vitor-k 476dcb1915 Use the displayed text for sorting GameListItemPath.
By default, DisplayRole is used as the SortRole.
This behaviour is what's expected by the user.
Made it so that an access to SortRole is equivalent to one to DisplayRole.
Also fixes a bug with directory sorting.
2019-09-28 00:48:11 -03:00

707 lines
29 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QApplication>
#include <QFileInfo>
#include <QFileSystemWatcher>
#include <QHBoxLayout>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QKeyEvent>
#include <QLabel>
#include <QLineEdit>
#include <QMenu>
#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/common_paths.h"
#include "common/logging/log.h"
#include "core/file_sys/archive_extsavedata.h"
#include "core/file_sys/archive_source_sd_savedata.h"
#include "core/hle/service/fs/archive.h"
GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) : gamelist{gamelist} {}
// EventFilter in order to process systemkeys while editing the searchfield
bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
// If it isn't a KeyRelease event then continue with standard event processing
if (event->type() != QEvent::KeyRelease)
return QObject::eventFilter(obj, event);
QKeyEvent* keyEvent = static_cast<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 = "";
}
break;
}
// Return and Enter
// If the enter key gets pressed first checks how many and which entry is visible
// If there is only one result launch this game
case Qt::Key_Return:
case Qt::Key_Enter: {
if (gamelist->search_field->visible == 1) {
QString file_path = gamelist->getLastFilterResultItem();
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a diffrent game after closing one
gamelist->search_field->edit_filter->setText("");
edit_filter_text = "";
emit gamelist->GameChosen(file_path);
} else {
return QObject::eventFilter(obj, event);
}
break;
}
default:
return QObject::eventFilter(obj, event);
}
}
edit_filter_text_old = edit_filter_text;
return QObject::eventFilter(obj, event);
}
void GameListSearchField::setFilterResult(int visible, int total) {
this->visible = visible;
this->total = total;
QString result_of_text = tr("of");
QString result_text;
if (total == 1) {
result_text = tr("result");
} else {
result_text = tr("results");
}
label_filter_result->setText(
QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
}
QString GameList::getLastFilterResultItem() const {
QStandardItem* folder;
QStandardItem* child;
QString file_path;
const int folderCount = item_model->rowCount();
for (int i = 0; i < folderCount; ++i) {
folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
if (!tree_view->isRowHidden(j, folder_index)) {
child = folder->child(j, 0);
file_path = child->data(GameListItemPath::FullPathRole).toString();
}
}
}
return file_path;
}
void GameListSearchField::clear() {
edit_filter->setText("");
}
void GameListSearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
layout_filter = new QHBoxLayout;
layout_filter->setMargin(8);
label_filter = new QLabel;
label_filter->setText(tr("Filter:"));
edit_filter = new QLineEdit;
edit_filter->setText("");
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(keyReleaseEater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText("X");
button_filter_close->setCursor(Qt::ArrowCursor);
button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}");
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);
layout_filter->addWidget(label_filter_result);
layout_filter->addWidget(button_filter_close);
setLayout(layout_filter);
}
/**
* Checks if all words separated by spaces are contained in another string
* This offers a word order insensitive search function
*
* @param String that gets checked if it contains all words of the userinput string
* @param String containing all words getting checked
* @return true if the haystack contains all words of userinput
*/
static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
const QStringList userinput_split =
userinput.split(' ', QString::SplitBehavior::SkipEmptyParts);
return std::all_of(userinput_split.begin(), userinput_split.end(),
[&haystack](const QString& s) { return haystack.contains(s); });
}
// Syncs the expanded state of Game Directories with settings to persist across sessions
void GameList::onItemExpanded(const QModelIndex& item) {
const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
if (type == GameListItemType::CustomDir || type == GameListItemType::InstalledDir ||
type == GameListItemType::SystemDir)
item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
tree_view->isExpanded(item);
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& newText) {
const int folderCount = tree_view->model()->rowCount();
QString edit_filter_text = newText.toLower();
QStandardItem* folder;
int children_total = 0;
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
if (edit_filter_text.isEmpty()) {
for (int i = 0; i < folderCount; ++i) {
folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
++children_total;
tree_view->setRowHidden(j, folder_index, false);
}
}
search_field->setFilterResult(children_total, children_total);
} else {
int result_count = 0;
for (int i = 0; i < folderCount; ++i) {
folder = item_model->item(i, 0);
const QModelIndex folder_index = folder->index();
const int children_count = folder->rowCount();
for (int j = 0; j < children_count; ++j) {
++children_total;
const QStandardItem* child = folder->child(j, 0);
const QString file_path =
child->data(GameListItemPath::FullPathRole).toString().toLower();
QString file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
const QString file_title =
child->data(GameListItemPath::LongTitleRole).toString().toLower();
const QString file_programmid =
child->data(GameListItemPath::ProgramIdRole).toString().toLower();
// Only items which filename in combination with its title contains all words
// that are in the searchfield will be visible in the gamelist
// The search is case insensitive because of toLower()
// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
// multiple conversions of edit_filter_text for each game in the gamelist
