citra/src/yuzu/game_list.cpp
Maide cb5fe12ee1
[game_list] Correct light theme loading (#6408)
Correct light theme loading

The setLayout call in game list instantiation will call resizing signals with default values in light theme, which was then being erroneously saved. setLayout doesn't seem to call resizing for any other theme, so I'm not sure why that happens.
2021-06-03 19:07:38 -04:00

838 lines
35 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <regex>
#include <QApplication>
#include <QDir>
#include <QFileInfo>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QKeyEvent>
#include <QList>
#include <QMenu>
#include <QThreadPool>
#include <fmt/format.h>
#include "common/common_types.h"
#include "common/logging/log.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/registered_cache.h"
#include "yuzu/compatibility_list.h"
#include "yuzu/game_list.h"
#include "yuzu/game_list_p.h"
#include "yuzu/game_list_worker.h"
#include "yuzu/main.h"
#include "yuzu/uisettings.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;
label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
}
QString GameListSearchField::filterText() const {
return edit_filter->text();
}
QString GameList::GetLastFilterResultItem() const {
QString file_path;
for (int i = 1; i < item_model->rowCount() - 1; ++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;
label_filter->setText(tr("Filter:"));
edit_filter = new QLineEdit;
edit_filter->clear();
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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);
}
/**
* Checks if all words separated by spaces are contained in another string
* This offers a word order insensitive search function
*
* @param haystack String that gets checked if it contains all words of the userinput string
* @param userinput 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{' '}, 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<GameListItemType>();
const bool is_dir = type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
type == GameListItemType::UserNandDir ||
type == GameListItemType::SysNandDir;
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) {
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()) {
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
UISettings::values.favorited_ids.size() == 0);
for (int i = 1; i < item_model->rowCount() - 1; ++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 {
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
int result_count = 0;
for (int i = 1; i < item_model->rowCount() - 1; ++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::TitleRole).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.count() == 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 = std::min(static_cast<int>(UISettings::values.icon_size), 64);
switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::SdmcDir:
child->setData(
QIcon::fromTheme(QStringLiteral("sd_card"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
break;
case GameListItemType::UserNandDir:
child->setData(
QIcon::fromTheme(QStringLiteral("chip"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
break;
case GameListItemType::SysNandDir:
child->setData(
QIcon::fromTheme(QStringLiteral("chip"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
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).scaled(
icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
break;
}
case GameListItemType::AddDir:
child->setData(
QIcon::fromTheme(QStringLiteral("plus"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
break;
case GameListItemType::Favorites:
child->setData(
QIcon::fromTheme(QStringLiteral("star"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
break;
default:
break;
}
}
}
void GameList::OnFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvider* provider,
GMainWindow* parent)
: QWidget{parent}, vfs(std::move(vfs)), provider(provider) {
watcher = new QFileSystemWatcher(this);
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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; }"));
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_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
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);
// 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::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())
return;
if (file_info.isDir()) {
const QDir dir{file_path};
const QStringList matching_main = dir.entryList({QStringLiteral("main")}, QDir::Files);
if (matching_main.size() == 1) {
emit GameChosen(dir.path() + QDir::separator() + matching_main[0]);
}
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::SdmcDir || type == GameListItemType::UserNandDir ||
type == GameListItemType::SysNandDir)) {
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());
item_model->invisibleRootItem()->insertRow(0, new GameListFavorites());
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
UISettings::values.favorited_ids.size() == 0);
tree_view->expand(item_model->invisibleRootItem()->child(0)->index());
for (const auto id : UISettings::values.favorited_ids) {
AddFavorite(id);
}
// 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);
int children_total = 0;
for (int i = 1; i < item_model->rowCount() - 1; ++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());
}
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::ProgramIdRole).toULongLong(),
selected.data(GameListItemPath::FullPathRole).toString().toStdString());
break;
case GameListItemType::CustomDir:
AddPermDirPopup(context_menu, selected);
AddCustomDirPopup(context_menu, selected);
break;
case GameListItemType::SdmcDir:
case GameListItemType::UserNandDir:
case GameListItemType::SysNandDir:
AddPermDirPopup(context_menu, selected);
break;
case GameListItemType::Favorites:
AddFavoritesPopup(context_menu);
break;
default:
break;
}
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
QAction* favorite = context_menu.addAction(tr("Favorite"));
context_menu.addSeparator();
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* open_mod_location = context_menu.addAction(tr("Open Mod Data Location"));
QAction* open_transferable_shader_cache =
context_menu.addAction(tr("Open Transferable Shader Cache"));
context_menu.addSeparator();
QMenu* remove_menu = context_menu.addMenu(tr("Remove"));
QAction* remove_update = remove_menu->addAction(tr("Remove Installed Update"));
QAction* remove_dlc = remove_menu->addAction(tr("Remove All Installed DLC"));
