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authorfearlessTobi <thm.frey@gmail.com>2019-05-01 23:21:04 +0200
committerFearlessTobi <thm.frey@gmail.com>2019-09-04 16:47:32 +0200
commit2d8eba5bafd7fe9da00c8a57c605a503c3ece478 (patch)
treec3bc64c33ab43f6bd0d7bb6f4ec63b11490a41e8 /src/yuzu/game_list.cpp
parent7fc5af36226676d2ebc07a7a3d3cd82c536f206a (diff)
yuzu: Add support for multiple game directories
Ported from https://github.com/citra-emu/citra/pull/3617.
Diffstat (limited to 'src/yuzu/game_list.cpp')
-rw-r--r--src/yuzu/game_list.cpp430
1 files changed, 328 insertions, 102 deletions
diff --git a/src/yuzu/game_list.cpp b/src/yuzu/game_list.cpp
index d18b96519..65947c59b 100644
--- a/src/yuzu/game_list.cpp
+++ b/src/yuzu/game_list.cpp
@@ -34,7 +34,6 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
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
@@ -56,19 +55,9 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
// 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) {
+ if (gamelist->search_field->visible == 1) {
+ QString file_path = gamelist->getLastFilterResultItem();
+
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a different game after closing one
gamelist->search_field->edit_filter->clear();
@@ -88,9 +77,31 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
}
void GameListSearchField::setFilterResult(int visible, int total) {
+ this->visible = visible;
+ this->total = total;
+
label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
}
+QString GameList::getLastFilterResultItem() {
+ QStandardItem* folder;
+ QStandardItem* child;
+ QString file_path;
+ int folder_count = item_model->rowCount();
+ for (int i = 0; i < folder_count; ++i) {
+ folder = item_model->item(i, 0);
+ QModelIndex folder_index = folder->index();
+ int childrenCount = folder->rowCount();
+ for (int j = 0; j < childrenCount; ++j) {
+ if (!tree_view->isRowHidden(j, folder_index)) {
+ child = folder->child(j, 0);
+ file_path = child->data(GameListItemPath::FullPathRole).toString();
+ }
+ }
+ }
+ return file_path;
+}
+
void GameListSearchField::clear() {
edit_filter->clear();
}
@@ -147,45 +158,112 @@ static bool ContainsAllWords(const QString& haystack, const QString& userinput)
[&haystack](const QString& s) { return haystack.contains(s); });
}
+// Syncs the expanded state of Game Directories with settings to persist across sessions
+void GameList::onItemExpanded(const QModelIndex& item) {
+ GameListItemType type = item.data(GameListItem::TypeRole).value<GameListItemType>();
+ if (type == GameListItemType::CustomDir || type == GameListItemType::InstalledDir ||
+ type == GameListItemType::SystemDir)
+ item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
+ tree_view->isExpanded(item);
+}
+
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& new_text) {
- const int row_count = tree_view->model()->rowCount();
- const QString edit_filter_text = new_text.toLower();
- const QModelIndex root_index = item_model->invisibleRootItem()->index();
+ int folder_count = tree_view->model()->rowCount();
+ QString edit_filter_text = new_text.toLower();
+ QStandardItem* folder;
+ QStandardItem* child;
+ int childrenTotal = 0;
+ 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 < row_count; ++i) {
- tree_view->setRowHidden(i, root_index, false);
+ for (int i = 0; i < folder_count; ++i) {
+ folder = item_model->item(i, 0);
+ QModelIndex folder_index = folder->index();
+ int childrenCount = folder->rowCount();
+ for (int j = 0; j < childrenCount; ++j) {
+ ++childrenTotal;
+ tree_view->setRowHidden(j, folder_index, false);
+ }
}
- search_field->setFilterResult(row_count, row_count);
+ search_field->setFilterResult(childrenTotal, childrenTotal);
} else {
int result_count = 0;
- for (int i = 0; i < row_count; ++i) {
- const QStandardItem* child_file = item_model->item(i, 0);
- const QString file_path =
- child_file->data(GameListItemPath::FullPathRole).toString().toLower();
- const QString file_title =
- child_file->data(GameListItemPath::TitleRole).toString().toLower();
- const QString file_program_id =
- child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
-
- // Only items which filename in combination with its title contains all words
