citra_qt: support multiple game directories

This commit is contained in:
BreadFish64 2018-04-19 19:56:24 -05:00
parent 88ebd844e5
commit 1a57f9488f
26 changed files with 561 additions and 132 deletions

View file

@ -66,6 +66,7 @@ bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* e
case Qt::Key_Enter: {
if (gamelist->search_field->visible == 1) {
QString file_path = gamelist->getLastFilterResultItem();
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a diffrent game after closing one
gamelist->search_field->edit_filter->setText("");
@ -171,6 +172,15 @@ bool GameList::containsAllWords(QString haystack, QString userinput) {
[haystack](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) {
GameListItemType type = item.data(GameListItem::TypeRole).value<GameListItemType>();
if (type == GameListItemType::CustomDir || type == GameListItemType::InstalledDir ||
type == GameListItemType::SystemDir)
item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
tree_view->isExpanded(item);
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& newText) {
int folderCount = tree_view->model()->rowCount();
@ -226,6 +236,31 @@ void GameList::onTextChanged(const QString& newText) {
}
}
void GameList::onUpdateThemedIcons() {
for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
QStandardItem* child = item_model->invisibleRootItem()->child(i);
switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::InstalledDir:
child->setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole);
break;
case GameListItemType::SystemDir:
child->setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole);
break;
case GameListItemType::CustomDir: {
const UISettings::GameDir* game_dir =
child->data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder";
child->setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole);
break;
}
case GameListItemType::AddDir:
child->setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole);
break;
}
}
}
void GameList::onFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
@ -257,12 +292,16 @@ GameList::GameList(GMainWindow* parent) : QWidget{parent} {
item_model->setHeaderData(COLUMN_REGION, Qt::Horizontal, "Region");
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
item_model->setSortRole(GameListItemPath::TitleRole);
connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons);
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded);
connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded);
// We must register all custom types with the Qt Automoc system so that we are able to use it
// with signals/slots. In this case, QList falls under the umbrells of custom types.
// 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);
@ -290,27 +329,57 @@ void GameList::clearFilter() {
search_field->clear();
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
tree_view->setExpanded(
entry_items->index(),
entry_items->data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded);
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
parent->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item) {
// 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();
auto selected = item.sibling(item.row(), 0);
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);
switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
case GameListItemType::Game: {
QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
if (file_path.isEmpty())
return;
QFileInfo file_info(file_path);
if (!file_info.exists() || file_info.isDir())
return;
// Users usually want to run a different game after closing one
search_field->clear();
emit GameChosen(file_path);
break;
}
case GameListItemType::AddDir:
emit AddDirectory();
break;
}
}
bool GameList::isEmpty() {
for (int i = 0; i < item_model->rowCount(); i++) {
const QStandardItem* child = item_model->invisibleRootItem()->child(i);
GameListItemType type = static_cast<GameListItemType>(child->type());
if (!child->hasChildren() &&
(type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir)) {
item_model->invisibleRootItem()->removeRow(child->row());
i--;
};
}
return !item_model->invisibleRootItem()->hasChildren();
}
void GameList::DonePopulating(QStringList watch_list) {
emit ShowList(!isEmpty());
item_model->invisibleRootItem()->appendRow(new GameListAddDir());
// Clear out the old directories to watch for changes and add the new ones
auto watch_dirs = watcher->directories();
if (!watch_dirs.isEmpty()) {
@ -346,12 +415,25 @@ void GameList::PopupContextMenu(const QPoint& 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();
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());
break;
case GameListItemType::CustomDir:
AddPermDirPopup(context_menu, selected);
AddCustomDirPopup(context_menu, selected);
break;
case GameListItemType::InstalledDir:
case GameListItemType::SystemDir:
AddPermDirPopup(context_menu, selected);
break;
}
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::AddGamePopup(QMenu& context_menu, u64 program_id) {
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
@ -370,16 +452,81 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
});
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end());
connect(open_save_location, &QAction::triggered,
[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA); });
connect(open_application_location, &QAction::triggered,
[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION); });
connect(open_update_location, &QAction::triggered,
[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA); });
connect(navigate_to_gamedb_entry, &QAction::triggered,
[&]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); });
connect(open_save_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA);
});
connect(open_application_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION);
});
connect(open_update_location, &QAction::triggered, [this, program_id] {
emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA);
});
connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
});
};
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));
deep_scan->setCheckable(true);
deep_scan->setChecked(game_dir.deep_scan);
connect(deep_scan, &QAction::triggered, [this, &game_dir] {
game_dir.deep_scan = !game_dir.deep_scan;
PopulateAsync(UISettings::values.game_dirs);
});
connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
UISettings::values.game_dirs.removeOne(game_dir);
item_model->invisibleRootItem()->removeRow(selected.row());
});
}
void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
UISettings::GameDir& game_dir =
*selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
QAction* move_up = context_menu.addAction(tr(u8"\U000025b2 Move Up"));
QAction* move_down = context_menu.addAction(tr(u8"\U000025bc Move Down "));
QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
int row = selected.row();
move_up->setEnabled(row > 0);
move_down->setEnabled(row < item_model->rowCount() - 2);
connect(move_up, &QAction::triggered, [this, selected, row, &game_dir] {
// find the indices of the items in settings and swap them
UISettings::values.game_dirs.swap(
UISettings::values.game_dirs.indexOf(game_dir),
UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() - 1, 0)
.data(GameListDir::GameDirRole)
.value<UISettings::GameDir*>()));
// move the treeview items
QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row - 1, item);
tree_view->setExpanded(selected, game_dir.expanded);
});
connect(move_down, &QAction::triggered, [this, selected, row, &game_dir] {
// find the indices of the items in settings and swap them
UISettings::values.game_dirs.swap(
UISettings::values.game_dirs.indexOf(game_dir),
UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() + 1, 0)
.data(GameListDir::GameDirRole)
.value<UISettings::GameDir*>()));
// move the treeview items
QList<QStandardItem*> item = item_model->takeRow(row);
item_model->invisibleRootItem()->insertRow(row + 1, item);
tree_view->setExpanded(selected, game_dir.expanded);
});
connect(open_directory_location, &QAction::triggered,
[this, game_dir] { emit OpenDirectory(game_dir.path); });
}
void GameList::LoadCompatibilityList() {
@ -428,14 +575,7 @@ QStandardItemModel* GameList::GetModel() const {
return item_model;
}
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
if (!FileUtil::Exists(dir_path.toStdString()) ||
!FileUtil::IsDirectory(dir_path.toStdString())) {
NGLOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toStdString());
search_field->setFilterResult(0, 0);
return;
}
void GameList::PopulateAsync(QList<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
@ -443,13 +583,15 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
emit ShouldCancelWorker();
GameListWorker* worker = new GameListWorker(dir_path, deep_scan, compatibility_list);
GameListWorker* worker = new GameListWorker(game_dirs, compatibility_list);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
// without delay.
// 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);
@ -481,15 +623,17 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
}
void GameList::RefreshGameDirectory() {
if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
NGLOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
PopulateAsync(UISettings::values.gamedirs);
PopulateAsync(UISettings::values.game_dirs);
}
}
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 {
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
GameListDir* parent_dir) {
const auto callback = [this, recursion, parent_dir](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)
@ -539,17 +683,20 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
if (it != compatibility_list.end())
compatibility = it->second.first;
emit EntryReady({
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
new GameListItemCompat(compatibility),
new GameListItemRegion(smdh),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
emit EntryReady(
{
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
new GameListItemCompat(compatibility),
new GameListItemRegion(smdh),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
},
parent_dir);
} else if (is_dir && recursion > 0) {
watch_list.append(QString::fromStdString(physical_name));
AddFstEntriesToGameList(physical_name, recursion - 1);
AddFstEntriesToGameList(physical_name, recursion - 1, parent_dir);
}
return true;
@ -560,27 +707,33 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
void GameListWorker::run() {
stop_processing = false;
watch_list.append(dir_path);
watch_list.append(QString::fromStdString(
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
"Nintendo "
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000"));
watch_list.append(QString::fromStdString(
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
"Nintendo "
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/0004000e"));
watch_list.append(
QString::fromStdString(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
"00000000000000000000000000000000/title/00040010"));
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
AddFstEntriesToGameList(
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
"Nintendo "
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000",
2);
AddFstEntriesToGameList(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
"00000000000000000000000000000000/title/00040010",
2);
for (UISettings::GameDir& game_dir : game_dirs) {
if (game_dir.path == "INSTALLED") {
QString path = QString(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
"Nintendo "
"3DS/00000000000000000000000000000000/"
"00000000000000000000000000000000/title/00040000";
watch_list.append(path);
GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::InstalledDir);
emit DirEntryReady({game_list_dir});
AddFstEntriesToGameList(path.toStdString(), 2, game_list_dir);
} else if (game_dir.path == "SYSTEM") {
QString path = QString(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
"00000000000000000000000000000000/title/00040010";
watch_list.append(path);
GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::SystemDir);
emit DirEntryReady({game_list_dir});
AddFstEntriesToGameList(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
"00000000000000000000000000000000/title/00040010",
2, game_list_dir);
} else {
watch_list.append(game_dir.path);
GameListDir* game_list_dir = new GameListDir(game_dir);
emit DirEntryReady({game_list_dir});
AddFstEntriesToGameList(game_dir.path.toStdString(), game_dir.deep_scan ? 256 : 0,
game_list_dir);
}
};
emit Finished(watch_list);
}
@ -588,3 +741,37 @@ void GameListWorker::Cancel() {
this->disconnect();
stop_processing = true;
}
GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
this->main_window = parent;
connect(main_window, &GMainWindow::UpdateThemedIcons, this,
&GameListPlaceholder::onUpdateThemedIcons);
layout = new QVBoxLayout;
image = new QLabel;
text = new QLabel;
layout->setAlignment(Qt::AlignCenter);
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
text->setText(tr("Double-click to add a new folder to the game list "));
QFont font = text->font();
font.setPointSize(20);
text->setFont(font);
text->setAlignment(Qt::AlignHCenter);
image->setAlignment(Qt::AlignHCenter);
layout->addWidget(image);
layout->addWidget(text);
setLayout(layout);
}
GameListPlaceholder::~GameListPlaceholder() = default;
void GameListPlaceholder::onUpdateThemedIcons() {
image->setPixmap(QIcon::fromTheme("plus_folder").pixmap(200));
}
void GameListPlaceholder::mouseDoubleClickEvent(QMouseEvent* event) {
emit GameListPlaceholder::AddDirectory();
}