// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "game_list.h" #include "game_list_p.h" #include "core/loader/loader.h" #include "common/common_paths.h" #include "common/logging/log.h" #include "common/string_util.h" GameList::GameList(QWidget* parent) { QVBoxLayout* layout = new QVBoxLayout; tree_view = new QTreeView; item_model = new QStandardItemModel(tree_view); tree_view->setModel(item_model); tree_view->setAlternatingRowColors(true); tree_view->setSelectionMode(QHeaderView::SingleSelection); tree_view->setSelectionBehavior(QHeaderView::SelectRows); tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel); tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel); tree_view->setSortingEnabled(true); tree_view->setEditTriggers(QHeaderView::NoEditTriggers); tree_view->setUniformRowHeights(true); item_model->insertColumns(0, COLUMN_COUNT); item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type"); item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name"); item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size"); 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 // signals/slots. In this case, QList falls under the umbrells of custom types. qRegisterMetaType>("QList"); layout->addWidget(tree_view); setLayout(layout); } GameList::~GameList() { emit ShouldCancelWorker(); } void GameList::AddEntry(QList entry_items) { item_model->invisibleRootItem()->appendRow(entry_items); } 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); QString file_path = child_file->data(GameListItemPath::FullPathRole).toString(); if (file_path.isEmpty()) return; std::string std_file_path(file_path.toStdString()); if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path)) return; emit GameChosen(file_path); } 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())) { LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data()); return; } tree_view->setEnabled(false); // Delete any rows that might already exist if we're repopulating item_model->removeRows(0, item_model->rowCount()); emit ShouldCancelWorker(); GameListWorker* worker = new GameListWorker(dir_path, deep_scan); connect(worker, SIGNAL(EntryReady(QList)), this, SLOT(AddEntry(QList)), 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. connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection); QThreadPool::globalInstance()->start(worker); current_worker = std::move(worker); } void GameList::SaveInterfaceLayout(QSettings& settings) { settings.beginGroup("UILayout"); settings.setValue("gameListHeaderState", tree_view->header()->saveState()); settings.endGroup(); } void GameList::LoadInterfaceLayout(QSettings& settings) { auto header = tree_view->header(); settings.beginGroup("UILayout"); header->restoreState(settings.value("gameListHeaderState").toByteArray()); settings.endGroup(); item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder()); } void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan) { const auto callback = [&](unsigned* num_entries_out, const std::string& directory, const std::string& virtual_name) -> bool { std::string physical_name = directory + DIR_SEP + virtual_name; if (stop_processing) return false; // Breaks the callback loop. if (deep_scan && FileUtil::IsDirectory(physical_name)) { AddFstEntriesToGameList(physical_name, true); } else { std::string filename_filename, filename_extension; Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension); Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension); if (guessed_filetype == Loader::FileType::Unknown) return true; Loader::FileType filetype = Loader::IdentifyFile(physical_name); if (filetype == Loader::FileType::Unknown) { LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str()); return true; } if (guessed_filetype != filetype) { LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str()); } emit EntryReady({ new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))), new GameListItemPath(QString::fromStdString(physical_name)), new GameListItemSize(FileUtil::GetSize(physical_name)), }); } return true; }; FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback); } void GameListWorker::run() { stop_processing = false; AddFstEntriesToGameList(dir_path.toStdString(), deep_scan); emit Finished(); } void GameListWorker::Cancel() { disconnect(this, 0, 0, 0); stop_processing = true; }