if (ContainsAllWords(file_name.append(' ').append(file_title), edit_filter_text) ||
(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
tree_view->setRowHidden(j, folder_index, false);
++result_count;
} else {
tree_view->setRowHidden(j, folder_index, true);
}
search_field->setFilterResult(result_count, children_total);
}
}
}
}
void GameList::onUpdateThemedIcons() {
for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
QStandardItem* child = item_model->invisibleRootItem()->child(i);
switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::InstalledDir:
child->setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole);
break;
case GameListItemType::SystemDir:
child->setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole);
break;
case GameListItemType::CustomDir: {
const UISettings::GameDir* game_dir =
child->data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
const QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder";
child->setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole);
break;
}
case GameListItemType::AddDir:
child->setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole);
break;
}
}
}
void GameList::onFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
watcher = new QFileSystemWatcher(this);
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory,
Qt::UniqueConnection);
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
search_field = new GameListSearchField(this);
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
tree_view->setAlternatingRowColors(true);
tree_view->setSelectionMode(QHeaderView::SingleSelection);
tree_view->setSelectionBehavior(QHeaderView::SelectRows);
tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setSortingEnabled(true);
tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
tree_view->setStyleSheet("QTreeView{ border: none; }");
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));
item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, tr("Region"));
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
item_model->setSortRole(GameListItemPath::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::setDirectoryWatcherEnabled(bool enabled) {
if (enabled) {
connect(watcher, &QFileSystemWatcher::directoryChanged, this,
&GameList::RefreshGameDirectory, Qt::UniqueConnection);
} else {
disconnect(watcher, &QFileSystemWatcher::directoryChanged, this,
&GameList::RefreshGameDirectory);
}
}
void GameList::clearFilter() {
search_field->clear();
}
void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
tree_view->setExpanded(
entry_items->index(),
entry_items->data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->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;
}
}
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(QStringList watch_list) {
emit ShowList(!isEmpty());
item_model->invisibleRootItem()->appendRow(new GameListAddDir());
// Clear out the old directories to watch for changes and add the new ones
auto watch_dirs = watcher->directories();
if (!watch_dirs.isEmpty()) {
watcher->removePaths(watch_dirs);
}
// Workaround: Add the watch paths in chunks to allow the gui to refresh
// This prevents the UI from stalling when a large number of watch paths are added
// Also artificially caps the watcher to a certain number of directories
constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
constexpr int SLICE_SIZE = 25;
int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
for (int i = 0; i < len; i += SLICE_SIZE) {
watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
QCoreApplication::processEvents();
}
tree_view->setEnabled(true);
const int folderCount = tree_view->model()->rowCount();
int children_total = 0;
for (int i = 0; i < folderCount; ++i) {
children_total += item_model->item(i, 0)->rowCount();
}
search_field->setFilterResult(children_total, children_total);
if (children_total > 0) {
search_field->setFocus();
}
emit PopulatingCompleted();
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid())
return;
const auto selected = item.sibling(item.row(), 0);
QMenu context_menu;
switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::Game:
AddGamePopup(context_menu, selected.data(GameListItemPath::FullPathRole).toString(),
selected.data(GameListItemPath::ProgramIdRole).toULongLong(),
selected.data(GameListItemPath::ExtdataIdRole).toULongLong());
break;
case GameListItemType::CustomDir:
AddPermDirPopup(context_menu, selected);
AddCustomDirPopup(context_menu, selected);
break;
case GameListItemType::InstalledDir:
case GameListItemType::SystemDir:
AddPermDirPopup(context_menu, selected);
break;
}
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::AddGamePopup(QMenu& context_menu, const QString& path, u64 program_id,
u64 extdata_id) {
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* open_extdata_location = context_menu.addAction(tr("Open Extra Data Location"));
QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
const bool is_application =
0x0004000000000000 <= program_id && program_id <= 0x00040000FFFFFFFF;
std::string sdmc_dir = FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir);
open_save_location->setVisible(
is_application && FileUtil::Exists(FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor(
sdmc_dir, program_id)));
if (extdata_id) {
open_extdata_location->setVisible(
is_application &&
FileUtil::Exists(FileSys::GetExtDataPathFromId(sdmc_dir, extdata_id)));
} else {
open_extdata_location->setVisible(false);
}
auto media_type = Service::AM::GetTitleMediaType(program_id);
open_application_location->setVisible(path.toStdString() ==
Service::AM::GetTitleContentPath(media_type, program_id));
open_update_location->setVisible(
is_application && FileUtil::Exists(Service::AM::GetTitlePath(Service::FS::MediaType::SDMC,
program_id + 0xe00000000) +
"content/"));
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
connect(open_save_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA);
});
connect(open_extdata_location, &QAction::triggered, [this, extdata_id] {
emit OpenFolderRequested(extdata_id, GameListOpenTarget::EXT_DATA);
