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https://github.com/yuzu-emu/yuzu.git
synced 2024-12-26 04:40:06 +00:00
game_list: Make game list function naming consistent
Makes the naming consistent with the rest of the functions that are present.
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d264b7375c
commit
f43a1da808
@ -56,7 +56,7 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
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case Qt::Key_Return:
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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case Qt::Key_Enter: {
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if (gamelist->search_field->visible == 1) {
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if (gamelist->search_field->visible == 1) {
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QString file_path = gamelist->getLastFilterResultItem();
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const QString file_path = gamelist->GetLastFilterResultItem();
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// To avoid loading error dialog loops while confirming them using enter
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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 different game after closing one
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// Also users usually want to run a different game after closing one
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@ -83,7 +83,7 @@ void GameListSearchField::setFilterResult(int visible, int total) {
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label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
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label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
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}
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}
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QString GameList::getLastFilterResultItem() const {
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QString GameList::GetLastFilterResultItem() const {
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QString file_path;
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QString file_path;
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const int folder_count = item_model->rowCount();
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const int folder_count = item_model->rowCount();
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@ -126,7 +126,7 @@ GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
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edit_filter->installEventFilter(key_release_eater);
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edit_filter->installEventFilter(key_release_eater);
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edit_filter->setClearButtonEnabled(true);
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edit_filter->setClearButtonEnabled(true);
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connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
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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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label_filter_result = new QLabel;
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button_filter_close = new QToolButton(this);
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button_filter_close = new QToolButton(this);
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button_filter_close->setText(QStringLiteral("X"));
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button_filter_close->setText(QStringLiteral("X"));
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@ -136,7 +136,7 @@ GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
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"#000000; font-weight: bold; background: #F0F0F0; }"
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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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"QToolButton:hover{ border: none; padding: 0px; color: "
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"#EEEEEE; font-weight: bold; background: #E81123}"));
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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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connect(button_filter_close, &QToolButton::clicked, parent, &GameList::OnFilterCloseClicked);
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layout_filter->setSpacing(10);
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layout_filter->setSpacing(10);
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layout_filter->addWidget(label_filter);
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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(edit_filter);
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@ -162,16 +162,22 @@ static bool ContainsAllWords(const QString& haystack, const QString& userinput)
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}
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}
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// Syncs the expanded state of Game Directories with settings to persist across sessions
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// Syncs the expanded state of Game Directories with settings to persist across sessions
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void GameList::onItemExpanded(const QModelIndex& item) {
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void GameList::OnItemExpanded(const QModelIndex& item) {
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const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
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const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
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if (type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
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const bool is_dir = type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
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type == GameListItemType::UserNandDir || type == GameListItemType::SysNandDir)
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type == GameListItemType::UserNandDir ||
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item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
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type == GameListItemType::SysNandDir;
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tree_view->isExpanded(item);
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if (!is_dir) {
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return;
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}
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auto* game_dir = item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
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game_dir->expanded = tree_view->isExpanded(item);
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}
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}
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// Event in order to filter the gamelist after editing the searchfield
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::onTextChanged(const QString& new_text) {
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void GameList::OnTextChanged(const QString& new_text) {
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const int folder_count = tree_view->model()->rowCount();
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const int folder_count = tree_view->model()->rowCount();
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QString edit_filter_text = new_text.toLower();
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QString edit_filter_text = new_text.toLower();
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QStandardItem* folder;
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QStandardItem* folder;
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@ -227,7 +233,7 @@ void GameList::onTextChanged(const QString& new_text) {
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}
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}
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}
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}
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void GameList::onUpdateThemedIcons() {
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void GameList::OnUpdateThemedIcons() {
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for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
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for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
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QStandardItem* child = item_model->invisibleRootItem()->child(i);
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QStandardItem* child = item_model->invisibleRootItem()->child(i);
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@ -279,7 +285,7 @@ void GameList::onUpdateThemedIcons() {
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}
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}
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}
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}
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void GameList::onFilterCloseClicked() {
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void GameList::OnFilterCloseClicked() {
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main_window->filterBarSetChecked(false);
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main_window->filterBarSetChecked(false);
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}
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}
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@ -320,11 +326,11 @@ GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvide
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}
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}
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item_model->setSortRole(GameListItemPath::SortRole);
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item_model->setSortRole(GameListItemPath::SortRole);
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connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons);
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connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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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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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded);
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connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
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connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded);
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connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
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// We must register all custom types with the Qt Automoc system so that we are able to use
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// We must register all custom types with the Qt Automoc system so that we are able to use
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// it with signals/slots. In this case, QList falls under the umbrells of custom types.
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// it with signals/slots. In this case, QList falls under the umbrells of custom types.