- // that are in the searchfield 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
- const QString file_name = file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) +
- QLatin1Char{' '} + file_title;
- if (ContainsAllWords(file_name, edit_filter_text) ||
- (file_program_id.count() == 16 && edit_filter_text.contains(file_program_id))) {
- tree_view->setRowHidden(i, root_index, false);
- ++result_count;
- } else {
- tree_view->setRowHidden(i, root_index, true);
+ for (int i = 0; i < folder_count; ++i) {
+ folder = item_model->item(i, 0);
+ QModelIndex folder_index = folder->index();
+ int childrenCount = folder->rowCount();
+ for (int j = 0; j < childrenCount; ++j) {
+ ++childrenTotal;
+ const QStandardItem* child = folder->child(j, 0);
+ const QString file_path =
+ child->data(GameListItemPath::FullPathRole).toString().toLower();
+ const QString file_title =
+ child->data(GameListItemPath::TitleRole).toString().toLower();
+ const QString file_program_id =
+ child->data(GameListItemPath::ProgramIdRole).toString().toLower();
+
+ // Only items which filename in combination with its title contains all words
+ // that are in the searchfield 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
+ const QString file_name =
+ file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) + QLatin1Char{' '} +
+ file_title;
+ if (ContainsAllWords(file_name, edit_filter_text) ||
+ (file_program_id.count() == 16 && edit_filter_text.contains(file_program_id))) {
+ tree_view->setRowHidden(j, folder_index, false);
+ ++result_count;
+ } else {
+ tree_view->setRowHidden(j, folder_index, true);
+ }
+ search_field->setFilterResult(result_count, childrenTotal);
}
- search_field->setFilterResult(result_count, row_count);
+ }
+ }
+}
+
+void GameList::onUpdateThemedIcons() {
+ for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
+ QStandardItem* child = item_model->invisibleRootItem()->child(i);
+
+ int icon_size = UISettings::values.icon_size;
+ switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
+ case GameListItemType::InstalledDir:
+ child->setData(
+ QIcon::fromTheme(QStringLiteral("sd_card"))
+ .pixmap(icon_size)
+ .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
+ Qt::DecorationRole);
+ break;
+ case GameListItemType::SystemDir:
+ child->setData(
+ QIcon::fromTheme(QStringLiteral("chip"))
+ .pixmap(icon_size)
+ .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
+ Qt::DecorationRole);
+ break;
+ case GameListItemType::CustomDir: {
+ const UISettings::GameDir* game_dir =
+ child->data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
+ QString icon_name = QFileInfo::exists(game_dir->path) ? QStringLiteral("folder")
+ : QStringLiteral("bad_folder");
+ child->setData(
+ QIcon::fromTheme(icon_name).pixmap(icon_size).scaled(
+ icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
+ Qt::DecorationRole);
+ break;
+ }
+ case GameListItemType::AddDir:
+ child->setData(
+ QIcon::fromTheme(QStringLiteral("plus"))
+ .pixmap(icon_size)
+ .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
+ Qt::DecorationRole);
+ break;
}
}
}
@@ -230,12 +308,16 @@ GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvide
item_model->setHeaderData(COLUMN_FILE_TYPE - 1, Qt::Horizontal, tr("File type"));
item_model->setHeaderData(COLUMN_SIZE - 1, Qt::Horizontal, tr("Size"));
}
+ item_model->setSortRole(GameListItemPath::TitleRole);
+ connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons);
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
+ connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded);
+ connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded);
- // 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.
+ // 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*>");
layout->setContentsMargins(0, 0, 0, 0);
@@ -263,38 +345,67 @@ void GameList::clearFilter() {
search_field->clear();
}
-void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
+void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
+ tree_view->setExpanded(
+ entry_items->index(),
+ entry_items->data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded);
}
-void GameList::ValidateEntry(const QModelIndex& item) {
- // We don't care about the individual QStandardItem that was selected, but its row.
