Sources: Run clang-format on everything.

This commit is contained in:
Emmanuel Gil Peyrot 2016-09-18 09:38:01 +09:00
parent fe948af095
commit dc8479928c
386 changed files with 19560 additions and 18080 deletions

View file

@ -16,8 +16,7 @@
#include "common/logging/log.h"
#include "common/string_util.h"
GameList::GameList(QWidget* parent)
{
GameList::GameList(QWidget* parent) {
QVBoxLayout* layout = new QVBoxLayout;
tree_view = new QTreeView;
@ -38,9 +37,11 @@ GameList::GameList(QWidget* parent)
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
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
// 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*>");
@ -48,18 +49,15 @@ GameList::GameList(QWidget* parent)
setLayout(layout);
}
GameList::~GameList()
{
GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::AddEntry(QList<QStandardItem*> entry_items)
{
void GameList::AddEntry(QList<QStandardItem*> entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item)
{
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);
@ -73,14 +71,13 @@ void GameList::ValidateEntry(const QModelIndex& item)
emit GameChosen(file_path);
}
void GameList::DonePopulating()
{
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())) {
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;
}
@ -92,22 +89,22 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
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(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.
// 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()
{
void GameList::SaveInterfaceLayout() {
UISettings::values.gamelist_header_state = tree_view->header()->saveState();
}
void GameList::LoadInterfaceLayout()
{
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
@ -118,10 +115,8 @@ void GameList::LoadInterfaceLayout()
item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
}
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion)
{
const auto callback = [this, recursion](unsigned* num_entries_out,
const std::string& directory,
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;
@ -138,7 +133,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
emit EntryReady({
new GameListItemPath(QString::fromStdString(physical_name), smdh),
new GameListItem(QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
} else if (recursion > 0) {
@ -151,15 +147,13 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
}
void GameListWorker::run()
{
void GameListWorker::run() {
stop_processing = false;
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
emit Finished();
}
void GameListWorker::Cancel()
{
void GameListWorker::Cancel() {
disconnect(this, 0, 0, 0);
stop_processing = true;
}