ffd60ee476
Avoids potentially leaving this variable uninitialized based off the loader failing to retrieve the ID value.
561 lines
22 KiB
C++
561 lines
22 KiB
C++
// 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 <regex>
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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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#include <QMenu>
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#include <QThreadPool>
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#include <boost/container/flat_map.hpp>
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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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#include "core/file_sys/content_archive.h"
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#include "core/file_sys/control_metadata.h"
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#include "core/file_sys/romfs.h"
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#include "core/file_sys/vfs_real.h"
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#include "core/loader/loader.h"
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#include "game_list.h"
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#include "game_list_p.h"
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#include "ui_settings.h"
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GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) : gamelist{gamelist} {}
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// EventFilter in order to process systemkeys while editing the searchfield
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bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
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// If it isn't a KeyRelease event then continue with standard event processing
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if (event->type() != QEvent::KeyRelease)
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return QObject::eventFilter(obj, event);
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QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
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int rowCount = gamelist->tree_view->model()->rowCount();
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QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
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// If the searchfield's text hasn't changed special function keys get checked
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// If no function key changes the searchfield's text the filter doesn't need to get reloaded
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if (edit_filter_text == edit_filter_text_old) {
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switch (keyEvent->key()) {
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// Escape: Resets the searchfield
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case Qt::Key_Escape: {
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if (edit_filter_text_old.isEmpty()) {
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return QObject::eventFilter(obj, event);
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} else {
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gamelist->search_field->edit_filter->clear();
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edit_filter_text = "";
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}
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break;
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}
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// Return and Enter
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// If the enter key gets pressed first checks how many and which entry is visible
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// If there is only one result launch this game
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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QStandardItem* child_file;
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QString file_path;
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int resultCount = 0;
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for (int i = 0; i < rowCount; ++i) {
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if (!gamelist->tree_view->isRowHidden(i, root_index)) {
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++resultCount;
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child_file = gamelist->item_model->item(i, 0);
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file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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}
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}
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if (resultCount == 1) {
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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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gamelist->search_field->edit_filter->setText("");
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edit_filter_text = "";
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emit gamelist->GameChosen(file_path);
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} else {
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return QObject::eventFilter(obj, event);
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}
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break;
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}
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default:
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return QObject::eventFilter(obj, event);
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}
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}
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edit_filter_text_old = edit_filter_text;
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return QObject::eventFilter(obj, event);
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}
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void GameList::SearchField::setFilterResult(int visible, int total) {
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QString result_of_text = tr("of");
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QString result_text;
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if (total == 1) {
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result_text = tr("result");
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} else {
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result_text = tr("results");
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}
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label_filter_result->setText(
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QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
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}
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void GameList::SearchField::clear() {
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edit_filter->setText("");
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}
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void GameList::SearchField::setFocus() {
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if (edit_filter->isVisible()) {
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edit_filter->setFocus();
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}
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}
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GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
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KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
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layout_filter = new QHBoxLayout;
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layout_filter->setMargin(8);
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label_filter = new QLabel;
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label_filter->setText(tr("Filter:"));
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edit_filter = new QLineEdit;
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edit_filter->setText("");
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->installEventFilter(keyReleaseEater);
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edit_filter->setClearButtonEnabled(true);
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connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
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label_filter_result = new QLabel;
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button_filter_close = new QToolButton(this);
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button_filter_close->setText("X");
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button_filter_close->setCursor(Qt::ArrowCursor);
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button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
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"#000000; font-weight: bold; background: #F0F0F0; }"
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"QToolButton:hover{ border: none; padding: 0px; color: "
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"#EEEEEE; font-weight: bold; background: #E81123}");
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connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
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layout_filter->setSpacing(10);
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layout_filter->addWidget(label_filter);
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layout_filter->addWidget(edit_filter);
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layout_filter->addWidget(label_filter_result);
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layout_filter->addWidget(button_filter_close);
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setLayout(layout_filter);
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}
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/**
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param haystack String that gets checked if it contains all words of the userinput string
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* @param userinput String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
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const QStringList userinput_split =
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userinput.split(' ', QString::SplitBehavior::SkipEmptyParts);
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return std::all_of(userinput_split.begin(), userinput_split.end(),
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[&haystack](const QString& s) { return haystack.contains(s); });
