|
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
|
|
|
|
Qt::QueuedConnection);
|
|
|
|
Qt::QueuedConnection);
|
|
|
|
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
|
|
|
|
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
|
|
|
|
// without delay.
|
|
|
|
// cancel without delay.
|
|
|
|
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
|
|
|
|
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
|
|
|
|
Qt::DirectConnection);
|
|
|
|
Qt::DirectConnection);
|
|
|
|
|
|
|
|
|
|
|
@ -481,14 +623,16 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GameList::RefreshGameDirectory() {
|
|
|
|
void GameList::RefreshGameDirectory() {
|
|
|
|
if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
|
|
|
|
if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
|
|
|
|
NGLOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
|
|
|
|
NGLOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
|
|
|
|
PopulateAsync(UISettings::values.gamedirs);
|
|
|
|
PopulateAsync(UISettings::values.game_dirs);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
|
|
|
|
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
|
|
|
|
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
|
|
|
|
GameListDir* parent_dir) {
|
|
|
|
|
|
|
|
const auto callback = [this, recursion, parent_dir](unsigned* num_entries_out,
|
|
|
|
|
|
|
|
const std::string& directory,
|
|
|
|
const std::string& virtual_name) -> bool {
|
|
|
|
const std::string& virtual_name) -> bool {
|
|
|
|
std::string physical_name = directory + DIR_SEP + virtual_name;
|
|
|
|
std::string physical_name = directory + DIR_SEP + virtual_name;
|
|
|
|
|
|
|
|
|
|
|
@ -539,17 +683,20 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
|
|
|
|
if (it != compatibility_list.end())
|
|
|
|
if (it != compatibility_list.end())
|
|
|
|
compatibility = it->second.first;
|
|
|
|
compatibility = it->second.first;
|
|
|
|
|
|
|
|
|
|
|
|
emit EntryReady({
|
|
|
|
emit EntryReady(
|
|
|
|
|
|
|
|
{
|
|
|
|
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
|
|
|
|
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
|
|
|
|
new GameListItemCompat(compatibility),
|
|
|
|
new GameListItemCompat(compatibility),
|
|
|
|
new GameListItemRegion(smdh),
|
|
|
|
new GameListItemRegion(smdh),
|
|
|
|
new GameListItem(
|
|
|
|
new GameListItem(
|
|
|
|
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
|
|
|
|
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
|
|
|
|
new GameListItemSize(FileUtil::GetSize(physical_name)),
|
|
|
|
new GameListItemSize(FileUtil::GetSize(physical_name)),
|
|
|
|
});
|
|
|
|
},
|
|
|
|
|
|
|
|
parent_dir);
|
|
|
|
|
|
|
|
|
|
|
|
} else if (is_dir && recursion > 0) {
|
|
|
|
} else if (is_dir && recursion > 0) {
|
|
|
|
watch_list.append(QString::fromStdString(physical_name));
|
|
|
|
watch_list.append(QString::fromStdString(physical_name));
|
|
|
|
AddFstEntriesToGameList(physical_name, recursion - 1);
|
|
|
|
AddFstEntriesToGameList(physical_name, recursion - 1, parent_dir);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
return true;
|
|
|
@ -560,27 +707,33 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
|
|
|
|
|
|
|
|
|
|
|
|
void GameListWorker::run() {
|
|
|
|
void GameListWorker::run() {
|
|
|
|
stop_processing = false;
|
|
|
|
stop_processing = false;
|
|
|
|
watch_list.append(dir_path);
|
|
|
|
for (UISettings::GameDir& game_dir : game_dirs) {
|
|
|
|
watch_list.append(QString::fromStdString(
|
|
|
|
if (game_dir.path == "INSTALLED") {
|
|
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
|
|
QString path = QString(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
|
|
"Nintendo "
|
|
|
|
"Nintendo "
|
|
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000"));
|
|
|
|
"3DS/00000000000000000000000000000000/"
|
|
|
|
watch_list.append(QString::fromStdString(
|
|
|
|
"00000000000000000000000000000000/title/00040000";
|
|
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
|
|
watch_list.append(path);
|
|
|
|
"Nintendo "
|
|
|
|
GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::InstalledDir);
|
|
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/0004000e"));
|
|
|
|
emit DirEntryReady({game_list_dir});
|
|
|
|
watch_list.append(
|
|
|
|
AddFstEntriesToGameList(path.toStdString(), 2, game_list_dir);
|
|
|
|
QString::fromStdString(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
|
|
} else if (game_dir.path == "SYSTEM") {
|
|
|
|
"00000000000000000000000000000000/title/00040010"));
|
|
|
|
QString path = QString(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
|
|
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
|
|
|
|
"00000000000000000000000000000000/title/00040010";
|
|
|
|
AddFstEntriesToGameList(
|
|
|
|
watch_list.append(path);
|
|
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
|
|
GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::SystemDir);
|
|
|
|
"Nintendo "
|
|
|
|
emit DirEntryReady({game_list_dir});
|
|
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000",
|
|
|
|
|
|
|
|
2);
|
|
|
|
|
|
|
|
AddFstEntriesToGameList(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
|
|
AddFstEntriesToGameList(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
|
|
"00000000000000000000000000000000/title/00040010",
|
|
|
|
"00000000000000000000000000000000/title/00040010",
|
|
|
|
2);
|
|
|
|
2, game_list_dir);
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
watch_list.append(game_dir.path);
|
|
|
|
|
|
|
|
GameListDir* game_list_dir = new GameListDir(game_dir);
|
|
|
|
|
|
|
|
emit DirEntryReady({game_list_dir});
|
|
|
|
|
|
|
|
AddFstEntriesToGameList(game_dir.path.toStdString(), game_dir.deep_scan ? 256 : 0,
|
|
|
|
|
|
|
|
game_list_dir);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
emit Finished(watch_list);
|
|
|
|
emit Finished(watch_list);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
@ -588,3 +741,37 @@ void GameListWorker::Cancel() {
|
|
|
|
this->disconnect();
|
|
|
|
this->disconnect();
|
|
|
|
stop_processing = true;
|
|
|
|
stop_processing = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
|
|
|
|
|
|
|
|
this->main_window = parent;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
connect(main_window, &GMainWindow::UpdateThemedIcons, this,
|
|
|
|
|
|
|
|
&GameListPlaceholder::onUpdateThemedIcons);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
layout = new QVBoxLayout;
|
|
|
|
|
|
|
|
image = new QLabel;
|
|
|
|
|
|
|
|
text = new QLabel;
|
|
|
|
|
|
|
|
layout->setAlignment(Qt::AlignCenter);
|
|
|
|
|
|
|
|
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
text->setText(tr("Double-click to add a new folder to the game list "));
|
|
|
|
|
|
|
|
QFont font = text->font();
|
|
|
|
|
|
|
|
font.setPointSize(20);
|
|
|
|
|
|
|
|
text->setFont(font);
|
|
|
|
|
|
|
|
text->setAlignment(Qt::AlignHCenter);
|
|
|
|
|
|
|
|
image->setAlignment(Qt::AlignHCenter);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
layout->addWidget(image);
|
|
|
|
|
|
|
|
layout->addWidget(text);
|
|
|
|
|
|
|
|
setLayout(layout);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GameListPlaceholder::~GameListPlaceholder() = default;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void GameListPlaceholder::onUpdateThemedIcons() {
|
|
|
|
|
|
|
|
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void GameListPlaceholder::mouseDoubleClickEvent(QMouseEvent* event) {
|
|
|
|
|
|
|
|
emit GameListPlaceholder::AddDirectory();
|
|
|
|
|
|
|
|
}
|
|
|
|