citra-qt: game list search function (#2673)
* citra-qt: game list search function * Empty search field during game list refresh * Code improvements * Code formatting * Autofocus search field * JayFoxRox's recommendations * lioncash's review
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7 changed files with 299 additions and 19 deletions
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@ -4,9 +4,9 @@
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#include <QFileInfo>
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#include <QHeaderView>
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#include <QKeyEvent>
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#include <QMenu>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "common/common_paths.h"
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#include "common/logging/log.h"
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#include "common/string_util.h"
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@ -15,10 +15,189 @@
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#include "game_list_p.h"
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#include "ui_settings.h"
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GameList::GameList(QWidget* parent) : QWidget{parent} {
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QVBoxLayout* layout = new QVBoxLayout;
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GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) {
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this->gamelist = gamelist;
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edit_filter_text_old = "";
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}
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// EventFilter in order to process systemkeys while editing the searchfield
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bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
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// If it isn't a KeyRelease event then continue with standard event processing
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if (event->type() != QEvent::KeyRelease)
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return QObject::eventFilter(obj, event);
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QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
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int rowCount = gamelist->tree_view->model()->rowCount();
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QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
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// If the searchfield's text hasn't changed special function keys get checked
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// If no function key changes the searchfield's text the filter doesn't need to get reloaded
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if (edit_filter_text == edit_filter_text_old) {
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switch (keyEvent->key()) {
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// Escape: Resets the searchfield
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case Qt::Key_Escape: {
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if (edit_filter_text_old.isEmpty()) {
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return QObject::eventFilter(obj, event);
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} else {
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gamelist->search_field->edit_filter->clear();
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edit_filter_text = "";
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}
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break;
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}
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// Return and Enter
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// If the enter key gets pressed first checks how many and which entry is visable
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// If there is only one result launch this game
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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QStandardItem* child_file;
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QString file_path;
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int resultCount = 0;
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for (int i = 0; i < rowCount; ++i) {
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if (!gamelist->tree_view->isRowHidden(i, root_index)) {
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++resultCount;
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child_file = gamelist->item_model->item(i, 0);
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file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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}
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}
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if (resultCount == 1) {
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// To avoid loading error dialog loops while confirming them using enter
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// Also users usually want to run a diffrent game after closing one
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gamelist->search_field->edit_filter->setText("");
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edit_filter_text = "";
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emit gamelist->GameChosen(file_path);
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} else {
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return QObject::eventFilter(obj, event);
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}
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break;
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}
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default:
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return QObject::eventFilter(obj, event);
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}
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}
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edit_filter_text_old = edit_filter_text;
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return QObject::eventFilter(obj, event);
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}
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void GameList::SearchField::setFilterResult(int visable, int total) {
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QString result_of_text = tr("of");
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QString result_text;
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if (total == 1) {
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result_text = tr("result");
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} else {
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result_text = tr("results");
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}
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label_filter_result->setText(
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QString("%1 %2 %3 %4").arg(visable).arg(result_of_text).arg(total).arg(result_text));
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}
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void GameList::SearchField::clear() {
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edit_filter->setText("");
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}
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void GameList::SearchField::setFocus() {
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if (edit_filter->isVisible()) {
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edit_filter->setFocus();
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}
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}
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GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
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KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
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layout_filter = new QHBoxLayout;
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layout_filter->setMargin(8);
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label_filter = new QLabel;
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label_filter->setText(tr("Filter:"));
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edit_filter = new QLineEdit;
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edit_filter->setText("");
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->installEventFilter(keyReleaseEater);
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edit_filter->setClearButtonEnabled(true);
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connect(edit_filter, SIGNAL(textChanged(const QString&)), parent,
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SLOT(onTextChanged(const QString&)));
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label_filter_result = new QLabel;
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button_filter_close = new QToolButton(this);
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button_filter_close->setText("X");
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button_filter_close->setCursor(Qt::ArrowCursor);
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button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
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"#000000; font-weight: bold; background: #F0F0F0; }"
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"QToolButton:hover{ border: none; padding: 0px; color: "
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"#EEEEEE; font-weight: bold; background: #E81123}");
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connect(button_filter_close, SIGNAL(clicked()), parent, SLOT(onFilterCloseClicked()));
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layout_filter->setSpacing(10);
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layout_filter->addWidget(label_filter);
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layout_filter->addWidget(edit_filter);
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layout_filter->addWidget(label_filter_result);
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layout_filter->addWidget(button_filter_close);
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setLayout(layout_filter);
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}
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/**
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param String that gets checked if it contains all words of the userinput string
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* @param String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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bool GameList::containsAllWords(QString haystack, QString userinput) {
