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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QHeaderView>
#include <QThreadPool>
#include <QVBoxLayout>
#include "game_list.h"
#include "game_list_p.h"
#include "core/loader/loader.h"
#include "common/common_paths.h"
#include "common/logging/log.h"
#include "common/string_util.h"
GameList::GameList(QWidget* parent)
{
QVBoxLayout* layout = new QVBoxLayout;
tree_view = new QTreeView;
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);
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
// 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->addWidget(tree_view);
setLayout(layout);
}
GameList::~GameList()
{
emit ShouldCancelWorker();
}
void GameList::AddEntry(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.toLocal8Bit();
if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
return;
emit GameChosen(file_path);
}
void GameList::DonePopulating()
{
tree_view->setEnabled(true);
}
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());
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();
GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection);
connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
}
void GameList::SaveInterfaceLayout(QSettings& settings)
{
settings.beginGroup("UILayout");
settings.setValue("gameListHeaderState", tree_view->header()->saveState());
settings.endGroup();
}
void GameList::LoadInterfaceLayout(QSettings& settings)
{
auto header = tree_view->header();
settings.beginGroup("UILayout");
header->restoreState(settings.value("gameListHeaderState").toByteArray());
settings.endGroup();
item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
}
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan)
{
const auto callback = [&](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 (deep_scan && FileUtil::IsDirectory(physical_name)) {
AddFstEntriesToGameList(physical_name, true);
} else {
std::string filename_filename, filename_extension;
Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension);
Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension);
if (guessed_filetype == Loader::FileType::Unknown)
return true;
Loader::FileType filetype = Loader::IdentifyFile(physical_name);
if (filetype == Loader::FileType::Unknown) {
LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str());
return true;
}
if (guessed_filetype != filetype) {
LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str());
}
emit EntryReady({
new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))),
new GameListItemPath(QString::fromLocal8Bit(physical_name.c_str())),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
}
return true;
};
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
}
void GameListWorker::run()
{
stop_processing = false;
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan);
emit Finished();
}
void GameListWorker::Cancel()
{
disconnect(this, 0, 0, 0);
stop_processing = true;
}
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