citra/src/citra_qt/game_list.cpp

993 lines
41 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QActionGroup>
#include <QApplication>
#include <QDir>
#include <QFileInfo>
#include <QFileSystemWatcher>
#include <QHBoxLayout>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QKeyEvent>
#include <QLabel>
#include <QLineEdit>
#include <QMenu>
#include <QMessageBox>
#include <QModelIndex>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QThreadPool>
#include <QToolButton>
#include <QTreeView>
#include <fmt/format.h>
#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/logging/log.h"
#include "common/settings.h"
#include "core/file_sys/archive_extsavedata.h"
#include "core/file_sys/archive_source_sd_savedata.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/fs/archive.h"
#include "qcursor.h"
GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist, QObject* parent)
: QObject(parent), 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<QKeyEvent*>(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.clear();
}
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) {
const QString file_path = gamelist->GetLastFilterResultItem();
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a different game after closing one
gamelist->search_field->edit_filter->clear();
edit_filter_text.clear();
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(
QStringLiteral("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
}
QString GameList::GetLastFilterResultItem() const {
QString file_path;
const int folderCount = item_model->rowCount();
for (int i = 0; i < folderCount; ++i) {
const QStandardItem* 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)) {
continue;
}
const QStandardItem* child = folder->child(j, 0);
file_path = child->data(GameListItemPath::FullPathRole).toString();
}
}
return file_path;
}
void GameListSearchField::clear() {
edit_filter->clear();
}
void GameListSearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
auto* const key_release_eater = new KeyReleaseEater(parent, this);
layout_filter = new QHBoxLayout;
layout_filter->setContentsMargins(8, 8, 8, 8);
label_filter = new QLabel;
edit_filter = new QLineEdit;
edit_filter->clear();
edit_filter->installEventFilter(key_release_eater);
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(QStringLiteral("X"));
button_filter_close->setCursor(Qt::ArrowCursor);
button_filter_close->setStyleSheet(
QStringLiteral("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);
RetranslateUI();
}
/**
* 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(QLatin1Char{' '}, Qt::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<GameListItemType>();
const bool is_dir = type == GameListItemType::CustomDir ||
type == GameListItemType::InstalledDir ||
type == GameListItemType::SystemDir;
if (!is_dir) {
return;
}
UISettings::values.game_dirs[item.data(GameListDir::GameDirRole).toInt()].expanded =
tree_view->isExpanded(item);
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::OnTextChanged(const QString& new_text) {
const int folder_count = tree_view->model()->rowCount();
QString edit_filter_text = new_text.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 < folder_count; ++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 < folder_count; ++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();
const QString file_title =
child->data(GameListItemPath::LongTitleRole).toString().toLower();
const QString file_program_id =
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
const QString file_name =
file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) + QLatin1Char{' '} +
file_title;
if (ContainsAllWords(file_name, edit_filter_text) ||
(file_program_id.length() == 16 &&
edit_filter_text.contains(file_program_id))) {
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);
const int icon_size = IconSizes.at(UISettings::values.game_list_icon_size.GetValue());
switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::InstalledDir:
child->setData(QIcon::fromTheme(QStringLiteral("sd_card")).pixmap(icon_size),
Qt::DecorationRole);
break;
case GameListItemType::SystemDir:
child->setData(QIcon::fromTheme(QStringLiteral("chip")).pixmap(icon_size),
Qt::DecorationRole);
break;
case GameListItemType::CustomDir: {
const UISettings::GameDir& game_dir =
UISettings::values.game_dirs[child->data(GameListDir::GameDirRole).toInt()];
const QString icon_name = QFileInfo::exists(game_dir.path)
? QStringLiteral("folder")
: QStringLiteral("bad_folder");
child->setData(QIcon::fromTheme(icon_name).pixmap(icon_size), Qt::DecorationRole);
break;
}
case GameListItemType::AddDir:
child->setData(QIcon::fromTheme(QStringLiteral("plus")).pixmap(icon_size),
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(QStringLiteral("QTreeView{ border: none; }"));
