// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include #include #include #include #include #include "citra_qt/ui_settings.h" #include "citra_qt/util/util.h" #include "common/logging/log.h" #include "common/string_util.h" #include "core/loader/smdh.h" enum class GameListItemType { Game = QStandardItem::UserType + 1, CustomDir = QStandardItem::UserType + 2, InstalledDir = QStandardItem::UserType + 3, SystemDir = QStandardItem::UserType + 4, AddDir = QStandardItem::UserType + 5 }; Q_DECLARE_METATYPE(GameListItemType); /** * Gets the game icon from SMDH data. * @param smdh SMDH data * @param large If true, returns large icon (48x48), otherwise returns small icon (24x24) * @return QPixmap game icon */ static QPixmap GetQPixmapFromSMDH(const Loader::SMDH& smdh, bool large) { std::vector icon_data = smdh.GetIcon(large); const uchar* data = reinterpret_cast(icon_data.data()); int size = large ? 48 : 24; QImage icon(data, size, size, QImage::Format::Format_RGB16); return QPixmap::fromImage(icon); } /** * Gets the default icon (for games without valid SMDH) * @param large If true, returns large icon (48x48), otherwise returns small icon (24x24) * @return QPixmap default icon */ static QPixmap GetDefaultIcon(bool large) { int size = large ? 48 : 24; QPixmap icon(size, size); icon.fill(Qt::transparent); return icon; } /** * Creates a circle pixmap from a specified color * @param color The color the pixmap shall have * @return QPixmap circle pixmap */ static QPixmap CreateCirclePixmapFromColor(const QColor& color) { QPixmap circle_pixmap(16, 16); circle_pixmap.fill(Qt::transparent); QPainter painter(&circle_pixmap); painter.setPen(color); painter.setBrush(color); painter.drawEllipse(0, 0, 15, 15); return circle_pixmap; } /** * Gets the short game title from SMDH data. * @param smdh SMDH data * @param language title language * @return QString short title */ static QString GetQStringShortTitleFromSMDH(const Loader::SMDH& smdh, Loader::SMDH::TitleLanguage language) { return QString::fromUtf16(smdh.GetShortTitle(language).data()); } /** * Gets the game region from SMDH data. * @param smdh SMDH data * @return QString region */ static QString GetRegionFromSMDH(const Loader::SMDH& smdh) { const Loader::SMDH::GameRegion region = smdh.GetRegion(); switch (region) { case Loader::SMDH::GameRegion::Invalid: return QObject::tr("Invalid region"); case Loader::SMDH::GameRegion::Japan: return QObject::tr("Japan"); case Loader::SMDH::GameRegion::NorthAmerica: return QObject::tr("North America"); case Loader::SMDH::GameRegion::Europe: return QObject::tr("Europe"); case Loader::SMDH::GameRegion::Australia: return QObject::tr("Australia"); case Loader::SMDH::GameRegion::China: return QObject::tr("China"); case Loader::SMDH::GameRegion::Korea: return QObject::tr("Korea"); case Loader::SMDH::GameRegion::Taiwan: return QObject::tr("Taiwan"); case Loader::SMDH::GameRegion::RegionFree: return QObject::tr("Region free"); default: return QObject::tr("Invalid Region"); } } struct CompatStatus { QString color; const char* text; const char* tooltip; }; // When this is put in a class, MSVS builds crash when closing Citra // clang-format off const static inline std::map status_data = { { "0", { "#5c93ed", QT_TRANSLATE_NOOP("GameList", "Perfect"), QT_TRANSLATE_NOOP("GameList", "Game functions flawless with no audio or graphical glitches, all tested functionality works as intended without\nany workarounds needed.") } }, { "1", { "#47d35c", QT_TRANSLATE_NOOP("GameList", "Great"), QT_TRANSLATE_NOOP("GameList", "Game functions with minor graphical or audio glitches and is playable from start to finish. May require some\nworkarounds.") } }, { "2", { "#94b242", QT_TRANSLATE_NOOP("GameList", "Okay"), QT_TRANSLATE_NOOP("GameList", "Game functions with major graphical or audio glitches, but game is playable from start to finish with\nworkarounds.") } }, { "3", { "#f2d624", QT_TRANSLATE_NOOP("GameList", "Bad"), QT_TRANSLATE_NOOP("GameList", "Game functions, but with major graphical or audio glitches. Unable to progress in specific areas due to glitches\neven with workarounds.") } }, { "4", { "#FF0000", QT_TRANSLATE_NOOP("GameList", "Intro/Menu"), QT_TRANSLATE_NOOP("GameList", "Game is completely unplayable due to major graphical or audio glitches. Unable to progress past the Start\nScreen.") } }, { "5", { "#828282", QT_TRANSLATE_NOOP("GameList", "Won't Boot"), QT_TRANSLATE_NOOP("GameList", "The game crashes when attempting to startup.") } }, { "99",{ "#000000", QT_TRANSLATE_NOOP("GameList", "Not Tested"), QT_TRANSLATE_NOOP("GameList", "The game has not yet been tested.") } }, }; // clang-format on class GameListItem : public QStandardItem { public: // used to access type from item index static const int TypeRole = Qt::UserRole + 1; static const int SortRole = Qt::UserRole + 2; GameListItem() : QStandardItem() {} GameListItem(const QString& string) : QStandardItem(string) { setData(string, SortRole); } virtual ~GameListItem() override {} }; /** * A specialization of GameListItem for path values. * This class ensures that for every full path value it holds, a correct string representation * of just the filename (with no extension) will be displayed to the user. * If this class receives valid SMDH data, it will also display game icons and titles. */ class GameListItemPath : public GameListItem { public: static const int TitleRole = SortRole; static const int FullPathRole = SortRole + 1; static const int ProgramIdRole = SortRole + 2; GameListItemPath() : GameListItem() {} GameListItemPath(const QString& game_path, const std::vector& smdh_data, u64 program_id) : GameListItem() { setData(type(), TypeRole); setData(game_path, FullPathRole); setData(qulonglong(program_id), ProgramIdRole); if (!Loader::IsValidSMDH(smdh_data)) { // SMDH is not valid, set a default icon setData(GetDefaultIcon(true), Qt::DecorationRole); return; } Loader::SMDH smdh; memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH)); // Get