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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <QApplication>
#include <QDir>
#include <QFileInfo>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QList>
#include <QListView>
#include <QMenu>
#include <QScrollBar>
#include <QScroller>
#include <QThreadPool>
#include <QToolButton>
#include <QVariantAnimation>
#include <fmt/ranges.h>
#include <QAbstractItemView>
#include <QScroller>
#include <QScrollerProperties>
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/registered_cache.h"
#include "game/game_card.h"
#include "qt_common/config/uisettings.h"
#include "qt_common/util/game.h"
#include "yuzu/compatibility_list.h"
#include "yuzu/game/game_list.h"
#include "yuzu/game/game_list_p.h"
#include "yuzu/game/game_list_worker.h"
#include "yuzu/main_window.h"
#include "yuzu/util/controller_navigation.h"
#include "qt_common/qt_common.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_) {
visible = visible_;
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;
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 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{' '}, 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::SdmcDir ||
type == GameListItemType::UserNandDir ||
type == GameListItemType::SysNandDir;
const bool is_fave = type == GameListItemType::Favorites;
if (!is_dir && !is_fave) {
return;
}
const bool is_expanded = tree_view->isExpanded(item);
if (is_fave) {
UISettings::values.favorites_expanded = is_expanded;
return;
}
const int item_dir_index = item.data(GameListDir::GameDirRole).toInt();
UISettings::values.game_dirs[item_dir_index].expanded = is_expanded;
}
// 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;
int result_count = 0;
auto hide = [this](int row, bool hidden, QModelIndex index = QModelIndex()) {
if (m_isTreeMode) {
tree_view->setRowHidden(row, index, hidden);
} else {
list_view->setRowHidden(row, hidden);
}
};
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
// TODO(crueter) dedupe
if (!m_isTreeMode) {
int row_count = item_model->rowCount();
for (int i = 0; i < row_count; ++i) {
QStandardItem* item = item_model->item(i, 0);
if (!item) continue;
children_total++;
const QString file_path = item->data(GameListItemPath::FullPathRole).toString().toLower();
const QString file_title = item->data(GameListItemPath::TitleRole).toString().toLower();
const QString file_name = file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) +
QLatin1Char{' '} + file_title;
if (edit_filter_text.isEmpty() || ContainsAllWords(file_name, edit_filter_text)) {
hide(i, false);
result_count++;
} else {
hide(i, true);
}
}
search_field->setFilterResult(result_count, children_total);
} else if (edit_filter_text.isEmpty()) {
hide(0, UISettings::values.favorited_ids.size() == 0, item_model->invisibleRootItem()->index());
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;
hide(j, false, folder_index);
}
}
search_field->setFilterResult(children_total, children_total);
} else {
hide(0, true, item_model->invisibleRootItem()->index());
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 auto program_id = child->data(GameListItemPath::ProgramIdRole).toULongLong();
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 =
QStringLiteral("%1").arg(program_id, 16, 16, QLatin1Char{'0'});
// 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.size() == 16 && file_program_id.contains(edit_filter_text))) {
hide(j, false, folder_index);
++result_count;
} else {
hide(j, true, folder_index);
}
}
}
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 = UISettings::values.folder_icon_size.GetValue();
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(QString::fromStdString(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("list-add"))
.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_,
PlayTime::PlayTimeManager& play_time_manager_, Core::System& system_,
MainWindow* parent)
: QWidget{parent}, vfs{std::move(vfs_)}, provider{provider_},
play_time_manager{play_time_manager_}, system{system_} {
watcher = new QFileSystemWatcher(this);
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
external_watcher = new QFileSystemWatcher(this);
ResetExternalWatcher();
connect(external_watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshExternalContent);
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView(this);
list_view = new QListView(this);
m_gameCard = new GameCard(this);
list_view->setItemDelegate(m_gameCard);
controller_navigation = new ControllerNavigation(system.HIDCore(), this);
search_field = new GameListSearchField(this);
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