tree_view->header()->setContextMenuPolicy(Qt::CustomContextMenu);
UpdateColumnVisibility();
item_model->insertColumns(0, COLUMN_COUNT);
RetranslateUI();
item_model->setSortRole(GameListItemPath::SortRole);
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);
connect(tree_view->header(), &QHeaderView::customContextMenuRequested, this,
&GameList::PopupHeaderContextMenu);
// 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->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(),
UISettings::values.game_dirs[entry_items->data(GameListDir::GameDirRole).toInt()].expanded);
}
void GameList::AddEntry(const QList<QStandardItem*>& 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<GameListItemType>()) {
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<GameListItemType>(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(const 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 qsizetype LIMIT_WATCH_DIRECTORIES = 5000;
constexpr int SLICE_SIZE = 25;
const qsizetype len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
for (qsizetype 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();
}
item_model->sort(tree_view->header()->sortIndicatorSection(),
tree_view->header()->sortIndicatorOrder());
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<GameListItemType>()) {
case GameListItemType::Game:
AddGamePopup(context_menu, selected.data(GameListItemPath::FullPathRole).toString(),
selected.data(GameListItemPath::TitleRole).toString(),
selected.data(GameListItemPath::ProgramIdRole).toULongLong(),
selected.data(GameListItemPath::ExtdataIdRole).toULongLong(),
static_cast<Service::FS::MediaType>(
selected.data(GameListItemPath::MediaTypeRole).toUInt()));
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::PopupHeaderContextMenu(const QPoint& menu_location) {
const QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid()) {
return;
}
QMenu context_menu;
static const QMap<QString, Settings::Setting<bool>*> columns{
{tr("Compatibility"), &UISettings::values.show_compat_column},
{tr("Region"), &UISettings::values.show_region_column},
{tr("File type"), &UISettings::values.show_type_column},
{tr("Size"), &UISettings::values.show_size_column}};
QActionGroup* column_group = new QActionGroup(this);
column_group->setExclusive(false);
for (const auto& key : columns.keys()) {
QAction* action = column_group->addAction(context_menu.addAction(key));
action->setCheckable(true);
action->setChecked(columns[key]->GetValue());
connect(action, &QAction::toggled, [this, key](bool value) {
*columns[key] = !columns[key]->GetValue();
UpdateColumnVisibility();
});
}
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::UpdateColumnVisibility() {
tree_view->setColumnHidden(COLUMN_COMPATIBILITY, !UISettings::values.show_compat_column);
tree_view->setColumnHidden(COLUMN_REGION, !UISettings::values.show_region_column);
tree_view->setColumnHidden(COLUMN_FILE_TYPE, !UISettings::values.show_type_column);
tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size_column);
}
#ifdef ENABLE_OPENGL
void ForEachOpenGLCacheFile(u64 program_id, auto func) {
for (const std::string_view cache_type : {"separable", "conventional"}) {
const std::string path = fmt::format("{}opengl/precompiled/{}/{:016X}.bin",
FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir),
cache_type, program_id);
QFile file{QString::fromStdString(path)};
func(file);
}
}
#endif
void GameList::AddGamePopup(QMenu& context_menu, const QString& path, const QString& name,
u64 program_id, u64 extdata_id, Service::FS::MediaType media_type) {
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_dlc_location = context_menu.addAction(tr("Open DLC 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* open_mods_location = context_menu.addAction(tr("Open Mods Location"));
QAction* dump_romfs = context_menu.addAction(tr("Dump RomFS"));
QMenu* shader_menu = context_menu.addMenu(tr("Disk Shader Cache"));
QAction* open_shader_cache_location = shader_menu->addAction(tr("Open Shader Cache Location"));
shader_menu->addSeparator();
#ifdef ENABLE_OPENGL
QAction* delete_opengl_disk_shader_cache =
shader_menu->addAction(tr("Delete OpenGL Shader Cache"));
#endif
QMenu* uninstall_menu = context_menu.addMenu(tr("Uninstall"));
QAction* uninstall_all = uninstall_menu->addAction(tr("Everything"));
uninstall_menu->addSeparator();
QAction* uninstall_game = uninstall_menu->addAction(tr("Game"));
QAction* uninstall_update = uninstall_menu->addAction(tr("Update"));
QAction* uninstall_dlc = uninstall_menu->addAction(tr("DLC"));
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
context_menu.addSeparator();
QAction* properties = context_menu.addAction(tr("Properties"));
const u32 program_id_high = (program_id >> 32) & 0xFFFFFFFF;
// TODO: Use proper bitmasks for these kinds of checks.