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}
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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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int rowCount = tree_view->model()->rowCount();
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QString edit_filter_text = newText.toLower();
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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// If the searchfield is empty every item is visible
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// Otherwise the filter gets applied
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if (edit_filter_text.isEmpty()) {
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for (int i = 0; i < rowCount; ++i) {
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tree_view->setRowHidden(i, root_index, false);
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}
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search_field->setFilterResult(rowCount, rowCount);
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} else {
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int result_count = 0;
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for (int i = 0; i < rowCount; ++i) {
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const QStandardItem* child_file = item_model->item(i, 0);
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const QString file_path =
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child_file->data(GameListItemPath::FullPathRole).toString().toLower();
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QString file_name = file_path.mid(file_path.lastIndexOf('/') + 1);
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const QString file_title =
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child_file->data(GameListItemPath::TitleRole).toString().toLower();
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const QString file_programmid =
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child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
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// Only items which filename in combination with its title contains all words
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// that are in the searchfield will be visible in the gamelist
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// The search is case insensitive because of toLower()
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// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
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// multiple conversions of edit_filter_text for each game in the gamelist
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if (ContainsAllWords(file_name.append(' ').append(file_title), edit_filter_text) ||
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(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
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tree_view->setRowHidden(i, root_index, false);
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++result_count;
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} else {
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tree_view->setRowHidden(i, root_index, true);
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}
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search_field->setFilterResult(result_count, rowCount);
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}
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}
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}
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void GameList::onFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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}
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GameList::GameList(FileSys::VirtualFilesystem vfs, GMainWindow* parent)
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: QWidget{parent}, vfs(std::move(vfs)) {
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watcher = new QFileSystemWatcher(this);
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connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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this->main_window = parent;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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search_field = new SearchField(this);
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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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tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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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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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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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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// 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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layout->setContentsMargins(0, 0, 0, 0);
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layout->setSpacing(0);
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layout->addWidget(tree_view);
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layout->addWidget(search_field);
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setLayout(layout);
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}
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GameList::~GameList() {
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emit ShouldCancelWorker();
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}
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void GameList::setFilterFocus() {
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if (tree_view->model()->rowCount() > 0) {
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search_field->setFocus();
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}
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}
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void GameList::setFilterVisible(bool visibility) {
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search_field->setVisible(visibility);
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}
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void GameList::clearFilter() {
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search_field->clear();
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
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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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// We don't care about the individual QStandardItem that was selected, but its row.
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const int row = item_model->itemFromIndex(item)->row();
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const QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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const 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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if (!QFileInfo::exists(file_path))
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return;
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const QFileInfo file_info{file_path};
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if (file_info.isDir()) {
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const QDir dir{file_path};
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const 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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}
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void GameList::DonePopulating(QStringList watch_list) {
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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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if (!watch_dirs.isEmpty()) {
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watcher->removePaths(watch_dirs);
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}
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// Workaround: Add the watch paths in chunks to allow the gui to refresh
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// This prevents the UI from stalling when a large number of watch paths are added
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// Also artificially caps the watcher to a certain number of directories
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constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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constexpr int SLICE_SIZE = 25;
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int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
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for (int i = 0; i < len; i += SLICE_SIZE) {
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watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
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QCoreApplication::processEvents();
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}
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tree_view->setEnabled(true);
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int rowCount = tree_view->model()->rowCount();
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search_field->setFilterResult(rowCount, rowCount);
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if (rowCount > 0) {
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search_field->setFocus();
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}
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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QModelIndex item = tree_view->indexAt(menu_location);
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if (!item.isValid())
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return;
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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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u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
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QMenu context_menu;
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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open_save_location->setEnabled(program_id != 0);
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connect(open_save_location, &QAction::triggered,
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[&]() { emit OpenSaveFolderRequested(program_id); });
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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LOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toLocal8Bit().data());
