mirror of
https://github.com/PabloMK7/citra.git
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540 lines
22 KiB
C++
540 lines
22 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cinttypes>
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#include <QApplication>
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#include <QFileInfo>
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#include <QFileSystemWatcher>
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#include <QHBoxLayout>
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#include <QHeaderView>
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#include <QJsonDocument>
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#include <QJsonObject>
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#include <QKeyEvent>
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#include <QLabel>
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#include <QLineEdit>
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#include <QMenu>
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#include <QModelIndex>
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#include <QStandardItem>
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#include <QStandardItemModel>
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#include <QThreadPool>
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#include <QToolButton>
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#include <QTreeView>
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#include "citra_qt/game_list.h"
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#include "citra_qt/game_list_p.h"
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#include "citra_qt/main.h"
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#include "citra_qt/ui_settings.h"
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#include "common/common_paths.h"
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#include "common/logging/log.h"
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#include "common/string_util.h"
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#include "core/hle/service/fs/archive.h"
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#include "core/loader/loader.h"
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GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) {
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this->gamelist = gamelist;
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edit_filter_text_old = "";
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}
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// EventFilter in order to process systemkeys while editing the searchfield
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bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
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// If it isn't a KeyRelease event then continue with standard event processing
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if (event->type() != QEvent::KeyRelease)
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return QObject::eventFilter(obj, event);
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QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
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int rowCount = gamelist->tree_view->model()->rowCount();
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QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
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// If the searchfield's text hasn't changed special function keys get checked
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// If no function key changes the searchfield's text the filter doesn't need to get reloaded
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if (edit_filter_text == edit_filter_text_old) {
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switch (keyEvent->key()) {
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// Escape: Resets the searchfield
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case Qt::Key_Escape: {
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if (edit_filter_text_old.isEmpty()) {
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return QObject::eventFilter(obj, event);
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} else {
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gamelist->search_field->edit_filter->clear();
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edit_filter_text = "";
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}
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break;
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}
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// Return and Enter
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// If the enter key gets pressed first checks how many and which entry is visible
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// If there is only one result launch this game
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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QStandardItem* child_file;
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QString file_path;
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int resultCount = 0;
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for (int i = 0; i < rowCount; ++i) {
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if (!gamelist->tree_view->isRowHidden(i, root_index)) {
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++resultCount;
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child_file = gamelist->item_model->item(i, 0);
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file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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}
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}
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if (resultCount == 1) {
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// To avoid loading error dialog loops while confirming them using enter
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// Also users usually want to run a diffrent game after closing one
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gamelist->search_field->edit_filter->setText("");
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edit_filter_text = "";
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emit gamelist->GameChosen(file_path);
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} else {
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return QObject::eventFilter(obj, event);
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}
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break;
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}
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default:
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return QObject::eventFilter(obj, event);
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}
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}
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edit_filter_text_old = edit_filter_text;
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return QObject::eventFilter(obj, event);
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}
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void GameList::SearchField::setFilterResult(int visible, int total) {
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QString result_of_text = tr("of");
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QString result_text;
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if (total == 1) {
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result_text = tr("result");
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} else {
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result_text = tr("results");
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}
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label_filter_result->setText(
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QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
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}
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void GameList::SearchField::clear() {
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edit_filter->setText("");
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}
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void GameList::SearchField::setFocus() {
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if (edit_filter->isVisible()) {
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edit_filter->setFocus();
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}
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}
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GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
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KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
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layout_filter = new QHBoxLayout;
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layout_filter->setMargin(8);
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label_filter = new QLabel;
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label_filter->setText(tr("Filter:"));
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edit_filter = new QLineEdit;
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edit_filter->setText("");
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->installEventFilter(keyReleaseEater);
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edit_filter->setClearButtonEnabled(true);
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connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
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label_filter_result = new QLabel;
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button_filter_close = new QToolButton(this);
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button_filter_close->setText("X");
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button_filter_close->setCursor(Qt::ArrowCursor);
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button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
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"#000000; font-weight: bold; background: #F0F0F0; }"
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"QToolButton:hover{ border: none; padding: 0px; color: "
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"#EEEEEE; font-weight: bold; background: #E81123}");
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connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
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layout_filter->setSpacing(10);
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layout_filter->addWidget(label_filter);
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layout_filter->addWidget(edit_filter);
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layout_filter->addWidget(label_filter_result);
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layout_filter->addWidget(button_filter_close);
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setLayout(layout_filter);
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}
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/**
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param String that gets checked if it contains all words of the userinput string
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* @param String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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bool GameList::containsAllWords(QString haystack, QString userinput) {
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QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
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return std::all_of(userinput_split.begin(), userinput_split.end(),
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[haystack](QString s) { return haystack.contains(s); });
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}
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::onTextChanged(const QString& newText) {
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int rowCount = tree_view->model()->rowCount();
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QString edit_filter_text = newText.toLower();
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QModelIndex root_index = item_model->invisibleRootItem()->index();
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// If the searchfield is empty every item is visible
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// Otherwise the filter gets applied
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if (edit_filter_text.isEmpty()) {
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for (int i = 0; i < rowCount; ++i) {
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tree_view->setRowHidden(i, root_index, false);
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}
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search_field->setFilterResult(rowCount, rowCount);
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} else {
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QStandardItem* child_file;
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QString file_path, file_name, file_title, file_programmid;
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int result_count = 0;
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for (int i = 0; i < rowCount; ++i) {
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child_file = item_model->item(i, 0);
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file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower();
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file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