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@ -341,17 +347,17 @@ GameList::~GameList() {
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emit ShouldCancelWorker();
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emit ShouldCancelWorker();
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}
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}
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void GameList::setFilterFocus() {
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void GameList::SetFilterFocus() {
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if (tree_view->model()->rowCount() > 0) {
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if (tree_view->model()->rowCount() > 0) {
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search_field->setFocus();
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search_field->setFocus();
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}
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}
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}
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}
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void GameList::setFilterVisible(bool visibility) {
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void GameList::SetFilterVisible(bool visibility) {
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search_field->setVisible(visibility);
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search_field->setVisible(visibility);
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}
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}
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void GameList::clearFilter() {
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void GameList::ClearFilter() {
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search_field->clear();
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search_field->clear();
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}
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}
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@ -400,10 +406,11 @@ void GameList::ValidateEntry(const QModelIndex& item) {
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}
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}
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}
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}
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bool GameList::isEmpty() const {
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bool GameList::IsEmpty() const {
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for (int i = 0; i < item_model->rowCount(); i++) {
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for (int i = 0; i < item_model->rowCount(); i++) {
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const QStandardItem* child = item_model->invisibleRootItem()->child(i);
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const QStandardItem* child = item_model->invisibleRootItem()->child(i);
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const auto type = static_cast<GameListItemType>(child->type());
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const auto type = static_cast<GameListItemType>(child->type());
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if (!child->hasChildren() &&
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if (!child->hasChildren() &&
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(type == GameListItemType::SdmcDir || type == GameListItemType::UserNandDir ||
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(type == GameListItemType::SdmcDir || type == GameListItemType::UserNandDir ||
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type == GameListItemType::SysNandDir)) {
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type == GameListItemType::SysNandDir)) {
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@ -411,11 +418,12 @@ bool GameList::isEmpty() const {
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i--;
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i--;
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}
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}
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}
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}
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return !item_model->invisibleRootItem()->hasChildren();
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return !item_model->invisibleRootItem()->hasChildren();
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}
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}
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void GameList::DonePopulating(const QStringList& watch_list) {
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void GameList::DonePopulating(const QStringList& watch_list) {
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emit ShowList(!isEmpty());
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emit ShowList(!IsEmpty());
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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@ -67,11 +67,11 @@ public:
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FileSys::ManualContentProvider* provider, GMainWindow* parent = nullptr);
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FileSys::ManualContentProvider* provider, GMainWindow* parent = nullptr);
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~GameList() override;
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~GameList() override;
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QString getLastFilterResultItem() const;
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QString GetLastFilterResultItem() const;
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void clearFilter();
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void ClearFilter();
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void setFilterFocus();
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void SetFilterFocus();
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void setFilterVisible(bool visibility);
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void SetFilterVisible(bool visibility);
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bool isEmpty() const;
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bool IsEmpty() const;
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void LoadCompatibilityList();
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void LoadCompatibilityList();
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void PopulateAsync(QVector<UISettings::GameDir>& game_dirs);
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void PopulateAsync(QVector<UISettings::GameDir>& game_dirs);
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@ -99,10 +99,10 @@ signals:
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void ShowList(bool show);
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void ShowList(bool show);
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private slots:
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private slots:
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void onItemExpanded(const QModelIndex& item);
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void OnItemExpanded(const QModelIndex& item);
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void onTextChanged(const QString& new_text);
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void OnTextChanged(const QString& new_text);
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void onFilterCloseClicked();
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void OnFilterCloseClicked();
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void onUpdateThemedIcons();
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void OnUpdateThemedIcons();
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private:
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private:
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void AddDirEntry(GameListDir* entry_items);
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void AddDirEntry(GameListDir* entry_items);
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@ -838,7 +838,7 @@ void GMainWindow::RestoreUIState() {
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OnDisplayTitleBars(ui.action_Display_Dock_Widget_Headers->isChecked());
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OnDisplayTitleBars(ui.action_Display_Dock_Widget_Headers->isChecked());
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ui.action_Show_Filter_Bar->setChecked(UISettings::values.show_filter_bar);
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ui.action_Show_Filter_Bar->setChecked(UISettings::values.show_filter_bar);
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game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
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game_list->SetFilterVisible(ui.action_Show_Filter_Bar->isChecked());
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ui.action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar);
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ui.action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar);
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statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
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statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
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@ -1199,11 +1199,12 @@ void GMainWindow::ShutdownGame() {
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render_window->hide();
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render_window->hide();
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loading_screen->hide();
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loading_screen->hide();
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loading_screen->Clear();
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loading_screen->Clear();
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if (game_list->isEmpty())
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if (game_list->IsEmpty()) {
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game_list_placeholder->show();
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game_list_placeholder->show();
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else
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} else {
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game_list->show();
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game_list->show();
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game_list->setFilterFocus();
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}
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game_list->SetFilterFocus();
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setMouseTracking(false);
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setMouseTracking(false);
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ui.centralwidget->setMouseTracking(false);
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ui.centralwidget->setMouseTracking(false);
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@ -2361,11 +2362,11 @@ void GMainWindow::OnAbout() {
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}
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}
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void GMainWindow::OnToggleFilterBar() {
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void GMainWindow::OnToggleFilterBar() {
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game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
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game_list->SetFilterVisible(ui.action_Show_Filter_Bar->isChecked());
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if (ui.action_Show_Filter_Bar->isChecked()) {
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if (ui.action_Show_Filter_Bar->isChecked()) {
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game_list->setFilterFocus();
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game_list->SetFilterFocus();
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} else {
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} else {
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game_list->clearFilter();
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game_list->ClearFilter();
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}
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}
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}
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}
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