Initial implementation of a game list

master
archshift 2015-08-31 21:35:33 +07:00
parent f297a59985
commit 6e1bb58ee8
6 changed files with 356 additions and 2 deletions

@ -17,6 +17,7 @@ set(SRCS
debugger/profiler.cpp
debugger/ramview.cpp
debugger/registers.cpp
game_list.cpp
util/spinbox.cpp
util/util.cpp
bootmanager.cpp
@ -42,6 +43,7 @@ set(HEADERS
debugger/profiler.h
debugger/ramview.h
debugger/registers.h
game_list.h
util/spinbox.h
util/util.h
bootmanager.h

@ -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;
}

@ -0,0 +1,48 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <QModelIndex>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QString>
#include <QTreeView>
#include <QWidget>
class GameListWorker;
class GameList : public QWidget {
Q_OBJECT
public:
enum {
COLUMN_FILE_TYPE,
COLUMN_NAME,
COLUMN_SIZE,
COLUMN_COUNT, // Number of columns
};
GameList(QWidget* parent = nullptr);
~GameList() override;
void PopulateAsync(const QString& dir_path, bool deep_scan);
public slots:
void AddEntry(QList<QStandardItem*> entry_items);
private slots:
void ValidateEntry(const QModelIndex& item);
void DonePopulating();
signals:
void GameChosen(QString game_path);
void ShouldCancelWorker();
private:
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;
};

@ -0,0 +1,130 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <QRunnable>
#include <QStandardItem>
#include <QString>
#include "citra_qt/util/util.h"
#include "common/string_util.h"
class GameListItem : public QStandardItem {
public:
GameListItem(): QStandardItem() {}
GameListItem(const QString& string): QStandardItem(string) {}
virtual ~GameListItem() override {}
};
/**
* A specialization of GameListItem for path values.
* This class ensures that for every full path value it holds, a correct string representation
* of just the filename (with no extension) will be displayed to the user.
*/
class GameListItemPath : public GameListItem {
public:
static const int FullPathRole = Qt::UserRole + 1;
GameListItemPath(): GameListItem() {}
GameListItemPath(const QString& game_path): GameListItem()
{
setData(game_path, FullPathRole);
}
void setData(const QVariant& value, int role) override
{
// By specializing setData for FullPathRole, we can ensure that the two string
// representations of the data are always accurate and in the correct format.
if (role == FullPathRole) {
std::string filename;
Common::SplitPath(value.toString().toStdString(), nullptr, &filename, nullptr);
GameListItem::setData(QString::fromStdString(filename), Qt::DisplayRole);
GameListItem::setData(value, FullPathRole);
} else {
GameListItem::setData(value, role);
}
}
};
/**
* A specialization of GameListItem for size values.
* This class ensures that for every numerical size value it holds (in bytes), a correct
* human-readable string representation will be displayed to the user.
*/
class GameListItemSize : public GameListItem {
public:
static const int SizeRole = Qt::UserRole + 1;
GameListItemSize(): GameListItem() {}
GameListItemSize(const qulonglong size_bytes): GameListItem()
{
setData(size_bytes, SizeRole);
}
void setData(const QVariant& value, int role) override
{
// By specializing setData for SizeRole, we can ensure that the numerical and string
// representations of the data are always accurate and in the correct format.
if (role == SizeRole) {
qulonglong size_bytes = value.toULongLong();
GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
GameListItem::setData(value, SizeRole);
} else {
GameListItem::setData(value, role);
}
}
/**
* This operator is, in practice, only used by the TreeView sorting systems.
* Override it so that it will correctly sort by numerical value instead of by string representation.
*/
bool operator<(const QStandardItem& other) const override
{
return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
}
};
/**
* Asynchronous worker object for populating the game list.
* Communicates with other threads through Qt's signal/slot system.
*/
class GameListWorker : public QObject, public QRunnable {
Q_OBJECT
public:
GameListWorker(QString dir_path, bool deep_scan):
QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {}
public slots:
/// Starts the processing of directory tree information.
void run() override;
/// Tells the worker that it should no longer continue processing. Thread-safe.
void Cancel();
signals:
/**
* The `EntryReady` signal is emitted once an entry has been prepared and is ready
* to be added to the game list.
* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
*/
void EntryReady(QList<QStandardItem*> entry_items);
void Finished();
private:
QString dir_path;
bool deep_scan;
std::atomic_bool stop_processing;
void AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan);
};

@ -12,6 +12,7 @@
#include "citra_qt/bootmanager.h"
#include "citra_qt/config.h"
#include "citra_qt/game_list.h"
#include "citra_qt/hotkeys.h"
#include "citra_qt/main.h"
@ -59,6 +60,9 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
render_window = new GRenderWindow(this, emu_thread.get());
render_window->hide();
game_list = new GameList();
ui.horizontalLayout->addWidget(game_list);
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
@ -160,6 +164,7 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
UpdateRecentFiles();
// Setup connections
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()));
connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
@ -193,6 +198,8 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
show();
game_list->PopulateAsync(settings.value("gameListRootDir").toString(), settings.value("gameListDeepScan").toBool());
QStringList args = QApplication::arguments();
if (args.length() >= 2) {
BootGame(args[1].toStdString());
@ -264,6 +271,9 @@ void GMainWindow::BootGame(const std::string& filename) {
// Update the GUI
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
if (ui.action_Single_Window_Mode->isChecked()) {
game_list->hide();
}
render_window->show();
emulation_running = true;
@ -295,6 +305,7 @@ void GMainWindow::ShutdownGame() {
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
game_list->show();
emulation_running = false;
}
@ -340,12 +351,16 @@ void GMainWindow::UpdateRecentFiles() {
}
}
void GMainWindow::OnGameListLoadFile(QString game_path) {
BootGame(game_path.toLatin1().data());
}
void GMainWindow::OnMenuLoadFile() {
QSettings settings;
QString rom_path = settings.value("romsPath", QString()).toString();
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), rom_path, tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)"));
if (filename.size()) {
if (!filename.isEmpty()) {
settings.setValue("romsPath", QFileInfo(filename).path());
StoreRecentFile(filename);
@ -358,7 +373,7 @@ void GMainWindow::OnMenuLoadSymbolMap() {
QString symbol_path = settings.value("symbolsPath", QString()).toString();
QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), symbol_path, tr("Symbol map (*)"));
if (filename.size()) {
if (!filename.isEmpty()) {
settings.setValue("symbolsPath", QFileInfo(filename).path());
LoadSymbolMap(filename.toLatin1().data());
@ -440,6 +455,7 @@ void GMainWindow::ToggleWindowMode() {
if (emulation_running) {
render_window->setVisible(true);
render_window->RestoreGeometry();
game_list->show();
}
}
}

@ -10,6 +10,7 @@
#include "ui_main.h"
class GameList;
class GImageInfo;
class GRenderWindow;
class EmuThread;
@ -87,6 +88,8 @@ private slots:
void OnStartGame();
void OnPauseGame();
void OnStopGame();
/// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path);
void OnMenuLoadFile();
void OnMenuLoadSymbolMap();
void OnMenuRecentFile();
@ -101,6 +104,7 @@ private:
Ui::MainWindow ui;
GRenderWindow* render_window;
GameList* game_list;
// Whether emulation is currently running in Citra.
bool emulation_running = false;