list_view->setModel(item_model);
SetupScrollAnimation();
// tree
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->setAttribute(Qt::WA_AcceptTouchEvents, true);
tree_view->setStyleSheet(QStringLiteral("QTreeView{ border: none; }"));
// list view setup
list_view->setViewMode(QListView::IconMode);
list_view->setResizeMode(QListView::Adjust);
list_view->setUniformItemSizes(false);
list_view->setSelectionMode(QAbstractItemView::SingleSelection);
list_view->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
list_view->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
list_view->setEditTriggers(QAbstractItemView::NoEditTriggers);
list_view->setContextMenuPolicy(Qt::CustomContextMenu);
list_view->setGridSize(QSize(140, 160));
m_gameCard->setSize(list_view->gridSize());
list_view->setSpacing(10);
list_view->setWordWrap(true);
list_view->setTextElideMode(Qt::ElideRight);
list_view->setFlow(QListView::LeftToRight);
list_view->setWrapping(true);
item_model->insertColumns(0, COLUMN_COUNT);
RetranslateUI();
tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);
tree_view->setColumnHidden(COLUMN_COMPATIBILITY, !UISettings::values.show_compat);
tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
item_model->setSortRole(GameListItemPath::SortRole);
connect(main_window, &MainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(list_view, &QListView::activated, this, &GameList::ValidateEntry);
connect(list_view, &QListView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
connect(controller_navigation, &ControllerNavigation::TriggerKeyboardEvent, this,
[this](Qt::Key key) {
// Avoid pressing buttons while playing
if (system.IsPoweredOn()) {
return;
}
if (!this->isActiveWindow()) {
return;
}
QKeyEvent* event = new QKeyEvent(QEvent::KeyPress, key, Qt::NoModifier);
QCoreApplication::postEvent(tree_view, event);
QCoreApplication::postEvent(list_view, event);
});
// 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 umbrella of custom types.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(tree_view);
layout->addWidget(list_view);
layout->addWidget(search_field);
setLayout(layout);
ResetViewMode();
}
void GameList::UnloadController() {
controller_navigation->UnloadController();
}
bool GameList::IsTreeMode() {
return m_isTreeMode;
}
void GameList::ResetViewMode() {
auto &setting = UISettings::values.game_list_mode;
bool newTreeMode = false;
switch (setting.GetValue()) {
case Settings::GameListMode::TreeView:
m_currentView = tree_view;
newTreeMode = true;
tree_view->setVisible(true);
list_view->setVisible(false);
break;
case Settings::GameListMode::GridView:
m_currentView = list_view;
newTreeMode = false;
list_view->setVisible(true);
tree_view->setVisible(false);
break;
default:
break;
}
if (m_isTreeMode != newTreeMode) {
m_isTreeMode = newTreeMode;
auto view = m_currentView->viewport();
view->installEventFilter(this);
// touch gestures
view->grabGesture(Qt::SwipeGesture);
view->grabGesture(Qt::PanGesture);
// TODO: touch?
QScroller::grabGesture(view, QScroller::LeftMouseButtonGesture);
auto scroller = QScroller::scroller(view);
QScrollerProperties props;
props.setScrollMetric(QScrollerProperties::HorizontalOvershootPolicy,
QScrollerProperties::OvershootAlwaysOff);
props.setScrollMetric(QScrollerProperties::VerticalOvershootPolicy,
QScrollerProperties::OvershootAlwaysOff);
scroller->setScrollerProperties(props);
RefreshGameDirectory();
}
}
GameList::~GameList() {
UnloadController();
}
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::WorkerEvent() {
current_worker->ProcessEvents(this);
}
void GameList::AddDirEntry(GameListDir* entry_items) {
if (m_isTreeMode) {
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) {
if (!m_isTreeMode)
item_model->invisibleRootItem()->appendRow(entry_items);
else
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;
}
const auto title_id = selected.data(GameListItemPath::ProgramIdRole).toULongLong();
// Users usually want to run a different game after closing one
search_field->clear();
emit GameChosen(file_path, title_id);
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());
// Add favorites row
if (m_isTreeMode) {
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->setExpanded(item_model->invisibleRootItem()->child(0)->index(),
UISettings::values.favorites_expanded.GetValue());
for (const auto id : std::as_const(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)(static_cast<int>(watch_list.size()), LIMIT_WATCH_DIRECTORIES);
// Block signals to prevent the watcher from triggering a refresh while we are adding paths.
// This fixes a refresh loop on macOS.