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QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
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return std::all_of(userinput_split.begin(), userinput_split.end(),
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[haystack](QString s) { return haystack.contains(s); });
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}
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::onTextChanged(const QString& newText) {
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int rowCount = tree_view->model()->rowCount();
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QString edit_filter_text = newText.toLower();
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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// If the searchfield is empty every item is visible
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// Otherwise the filter gets applied
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if (edit_filter_text.isEmpty()) {
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for (int i = 0; i < rowCount; ++i) {
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tree_view->setRowHidden(i, root_index, false);
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}
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search_field->setFilterResult(rowCount, rowCount);
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} else {
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QStandardItem* child_file;
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QString file_path, file_name, file_title, file_programmid;
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int result_count = 0;
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for (int i = 0; i < rowCount; ++i) {
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child_file = item_model->item(i, 0);
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file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower();
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file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
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file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower();
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file_programmid =
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child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
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// Only items which filename in combination with its title contains all words
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// that are in the searchfiel will be visible in the gamelist
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// The search is case insensitive because of toLower()
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// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
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// multiple conversions of edit_filter_text for each game in the gamelist
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if (containsAllWords(file_name.append(" ").append(file_title), edit_filter_text) ||
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(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
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tree_view->setRowHidden(i, root_index, false);
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++result_count;
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} else {
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tree_view->setRowHidden(i, root_index, true);
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}
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search_field->setFilterResult(result_count, rowCount);
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}
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}
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}
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void GameList::onFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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}
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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this->main_window = parent;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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search_field = new SearchField(this);
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item_model = new QStandardItemModel(tree_view);
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tree_view->setModel(item_model);
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@ -46,7 +225,9 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setSpacing(0);
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layout->addWidget(tree_view);
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layout->addWidget(search_field);
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setLayout(layout);
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}
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@ -54,6 +235,18 @@ GameList::~GameList() {
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emit ShouldCancelWorker();
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}
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void GameList::setFilterFocus() {
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search_field->setFocus();
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}
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void GameList::setFilterVisible(bool visablility) {
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search_field->setVisible(visablility);
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}
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void GameList::clearFilter() {
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search_field->clear();
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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}
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@ -69,11 +262,16 @@ void GameList::ValidateEntry(const QModelIndex& item) {
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std::string std_file_path(file_path.toStdString());
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
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return;
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// Users usually want to run a diffrent game after closing one
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search_field->clear();
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emit GameChosen(file_path);
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}
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void GameList::DonePopulating() {
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tree_view->setEnabled(true);
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int rowCount = tree_view->model()->rowCount();
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search_field->setFilterResult(rowCount, rowCount);
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search_field->setFocus();
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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@ -151,25 +349,26 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
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void GameList::RefreshGameDirectory() {
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if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
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LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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search_field->clear();
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PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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}
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}
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/**
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* Adds the game list folder to the QFileSystemWatcher to check for updates.
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*
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* The file watcher will fire off an update to the game list when a change is detected in the game
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* list folder.
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*
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* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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* this function is fast enough to not stall the UI thread. If performance is an issue, it should
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* be moved to another thread and properly locked to prevent concurrency issues.
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*
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* @param dir folder to check for changes in
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* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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* directory recursively to the watcher and will update the file list if any of the folders
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* change. The number determines how deep the recursion should traverse.
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*/
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* Adds the game list folder to the QFileSystemWatcher to check for updates.
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*
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* The file watcher will fire off an update to the game list when a change is detected in the game
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* list folder.
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*
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* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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* this function is fast enough to not stall the UI thread. If performance is an issue, it should
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* be moved to another thread and properly locked to prevent concurrency issues.
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*
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* @param dir folder to check for changes in
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* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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* directory recursively to the watcher and will update the file list if any of the folders
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* change. The number determines how deep the recursion should traverse.
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*/
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void GameList::UpdateWatcherList(const std::string& dir, 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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