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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QFileInfo>
#include <QHeaderView>
#include <QKeyEvent>
#include <QMenu>
#include <QThreadPool>
#include "common/common_paths.h"
#include "common/logging/log.h"
#include "common/string_util.h"
#include "core/loader/loader.h"
#include "game_list.h"
#include "game_list_p.h"
#include "ui_settings.h"
GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) {
this->gamelist = gamelist;
edit_filter_text_old = "";
}
// EventFilter in order to process systemkeys while editing the searchfield
bool GameList::SearchField::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);
int rowCount = gamelist->tree_view->model()->rowCount();
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: {
QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
QModelIndex root_index = item_model->invisibleRootItem()->index();
QStandardItem* child_file;
QString file_path;
int resultCount = 0;
for (int i = 0; i < rowCount; ++i) {
if (!gamelist->tree_view->isRowHidden(i, root_index)) {
++resultCount;
child_file = gamelist->item_model->item(i, 0);
file_path = child_file->data(GameListItemPath::FullPathRole).toString();
}
}
if (resultCount == 1) {
// 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 GameList::SearchField::setFilterResult(int visible, int 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));
}
void GameList::SearchField::clear() {
edit_filter->setText("");
}
void GameList::SearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameList::SearchField::SearchField(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, SIGNAL(textChanged(const QString&)), parent,
SLOT(onTextChanged(const QString&)));
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, SIGNAL(clicked()), parent, SLOT(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
*/
bool GameList::containsAllWords(QString haystack, QString userinput) {
QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
return std::all_of(userinput_split.begin(), userinput_split.end(),
[haystack](QString s) { return haystack.contains(s); });
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& newText) {
int rowCount = tree_view->model()->rowCount();
QString edit_filter_text = newText.toLower();
QModelIndex root_index = item_model->invisibleRootItem()->index();
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
if (edit_filter_text.isEmpty()) {
for (int i = 0; i < rowCount; ++i) {
tree_view->setRowHidden(i, root_index, false);
}
search_field->setFilterResult(rowCount, rowCount);
} else {
QStandardItem* child_file;
QString file_path, file_name, file_title, file_programmid;
int result_count = 0;
for (int i = 0; i < rowCount; ++i) {
child_file = item_model->item(i, 0);
file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower();
file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower();
file_programmid =
child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
// Only items which filename in combination with its title contains all words
// that are in the searchfiel 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(i, root_index, false);
++result_count;
} else {
tree_view->setRowHidden(i, root_index, true);
}
search_field->setFilterResult(result_count, rowCount);
}
}
}
void GameList::onFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
search_field = new SearchField(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->setUniformRowHeights(true);
tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(&watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
// We must register all custom types with the Qt Automoc system so that we are able to use it
// with signals/slots. In this case, QList falls under the umbrells of custom types.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(tree_view);
layout->addWidget(search_field);
setLayout(layout);
}
GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::setFilterFocus() {
if (tree_view->model()->rowCount() > 0) {
search_field->setFocus();
}
}
void GameList::setFilterVisible(bool visibility) {
search_field->setVisible(visibility);
}
void GameList::clearFilter() {
search_field->clear();
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item) {
// We don't care about the individual QStandardItem that was selected, but its row.
int row = item_model->itemFromIndex(item)->row();
QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
if (file_path.isEmpty())
return;
std::string std_file_path(file_path.toStdString());
if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
return;
// Users usually want to run a diffrent game after closing one
search_field->clear();
emit GameChosen(file_path);
}
void GameList::DonePopulating() {
tree_view->setEnabled(true);
int rowCount = tree_view->model()->rowCount();
search_field->setFilterResult(rowCount, rowCount);
if (rowCount > 0) {
search_field->setFocus();
}
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid())
return;
int row = item_model->itemFromIndex(item)->row();
QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
QMenu context_menu;
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
open_save_location->setEnabled(program_id != 0);
connect(open_save_location, &QAction::triggered,
[&]() { emit OpenSaveFolderRequested(program_id); });
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
if (!FileUtil::Exists(dir_path.toStdString()) ||
!FileUtil::IsDirectory(dir_path.toStdString())) {
LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data());
search_field->setFilterResult(0, 0);
return;
}
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
emit ShouldCancelWorker();
auto watch_dirs = watcher.directories();
if (!watch_dirs.isEmpty()) {
watcher.removePaths(watch_dirs);
}
UpdateWatcherList(dir_path.toStdString(), deep_scan ? 256 : 0);
GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, 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"};
static bool HasSupportedFileExtension(const std::string& file_name) {
QFileInfo file = QFileInfo(file_name.c_str());
return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
}
void GameList::RefreshGameDirectory() {
if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
search_field->clear();
PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
}
}
/**
* Adds the game list folder to the QFileSystemWatcher to check for updates.
*
* The file watcher will fire off an update to the game list when a change is detected in the game
* list folder.
*
* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
* this function is fast enough to not stall the UI thread. If performance is an issue, it should
* be moved to another thread and properly locked to prevent concurrency issues.
*
* @param dir folder to check for changes in
* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
* directory recursively to the watcher and will update the file list if any of the folders
* change. The number determines how deep the recursion should traverse.
*/
void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {
std::string physical_name = directory + DIR_SEP + virtual_name;
if (FileUtil::IsDirectory(physical_name)) {
UpdateWatcherList(physical_name, recursion - 1);
}
return true;
};
watcher.addPath(QString::fromStdString(dir));
if (recursion > 0) {
FileUtil::ForeachDirectoryEntry(nullptr, dir, callback);
}
}
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {
std::string physical_name = directory + DIR_SEP + virtual_name;
if (stop_processing)
return false; // Breaks the callback loop.
if (!FileUtil::IsDirectory(physical_name) && HasSupportedFileExtension(physical_name)) {
std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
if (!loader)
return true;
std::vector<u8> smdh;
loader->ReadIcon(smdh);
u64 program_id = 0;
loader->ReadProgramId(program_id);
emit EntryReady({
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
} else if (recursion > 0) {
AddFstEntriesToGameList(physical_name, recursion - 1);
}
return true;
};
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
}
void GameListWorker::run() {
stop_processing = false;
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
emit Finished();
}
void GameListWorker::Cancel() {
this->disconnect();
stop_processing = true;
}
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