QAction* remove_shader_cache = remove_menu->addAction(tr("Remove Shader Cache"));
QAction* remove_custom_config = remove_menu->addAction(tr("Remove Custom Configuration"));
remove_menu->addSeparator();
QAction* remove_all_content = remove_menu->addAction(tr("Remove All Installed Contents"));
QAction* dump_romfs = context_menu.addAction(tr("Dump RomFS"));
QAction* copy_tid = context_menu.addAction(tr("Copy Title ID to Clipboard"));
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
context_menu.addSeparator();
QAction* properties = context_menu.addAction(tr("Properties"));
favorite->setVisible(program_id != 0);
favorite->setCheckable(true);
favorite->setChecked(UISettings::values.favorited_ids.contains(program_id));
open_save_location->setVisible(program_id != 0);
open_mod_location->setVisible(program_id != 0);
open_transferable_shader_cache->setVisible(program_id != 0);
remove_update->setVisible(program_id != 0);
remove_dlc->setVisible(program_id != 0);
remove_shader_cache->setVisible(program_id != 0);
remove_all_content->setVisible(program_id != 0);
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);
connect(favorite, &QAction::triggered, [this, program_id]() { ToggleFavorite(program_id); });
connect(open_save_location, &QAction::triggered, [this, program_id, path]() {
emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
});
connect(open_mod_location, &QAction::triggered, [this, program_id, path]() {
emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
});
connect(open_transferable_shader_cache, &QAction::triggered,
[this, program_id]() { emit OpenTransferableShaderCacheRequested(program_id); });
connect(remove_all_content, &QAction::triggered, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Game);
});
connect(remove_update, &QAction::triggered, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Update);
});
connect(remove_dlc, &QAction::triggered, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::AddOnContent);
});
connect(remove_shader_cache, &QAction::triggered, [this, program_id, path]() {
emit RemoveFileRequested(program_id, GameListRemoveTarget::ShaderCache, path);
});
connect(remove_custom_config, &QAction::triggered, [this, program_id, path]() {
emit RemoveFileRequested(program_id, GameListRemoveTarget::CustomConfiguration, path);
});
connect(dump_romfs, &QAction::triggered,
[this, program_id, path]() { emit DumpRomFSRequested(program_id, path); });
connect(copy_tid, &QAction::triggered,
[this, program_id]() { emit CopyTIDRequested(program_id); });
connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
connect(properties, &QAction::triggered,
[this, path]() { emit OpenPerGameGeneralRequested(path); });
};
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, &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());
OnTextChanged(search_field->filterText());
});
}
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("\u25B2 Move Up"));
QAction* move_down = context_menu.addAction(tr("\u25bc Move Down"));
QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
const int row = selected.row();
move_up->setEnabled(row > 1);
move_down->setEnabled(row < item_model->rowCount() - 2);
connect(move_up, &QAction::triggered, [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
item_model->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
item_model->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.sibling(row - 1, 0),
UISettings::values.game_dirs[other_index].expanded);
});
connect(move_down, &QAction::triggered, [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
item_model->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
item_model->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.sibling(row + 1, 0),
UISettings::values.game_dirs[other_index].expanded);
});
connect(open_directory_location, &QAction::triggered, [this, game_dir_index] {
emit OpenDirectory(UISettings::values.game_dirs[game_dir_index].path);
});
}
void GameList::AddFavoritesPopup(QMenu& context_menu) {
QAction* clear = context_menu.addAction(tr("Clear"));
connect(clear, &QAction::triggered, [this] {
for (const auto id : UISettings::values.favorited_ids) {
RemoveFavorite(id);
}
UISettings::values.favorited_ids.clear();
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
});
}
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::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Update the columns in case UISettings has changed
tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);
// 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(vfs, provider, 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("nso"), QStringLiteral("nro"), QStringLiteral("nca"),
QStringLiteral("xci"), QStringLiteral("nsp"), QStringLiteral("kip")};
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);
}
}
void GameList::ToggleFavorite(u64 program_id) {
if (!UISettings::values.favorited_ids.contains(program_id)) {
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
!search_field->filterText().isEmpty());
UISettings::values.favorited_ids.append(program_id);
AddFavorite(program_id);
item_model->sort(tree_view->header()->sortIndicatorSection(),
tree_view->header()->sortIndicatorOrder());
} else {
UISettings::values.favorited_ids.removeOne(program_id);
RemoveFavorite(program_id);
if (UISettings::values.favorited_ids.size() == 0) {
tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
}
}
}
void GameList::AddFavorite(u64 program_id) {
auto* favorites_row = item_model->item(0);
for (int i = 1; i < item_model->rowCount() - 1; i++) {
const auto* folder = item_model->item(i);
for (int j = 0; j < folder->rowCount(); j++) {
if (folder->child(j)->data(GameListItemPath::ProgramIdRole).toULongLong() ==
program_id) {
QList<QStandardItem*> list;
for (int k = 0; k < COLUMN_COUNT; k++) {
list.append(folder->child(j, k)->clone());
}
list[0]->setData(folder->child(j)->data(GameListItem::SortRole),
GameListItem::SortRole);
list[0]->setText(folder->child(j)->data(Qt::DisplayRole).toString());
favorites_row->appendRow(list);
return;
}
}
}
}
void GameList::RemoveFavorite(u64 program_id) {
auto* favorites_row = item_model->item(0);
for (int i = 0; i < favorites_row->rowCount(); i++) {
const auto* game = favorites_row->child(i);
if (game->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) {
favorites_row->removeRow(i);
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(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(QMouseEvent* event) {
emit GameListPlaceholder::AddDirectory();
}