#ifdef __APPLE__
const bool old_signals_blocked = watcher->blockSignals(true);
#endif
for (int i = 0; i < len; i += SLICE_SIZE) {
auto chunk = watch_list.mid(i, SLICE_SIZE);
if (!chunk.isEmpty()) {
watcher->addPaths(chunk);
}
QCoreApplication::processEvents();
}
#ifdef __APPLE__
watcher->blockSignals(old_signals_blocked);
#endif
m_currentView->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());
emit PopulatingCompleted();
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = m_currentView->indexAt(menu_location);
if (!item.isValid()) {
if (m_isTreeMode)
return;
QMenu blank_menu;
QAction *addGameDirAction = blank_menu.addAction(tr("&Add New Game Directory"));
connect(addGameDirAction, &QAction::triggered, this, &GameList::AddDirectory);
blank_menu.exec(m_currentView->viewport()->mapToGlobal(menu_location));
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(m_currentView->viewport()->mapToGlobal(menu_location));
}
void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
// TODO(crueter): Refactor this and make it less bad
QAction* favorite = context_menu.addAction(tr("Favorite"));
context_menu.addSeparator();
QAction* start_game = context_menu.addAction(tr("Start Game"));
QAction* start_game_global =
context_menu.addAction(tr("Start Game without Custom Configuration"));
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 Pipeline Cache"));
QAction* ryujinx = context_menu.addAction(tr("Link to Ryujinx"));
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_custom_config = remove_menu->addAction(tr("Remove Custom Configuration"));
QAction* remove_cache_storage = remove_menu->addAction(tr("Remove Cache Storage"));
QAction* remove_gl_shader_cache = remove_menu->addAction(tr("Remove OpenGL Pipeline Cache"));
QAction* remove_vk_shader_cache = remove_menu->addAction(tr("Remove Vulkan Pipeline Cache"));
remove_menu->addSeparator();
QAction* remove_shader_cache = remove_menu->addAction(tr("Remove All Pipeline Caches"));
QAction* remove_all_content = remove_menu->addAction(tr("Remove All Installed Contents"));
QMenu* play_time_menu = context_menu.addMenu(tr("Manage Play Time"));
QAction* set_play_time = play_time_menu->addAction(tr("Edit Play Time Data"));
QAction* remove_play_time_data = play_time_menu->addAction(tr("Remove Play Time Data"));
QMenu* dump_romfs_menu = context_menu.addMenu(tr("Dump RomFS"));
QAction* dump_romfs = dump_romfs_menu->addAction(tr("Dump RomFS"));
QAction* dump_romfs_sdmc = dump_romfs_menu->addAction(tr("Dump RomFS to SDMC"));
QAction* verify_integrity = context_menu.addAction(tr("Verify Integrity"));
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"));
// TODO: Implement shortcut creation for macOS
#if !defined(__APPLE__)
QMenu* shortcut_menu = context_menu.addMenu(tr("Create Shortcut"));
QAction* create_desktop_shortcut = shortcut_menu->addAction(tr("Add to Desktop"));
QAction* create_applications_menu_shortcut =
shortcut_menu->addAction(tr("Add to Applications Menu"));
#endif
context_menu.addSeparator();
QAction* properties = context_menu.addAction(tr("Configure Game"));
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_gl_shader_cache->setVisible(program_id != 0);
remove_vk_shader_cache->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,
[this, program_id]() { ToggleFavorite(program_id); });
connect(open_save_location, &QAction::triggered, this, [this, program_id, path]() {
emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
});
connect(start_game, &QAction::triggered, this,
[this, path]() { emit BootGame(QString::fromStdString(path), StartGameType::Normal); });
connect(start_game_global, &QAction::triggered, this,
[this, path]() { emit BootGame(QString::fromStdString(path), StartGameType::Global); });
connect(open_mod_location, &QAction::triggered, this, [this, program_id, path]() {
emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
});
connect(open_transferable_shader_cache, &QAction::triggered, this,
[this, program_id]() { emit OpenTransferableShaderCacheRequested(program_id); });
connect(remove_all_content, &QAction::triggered, this, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id, QtCommon::Game::InstalledEntryType::Game);
});
connect(remove_update, &QAction::triggered, this, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id, QtCommon::Game::InstalledEntryType::Update);
});
connect(remove_dlc, &QAction::triggered, this, [this, program_id]() {
emit RemoveInstalledEntryRequested(program_id,
QtCommon::Game::InstalledEntryType::AddOnContent);
});
connect(remove_gl_shader_cache, &QAction::triggered, this, [this, program_id, path]() {