});
connect(open_application_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION);
});
connect(open_update_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA);
});
connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
};
void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));
deep_scan->setCheckable(true);
deep_scan->setChecked(game_dir.deep_scan);
connect(deep_scan, &QAction::triggered, [this, &game_dir] {
game_dir.deep_scan = !game_dir.deep_scan;
PopulateAsync(UISettings::values.game_dirs);
});
connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
UISettings::values.game_dirs.removeOne(game_dir);
item_model->invisibleRootItem()->removeRow(selected.row());
});
}
void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
QAction* move_up = context_menu.addAction(tr(u8"\U000025b2 Move Up"));
QAction* move_down = context_menu.addAction(tr(u8"\U000025bc Move Down "));
QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
const int row = selected.row();
move_up->setEnabled(row > 0);
move_down->setEnabled(row < item_model->rowCount() - 2);
connect(move_up, &QAction::triggered, [this, selected, row, &game_dir] {
// find the indices of the items in settings and swap them
std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)],
UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(
*selected.sibling(row - 1, 0)
.data(GameListDir::GameDirRole)
.value<UISettings::GameDir*>())]);
// move the treeview items
QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row - 1, item);
tree_view->setExpanded(selected, game_dir.expanded);
});
connect(move_down, &QAction::triggered, [this, selected, row, &game_dir] {
// find the indices of the items in settings and swap them
std::swap(UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(game_dir)],
UISettings::values.game_dirs[UISettings::values.game_dirs.indexOf(
*selected.sibling(row + 1, 0)
.data(GameListDir::GameDirRole)
.value<UISettings::GameDir*>())]);
// move the treeview items
const QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row + 1, item);
tree_view->setExpanded(selected, game_dir.expanded);
});
connect(open_directory_location, &QAction::triggered,
[this, game_dir] { emit OpenDirectory(game_dir.path); });
}
void GameList::LoadCompatibilityList() {
QFile compat_list{":compatibility_list/compatibility_list.json"};
if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
LOG_ERROR(Frontend, "Unable to open game compatibility list");
return;
}
if (compat_list.size() == 0) {
LOG_WARNING(Frontend, "Game compatibility list is empty");
return;
}
const QByteArray content = compat_list.readAll();
if (content.isEmpty()) {
LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
return;
}
const QString string_content = content;
QJsonDocument json = QJsonDocument::fromJson(string_content.toUtf8());
QJsonArray arr = json.array();
for (const QJsonValueRef value : arr) {
QJsonObject game = value.toObject();
if (game.contains("compatibility") && game["compatibility"].isDouble()) {
int compatibility = game["compatibility"].toInt();
QString directory = game["directory"].toString();
QJsonArray ids = game["releases"].toArray();
for (const QJsonValueRef id_ref : ids) {
QJsonObject id_object = id_ref.toObject();
QString id = id_object["id"].toString();
compatibility_list.emplace(
id.toUpper().toStdString(),
std::make_pair(QString::number(compatibility), directory));
}
}
}
}
QStandardItemModel* GameList::GetModel() const {
return item_model;
}
void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
emit ShouldCancelWorker();
GameListWorker* worker = new GameListWorker(game_dirs, compatibility_list);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
// cancel without delay.
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
}
void GameList::SaveInterfaceLayout() {
UISettings::values.gamelist_header_state = tree_view->header()->saveState();
}
void GameList::LoadInterfaceLayout() {
auto header = tree_view->header();
if (!header->restoreState(UISettings::values.gamelist_header_state)) {
// We are using the name column to display icons and titles
// so make it as large as possible as default.
header->resizeSection(COLUMN_NAME, header->width());
}
item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
}
const QStringList GameList::supported_file_extensions = {"3ds", "3dsx", "elf", "axf",
"cci", "cxi", "app"};
void GameList::RefreshGameDirectory() {
if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
PopulateAsync(UISettings::values.game_dirs);
}
}
QString GameList::FindGameByProgramID(u64 program_id) {
return FindGameByProgramID(item_model->invisibleRootItem(), program_id);
}
QString GameList::FindGameByProgramID(QStandardItem* current_item, u64 program_id) {
if (current_item->type() == static_cast<int>(GameListItemType::Game) &&
current_item->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) {
return current_item->data(GameListItemPath::FullPathRole).toString();
} else if (current_item->hasChildren()) {
for (int child_id = 0; child_id < current_item->rowCount(); child_id++) {
QString path = FindGameByProgramID(current_item->child(child_id, 0), program_id);
if (!path.isEmpty())
return path;
}
}
return "";
}
GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
connect(parent, &GMainWindow::UpdateThemedIcons, this,
&GameListPlaceholder::onUpdateThemedIcons);
layout = new QVBoxLayout;
image = new QLabel;
text = new QLabel;
layout->setAlignment(Qt::AlignCenter);
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
text->setText(tr("Double-click to add a new folder to the game list"));
QFont font = text->font();
font.setPointSize(20);
text->setFont(font);
text->setAlignment(Qt::AlignHCenter);
image->setAlignment(Qt::AlignHCenter);
layout->addWidget(image);
layout->addWidget(text);
setLayout(layout);
}
GameListPlaceholder::~GameListPlaceholder() = default;
void GameListPlaceholder::onUpdateThemedIcons() {
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
}
void GameListPlaceholder::mouseDoubleClickEvent(QMouseEvent* event) {
emit GameListPlaceholder::AddDirectory();
}