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search_field->setFilterResult(0, 0);
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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(vfs, dir_path, deep_scan);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
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Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
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// without delay.
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connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
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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 GameList::SaveInterfaceLayout() {
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UISettings::values.gamelist_header_state = tree_view->header()->saveState();
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}
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void GameList::LoadInterfaceLayout() {
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auto header = tree_view->header();
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if (!header->restoreState(UISettings::values.gamelist_header_state)) {
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// We are using the name column to display icons and titles
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// so make it as large as possible as default.
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header->resizeSection(COLUMN_NAME, header->width());
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}
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item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
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}
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const QStringList GameList::supported_file_extensions = {"nso", "nro", "nca", "xci"};
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static bool HasSupportedFileExtension(const std::string& file_name) {
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const QFileInfo file = QFileInfo(QString::fromStdString(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(QString::fromStdString(file_name)).fileName() == "main";
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}
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static QString FormatGameName(const std::string& physical_name) {
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const QString physical_name_as_qstring = QString::fromStdString(physical_name);
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const QFileInfo file_info(physical_name_as_qstring);
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if (IsExtractedNCAMain(physical_name)) {
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return file_info.dir().path();
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}
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return physical_name_as_qstring;
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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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LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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search_field->clear();
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PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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}
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}
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static void GetMetadataFromControlNCA(const std::shared_ptr<FileSys::NCA>& nca,
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std::vector<u8>& icon, std::string& name) {
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const auto control_dir = FileSys::ExtractRomFS(nca->GetRomFS());
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if (control_dir == nullptr)
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return;
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const auto nacp_file = control_dir->GetFile("control.nacp");
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if (nacp_file == nullptr)
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return;
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FileSys::NACP nacp(nacp_file);
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name = nacp.GetApplicationName();
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FileSys::VirtualFile icon_file = nullptr;
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for (const auto& language : FileSys::LANGUAGE_NAMES) {
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icon_file = control_dir->GetFile("icon_" + std::string(language) + ".dat");
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if (icon_file != nullptr) {
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icon = icon_file->ReadAllBytes();
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break;
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}
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}
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}
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void GameListWorker::AddInstalledTitlesToGameList() {
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const auto usernand = Service::FileSystem::GetUserNANDContents();
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const auto installed_games = usernand->ListEntriesFilter(FileSys::TitleType::Application,
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FileSys::ContentRecordType::Program);
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for (const auto& game : installed_games) {
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const auto& file = usernand->GetEntryRaw(game);
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(file);
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if (!loader)
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continue;
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std::vector<u8> icon;
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std::string name;
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u64 program_id = 0;
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loader->ReadProgramId(program_id);
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const auto& control =
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usernand->GetEntry(game.title_id, FileSys::ContentRecordType::Control);
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if (control != nullptr)
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GetMetadataFromControlNCA(control, icon, name);
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emit EntryReady({
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new GameListItemPath(
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FormatGameName(file->GetFullPath()), icon, QString::fromStdString(name),
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType())),
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program_id),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(file->GetSize()),
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});
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|
}
|
|
|
|
const auto control_data = usernand->ListEntriesFilter(FileSys::TitleType::Application,
|
|
FileSys::ContentRecordType::Control);
|
|
|
|
for (const auto& entry : control_data) {
|
|
const auto nca = usernand->GetEntry(entry);
|
|
if (nca != nullptr)
|
|
nca_control_map.insert_or_assign(entry.title_id, nca);
|
|
}
|
|
}
|
|
|
|
void GameListWorker::FillControlMap(const std::string& dir_path) {
|
|
const auto nca_control_callback = [this](u64* num_entries_out, const std::string& directory,
|
|
const std::string& virtual_name) -> bool {
|
|
std::string physical_name = directory + DIR_SEP + virtual_name;
|
|
|
|
if (stop_processing)
|
|
return false; // Breaks the callback loop.
|
|
|
|
bool is_dir = FileUtil::IsDirectory(physical_name);
|
|
QFileInfo file_info(physical_name.c_str());
|
|
if (!is_dir && file_info.suffix().toStdString() == "nca") {
|
|
auto nca =
|
|
std::make_shared<FileSys::NCA>(vfs->OpenFile(physical_name, FileSys::Mode::Read));
|
|
if (nca->GetType() == FileSys::NCAContentType::Control)
|
|
nca_control_map.insert_or_assign(nca->GetTitleId(), nca);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, nca_control_callback);
|
|
}
|
|
|
|
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
|
|
const auto callback = [this, recursion](u64* num_entries_out, const std::string& directory,
|
|
const std::string& virtual_name) -> bool {
|
|
std::string physical_name = directory + DIR_SEP + virtual_name;
|
|
|
|
if (stop_processing)
|
|
return false; // Breaks the callback loop.
|
|
|
|
bool is_dir = FileUtil::IsDirectory(physical_name);
|
|
if (!is_dir &&
|
|
(HasSupportedFileExtension(physical_name) || IsExtractedNCAMain(physical_name))) {
|
|
std::unique_ptr<Loader::AppLoader> loader =
|
|
Loader::GetLoader(vfs->OpenFile(physical_name, FileSys::Mode::Read));
|
|
if (!loader || ((loader->GetFileType() == Loader::FileType::Unknown ||
|
|
loader->GetFileType() == Loader::FileType::Error) &&
|
|
!UISettings::values.show_unknown))
|
|
return true;
|
|
|
|
std::vector<u8> icon;
|
|
const auto res1 = loader->ReadIcon(icon);
|
|
|
|
u64 program_id = 0;
|
|
const auto res2 = loader->ReadProgramId(program_id);
|
|
|
|
std::string name = " ";
|
|
const auto res3 = loader->ReadTitle(name);
|
|
|
|
if (res1 != Loader::ResultStatus::Success && res3 != Loader::ResultStatus::Success &&
|
|
res2 == Loader::ResultStatus::Success) {
|
|
// Use from metadata pool.
|
|
if (nca_control_map.find(program_id) != nca_control_map.end()) {
|
|
const auto nca = nca_control_map[program_id];
|
|
GetMetadataFromControlNCA(nca, icon, name);
|
|
}
|
|
}
|
|
|
|
emit EntryReady({
|
|
new GameListItemPath(
|
|
FormatGameName(physical_name), icon, QString::fromStdString(name),
|
|
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType())),
|
|
program_id),
|
|
new GameListItem(
|
|
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
|
|
new GameListItemSize(FileUtil::GetSize(physical_name)),
|
|
});
|
|
} else if (is_dir && recursion > 0) {
|
|
watch_list.append(QString::fromStdString(physical_name));
|
|
AddFstEntriesToGameList(physical_name, recursion - 1);
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
|
|
}
|
|
|
|
void GameListWorker::run() {
|
|
stop_processing = false;
|
|
watch_list.append(dir_path);
|
|
FillControlMap(dir_path.toStdString());
|
|
AddInstalledTitlesToGameList();
|
|
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
|
|
nca_control_map.clear();
|
|
emit Finished(watch_list);
|
|
}
|
|
|
|
void GameListWorker::Cancel() {
|
|
this->disconnect();
|
|
stop_processing = true;
|
|
}
|