const bool is_application = program_id_high == 0x00040000 || program_id_high == 0x00040002 ||
program_id_high == 0x00040010;
#ifdef ENABLE_OPENGL
bool opengl_cache_exists = false;
ForEachOpenGLCacheFile(
program_id, [&opengl_cache_exists](QFile& file) { opengl_cache_exists |= file.exists(); });
#endif
std::string sdmc_dir = FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir);
open_save_location->setEnabled(
is_application && FileUtil::Exists(FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor(
sdmc_dir, program_id)));
if (extdata_id) {
open_extdata_location->setEnabled(
is_application &&
FileUtil::Exists(FileSys::GetExtDataPathFromId(sdmc_dir, extdata_id)));
} else {
open_extdata_location->setVisible(false);
}
const auto update_program_id = program_id | 0xE00000000;
const auto dlc_program_id = program_id | 0x8C00000000;
const auto is_installed =
media_type == Service::FS::MediaType::NAND || media_type == Service::FS::MediaType::SDMC;
const auto has_update =
is_application && FileUtil::Exists(Service::AM::GetTitlePath(Service::FS::MediaType::SDMC,
update_program_id) +
"content/");
const auto has_dlc =
is_application &&
FileUtil::Exists(Service::AM::GetTitlePath(Service::FS::MediaType::SDMC, dlc_program_id) +
"content/");
open_application_location->setEnabled(is_installed);
open_update_location->setEnabled(has_update);
open_dlc_location->setEnabled(has_dlc);
open_texture_dump_location->setEnabled(is_application);
open_texture_load_location->setEnabled(is_application);
open_mods_location->setEnabled(is_application);
dump_romfs->setEnabled(is_application);
#ifdef ENABLE_OPENGL
delete_opengl_disk_shader_cache->setEnabled(opengl_cache_exists);
#endif
uninstall_all->setEnabled(is_installed || has_update || has_dlc);
uninstall_game->setEnabled(is_installed);
uninstall_update->setEnabled(has_update);
uninstall_dlc->setEnabled(has_dlc);
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
connect(open_save_location, &QAction::triggered, this, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA);
});
connect(open_extdata_location, &QAction::triggered, this, [this, extdata_id] {
emit OpenFolderRequested(extdata_id, GameListOpenTarget::EXT_DATA);
});
connect(open_application_location, &QAction::triggered, this, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION);
});
connect(open_update_location, &QAction::triggered, this, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA);
});
connect(open_texture_dump_location, &QAction::triggered, this, [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, [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(open_mods_location, &QAction::triggered, this, [this, program_id] {
if (FileUtil::CreateFullPath(fmt::format("{}mods/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
program_id))) {
emit OpenFolderRequested(program_id, GameListOpenTarget::MODS);
}
});
connect(open_dlc_location, &QAction::triggered, this, [this, program_id] {
const u64 trimmed_id = program_id & 0xFFFFFFF;
const std::string dlc_path =
fmt::format("{}Nintendo 3DS/00000000000000000000000000000000/"
"00000000000000000000000000000000/title/0004008c/{:08x}/content/",
FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir), trimmed_id);
fmt::print("DLC path {}\n", dlc_path);
if (FileUtil::CreateFullPath(dlc_path)) {
emit OpenFolderRequested(trimmed_id, GameListOpenTarget::DLC_DATA);
}
});
connect(dump_romfs, &QAction::triggered, this,
[this, path, program_id] { emit DumpRomFSRequested(path, program_id); });
connect(navigate_to_gamedb_entry, &QAction::triggered, this, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
connect(properties, &QAction::triggered, this,
[this, path]() { emit OpenPerGameGeneralRequested(path); });
connect(open_shader_cache_location, &QAction::triggered, this, [this, program_id] {
