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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <QApplication>
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#include <QDir>
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#include <QFileInfo>
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#include <QHeaderView>
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#include <QKeyEvent>
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@ -264,8 +265,17 @@ void GameList::ValidateEntry(const QModelIndex& item) {
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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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if (!FileUtil::Exists(std_file_path))
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return;
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if (FileUtil::IsDirectory(std_file_path)) {
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QDir dir(std_file_path.c_str());
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QStringList matching_main = dir.entryList(QStringList("main"), QDir::Files);
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if (matching_main.size() == 1) {
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emit GameChosen(dir.path() + DIR_SEP + matching_main[0]);
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}
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return;
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}
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// Users usually want to run a diffrent game after closing one
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search_field->clear();
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emit GameChosen(file_path);
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@ -363,6 +373,19 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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}
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static bool IsExtractedNCAMain(const std::string& file_name) {
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return QFileInfo(file_name.c_str()).fileName() == "main";
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}
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static QString FormatGameName(const std::string& physical_name) {
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QFileInfo file_info(physical_name.c_str());
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if (IsExtractedNCAMain(physical_name)) {
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return file_info.dir().path();
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} else {
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return QString::fromStdString(physical_name);
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}
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}
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void GameList::RefreshGameDirectory() {
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if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
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NGLOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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@ -380,7 +403,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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return false; // Breaks the callback loop.
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bool is_dir = FileUtil::IsDirectory(physical_name);
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if (!is_dir && HasSupportedFileExtension(physical_name)) {
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if (!is_dir &&
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(HasSupportedFileExtension(physical_name) || IsExtractedNCAMain(physical_name))) {
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
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return true;
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@ -392,7 +416,7 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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loader->ReadProgramId(program_id);
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emit EntryReady({
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new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
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new GameListItemPath(FormatGameName(physical_name), smdh, program_id),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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