Browse Source
Merge pull request #1095 from archshift/game-list
Merge pull request #1095 from archshift/game-list
Initial implementation of a game listnce_cpp
13 changed files with 556 additions and 123 deletions
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2src/citra_qt/CMakeLists.txt
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171src/citra_qt/game_list.cpp
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52src/citra_qt/game_list.h
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130src/citra_qt/game_list_p.h
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49src/citra_qt/main.cpp
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8src/citra_qt/main.h
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11src/citra_qt/main.ui
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12src/citra_qt/util/util.cpp
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4src/citra_qt/util/util.h
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160src/common/file_util.cpp
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26src/common/file_util.h
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26src/core/loader/loader.cpp
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28src/core/loader/loader.h
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// 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 <QHeaderView>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "game_list.h"
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#include "game_list_p.h"
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#include "core/loader/loader.h"
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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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GameList::GameList(QWidget* parent) |
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{ |
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QVBoxLayout* layout = new QVBoxLayout; |
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tree_view = new QTreeView; |
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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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item_model->insertColumns(0, COLUMN_COUNT); |
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type"); |
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name"); |
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size"); |
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connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&))); |
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// We must register all custom types with the Qt Automoc system so that we are able to use it with
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// 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->addWidget(tree_view); |
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setLayout(layout); |
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} |
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GameList::~GameList() |
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{ |
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emit ShouldCancelWorker(); |
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} |
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void GameList::AddEntry(QList<QStandardItem*> entry_items) |
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{ |
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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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{ |
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// We don't care about the individual QStandardItem that was selected, but its row.
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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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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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std::string std_file_path = file_path.toStdString(); |
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path)) |
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return; |
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emit GameChosen(file_path); |
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} |
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void GameList::DonePopulating() |
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{ |
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tree_view->setEnabled(true); |
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} |
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) |
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{ |
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if (!FileUtil::Exists(dir_path.toStdString()) || !FileUtil::IsDirectory(dir_path.toStdString())) { |
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LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLatin1().data()); |
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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(dir_path, deep_scan); |
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connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection); |
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connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection); |
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
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connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), 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(QSettings& settings) |
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{ |
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settings.beginGroup("UILayout"); |
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settings.setValue("gameListHeaderState", tree_view->header()->saveState()); |
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settings.endGroup(); |
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} |
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void GameList::LoadInterfaceLayout(QSettings& settings) |
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{ |
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auto header = tree_view->header(); |
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settings.beginGroup("UILayout"); |
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header->restoreState(settings.value("gameListHeaderState").toByteArray()); |
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settings.endGroup(); |
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item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder()); |
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} |
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan) |
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{ |
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const auto callback = [&](const std::string& directory, |
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const std::string& virtual_name) -> int { |
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std::string physical_name = directory + DIR_SEP + virtual_name; |
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if (stop_processing) |
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return -1; // A negative return value breaks the callback loop.
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if (deep_scan && FileUtil::IsDirectory(physical_name)) { |
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AddFstEntriesToGameList(physical_name, true); |
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} else { |
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std::string filename_filename, filename_extension; |
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Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension); |
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Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension); |
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if (guessed_filetype == Loader::FileType::Unknown) |
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return 0; |
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Loader::FileType filetype = Loader::IdentifyFile(physical_name); |
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if (filetype == Loader::FileType::Unknown) { |
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LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str()); |
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return 0; |
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} |
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if (guessed_filetype != filetype) { |
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LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str()); |
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} |
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emit EntryReady({ |
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new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))), |
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new GameListItemPath(QString::fromStdString(physical_name)), |
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new GameListItemSize(FileUtil::GetSize(physical_name)), |
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}); |
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} |
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return 0; // We don't care about the found entries
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}; |
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FileUtil::ScanDirectoryTreeAndCallback(dir_path, callback); |
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} |
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void GameListWorker::run() |
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{ |
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stop_processing = false; |
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan); |
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emit Finished(); |
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} |
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void GameListWorker::Cancel() |
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{ |
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disconnect(this, 0, 0, 0); |
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stop_processing = true; |
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} |
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// 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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#pragma once |
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#include <QModelIndex> |
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#include <QSettings> |
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#include <QStandardItem> |
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#include <QStandardItemModel> |
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#include <QString> |
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#include <QTreeView> |
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#include <QWidget> |
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class GameListWorker; |
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class GameList : public QWidget { |
