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fc2f7b0df6
Instead of tying the QFileSystemWatcher to the GameList and updating in the UI thread, this change moves it to the worker thread. Since it gets deleted and recreated as part of the worker thread, this prevents it from ever getting used from multiple threads (which is why it was originally done on the UI thread)
188 lines
6.2 KiB
C++
188 lines
6.2 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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#pragma once
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#include <atomic>
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#include <QImage>
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#include <QRunnable>
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#include <QStandardItem>
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#include <QString>
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#include "citra_qt/util/util.h"
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#include "common/color.h"
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#include "common/string_util.h"
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#include "core/loader/smdh.h"
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#include "video_core/utils.h"
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/**
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* Gets the game icon from SMDH data.
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* @param smdh SMDH data
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* @param large If true, returns large icon (48x48), otherwise returns small icon (24x24)
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* @return QPixmap game icon
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*/
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static QPixmap GetQPixmapFromSMDH(const Loader::SMDH& smdh, bool large) {
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std::vector<u16> icon_data = smdh.GetIcon(large);
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const uchar* data = reinterpret_cast<const uchar*>(icon_data.data());
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int size = large ? 48 : 24;
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QImage icon(data, size, size, QImage::Format::Format_RGB16);
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return QPixmap::fromImage(icon);
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}
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/**
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* Gets the default icon (for games without valid SMDH)
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* @param large If true, returns large icon (48x48), otherwise returns small icon (24x24)
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* @return QPixmap default icon
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*/
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static QPixmap GetDefaultIcon(bool large) {
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int size = large ? 48 : 24;
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QPixmap icon(size, size);
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icon.fill(Qt::transparent);
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return icon;
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}
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/**
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* Gets the short game title from SMDH data.
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* @param smdh SMDH data
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* @param language title language
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* @return QString short title
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*/
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static QString GetQStringShortTitleFromSMDH(const Loader::SMDH& smdh,
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Loader::SMDH::TitleLanguage language) {
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return QString::fromUtf16(smdh.GetShortTitle(language).data());
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}
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class GameListItem : public QStandardItem {
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public:
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GameListItem() : QStandardItem() {}
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GameListItem(const QString& string) : QStandardItem(string) {}
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virtual ~GameListItem() override {}
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};
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/**
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* A specialization of GameListItem for path values.
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* This class ensures that for every full path value it holds, a correct string representation
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* of just the filename (with no extension) will be displayed to the user.
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* If this class receives valid SMDH data, it will also display game icons and titles.
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*/
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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, 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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setData(GetDefaultIcon(true), Qt::DecorationRole);
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return;
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}
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Loader::SMDH smdh;
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memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
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// Get icon from SMDH
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setData(GetQPixmapFromSMDH(smdh, true), Qt::DecorationRole);
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// Get title form SMDH
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setData(GetQStringShortTitleFromSMDH(smdh, Loader::SMDH::TitleLanguage::English),
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TitleRole);
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}
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QVariant data(int role) const override {
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if (role == Qt::DisplayRole) {
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std::string filename;
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Common::SplitPath(data(FullPathRole).toString().toStdString(), nullptr, &filename,
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nullptr);
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QString title = data(TitleRole).toString();
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return QString::fromStdString(filename) + (title.isEmpty() ? "" : "\n " + title);
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} else {
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return GameListItem::data(role);
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}
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}
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};
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/**
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* A specialization of GameListItem for size values.
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* This class ensures that for every numerical size value it holds (in bytes), a correct
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* human-readable string representation will be displayed to the user.
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*/
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class GameListItemSize : public GameListItem {
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public:
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static const int SizeRole = Qt::UserRole + 1;
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GameListItemSize() : GameListItem() {}
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GameListItemSize(const qulonglong size_bytes) : GameListItem() {
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setData(size_bytes, SizeRole);
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}
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void setData(const QVariant& value, int role) override {
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// By specializing setData for SizeRole, we can ensure that the numerical and string
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// representations of the data are always accurate and in the correct format.
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if (role == SizeRole) {
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qulonglong size_bytes = value.toULongLong();
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GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
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GameListItem::setData(value, SizeRole);
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} else {
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GameListItem::setData(value, role);
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}
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}
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/**
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* This operator is, in practice, only used by the TreeView sorting systems.
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* Override it so that it will correctly sort by numerical value instead of by string
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* representation.
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*/
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bool operator<(const QStandardItem& other) const override {
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return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
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}
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};
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/**
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* Asynchronous worker object for populating the game list.
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* Communicates with other threads through Qt's signal/slot system.
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*/
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class GameListWorker : public QObject, public QRunnable {
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Q_OBJECT
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public:
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GameListWorker(QString dir_path, bool deep_scan)
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: QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {}
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public slots:
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/// Starts the processing of directory tree information.
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void run() override;
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/// Tells the worker that it should no longer continue processing. Thread-safe.
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void Cancel();
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signals:
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/**
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* The `EntryReady` signal is emitted once an entry has been prepared and is ready
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* to be added to the game list.
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* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
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*/
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void EntryReady(QList<QStandardItem*> entry_items);
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/**
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* After the worker has traversed the game directory looking for entries, this signal is emmited
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* with a list of folders that should be watched for changes as well.
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*/
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void Finished(QStringList watch_list);
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private:
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QStringList watch_list;
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QString dir_path;
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bool deep_scan;
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std::atomic_bool stop_processing;
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void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion = 0);
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};
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