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file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower();
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file_programmid =
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child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
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// Only items which filename in combination with its title contains all words
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// that are in the searchfield will be visible in the gamelist
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// The search is case insensitive because of toLower()
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// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
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// multiple conversions of edit_filter_text for each game in the gamelist
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if (containsAllWords(file_name.append(" ").append(file_title), edit_filter_text) ||
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(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
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tree_view->setRowHidden(i, root_index, false);
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++result_count;
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} else {
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tree_view->setRowHidden(i, root_index, true);
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}
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search_field->setFilterResult(result_count, rowCount);
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}
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}
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}
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void GameList::onFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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}
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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watcher = new QFileSystemWatcher(this);
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connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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this->main_window = parent;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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search_field = new SearchField(this);
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item_model = new QStandardItemModel(tree_view);
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tree_view->setModel(item_model);
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tree_view->setAlternatingRowColors(true);
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tree_view->setSelectionMode(QHeaderView::SingleSelection);
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tree_view->setSelectionBehavior(QHeaderView::SelectRows);
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tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
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tree_view->setSortingEnabled(true);
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tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
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tree_view->setUniformRowHeights(true);
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tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, "Compatibility");
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item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setSpacing(0);
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layout->addWidget(tree_view);
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layout->addWidget(search_field);
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setLayout(layout);
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}
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GameList::~GameList() {
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emit ShouldCancelWorker();
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}
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void GameList::setFilterFocus() {
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if (tree_view->model()->rowCount() > 0) {
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search_field->setFocus();
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}
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}
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void GameList::setFilterVisible(bool visibility) {
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search_field->setVisible(visibility);
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}
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void GameList::clearFilter() {
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search_field->clear();
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}
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void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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}
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void GameList::ValidateEntry(const QModelIndex& item) {
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// We don't care about the individual QStandardItem that was selected, but its row.
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
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if (file_path.isEmpty())
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return;
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std::string std_file_path(file_path.toStdString());
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if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
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return;
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// Users usually want to run a diffrent game after closing one
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search_field->clear();
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emit GameChosen(file_path);
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}
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void GameList::DonePopulating(QStringList watch_list) {
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// Clear out the old directories to watch for changes and add the new ones
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auto watch_dirs = watcher->directories();
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if (!watch_dirs.isEmpty()) {
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watcher->removePaths(watch_dirs);
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}
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// Workaround: Add the watch paths in chunks to allow the gui to refresh
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// This prevents the UI from stalling when a large number of watch paths are added
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// Also artificially caps the watcher to a certain number of directories
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constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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constexpr int SLICE_SIZE = 25;
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int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
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for (int i = 0; i < len; i += SLICE_SIZE) {
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watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
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QCoreApplication::processEvents();
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}
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tree_view->setEnabled(true);
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int rowCount = tree_view->model()->rowCount();
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search_field->setFilterResult(rowCount, rowCount);
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if (rowCount > 0) {
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search_field->setFocus();
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}
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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QModelIndex item = tree_view->indexAt(menu_location);
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if (!item.isValid())
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return;
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
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QMenu context_menu;
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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QAction* open_application_location = context_menu.addAction(tr("Open Application Location"));
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QAction* open_update_location = context_menu.addAction(tr("Open Update Data Location"));
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open_save_location->setEnabled(program_id != 0);
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open_application_location->setVisible(FileUtil::Exists(
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Service::AM::GetTitleContentPath(Service::FS::MediaType::SDMC, program_id)));
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open_update_location->setEnabled(0x00040000'00000000 <= program_id &&
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program_id <= 0x00040000'FFFFFFFF);
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connect(open_save_location, &QAction::triggered,
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SAVE_DATA); });
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connect(open_application_location, &QAction::triggered,
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::APPLICATION); });
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connect(open_update_location, &QAction::triggered,
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[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::UPDATE_DATA); });
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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}
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void GameList::LoadCompatibilityList() {
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QFile compat_list{":compatibility_list/compatibility_list.json"};
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if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
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NGLOG_ERROR(Frontend, "Unable to open game compatibility list");
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return;
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}
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if (compat_list.size() == 0) {
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NGLOG_ERROR(Frontend, "Game compatibility list is empty");
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return;
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}
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const QByteArray content = compat_list.readAll();
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if (content.isEmpty()) {
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NGLOG_ERROR(Frontend, "Unable to completely read game compatibility list");
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return;
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}
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const QString string_content = content;
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QJsonDocument json = QJsonDocument::fromJson(string_content.toUtf8());
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QJsonObject list = json.object();
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QStringList game_ids = list.keys();
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for (QString id : game_ids) {
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QJsonObject game = list[id].toObject();
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if (game.contains("compatibility") && game["compatibility"].isString()) {
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QString compatibility = game["compatibility"].toString();
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compatibility_list.insert(std::make_pair(id.toUpper().toStdString(), compatibility));
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}
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}
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}
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QStandardItemModel* GameList::GetModel() const {
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return item_model;
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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NGLOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toStdString());
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search_field->setFilterResult(0, 0);
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return;
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}
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tree_view->setEnabled(false);
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// Delete any rows that might already exist if we're repopulating
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item_model->removeRows(0, item_model->rowCount());
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emit ShouldCancelWorker();
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan, compatibility_list);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
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Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
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// without delay.