if (FileUtil::CreateFullPath(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir))) {
emit OpenFolderRequested(program_id, GameListOpenTarget::SHADER_CACHE);
}
});
#ifdef ENABLE_OPENGL
connect(delete_opengl_disk_shader_cache, &QAction::triggered, this, [program_id] {
ForEachOpenGLCacheFile(program_id, [](QFile& file) { file.remove(); });
});
#endif
connect(uninstall_all, &QAction::triggered, this, [=, this] {
QMessageBox::StandardButton answer = QMessageBox::question(
this, tr("Citra"),
tr("Are you sure you want to completely uninstall '%1'?\n\nThis will "
"delete the game if installed, as well as any installed updates or DLC.")
.arg(name),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
if (answer == QMessageBox::Yes) {
std::vector<std::tuple<Service::FS::MediaType, u64, QString>> titles;
if (is_installed) {
titles.emplace_back(media_type, program_id, name);
}
if (has_update) {
titles.emplace_back(Service::FS::MediaType::SDMC, update_program_id,
tr("%1 (Update)").arg(name));
}
if (has_dlc) {
titles.emplace_back(Service::FS::MediaType::SDMC, dlc_program_id,
tr("%1 (DLC)").arg(name));
}
main_window->UninstallTitles(titles);
}
});
connect(uninstall_game, &QAction::triggered, this, [this, name, media_type, program_id] {
QMessageBox::StandardButton answer = QMessageBox::question(
this, tr("Citra"), tr("Are you sure you want to uninstall '%1'?").arg(name),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
if (answer == QMessageBox::Yes) {
std::vector<std::tuple<Service::FS::MediaType, u64, QString>> titles;
titles.emplace_back(media_type, program_id, name);
main_window->UninstallTitles(titles);
}
});
connect(uninstall_update, &QAction::triggered, this, [this, name, update_program_id] {
QMessageBox::StandardButton answer = QMessageBox::question(
this, tr("Citra"),
tr("Are you sure you want to uninstall the update for '%1'?").arg(name),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
if (answer == QMessageBox::Yes) {
std::vector<std::tuple<Service::FS::MediaType, u64, QString>> titles;
titles.emplace_back(Service::FS::MediaType::SDMC, update_program_id,
tr("%1 (Update)").arg(name));
main_window->UninstallTitles(titles);
}
});
connect(uninstall_dlc, &QAction::triggered, this, [this, name, dlc_program_id] {
QMessageBox::StandardButton answer = QMessageBox::question(
this, tr("Citra"), tr("Are you sure you want to uninstall all DLC for '%1'?").arg(name),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
if (answer == QMessageBox::Yes) {
std::vector<std::tuple<Service::FS::MediaType, u64, QString>> titles;
titles.emplace_back(Service::FS::MediaType::SDMC, dlc_program_id,
tr("%1 (DLC)").arg(name));
main_window->UninstallTitles(titles);
}
});
}
void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
UISettings::values.game_dirs[selected.data(GameListDir::GameDirRole).toInt()];
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, [this, &game_dir] {
game_dir.deep_scan = !game_dir.deep_scan;
PopulateAsync(UISettings::values.game_dirs);
});
connect(delete_dir, &QAction::triggered, this, [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) {
const int game_dir_index = selected.data(GameListDir::GameDirRole).toInt();
QAction* move_up =
context_menu.addAction(tr("Move Up").prepend(QString::fromWCharArray(L"\u25b2 ")));
QAction* move_down =
context_menu.addAction(tr("Move Down").prepend(QString::fromWCharArray(L"\u25bc ")));
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, [this, selected, row, game_dir_index] {
const int other_index = selected.sibling(row - 1, 0).data(GameListDir::GameDirRole).toInt();
// swap the items in the settings
std::swap(UISettings::values.game_dirs[game_dir_index],
UISettings::values.game_dirs[other_index]);
// swap the indexes held by the QVariants
GetModel()->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
GetModel()->setData(selected.sibling(row - 1, 0), QVariant(game_dir_index),
