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author | Nico Bosshard <nico@bosshome.ch> | 2017-04-30 04:04:39 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2017-04-30 04:04:39 +0200 |
commit | 06d4654966ba9909111b1bab36e88f4f15e9cb6d (patch) | |
tree | 30517eaa10e6b704fe008c2bb2f704f6cec35178 /src/citra_qt/game_list.cpp | |
parent | Merge pull request #2671 from wwylele/dot3-rgba (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/citra_qt/game_list.cpp | 233 |
1 files changed, 216 insertions, 17 deletions
diff --git a/src/citra_qt/game_list.cpp b/src/citra_qt/game_list.cpp index a9ec9e830..d6e26ed47 100644 --- a/src/citra_qt/game_list.cpp +++ b/src/citra_qt/game_list.cpp @@ -4,9 +4,9 @@ #include <QFileInfo> #include <QHeaderView> +#include <QKeyEvent> #include <QMenu> #include <QThreadPool> -#include <QVBoxLayout> #include "common/common_paths.h" #include "common/logging/log.h" #include "common/string_util.h" @@ -15,10 +15,189 @@ #include "game_list_p.h" #include "ui_settings.h" -GameList::GameList(QWidget* parent) : QWidget{parent} { - QVBoxLayout* layout = new QVBoxLayout; +GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) { + this->gamelist = gamelist; + edit_filter_text_old = ""; +} + +// EventFilter in order to process systemkeys while editing the searchfield +bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) { + // If it isn't a KeyRelease event then continue with standard event processing + if (event->type() != QEvent::KeyRelease) + return QObject::eventFilter(obj, event); + + QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event); + int rowCount = gamelist->tree_view->model()->rowCount(); + QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower(); + + // If the searchfield's text hasn't changed special function keys get checked + // If no function key changes the searchfield's text the filter doesn't need to get reloaded + if (edit_filter_text == edit_filter_text_old) { + switch (keyEvent->key()) { + // Escape: Resets the searchfield + case Qt::Key_Escape: { + if (edit_filter_text_old.isEmpty()) { + return QObject::eventFilter(obj, event); + } else { + gamelist->search_field->edit_filter->clear(); + edit_filter_text = ""; + } + break; + } + // Return and Enter + // If the enter key gets pressed first checks how many and which entry is visable + // If there is only one result launch this game + case Qt::Key_Return: + case Qt::Key_Enter: { + QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view); + QModelIndex root_index = item_model->invisibleRootItem()->index(); + QStandardItem* child_file; + QString file_path; + int resultCount = 0; + for (int i = 0; i < rowCount; ++i) { + if (!gamelist->tree_view->isRowHidden(i, root_index)) { + ++resultCount; + child_file = gamelist->item_model->item(i, 0); + file_path = child_file->data(GameListItemPath::FullPathRole).toString(); + } + } + if (resultCount == 1) { + // 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(""); + edit_filter_text = ""; + emit gamelist->GameChosen(file_path); + } else { + return QObject::eventFilter(obj, event); + } + break; + } + default: + return QObject::eventFilter(obj, event); + } + } + edit_filter_text_old = edit_filter_text; + return QObject::eventFilter(obj, event); +} + +void GameList::SearchField::setFilterResult(int visable, int total) { + QString result_of_text = tr("of"); + QString result_text; + if (total == 1) { + result_text = tr("result"); + } else { + result_text = tr("results"); + } + label_filter_result->setText( + QString("%1 %2 %3 %4").arg(visable).arg(result_of_text).arg(total).arg(result_text)); +} + +void GameList::SearchField::clear() { + edit_filter->setText(""); +} +void GameList::SearchField::setFocus() { + if (edit_filter->isVisible()) { + edit_filter->setFocus(); + } +} + +GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} { + KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent); + layout_filter = new QHBoxLayout; + layout_filter->setMargin(8); + label_filter = new QLabel; + label_filter->setText(tr("Filter:")); + edit_filter = new QLineEdit; + edit_filter->setText(""); + edit_filter->setPlaceholderText(tr("Enter pattern to filter")); + edit_filter->installEventFilter(keyReleaseEater); + edit_filter->setClearButtonEnabled(true); + connect(edit_filter, SIGNAL(textChanged(const QString&)), parent, + SLOT(onTextChanged(const QString&))); + label_filter_result = new QLabel; + button_filter_close = new QToolButton(this); + button_filter_close->setText("X"); + button_filter_close->setCursor(Qt::ArrowCursor); + button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: " + "#000000; font-weight: bold; background: #F0F0F0; }" + "QToolButton:hover{ border: none; padding: 0px; color: " + "#EEEEEE; font-weight: bold; background: #E81123}"); + connect(button_filter_close, SIGNAL(clicked()), parent, SLOT(onFilterCloseClicked())); + layout_filter->setSpacing(10); + layout_filter->addWidget(label_filter); + layout_filter->addWidget(edit_filter); + layout_filter->addWidget(label_filter_result); + layout_filter->addWidget(button_filter_close); + setLayout(layout_filter); +} + +/** +* Checks if all words separated by spaces are contained in another string +* This offers a word order insensitive search function +* +* @param String that gets checked if it contains all words of the userinput string +* @param String containing all words getting checked +* @return true if the haystack contains all words of userinput +*/ +bool