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connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
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Qt::DirectConnection);
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QThreadPool::globalInstance()->start(worker);
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current_worker = std::move(worker);
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}
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void GameList::SaveInterfaceLayout() {
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UISettings::values.gamelist_header_state = tree_view->header()->saveState();
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}
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void GameList::LoadInterfaceLayout() {
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auto header = tree_view->header();
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if (!header->restoreState(UISettings::values.gamelist_header_state)) {
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// We are using the name column to display icons and titles
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// so make it as large as possible as default.
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header->resizeSection(COLUMN_NAME, header->width());
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}
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item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
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}
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const QStringList GameList::supported_file_extensions = {"3ds", "3dsx", "elf", "axf",
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"cci", "cxi", "app"};
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static bool HasSupportedFileExtension(const std::string& file_name) {
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QFileInfo file = QFileInfo(file_name.c_str());
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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}
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void GameList::RefreshGameDirectory() {
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if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
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NGLOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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search_field->clear();
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PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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}
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}
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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if (stop_processing)
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return false; // Breaks the callback loop.
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bool is_dir = FileUtil::IsDirectory(physical_name);
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if (!is_dir && HasSupportedFileExtension(physical_name)) {
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
|
|
return true;
|
|
|
|
u64 program_id = 0;
|
|
loader->ReadProgramId(program_id);
|
|
|
|
std::vector<u8> smdh = [program_id, &loader]() -> std::vector<u8> {
|
|
std::vector<u8> original_smdh;
|
|
loader->ReadIcon(original_smdh);
|
|
|
|
if (program_id < 0x00040000'00000000 || program_id > 0x00040000'FFFFFFFF)
|
|
return original_smdh;
|
|
|
|
std::string update_path = Service::AM::GetTitleContentPath(
|
|
Service::FS::MediaType::SDMC, program_id + 0x0000000E'00000000);
|
|
|
|
if (!FileUtil::Exists(update_path))
|
|
return original_smdh;
|
|
|
|
std::unique_ptr<Loader::AppLoader> update_loader = Loader::GetLoader(update_path);
|
|
|
|
if (!update_loader)
|
|
return original_smdh;
|
|
|
|
std::vector<u8> update_smdh;
|
|
update_loader->ReadIcon(update_smdh);
|
|
return update_smdh;
|
|
}();
|
|
|
|
auto it = std::find_if(compatibility_list.begin(), compatibility_list.end(),
|
|
[program_id](const std::pair<std::string, QString>& element) {
|
|
std::string pid =
|
|
Common::StringFromFormat("%016" PRIX64, program_id);
|
|
return element.first == pid;
|
|
});
|
|
|
|
// The game list uses this as compatibility number for untested games
|
|
QString compatibility("99");
|
|
if (it != compatibility_list.end())
|
|
compatibility = it->second;
|
|
|
|
emit EntryReady({
|
|
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
|
|
new GameListItemCompat(compatibility),
|
|
new GameListItem(
|
|
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
|
|
new GameListItemSize(FileUtil::GetSize(physical_name)),
|
|
});
|
|
} else if (is_dir && recursion > 0) {
|
|
watch_list.append(QString::fromStdString(physical_name));
|
|
AddFstEntriesToGameList(physical_name, recursion - 1);
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
|
|
}
|
|
|
|
void GameListWorker::run() {
|
|
stop_processing = false;
|
|
watch_list.append(dir_path);
|
|
watch_list.append(QString::fromStdString(
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
"Nintendo "
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000"));
|
|
watch_list.append(QString::fromStdString(
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
"Nintendo "
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/0004000e"));
|
|
watch_list.append(
|
|
QString::fromStdString(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
"00000000000000000000000000000000/title/00040010"));
|
|
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
|
|
AddFstEntriesToGameList(
|
|
std::string(FileUtil::GetUserPath(D_SDMC_IDX).c_str()) +
|
|
"Nintendo "
|
|
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/00040000",
|
|
2);
|
|
AddFstEntriesToGameList(std::string(FileUtil::GetUserPath(D_NAND_IDX).c_str()) +
|
|
"00000000000000000000000000000000/title/00040010",
|
|
2);
|
|
emit Finished(watch_list);
|
|
}
|
|
|
|
void GameListWorker::Cancel() {
|
|
this->disconnect();
|
|
stop_processing = true;
|
|
}
|