- const int row = item_model->itemFromIndex(item)->row();
- const QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
- const QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
-
- if (file_path.isEmpty())
- return;
-
- if (!QFileInfo::exists(file_path))
- return;
+void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
+ parent->appendRow(entry_items);
+}
- const QFileInfo file_info{file_path};
- if (file_info.isDir()) {
- const QDir dir{file_path};
- const QStringList matching_main = dir.entryList({QStringLiteral("main")}, QDir::Files);
- if (matching_main.size() == 1) {
- emit GameChosen(dir.path() + QDir::separator() + matching_main[0]);
+void GameList::ValidateEntry(const QModelIndex& item) {
+ auto selected = item.sibling(item.row(), 0);
+
+ switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
+ case GameListItemType::Game: {
+ QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
+ if (file_path.isEmpty())
+ return;
+ QFileInfo file_info(file_path);
+ if (!file_info.exists())
+ return;
+
+ if (file_info.isDir()) {
+ const QDir dir{file_path};
+ const QStringList matching_main = dir.entryList({QStringLiteral("main")}, QDir::Files);
+ if (matching_main.size() == 1) {
+ emit GameChosen(dir.path() + QDir::separator() + matching_main[0]);
+ }
+ return;
}
- return;
+
+ // Users usually want to run a different game after closing one
+ search_field->clear();
+ emit GameChosen(file_path);
+ break;
}
+ case GameListItemType::AddDir:
+ emit AddDirectory();
+ break;
+ }
+}
- // Users usually want to run a diffrent game after closing one
- search_field->clear();
- emit GameChosen(file_path);
+bool GameList::isEmpty() {
+ for (int i = 0; i < item_model->rowCount(); i++) {
+ const QStandardItem* child = item_model->invisibleRootItem()->child(i);
+ GameListItemType type = static_cast<GameListItemType>(child->type());
+ if (!child->hasChildren() &&
+ (type == GameListItemType::InstalledDir || type == GameListItemType::SystemDir)) {
+ item_model->invisibleRootItem()->removeRow(child->row());
+ i--;
+ };
+ }
+ return !item_model->invisibleRootItem()->hasChildren();
}
void GameList::DonePopulating(QStringList watch_list) {
+ emit ShowList(!isEmpty());
+
+ item_model->invisibleRootItem()->appendRow(new GameListAddDir());
+
// Clear out the old directories to watch for changes and add the new ones
auto watch_dirs = watcher->directories();
if (!watch_dirs.isEmpty()) {
@@ -311,9 +422,16 @@ void GameList::DonePopulating(QStringList watch_list) {
QCoreApplication::processEvents();
}
tree_view->setEnabled(true);
- int rowCount = tree_view->model()->rowCount();
- search_field->setFilterResult(rowCount, rowCount);
- if (rowCount > 0) {
+ int folder_count = tree_view->model()->rowCount();
+ int childrenTotal = 0;
+ for (int i = 0; i < folder_count; ++i) {
+ int childrenCount = item_model->item(i, 0)->rowCount();
+ for (int j = 0; j < childrenCount; ++j) {
+ ++childrenTotal;
+ }
+ }
+ search_field->setFilterResult(childrenTotal, childrenTotal);
+ if (childrenTotal > 0) {
search_field->setFocus();
}
}
@@ -323,12 +441,26 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
if (!item.isValid())
return;
- int row = item_model->itemFromIndex(item)->row();
- QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
- u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
- std::string path = child_file->data(GameListItemPath::FullPathRole).toString().toStdString();
-
+ auto selected = item.sibling(item.row(), 0);
QMenu context_menu;
+ switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
+ case GameListItemType::Game:
+ AddGamePopup(context_menu, selected.data(GameListItemPath::ProgramIdRole).toULongLong(),
+ selected.data(GameListItemPath::FullPathRole).toString().toStdString());
+ break;
+ case GameListItemType::CustomDir:
+ AddPermDirPopup(context_menu, selected);
+ AddCustomDirPopup(context_menu, selected);
+ break;
+ case GameListItemType::InstalledDir:
+ case GameListItemType::SystemDir:
+ AddPermDirPopup(context_menu, selected);
+ break;
+ }
+ context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
+}
+
+void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, std::string path) {
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* open_lfs_location = context_menu.addAction(tr("Open Mod Data Location"));
QAction* open_transferable_shader_cache =
@@ -344,19 +476,86 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);
- connect(open_save_location, &QAction::triggered,
- [&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData); });
- connect(open_lfs_location, &QAction::triggered,
- [&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::ModData); });
+ connect(open_save_location, &QAction::triggered, [this, program_id]() {
+ emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData);
+ });
+ connect(open_lfs_location, &QAction::triggered, [this, program_id]() {
+ emit OpenFolderRequested(program_id, GameListOpenTarget::ModData);
+ });
connect(open_transferable_shader_cache, &QAction::triggered,
- [&]() { emit OpenTransferableShaderCacheRequested(program_id); });
- connect(dump_romfs, &QAction::triggered, [&]() { emit DumpRomFSRequested(program_id, path); });
- connect(copy_tid, &QAction::triggered, [&]() { emit CopyTIDRequested(program_id); });
- connect(navigate_to_gamedb_entry, &QAction::triggered,
- [&]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); });
- connect(properties, &QAction::triggered, [&]() { emit OpenPerGameGeneralRequested(path); });
+ [this, program_id]() { emit OpenTransferableShaderCacheRequested(program_id); });
+ connect(dump_romfs, &QAction::triggered,