emit RemoveFileRequested(program_id, QtCommon::Game::GameListRemoveTarget::GlShaderCache,
path);
});
connect(remove_vk_shader_cache, &QAction::triggered, this, [this, program_id, path]() {
emit RemoveFileRequested(program_id, QtCommon::Game::GameListRemoveTarget::VkShaderCache,
path);
});
connect(remove_shader_cache, &QAction::triggered, this, [this, program_id, path]() {
emit RemoveFileRequested(program_id, QtCommon::Game::GameListRemoveTarget::AllShaderCache,
path);
});
connect(remove_custom_config, &QAction::triggered, this, [this, program_id, path]() {
emit RemoveFileRequested(program_id,
QtCommon::Game::GameListRemoveTarget::CustomConfiguration, path);
});
connect(set_play_time, &QAction::triggered, this,
[this, program_id]() { emit SetPlayTimeRequested(program_id); });
connect(remove_play_time_data, &QAction::triggered, this,
[this, program_id]() { emit RemovePlayTimeRequested(program_id); });
connect(remove_cache_storage, &QAction::triggered, this, [this, program_id, path] {
emit RemoveFileRequested(program_id, QtCommon::Game::GameListRemoveTarget::CacheStorage,
path);
});
connect(dump_romfs, &QAction::triggered, this, [this, program_id, path]() {
emit DumpRomFSRequested(program_id, path, DumpRomFSTarget::Normal);
});
connect(dump_romfs_sdmc, &QAction::triggered, this, [this, program_id, path]() {
emit DumpRomFSRequested(program_id, path, DumpRomFSTarget::SDMC);
});
connect(verify_integrity, &QAction::triggered, this,
[this, path]() { emit VerifyIntegrityRequested(path); });
connect(copy_tid, &QAction::triggered, this,
[this, program_id]() { emit CopyTIDRequested(program_id); });
connect(navigate_to_gamedb_entry, &QAction::triggered, this, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
// TODO: Implement shortcut creation for macOS
#if !defined(__APPLE__)
connect(create_desktop_shortcut, &QAction::triggered, this, [this, program_id, path]() {
emit CreateShortcut(program_id, path, QtCommon::Game::ShortcutTarget::Desktop);
});
connect(create_applications_menu_shortcut, &QAction::triggered, this,
[this, program_id, path]() {
emit CreateShortcut(program_id, path, QtCommon::Game::ShortcutTarget::Applications);
});
#endif
connect(properties, &QAction::triggered, this,
[this, path]() { emit OpenPerGameGeneralRequested(path); });
connect(ryujinx, &QAction::triggered, this,
[this, program_id]() { emit LinkToRyujinxRequested(program_id); });
};
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());
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, [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, [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, [this, game_dir_index] {
emit OpenDirectory(
QString::fromStdString(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, [this] {
for (const auto id : std::as_const(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::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_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
item_model->setHeaderData(COLUMN_PLAY_TIME, Qt::Horizontal, tr("Play time"));
}
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::UpdateIconSize() {
// Update sizes and stuff for the list view
const u32 icon_size = UISettings::values.game_icon_size.GetValue();
// the scaling on the card is kinda abysmal.
// TODO(crueter): refactor
int heightMargin = 0;
int widthMargin = 80;
switch (icon_size) {
case 128:
heightMargin = 70;
break;
case 0:
widthMargin = 120;
heightMargin = 120;
break;
case 64:
heightMargin = 80;
break;
case 32:
case 256:
heightMargin = 81;
break;
}
// TODO(crueter): Auto size
list_view->setGridSize(QSize(icon_size + widthMargin, icon_size + heightMargin));
m_gameCard->setSize(list_view->gridSize());
}
void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
m_currentView->setEnabled(false);
// Update the columns in case UISettings has changed
tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);
tree_view->setColumnHidden(COLUMN_COMPATIBILITY, !UISettings::values.show_compat);
tree_view->setColumnHidden(COLUMN_FILE_TYPE, !UISettings::values.show_types);
tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
UpdateIconSize();
// Cancel any existing worker.
current_worker.reset();
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
play_time_manager, system);
// Get events from the worker as data becomes available
connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameList::WorkerEvent,
Qt::QueuedConnection);
QThreadPool::globalInstance()->start(current_worker.get());
}
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()
{
// Reset the externals watcher whenever the game list is reloaded,
// primarily ensures that new titles and external dirs are caught.
