diff options
author | fearlessTobi <thm.frey@gmail.com> | 2019-05-01 23:21:04 +0200 |
---|---|---|
committer | FearlessTobi <thm.frey@gmail.com> | 2019-09-04 16:47:32 +0200 |
commit | 2d8eba5bafd7fe9da00c8a57c605a503c3ece478 (patch) | |
tree | c3bc64c33ab43f6bd0d7bb6f4ec63b11490a41e8 /src/yuzu/game_list.cpp | |
parent | 7fc5af36226676d2ebc07a7a3d3cd82c536f206a (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.cpp | 430 |
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(); +} |