+ [this, program_id, path]() { emit DumpRomFSRequested(program_id, path); });
+ connect(copy_tid, &QAction::triggered,
+ [this, program_id]() { emit CopyTIDRequested(program_id); });
+ connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
+ emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
+ });
+ connect(properties, &QAction::triggered,
+ [this, path]() { emit OpenPerGameGeneralRequested(path); });
+};
+
+void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
+ UISettings::GameDir& game_dir =
+ *selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
+
+ QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
+ QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));
+
+ deep_scan->setCheckable(true);
+ deep_scan->setChecked(game_dir.deep_scan);
+
+ connect(deep_scan, &QAction::triggered, [this, &game_dir] {
+ game_dir.deep_scan = !game_dir.deep_scan;
+ PopulateAsync(UISettings::values.game_dirs);
+ });
+ connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
+ UISettings::values.game_dirs.removeOne(game_dir);
+ item_model->invisibleRootItem()->removeRow(selected.row());
+ });
+}
- context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
+void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
+ UISettings::GameDir& game_dir =
+ *selected.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
+
+ QAction* move_up = context_menu.addAction(tr(u8"\U000025b2 Move Up"));
+ QAction* move_down = context_menu.addAction(tr(u8"\U000025bc Move Down "));
+ QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));
+
+ int row = selected.row();
+
+ move_up->setEnabled(row > 0);
+ move_down->setEnabled(row < item_model->rowCount() - 2);
+
+ connect(move_up, &QAction::triggered, [this, selected, row, &game_dir] {
+ // find the indices of the items in settings and swap them
+ UISettings::values.game_dirs.swap(
+ UISettings::values.game_dirs.indexOf(game_dir),
+ UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() - 1, 0)
+ .data(GameListDir::GameDirRole)
+ .value<UISettings::GameDir*>()));
+ // move the treeview items
+ QList<QStandardItem*> item = item_model->takeRow(row);
+ item_model->invisibleRootItem()->insertRow(row - 1, item);
+ tree_view->setExpanded(selected, game_dir.expanded);
+ });
+
+ connect(move_down, &QAction::triggered, [this, selected, row, &game_dir] {
+ // find the indices of the items in settings and swap them
+ UISettings::values.game_dirs.swap(
+ UISettings::values.game_dirs.indexOf(game_dir),
+ UISettings::values.game_dirs.indexOf(*selected.sibling(selected.row() + 1, 0)
+ .data(GameListDir::GameDirRole)
+ .value<UISettings::GameDir*>()));
+ // move the treeview items
+ QList<QStandardItem*> item = item_model->takeRow(row);
+ item_model->invisibleRootItem()->insertRow(row + 1, item);
+ tree_view->setExpanded(selected, game_dir.expanded);
+ });
+
+ connect(open_directory_location, &QAction::triggered,
+ [this, game_dir] { emit OpenDirectory(game_dir.path); });
}
void GameList::LoadCompatibilityList() {
@@ -403,14 +602,7 @@ void GameList::LoadCompatibilityList() {
}
}
-void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
- const QFileInfo dir_info{dir_path};
- if (!dir_info.exists() || !dir_info.isDir()) {
- LOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toStdString());
- search_field->setFilterResult(0, 0);
- return;
- }
-
+void GameList::PopulateAsync(QList<UISettings::GameDir>& game_dirs) {
tree_view->setEnabled(false);
// Update the columns in case UISettings has changed
@@ -433,17 +625,19 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
+ search_field->clear();
emit ShouldCancelWorker();
- GameListWorker* worker =
- new GameListWorker(vfs, provider, dir_path, deep_scan, compatibility_list);
+ GameListWorker* worker = new GameListWorker(vfs, provider, game_dirs, compatibility_list);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
+ connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
+ Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::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, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
Qt::DirectConnection);
@@ -471,10 +665,42 @@ const QStringList GameList::supported_file_extensions = {
QStringLiteral("xci"), QStringLiteral("nsp"), QStringLiteral("kip")};
void GameList::RefreshGameDirectory() {
- if (!UISettings::values.game_directory_path.isEmpty() && current_worker != nullptr) {
+ if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
- search_field->clear();
- PopulateAsync(UISettings::values.game_directory_path,
- UISettings::values.game_directory_deepscan);
+ PopulateAsync(UISettings::values.game_dirs);
}
}
+
+GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
+ this->main_window = parent;
+
+ connect(main_window, &GMainWindow::UpdateThemedIcons, this,
+ &GameListPlaceholder::onUpdateThemedIcons);
+
+ layout = new QVBoxLayout;
+ image = new QLabel;
+ text = new QLabel;
+ layout->setAlignment(Qt::AlignCenter);
+ image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));
+
+ text->setText(tr("Double-click to add a new folder to the game list "));
+ QFont font = text->font();
+ font.setPointSize(20);
+ text->setFont(font);
+ text->setAlignment(Qt::AlignHCenter);
+ image->setAlignment(Qt::AlignHCenter);
+
+ layout->addWidget(image);
+ layout->addWidget(text);
+ setLayout(layout);
+}
+
+GameListPlaceholder::~GameListPlaceholder() = default;
+
+void GameListPlaceholder::onUpdateThemedIcons() {
+ image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));
+}
+
+void GameListPlaceholder::mouseDoubleClickEvent(QMouseEvent* event) {
+ emit GameListPlaceholder::AddDirectory();
+}