Sources: Run clang-format on everything.
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fe948af095
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386 changed files with 19560 additions and 18080 deletions
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@ -16,8 +16,7 @@
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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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GameList::GameList(QWidget* parent) {
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QVBoxLayout* layout = new QVBoxLayout;
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tree_view = new QTreeView;
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@ -38,9 +37,11 @@ GameList::GameList(QWidget* parent)
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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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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connect(tree_view, SIGNAL(activated(const QModelIndex&)), this,
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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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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// 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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@ -48,18 +49,15 @@ GameList::GameList(QWidget* parent)
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setLayout(layout);
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}
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GameList::~GameList()
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{
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GameList::~GameList() {
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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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void GameList::AddEntry(QList<QStandardItem*> entry_items) {
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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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void GameList::ValidateEntry(const QModelIndex& item) {
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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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@ -73,14 +71,13 @@ void GameList::ValidateEntry(const QModelIndex& item)
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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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void GameList::DonePopulating() {
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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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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data());
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return;
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}
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@ -92,22 +89,22 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
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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(EntryReady(QList<QStandardItem*>)), this,
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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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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
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// 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()
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{
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void GameList::SaveInterfaceLayout() {
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UISettings::values.gamelist_header_state = tree_view->header()->saveState();
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}
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void GameList::LoadInterfaceLayout()
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{
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void GameList::LoadInterfaceLayout() {
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auto header = tree_view->header();
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if (!header->restoreState(UISettings::values.gamelist_header_state)) {
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// We are using the name column to display icons and titles
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@ -118,10 +115,8 @@ void GameList::LoadInterfaceLayout()
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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, unsigned int recursion)
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{
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const auto callback = [this, recursion](unsigned* num_entries_out,
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const std::string& directory,
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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@ -138,7 +133,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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emit EntryReady({
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new GameListItemPath(QString::fromStdString(physical_name), smdh),
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new GameListItem(QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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} else if (recursion > 0) {
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@ -151,15 +147,13 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
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}
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void GameListWorker::run()
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{
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void GameListWorker::run() {
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stop_processing = false;
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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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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void GameListWorker::Cancel() {
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disconnect(this, 0, 0, 0);
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stop_processing = true;
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}
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