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Q_OBJECT |
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public: |
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enum { |
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COLUMN_FILE_TYPE, |
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COLUMN_NAME, |
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COLUMN_SIZE, |
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COLUMN_COUNT, // Number of columns |
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}; |
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GameList(QWidget* parent = nullptr); |
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~GameList() override; |
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void PopulateAsync(const QString& dir_path, bool deep_scan); |
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void SaveInterfaceLayout(QSettings& settings); |
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void LoadInterfaceLayout(QSettings& settings); |
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public slots: |
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void AddEntry(QList<QStandardItem*> entry_items); |
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private slots: |
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void ValidateEntry(const QModelIndex& item); |
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void DonePopulating(); |
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signals: |
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void GameChosen(QString game_path); |
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void ShouldCancelWorker(); |
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private: |
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QTreeView* tree_view = nullptr; |
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QStandardItemModel* item_model = nullptr; |
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GameListWorker* current_worker = nullptr; |
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}; |
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// 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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#pragma once |
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#include <atomic> |
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#include <QRunnable> |
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#include <QStandardItem> |
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#include <QString> |
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#include "citra_qt/util/util.h" |
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#include "common/string_util.h" |
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class GameListItem : public QStandardItem { |
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public: |
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GameListItem(): QStandardItem() {} |
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GameListItem(const QString& string): QStandardItem(string) {} |
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virtual ~GameListItem() override {} |
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}; |
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/** |
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* A specialization of GameListItem for path values. |
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* This class ensures that for every full path value it holds, a correct string representation |
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* of just the filename (with no extension) will be displayed to the user. |
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*/ |
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class GameListItemPath : public GameListItem { |
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public: |
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static const int FullPathRole = Qt::UserRole + 1; |
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GameListItemPath(): GameListItem() {} |
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GameListItemPath(const QString& game_path): GameListItem() |
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{ |
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setData(game_path, FullPathRole); |
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} |
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void setData(const QVariant& value, int role) override |
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{ |
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// By specializing setData for FullPathRole, we can ensure that the two string |
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// representations of the data are always accurate and in the correct format. |
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if (role == FullPathRole) { |
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std::string filename; |
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Common::SplitPath(value.toString().toStdString(), nullptr, &filename, nullptr); |
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GameListItem::setData(QString::fromStdString(filename), Qt::DisplayRole); |
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GameListItem::setData(value, FullPathRole); |
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} else { |
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GameListItem::setData(value, role); |
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} |
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} |
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}; |
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/** |
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* A specialization of GameListItem for size values. |
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* This class ensures that for every numerical size value it holds (in bytes), a correct |
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* human-readable string representation will be displayed to the user. |
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*/ |
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class GameListItemSize : public GameListItem { |
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public: |
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static const int SizeRole = Qt::UserRole + 1; |
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GameListItemSize(): GameListItem() {} |
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GameListItemSize(const qulonglong size_bytes): GameListItem() |
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{ |
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setData(size_bytes, SizeRole); |
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} |
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void setData(const QVariant& value, int role) override |
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{ |
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// By specializing setData for SizeRole, we can ensure that the numerical and string |
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// representations of the data are always accurate and in the correct format. |
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if (role == SizeRole) { |
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qulonglong size_bytes = value.toULongLong(); |
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GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole); |
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GameListItem::setData(value, SizeRole); |
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} else { |
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GameListItem::setData(value, role); |
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} |
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} |
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/** |
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* This operator is, in practice, only used by the TreeView sorting systems. |
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* Override it so that it will correctly sort by numerical value instead of by string representation. |
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*/ |
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bool operator<(const QStandardItem& other) const override |
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{ |
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return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong(); |
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} |
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}; |
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/** |
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* Asynchronous worker object for populating the game list. |
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* Communicates with other threads through Qt's signal/slot system. |
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*/ |
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class GameListWorker : public QObject, public QRunnable { |
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Q_OBJECT |
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public: |
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GameListWorker(QString dir_path, bool deep_scan): |
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QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {} |
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public slots: |
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/// Starts the processing of directory tree information. |
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void run() override; |
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/// Tells the worker that it should no longer continue processing. Thread-safe. |
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void Cancel(); |
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signals: |
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/** |
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* The `EntryReady` signal is emitted once an entry has been prepared and is ready |
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* to be added to the game list. |
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* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry. |
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*/ |
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void EntryReady(QList<QStandardItem*> entry_items); |
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void Finished(); |
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private: |
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QString dir_path; |
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bool deep_scan; |
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std::atomic_bool stop_processing; |
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void AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan); |
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}; |
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