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game_list: Implement context menu for items in list
* Add a context menu with a "Open Save Data Location" action
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <QHeaderView>
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#include <QMenu>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "common/common_paths.h"
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@ -28,6 +29,7 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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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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@ -35,10 +37,10 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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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
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// signals/slots. In this case, QList falls under the umbrells of custom types.
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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->addWidget(tree_view);
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@ -71,6 +73,23 @@ void GameList::DonePopulating() {
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tree_view->setEnabled(true);
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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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open_save_location->setEnabled(program_id != 0);
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connect(open_save_location, &QAction::triggered,
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[&]() { emit OpenSaveFolderRequested(program_id); });
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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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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@ -128,8 +147,11 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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std::vector<u8> smdh;
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loader->ReadIcon(smdh);
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u64 program_id = 0;
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loader->ReadProgramId(program_id);
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emit EntryReady({
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new GameListItemPath(QString::fromStdString(physical_name), smdh),
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new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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@ -36,12 +36,15 @@ public:
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signals:
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void GameChosen(QString game_path);
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void ShouldCancelWorker();
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void OpenSaveFolderRequested(u64 program_id);
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private:
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void AddEntry(const QList<QStandardItem*>& entry_items);
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void ValidateEntry(const QModelIndex& item);
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void DonePopulating();
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void PopupContextMenu(const QPoint& menu_location);
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QTreeView* tree_view = nullptr;
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QStandardItemModel* item_model = nullptr;
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GameListWorker* current_worker = nullptr;
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@ -71,10 +71,13 @@ class GameListItemPath : public GameListItem {
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public:
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static const int FullPathRole = Qt::UserRole + 1;
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static const int TitleRole = Qt::UserRole + 2;
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static const int ProgramIdRole = Qt::UserRole + 3;
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GameListItemPath() : GameListItem() {}
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GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data) : GameListItem() {
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GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data, u64 program_id)
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: GameListItem() {
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setData(game_path, FullPathRole);
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setData(qulonglong(program_id), ProgramIdRole);
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if (!Loader::IsValidSMDH(smdh_data)) {
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// SMDH is not valid, set a default icon
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