ResetExternalWatcher();
if (!UISettings::values.game_dirs.empty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
PopulateAsync(UISettings::values.game_dirs);
}
}
void GameList::RefreshExternalContent() {
// TODO: Explore the possibility of only resetting the metadata cache for that specific game.
if (!UISettings::values.game_dirs.empty() && current_worker != nullptr) {
LOG_INFO(Frontend, "External content directory changed. Clearing metadata cache.");
QtCommon::Game::ResetMetadata(false);
QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
PopulateAsync(UISettings::values.game_dirs);
}
}
void GameList::ResetExternalWatcher() {
auto watch_dirs = external_watcher->directories();
if (!watch_dirs.isEmpty()) {
external_watcher->removePaths(watch_dirs);
}
for (const std::string &dir : Settings::values.external_content_dirs) {
external_watcher->addPath(QString::fromStdString(dir));
}
}
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);
}
}
emit SaveConfig();
}
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(MainWindow* parent) : QWidget{parent} {
connect(parent, &MainWindow::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));
RetranslateUI();
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();
}
void GameList::SetupScrollAnimation() {
auto setup = [this](QVariantAnimation* anim, QScrollBar* bar) {
// animation handles moving the bar instead of Qt's built in crap
anim->setEasingCurve(QEasingCurve::OutCubic);
anim->setDuration(200);
connect(anim, &QVariantAnimation::valueChanged, this,
[bar](const QVariant& value) { bar->setValue(value.toInt()); });
};
vertical_scroll = new QVariantAnimation(this);
horizontal_scroll = new QVariantAnimation(this);
setup(vertical_scroll, tree_view->verticalScrollBar());
setup(horizontal_scroll, tree_view->horizontalScrollBar());
setup(vertical_scroll, list_view->verticalScrollBar());
setup(horizontal_scroll, list_view->horizontalScrollBar());
}
bool GameList::eventFilter(QObject* obj, QEvent* event) {
if (obj == m_currentView->viewport() && event->type() == QEvent::Wheel) {
QWheelEvent* wheelEvent = static_cast<QWheelEvent*>(event);
bool horizontal = wheelEvent->modifiers() & Qt::ShiftModifier;
int deltaX = wheelEvent->angleDelta().x();
int deltaY = wheelEvent->angleDelta().y();
// if shift is held do a horizontal scroll
if (horizontal && deltaY != 0 && deltaX == 0) {
deltaX = deltaY;
deltaY = 0;
}
// TODO(crueter): dedup this
if (deltaY != 0) {
if (vertical_scroll->state() == QAbstractAnimation::Stopped)
vertical_scroll_target = m_currentView->verticalScrollBar()->value();
vertical_scroll_target -= deltaY;
vertical_scroll_target =
qBound(0, vertical_scroll_target, m_currentView->verticalScrollBar()->maximum());
vertical_scroll->stop();
vertical_scroll->setStartValue(m_currentView->verticalScrollBar()->value());
vertical_scroll->setEndValue(vertical_scroll_target);
vertical_scroll->start();
}
if (deltaX != 0) {
if (horizontal_scroll->state() == QAbstractAnimation::Stopped)
horizontal_scroll_target = m_currentView->horizontalScrollBar()->value();
horizontal_scroll_target -= deltaX;
horizontal_scroll_target =
qBound(0, horizontal_scroll_target, m_currentView->horizontalScrollBar()->maximum());
horizontal_scroll->stop();
horizontal_scroll->setStartValue(m_currentView->horizontalScrollBar()->value());
horizontal_scroll->setEndValue(horizontal_scroll_target);
horizontal_scroll->start();
}
return true;
}
return QWidget::eventFilter(obj, event);
}
void GameListPlaceholder::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void GameListPlaceholder::RetranslateUI() {
text->setText(tr("Double-click to add a new folder to the game list"));
}