GameListDir::GameDirRole);
// move the treeview items
QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row - 1, item);
tree_view->setExpanded(selected, UISettings::values.game_dirs[game_dir_index].expanded);
});
connect(move_down, &QAction::triggered, this, [this, selected, row, game_dir_index] {
const int other_index = selected.sibling(row + 1, 0).data(GameListDir::GameDirRole).toInt();
// swap the items in the settings
std::swap(UISettings::values.game_dirs[game_dir_index],
UISettings::values.game_dirs[other_index]);
// swap the indexes held by the QVariants
GetModel()->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
GetModel()->setData(selected.sibling(row + 1, 0), QVariant(game_dir_index),
GameListDir::GameDirRole);
// move the treeview items
const QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row + 1, item);
tree_view->setExpanded(selected, UISettings::values.game_dirs[game_dir_index].expanded);
});
connect(open_directory_location, &QAction::triggered, this, [this, game_dir_index] {
emit OpenDirectory(UISettings::values.game_dirs[game_dir_index].path);
});
}
void GameList::LoadCompatibilityList() {
QFile compat_list{QStringLiteral(":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 QJsonDocument json = QJsonDocument::fromJson(content);
const QJsonArray arr = json.array();
for (const QJsonValue& value : arr) {
const QJsonObject game = value.toObject();
const QString compatibility_key = QStringLiteral("compatibility");
if (!game.contains(compatibility_key) || !game[compatibility_key].isDouble()) {
continue;
}
const int compatibility = game[compatibility_key].toInt();
const QString directory = game[QStringLiteral("directory")].toString();
const QJsonArray ids = game[QStringLiteral("releases")].toArray();
for (const QJsonValue& id_ref : ids) {
const QJsonObject id_object = id_ref.toObject();
const QString id = id_object[QStringLiteral("id")].toString();
compatibility_list.emplace(id.toUpper().toStdString(),
std::make_pair(QString::number(compatibility), directory));
}
}
}
void GameList::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void GameList::RetranslateUI() {
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"));
}
void GameListSearchField::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void GameListSearchField::RetranslateUI() {
label_filter->setText(tr("Filter:"));
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
}
QStandardItemModel* GameList::GetModel() const {
return item_model;
}
void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Update the columns in case UISettings has changed
UpdateColumnVisibility();
// 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)) {
return;
}
// 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());
}
const QStringList GameList::supported_file_extensions = {
QStringLiteral("3ds"), QStringLiteral("3dsx"), QStringLiteral("elf"), QStringLiteral("axf"),
QStringLiteral("cci"), QStringLiteral("cxi"), QStringLiteral("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, int role) {
return FindGameByProgramID(item_model->invisibleRootItem(), program_id, role);
}
QString GameList::FindGameByProgramID(QStandardItem* current_item, u64 program_id, int role) {
if (current_item->type() == static_cast<int>(GameListItemType::Game) &&
current_item->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) {
return current_item->data(role).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, role);
if (!path.isEmpty())
return path;
}
}
return QString();
}
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(QStringLiteral("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(QStringLiteral("plus_folder")).pixmap(200));
}
void GameListPlaceholder::mouseDoubleClickEvent([[maybe_unused]] QMouseEvent* event) {
emit GameListPlaceholder::AddDirectory();
}