Initial implementation of a game list
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <QHeaderView>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "game_list.h"
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#include "game_list_p.h"
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#include "core/loader/loader.h"
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#include "common/common_paths.h"
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#include "common/logging/log.h"
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#include "common/string_util.h"
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GameList::GameList(QWidget* parent)
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{
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QVBoxLayout* layout = new QVBoxLayout;
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tree_view = new QTreeView;
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item_model = new QStandardItemModel(tree_view);
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tree_view->setModel(item_model);
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tree_view->setAlternatingRowColors(true);
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tree_view->setSelectionMode(QHeaderView::SingleSelection);
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tree_view->setSelectionBehavior(QHeaderView::SelectRows);
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tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setSortingEnabled(true);
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tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
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tree_view->setUniformRowHeights(true);
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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
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// We must register all custom types with the Qt Automoc system so that we are able to use it with
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// 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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layout->addWidget(tree_view);
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setLayout(layout);
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}
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GameList::~GameList()
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{
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emit ShouldCancelWorker();
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}
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void GameList::AddEntry(QList<QStandardItem*> entry_items)
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{
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item_model->invisibleRootItem()->appendRow(entry_items);
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}
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void GameList::ValidateEntry(const QModelIndex& item)
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{
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// We don't care about the individual QStandardItem that was selected, but its row.
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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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if (file_path.isEmpty())
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return;
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std::string std_file_path = file_path.toStdString();
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
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return;
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emit GameChosen(file_path);
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}
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void GameList::DonePopulating()
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{
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tree_view->setEnabled(true);
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
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{
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if (!FileUtil::Exists(dir_path.toStdString()) || !FileUtil::IsDirectory(dir_path.toStdString())) {
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LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLatin1().data());
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return;
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}
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tree_view->setEnabled(false);
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// Delete any rows that might already exist if we're repopulating
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item_model->removeRows(0, item_model->rowCount());
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emit ShouldCancelWorker();
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection);
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connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
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connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection);
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QThreadPool::globalInstance()->start(worker);
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current_worker = std::move(worker);
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}
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan)
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{
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const auto callback = [&](const std::string& directory,
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const std::string& virtual_name) -> int {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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if (stop_processing)
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return -1; // A negative return value breaks the callback loop.
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if (deep_scan && FileUtil::IsDirectory(physical_name)) {
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AddFstEntriesToGameList(physical_name, true);
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} else {
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std::string filename_filename, filename_extension;
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Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension);
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Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension);
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if (guessed_filetype == Loader::FileType::Unknown)
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return 0;
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Loader::FileType filetype = Loader::IdentifyFile(physical_name);
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if (filetype == Loader::FileType::Unknown) {
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LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str());
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return 0;
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}
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if (guessed_filetype != filetype) {
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LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str());
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}
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emit EntryReady({
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new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))),
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new GameListItemPath(QString::fromStdString(physical_name)),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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}
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return 0; // We don't care about the found entries
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};
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FileUtil::ScanDirectoryTreeAndCallback(dir_path, callback);
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}
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void GameListWorker::run()
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{
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stop_processing = false;
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan);
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emit Finished();
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}
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void GameListWorker::Cancel()
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{
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disconnect(this, 0, 0, 0);
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stop_processing = true;
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}
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@ -0,0 +1,48 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <QModelIndex>
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#include <QStandardItem>
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#include <QStandardItemModel>
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#include <QString>
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#include <QTreeView>
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#include <QWidget>
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class GameListWorker;
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class GameList : public QWidget {
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Q_OBJECT
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public:
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enum {
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COLUMN_FILE_TYPE,
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COLUMN_NAME,
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COLUMN_SIZE,
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COLUMN_COUNT, // Number of columns
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};
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GameList(QWidget* parent = nullptr);
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~GameList() override;
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void PopulateAsync(const QString& dir_path, bool deep_scan);
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public slots:
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void AddEntry(QList<QStandardItem*> entry_items);
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private slots:
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void ValidateEntry(const QModelIndex& item);
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void DonePopulating();
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signals:
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void GameChosen(QString game_path);
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void ShouldCancelWorker();
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private:
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QTreeView* tree_view = nullptr;
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QStandardItemModel* item_model = nullptr;
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GameListWorker* current_worker = nullptr;
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};
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <QRunnable>
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#include <QStandardItem>
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#include <QString>
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#include "citra_qt/util/util.h"
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#include "common/string_util.h"
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class GameListItem : public QStandardItem {
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public:
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GameListItem(): QStandardItem() {}
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GameListItem(const QString& string): QStandardItem(string) {}
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virtual ~GameListItem() override {}
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};
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/**
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* A specialization of GameListItem for path values.
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* This class ensures that for every full path value it holds, a correct string representation
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* of just the filename (with no extension) will be displayed to the user.
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*/
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class GameListItemPath : public GameListItem {
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public:
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static const int FullPathRole = Qt::UserRole + 1;
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GameListItemPath(): GameListItem() {}
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GameListItemPath(const QString& game_path): GameListItem()
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{
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setData(game_path, FullPathRole);
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}
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void setData(const QVariant& value, int role) override
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{
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// By specializing setData for FullPathRole, we can ensure that the two string
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// representations of the data are always accurate and in the correct format.
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if (role == FullPathRole) {
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std::string filename;
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Common::SplitPath(value.toString().toStdString(), nullptr, &filename, nullptr);
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GameListItem::setData(QString::fromStdString(filename), Qt::DisplayRole);
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GameListItem::setData(value, FullPathRole);
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} else {
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GameListItem::setData(value, role);
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}
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}
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};
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/**
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* A specialization of GameListItem for size values.
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* This class ensures that for every numerical size value it holds (in bytes), a correct
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* human-readable string representation will be displayed to the user.
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*/
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class GameListItemSize : public GameListItem {
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public:
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static const int SizeRole = Qt::UserRole + 1;
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GameListItemSize(): GameListItem() {}
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GameListItemSize(const qulonglong size_bytes): GameListItem()
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{
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setData(size_bytes, SizeRole);
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}
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void setData(const QVariant& value, int role) override
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{
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// By specializing setData for SizeRole, we can ensure that the numerical and string
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// representations of the data are always accurate and in the correct format.
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if (role == SizeRole) {
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qulonglong size_bytes = value.toULongLong();
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GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
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GameListItem::setData(value, SizeRole);
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} else {
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GameListItem::setData(value, role);
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}
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}
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/**
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* This operator is, in practice, only used by the TreeView sorting systems.
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* Override it so that it will correctly sort by numerical value instead of by string representation.
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*/
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bool operator<(const QStandardItem& other) const override
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{
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return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
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}
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};
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/**
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* Asynchronous worker object for populating the game list.
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* Communicates with other threads through Qt's signal/slot system.
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*/
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class GameListWorker : public QObject, public QRunnable {
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Q_OBJECT
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public:
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GameListWorker(QString dir_path, bool deep_scan):
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QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {}
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public slots:
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/// Starts the processing of directory tree information.
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void run() override;
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/// Tells the worker that it should no longer continue processing. Thread-safe.
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void Cancel();
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signals:
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/**
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* The `EntryReady` signal is emitted once an entry has been prepared and is ready
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* to be added to the game list.
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* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
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*/
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void EntryReady(QList<QStandardItem*> entry_items);
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void Finished();
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private:
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QString dir_path;
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bool deep_scan;
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std::atomic_bool stop_processing;
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void AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan);
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};
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