GameList::containsAllWords(QString haystack, QString userinput) { + QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts); + return std::all_of(userinput_split.begin(), userinput_split.end(), + [haystack](QString s) { return haystack.contains(s); }); +} + +// Event in order to filter the gamelist after editing the searchfield +void GameList::onTextChanged(const QString& newText) { + int rowCount = tree_view->model()->rowCount(); + QString edit_filter_text = newText.toLower(); + + QModelIndex root_index = item_model->invisibleRootItem()->index(); + + // If the searchfield is empty every item is visible + // Otherwise the filter gets applied + if (edit_filter_text.isEmpty()) { + for (int i = 0; i < rowCount; ++i) { + tree_view->setRowHidden(i, root_index, false); + } + search_field->setFilterResult(rowCount, rowCount); + } else { + QStandardItem* child_file; + QString file_path, file_name, file_title, file_programmid; + int result_count = 0; + for (int i = 0; i < rowCount; ++i) { + child_file = item_model->item(i, 0); + file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower(); + file_name = file_path.mid(file_path.lastIndexOf("/") + 1); + file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower(); + file_programmid = + child_file->data(GameListItemPath::ProgramIdRole).toString().toLower(); + + // Only items which filename in combination with its title contains all words + // that are in the searchfiel will be visible in the gamelist + // The search is case insensitive because of toLower() + // I decided not to use Qt::CaseInsensitive in containsAllWords to prevent + // multiple conversions of edit_filter_text for each game in the gamelist + if (containsAllWords(file_name.append(" ").append(file_title), edit_filter_text) || + (file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) { + tree_view->setRowHidden(i, root_index, false); + ++result_count; + } else { + tree_view->setRowHidden(i, root_index, true); + } + search_field->setFilterResult(result_count, rowCount); + } + } +} + +void GameList::onFilterCloseClicked() { + main_window->filterBarSetChecked(false); +} + +GameList::GameList(GMainWindow* parent) : QWidget{parent} { + this->main_window = parent; + layout = new QVBoxLayout; tree_view = new QTreeView; + search_field = new SearchField(this); item_model = new QStandardItemModel(tree_view); tree_view->setModel(item_model); @@ -46,7 +225,9 @@ GameList::GameList(QWidget* parent) : QWidget{parent} { qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>"); layout->setContentsMargins(0, 0, 0, 0); + layout->setSpacing(0); layout->addWidget(tree_view); + layout->addWidget(search_field); setLayout(layout); } @@ -54,6 +235,18 @@ GameList::~GameList() { emit ShouldCancelWorker(); } +void GameList::setFilterFocus() { + search_field->setFocus(); +} + +void GameList::setFilterVisible(bool visablility) { + search_field->setVisible(visablility); +} + +void GameList::clearFilter() { + search_field->clear(); +} + void GameList::AddEntry(const QList<QStandardItem*>& entry_items) { item_model->invisibleRootItem()->appendRow(entry_items); } @@ -69,11 +262,16 @@ void GameList::ValidateEntry(const QModelIndex& item) { 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); } void GameList::DonePopulating() { tree_view->setEnabled(true); + int rowCount = tree_view->model()->rowCount(); + search_field->setFilterResult(rowCount, rowCount); + search_field->setFocus(); } void GameList::PopupContextMenu(const QPoint& menu_location) { @@ -151,25 +349,26 @@ static bool HasSupportedFileExtension(const std::string& file_name) { void GameList::RefreshGameDirectory() { if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) { LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list."); + search_field->clear(); PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan); } } /** - * Adds the game list folder to the QFileSystemWatcher to check for updates. - * - * The file watcher will fire off an update to the game list when a change is detected in the game - * list folder. - * - * Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and - * this function is fast enough to not stall the UI thread. If performance is an issue, it should - * be moved to another thread and properly locked to prevent concurrency issues. - * - * @param dir folder to check for changes in - * @param recursion 0 if recursion is disabled. Any positive number passed to this will add each - * directory recursively to the watcher and will update the file list if any of the folders - * change. The number determines how deep the recursion should traverse. - */ +* Adds the game list folder to the QFileSystemWatcher to check for updates. +* +* The file watcher will fire off an update to the game list when a change is detected in the game +* list folder. +* +* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and +* this function is fast enough to not stall the UI thread. If performance is an issue, it should +* be moved to another thread and properly locked to prevent concurrency issues. +* +* @param dir folder to check for changes in +* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each +* directory recursively to the watcher and will update the file list if any of the folders +* change. The number determines how deep the recursion should traverse. +*/ void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) { const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory, const std::string& virtual_name) -> bool { |