// 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 #include "citra_qt/ui_settings.h" #include "citra_qt/util/util.h" #include "common/file_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; } static auto FindMatchingCompatibilityEntry( const std::unordered_map>& compatibility_list, u64 program_id) { return std::find_if( compatibility_list.begin(), compatibility_list.end(), [program_id](const std::pair>& element) { std::string pid = fmt::format("{:016X}", program_id); return element.first == pid; }); } /** * 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"); } } 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() = default; explicit GameListItem(const QString& string) : QStandardItem(string) { setData(string, SortRole); } }; /// Game list icon sizes (in px) static const std::unordered_map IconSizes{ {UISettings::GameListIconSize::NoIcon, 0}, {UISettings::GameListIconSize::SmallIcon, 24}, {UISettings::GameListIconSize::LargeIcon, 48}, }; /** * 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; static const int ExtdataIdRole = SortRole + 3; GameListItemPath() = default; GameListItemPath(const QString& game_path, const std::vector& smdh_data, u64 program_id, u64 extdata_id) { setData(type(), TypeRole); setData(game_path, FullPathRole); setData(qulonglong(program_id), ProgramIdRole); setData(qulonglong(extdata_id), ExtdataIdRole); if (UISettings::values.game_list_icon_size == UISettings::GameListIconSize::NoIcon) { // Do not display icons setData(QPixmap(), Qt::DecorationRole); } bool large = UISettings::values.game_list_icon_size == UISettings::GameListIconSize::LargeIcon; if (!Loader::IsValidSMDH(smdh_data)) { // SMDH is not valid, set a default icon if (UISettings::values.game_list_icon_size != UISettings::GameListIconSize::NoIcon) setData(GetDefaultIcon(large), Qt::DecorationRole); return; } Loader::SMDH smdh; memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH)); // Get icon from SMDH if (UISettings::values.game_list_icon_size != UISettings::GameListIconSize::NoIcon) setData(GetQPixmapFromSMDH(smdh, large), 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 path, filename, extension; Common::SplitPath(data(FullPathRole).toString().toStdString(), &path, &filename, &extension); const std::unordered_map display_texts{ {UISettings::GameListText::FileName, QString::fromStdString(filename + extension)}, {UISettings::GameListText::FullPath, data(FullPathRole).toString()}, {UISettings::GameListText::TitleName, data(TitleRole).toString()}, {UISettings::GameListText::TitleID, QString::fromStdString(fmt::format("{:016X}", data(ProgramIdRole).toULongLong()))}, }; const QString& row1 = display_texts.at(UISettings::values.game_list_row_1); QString row2; auto row_2_id = UISettings::values.game_list_row_2; if (row_2_id != UISettings::GameListText::NoText) { row2 = (row1.isEmpty() ? "" : "\n ") + display_texts.at(row_2_id); } return row1 + row2; } else { return GameListItem::data(role); } } }; class GameListItemCompat : public GameListItem { Q_DECLARE_TR_FUNCTIONS(GameListItemCompat) public: static const int CompatNumberRole = SortRole; GameListItemCompat() = default; explicit GameListItemCompat(const QString& compatiblity) { setData(type(), TypeRole); struct CompatStatus { QString color; const char* text; const char* tooltip; }; // clang-format off static const std::map status_data = { {"0", {"#5c93ed", QT_TR_NOOP("Perfect"), QT_TR_NOOP("Game functions flawless with no audio or graphical glitches, all tested functionality works as intended without\nany workarounds needed.")}}, {"1", {"#47d35c", QT_TR_NOOP("Great"), QT_TR_NOOP("Game functions with minor graphical or audio glitches and is playable from start to finish. May require some\nworkarounds.")}}, {"2", {"#94b242", QT_TR_NOOP("Okay"), QT_TR_NOOP("Game functions with major graphical or audio glitches, but game is playable from start to finish with\nworkarounds.")}}, {"3", {"#f2d624", QT_TR_NOOP("Bad"), QT_TR_NOOP("Game functions, but with major graphical or audio glitches. Unable to progress in specific areas due to glitches\neven with workarounds.")}}, {"4", {"#ff0000", QT_TR_NOOP("Intro/Menu"), QT_TR_NOOP("Game is completely unplayable due to major graphical or audio glitches. Unable to progress past the Start\nScreen.")}}, {"5", {"#828282", QT_TR_NOOP("Won't Boot"), QT_TR_NOOP("The game crashes when attempting to startup.")}}, {"99", {"#000000", QT_TR_NOOP("Not Tested"), QT_TR_NOOP("The game has not yet been tested.")}}}; // clang-format on auto iterator = status_data.find(compatiblity); if (iterator == status_data.end()) { LOG_WARNING(Frontend, "Invalid compatibility number {}", compatiblity.toStdString()); return; } CompatStatus status = iterator->second; setData(compatiblity, CompatNumberRole); setText(QObject::tr(status.text)); setToolTip(QObject::tr(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() = default; explicit GameListItemSize(const qulonglong size_bytes) { 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); int icon_size = IconSizes.at(UISettings::values.game_list_icon_size); switch (dir_type) { case GameListItemType::InstalledDir: setData(QIcon::fromTheme("sd_card").pixmap(icon_size), Qt::DecorationRole); setData("Installed Titles", Qt::DisplayRole); break; case GameListItemType::SystemDir: setData(QIcon::fromTheme("chip").pixmap(icon_size), 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(icon_size), 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); int icon_size = IconSizes.at(UISettings::values.game_list_icon_size); setData(QIcon::fromTheme("plus").pixmap(icon_size), 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) : 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); }; class GameList; class QHBoxLayout; class QTreeView; class QLabel; class QLineEdit; class QToolButton; class GameListSearchField : public QWidget { Q_OBJECT public: explicit GameListSearchField(GameList* parent = nullptr); void setFilterResult(int visible, int total); void clear(); void setFocus(); int visible; int total; private: class KeyReleaseEater : public QObject { public: explicit KeyReleaseEater(GameList* gamelist); private: GameList* gamelist = nullptr; QString edit_filter_text_old; protected: // EventFilter in order to process systemkeys while editing the searchfield bool eventFilter(QObject* obj, QEvent* event) override; }; QHBoxLayout* layout_filter = nullptr; QTreeView* tree_view = nullptr; QLabel* label_filter = nullptr; QLineEdit* edit_filter = nullptr; QLabel* label_filter_result = nullptr; QToolButton* button_filter_close = nullptr; };