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author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
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committer | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
commit | dc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch) | |
tree | 569a7f13128450bbab973236615587ff00bced5f /src/citra_qt/game_list.cpp | |
parent | Travis: Import Dolphin’s clang-format hook. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/citra_qt/game_list.cpp | 54 |
1 files changed, 24 insertions, 30 deletions
diff --git a/src/citra_qt/game_list.cpp b/src/citra_qt/game_list.cpp index 1910da3ac..9f9c22a44 100644 --- a/src/citra_qt/game_list.cpp +++ b/src/citra_qt/game_list.cpp @@ -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; } |