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477eee3993
Avoids the need to rebuild multiple source files if the filesystem code headers change. This also gets rid of a few instances of indirect inclusions being relied upon
178 lines
6 KiB
C++
178 lines
6 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 <array>
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#include <atomic>
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#include <map>
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#include <memory>
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#include <utility>
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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 "common/string_util.h"
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#include "core/file_sys/content_archive.h"
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#include "ui_settings.h"
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#include "yuzu/util/util.h"
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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(u32 size) {
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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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class GameListItem : public QStandardItem {
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public:
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GameListItem() = default;
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explicit GameListItem(const QString& string) : QStandardItem(string) {}
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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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static const int FileTypeRole = Qt::UserRole + 4;
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GameListItemPath() = default;
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GameListItemPath(const QString& game_path, const std::vector<u8>& picture_data,
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const QString& game_name, const QString& game_type, u64 program_id) {
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setData(game_path, FullPathRole);
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setData(game_name, TitleRole);
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setData(qulonglong(program_id), ProgramIdRole);
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setData(game_type, FileTypeRole);
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const u32 size = UISettings::values.icon_size;
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QPixmap picture;
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if (!picture.loadFromData(picture_data.data(), static_cast<u32>(picture_data.size()))) {
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picture = GetDefaultIcon(size);
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}
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picture = picture.scaled(size, size);
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setData(picture, Qt::DecorationRole);
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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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const std::array<QString, 4> row_data{{
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QString::fromStdString(filename),
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data(FileTypeRole).toString(),
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QString::fromStdString(fmt::format("0x{:016X}", data(ProgramIdRole).toULongLong())),
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data(TitleRole).toString(),
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}};
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const auto& row1 = row_data.at(UISettings::values.row_1_text_id);
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const auto& row2 = row_data.at(UISettings::values.row_2_text_id);
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if (row1.isEmpty() || row1 == row2)
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return row2;
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if (row2.isEmpty())
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return row1;
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return row1 + "\n " + row2;
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}
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return GameListItem::data(role);
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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() = default;
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explicit GameListItemSize(const qulonglong size_bytes) {
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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(FileSys::VirtualFilesystem vfs, QString dir_path, bool deep_scan)
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: vfs(std::move(vfs)), dir_path(std::move(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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FileSys::VirtualFilesystem vfs;
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std::map<u64, std::shared_ptr<FileSys::NCA>> nca_control_map;
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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 AddInstalledTitlesToGameList();
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void FillControlMap(const std::string& dir_path);
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void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion = 0);
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};
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