// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "citra_qt/compatibility_list.h" #include "citra_qt/game_list.h" #include "citra_qt/game_list_p.h" #include "citra_qt/game_list_worker.h" #include "citra_qt/main.h" #include "citra_qt/uisettings.h" #include "common/common_paths.h" #include "common/logging/log.h" #include "core/file_sys/archive_extsavedata.h" #include "core/file_sys/archive_source_sd_savedata.h" #include "core/hle/service/fs/archive.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(event); 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: { if (gamelist->search_field->visible == 1) { QString file_path = gamelist->getLastFilterResultItem(); // 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) { this->visible = visible; this->total = total; QString result_of_text = tr("of"); QString result_text; if (total == 1) { result_text = tr("result"); } else { result_text = tr("results"); } label_filter_result->setText( QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text)); } QString GameList::getLastFilterResultItem() const { QStandardItem* folder; QStandardItem* child; QString file_path; const int folderCount = item_model->rowCount(); for (int i = 0; i < folderCount; ++i) { folder = item_model->item(i, 0); const QModelIndex folder_index = folder->index(); const int children_count = folder->rowCount(); for (int j = 0; j < children_count; ++j) { if (!tree_view->isRowHidden(j, folder_index)) { child = folder->child(j, 0); file_path = child->data(GameListItemPath::FullPathRole).toString(); } } } return file_path; } 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 String that gets checked if it contains all words of the userinput string * @param 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); }); } // Syncs the expanded state of Game Directories with settings to persist across sessions void GameList::onItemExpanded(const QModelIndex& item) { const auto type = item.data(GameListItem::TypeRole).value(); if (type == GameListItemType::CustomDir || type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir) item.data(GameListDir::GameDirRole).value()->expanded = tree_view->isExpanded(item); } // Event in order to filter the gamelist after editing the searchfield void GameList::onTextChanged(const QString& newText) { const int folderCount = tree_view->model()->rowCount(); QString edit_filter_text = newText.toLower(); QStandardItem* folder; int children_total = 0; // If the searchfield is empty every item is visible // Otherwise the filter gets applied if (edit_filter_text.isEmpty()) { for (int i = 0; i < folderCount; ++i) { folder = item_model->item(i, 0); const QModelIndex folder_index = folder->index(); const int children_count = folder->rowCount(); for (int j = 0; j < children_count; ++j) { ++children_total; tree_view->setRowHidden(j, folder_index, false); } } search_field->setFilterResult(children_total, children_total); } else { int result_count = 0; for (int i = 0; i < folderCount; ++i) { folder = item_model->item(i, 0); const QModelIndex folder_index = folder->index(); const int children_count = folder->rowCount(); for (int j = 0; j < children_count; ++j) { ++children_total; const QStandardItem* child = folder->child(j, 0); const QString file_path = child->data(GameListItemPath::FullPathRole).toString().toLower(); QString file_name = file_path.mid(file_path.lastIndexOf("/") + 1); const QString file_title = child->data(GameListItemPath::LongTitleRole).toString().toLower(); const QString file_programmid = child->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(j, folder_index, false); ++result_count; } else { tree_view->setRowHidden(j, folder_index, true); } search_field->setFilterResult(result_count, children_total); } } } } void GameList::onUpdateThemedIcons() { for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) { QStandardItem* child = item_model->invisibleRootItem()->child(i); switch (child->data(GameListItem::TypeRole).value()) { case GameListItemType::InstalledDir: child->setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole); break; case GameListItemType::SystemDir: child->setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole); break; case GameListItemType::CustomDir: { const UISettings::GameDir* game_dir = child->data(GameListDir::GameDirRole).value(); const QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder"; child->setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole); break; } case GameListItemType::AddDir: child->setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole); break; default: break; } } } void GameList::onFilterCloseClicked() { main_window->filterBarSetChecked(false); } GameList::GameList(GMainWindow* parent) : QWidget{parent} { watcher = new QFileSystemWatcher(this); connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory, Qt::UniqueConnection); 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->setContextMenuPolicy(Qt::CustomContextMenu); tree_view->setStyleSheet("QTreeView{ border: none; }"); item_model->insertColumns(0, COLUMN_COUNT); item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name")); item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility")); item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, tr("Region")); item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type")); item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size")); item_model->setSortRole(GameListItemPath::TitleRole); connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons); connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry); connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu); connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded); connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded); // 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"); 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::setDirectoryWatcherEnabled(bool enabled) { if (enabled) { connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory, Qt::UniqueConnection); } else { disconnect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory); } } void GameList::clearFilter() { search_field->clear(); } void GameList::AddDirEntry(GameListDir* entry_items) { item_model->invisibleRootItem()->appendRow(entry_items); tree_view->setExpanded( entry_items->index(), entry_items->data(GameListDir::GameDirRole).value()->expanded); } void GameList::AddEntry(const QList& entry_items, GameListDir* parent) { parent->appendRow(entry_items); } void GameList::ValidateEntry(const QModelIndex& item) { const auto selected = item.sibling(item.row(), 0); switch (selected.data(GameListItem::TypeRole).value()) { case GameListItemType::Game: { const QString file_path = selected.data(GameListItemPath::FullPathRole).toString(); if (file_path.isEmpty()) return; const QFileInfo file_info(file_path); if (!file_info.exists() || file_info.isDir()) return; // Users usually want to run a different game after closing one search_field->clear(); emit GameChosen(file_path); break; } case GameListItemType::AddDir: emit AddDirectory(); break; default: break; } } bool GameList::isEmpty() const { for (int i = 0; i < item_model->rowCount(); i++) { const QStandardItem* child = item_model->invisibleRootItem()->child(i); const auto type = static_cast(child->type()); if (!child->hasChildren() && (type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir)) { item_model->invisibleRootItem()->removeRow(child->row()); i--; }; } return !item_model->invisibleRootItem()->hasChildren(); } void GameList::DonePopulating(QStringList watch_list) { emit ShowList(!isEmpty()); item_model->invisibleRootItem()->appendRow(new GameListAddDir()); // 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); const int folderCount = tree_view->model()->rowCount(); int children_total = 0; for (int i = 0; i < folderCount; ++i) { children_total += item_model->item(i, 0)->rowCount(); } search_field->setFilterResult(children_total, children_total); if (children_total > 0) { search_field->setFocus(); } emit PopulatingCompleted(); } void GameList::PopupContextMenu(const QPoint& menu_location) { QModelIndex item = tree_view->indexAt(menu_location); if (!item.isValid()) return; const auto selected = item.sibling(item.row(), 0); QMenu context_menu; switch (selected.data(GameListItem::TypeRole).value()) { case GameListItemType::Game: AddGamePopup(context_menu, selected.data(GameListItemPath::FullPathRole).toString(), selected.data(GameListItemPath::ProgramIdRole).toULongLong(), selected.data(GameListItemPath::ExtdataIdRole).toULongLong()); break; case GameListItemType::CustomDir: AddPermDirPopup(context_menu, selected); AddCustomDirPopup(context_menu, selected); break; case GameListItemType::InstalledDir: case GameListItemType::SystemDir: AddPermDirPopup(context_menu, selected); break; default: break; } context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location)); } void GameList::AddGamePopup(QMenu& context_menu, const QString& path, u64 program_id, u64 extdata_id) { QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location")); QAction* open_extdata_location = context_menu.addAction(tr("Open Extra Data Location")); QAction* open_application_location = context_menu.addAction(tr("Open Application Location")); QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location")); QAction* open_texture_dump_location = context_menu.addAction(tr("Open Texture Dump Location")); QAction* open_texture_load_location = context_menu.addAction(tr("Open Custom Texture Location")); QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry")); const bool is_application = 0x0004000000000000 <= program_id && program_id <= 0x00040000FFFFFFFF; std::string sdmc_dir = FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir); open_save_location->setVisible( is_application && FileUtil::Exists(FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor( sdmc_dir, program_id))); if (extdata_id) { open_extdata_location->setVisible( is_application && FileUtil::Exists(FileSys::GetExtDataPathFromId(sdmc_dir, extdata_id))); } else { open_extdata_location->setVisible(false); } auto media_type = Service::AM::GetTitleMediaType(program_id); open_application_location->setVisible(path.toStdString() == Service::AM::GetTitleContentPath(media_type, program_id)); open_update_location->setVisible( is_application && FileUtil::Exists(Service::AM::GetTitlePath(Service::FS::MediaType::SDMC, program_id + 0xe00000000) + "content/")); auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id); open_texture_dump_location->setVisible(is_application); open_texture_load_location->setVisible(is_application); navigate_to_gamedb_entry->setVisible(it != compatibility_list.end()); connect(open_save_location, &QAction::triggered, [this, program_id] { emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA); }); connect(open_extdata_location, &QAction::triggered, [this, extdata_id] { emit OpenFolderRequested(extdata_id, GameListOpenTarget::EXT_DATA); }); connect(open_application_location, &QAction::triggered, [this, program_id] { emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION); }); connect(open_update_location, &QAction::triggered, [this, program_id] { emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA); }); connect(open_texture_dump_location, &QAction::triggered, [this, program_id] { if (FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::DumpDir), program_id))) { emit OpenFolderRequested(program_id, GameListOpenTarget::TEXTURE_DUMP); } }); connect(open_texture_load_location, &QAction::triggered, [this, program_id] { if (FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir), program_id))) { emit OpenFolderRequested(program_id, GameListOpenTarget::TEXTURE_LOAD); } }); connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); }); }; void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) { UISettings::GameDir& game_dir = *selected.data(GameListDir::GameDirRole).value(); QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders")); QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory")); deep_scan->setCheckable(true); deep_scan->setChecked(game_dir.deep_scan); connect(deep_scan, &QAction::triggered, [this, &game_dir] { 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(); 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")); const 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 std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)], UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf( *selected.sibling(row - 1, 0) .data(GameListDir::GameDirRole) .value())]); // move the treeview items QList 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 std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)], UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf( *selected.sibling(row + 1, 0) .data(GameListDir::GameDirRole) .value())]); // move the treeview items const QList 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() { 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)); } } } } QStandardItemModel* GameList::GetModel() const { return item_model; } void GameList::PopulateAsync(QVector& game_dirs) { tree_view->setEnabled(false); // Delete any rows that might already exist if we're repopulating item_model->removeRows(0, item_model->rowCount()); search_field->clear(); emit ShouldCancelWorker(); GameListWorker* worker = new GameListWorker(game_dirs, compatibility_list); 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, 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 = {"3ds", "3dsx", "elf", "axf", "cci", "cxi", "app"}; void GameList::RefreshGameDirectory() { if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) { LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list."); PopulateAsync(UISettings::values.game_dirs); } } QString GameList::FindGameByProgramID(u64 program_id) { return FindGameByProgramID(item_model->invisibleRootItem(), program_id); } QString GameList::FindGameByProgramID(QStandardItem* current_item, u64 program_id) { if (current_item->type() == static_cast(GameListItemType::Game) && current_item->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) { return current_item->data(GameListItemPath::FullPathRole).toString(); } else if (current_item->hasChildren()) { for (int child_id = 0; child_id < current_item->rowCount(); child_id++) { QString path = FindGameByProgramID(current_item->child(child_id, 0), program_id); if (!path.isEmpty()) return path; } } return ""; } GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} { connect(parent, &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(); }