icon from SMDH setData(GetQPixmapFromSMDH(smdh, true), Qt::DecorationRole); // Get title from SMDH setData(GetQStringShortTitleFromSMDH(smdh, Loader::SMDH::TitleLanguage::English), TitleRole); } int type() const override { return static_cast(GameListItemType::Game); } QVariant data(int role) const override { if (role == Qt::DisplayRole) { std::string filename; Common::SplitPath(data(FullPathRole).toString().toStdString(), nullptr, &filename, nullptr); QString title = data(TitleRole).toString(); return QString::fromStdString(filename) + (title.isEmpty() ? "" : "\n " + title); } else { return GameListItem::data(role); } } }; class GameListItemCompat : public GameListItem { public: static const int CompatNumberRole = SortRole; GameListItemCompat() = default; explicit GameListItemCompat(const QString compatiblity) { setData(type(), TypeRole); auto iterator = status_data.find(compatiblity); if (iterator == status_data.end()) { NGLOG_WARNING(Frontend, "Invalid compatibility number {}", compatiblity.toStdString()); return; } CompatStatus status = iterator->second; setData(compatiblity, CompatNumberRole); setText(QCoreApplication::translate("GameList", status.text)); setToolTip(QCoreApplication::translate("GameList", status.tooltip)); setData(CreateCirclePixmapFromColor(status.color), Qt::DecorationRole); } int type() const override { return static_cast(GameListItemType::Game); } bool operator<(const QStandardItem& other) const override { return data(CompatNumberRole) < other.data(CompatNumberRole); } }; class GameListItemRegion : public GameListItem { public: GameListItemRegion() = default; explicit GameListItemRegion(const std::vector& smdh_data) { setData(type(), TypeRole); if (!Loader::IsValidSMDH(smdh_data)) { setText(QObject::tr("Invalid region")); return; } Loader::SMDH smdh; memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH)); setText(GetRegionFromSMDH(smdh)); setData(GetRegionFromSMDH(smdh), SortRole); } int type() const override { return static_cast(GameListItemType::Game); } }; /** * A specialization of GameListItem for size values. * This class ensures that for every numerical size value it holds (in bytes), a correct * human-readable string representation will be displayed to the user. */ class GameListItemSize : public GameListItem { public: static const int SizeRole = SortRole; GameListItemSize() : GameListItem() {} GameListItemSize(const qulonglong size_bytes) : GameListItem() { setData(type(), TypeRole); setData(size_bytes, SizeRole); } void setData(const QVariant& value, int role) override { // By specializing setData for SizeRole, we can ensure that the numerical and string // representations of the data are always accurate and in the correct format. if (role == SizeRole) { qulonglong size_bytes = value.toULongLong(); GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole); GameListItem::setData(value, SizeRole); } else { GameListItem::setData(value, role); } } int type() const override { return static_cast(GameListItemType::Game); } /** * This operator is, in practice, only used by the TreeView sorting systems. * Override it so that it will correctly sort by numerical value instead of by string * representation. */ bool operator<(const QStandardItem& other) const override { return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong(); } }; class GameListDir : public GameListItem { public: static const int GameDirRole = Qt::UserRole + 2; explicit GameListDir(UISettings::GameDir& directory, GameListItemType dir_type = GameListItemType::CustomDir) : dir_type{dir_type} { setData(type(), TypeRole); UISettings::GameDir* game_dir = &directory; setData(QVariant::fromValue(game_dir), GameDirRole); switch (dir_type) { case GameListItemType::InstalledDir: setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole); setData("Installed Titles", Qt::DisplayRole); break; case GameListItemType::SystemDir: setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole); setData("System Titles", Qt::DisplayRole); break; case GameListItemType::CustomDir: QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder"; setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole); setData(game_dir->path, Qt::DisplayRole); break; }; }; int type() const override { return static_cast(dir_type); } private: GameListItemType dir_type; }; class GameListAddDir : public GameListItem { public: explicit GameListAddDir() { setData(type(), TypeRole); setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole); setData("Add New Game Directory", Qt::DisplayRole); } int type() const override { return static_cast(GameListItemType::AddDir); } }; /** * Asynchronous worker object for populating the game list. * Communicates with other threads through Qt's signal/slot system. */ class GameListWorker : public QObject, public QRunnable { Q_OBJECT public: explicit GameListWorker( QList& game_dirs, const std::unordered_map>& compatibility_list) : QObject(), QRunnable(), game_dirs(game_dirs), compatibility_list(compatibility_list) {} public slots: /// Starts the processing of directory tree information. void run() override; /// Tells the worker that it should no longer continue processing. Thread-safe. void Cancel(); signals: /** * The `EntryReady` signal is emitted once an entry has been prepared and is ready * to be added to the game list. * @param entry_items a list with `QStandardItem`s that make up the columns of the new * entry. */ void DirEntryReady(GameListDir* entry_items); void EntryReady(QList entry_items, GameListDir* parent_dir); /** * After the worker has traversed the game directory looking for entries, this signal is * emitted with a list of folders that should be watched for changes as well. */ void Finished(QStringList watch_list); private: QStringList watch_list; const std::unordered_map>& compatibility_list; QList& game_dirs; std::atomic_bool stop_processing; void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion, GameListDir* parent_dir); };