90f9d32f13
This adds a Game List configuration group box which is similar to yuzu's, with features including icon size setting, row 1/2 text, and ability to hide invalid titles (those without a valid SMDH). I also added a UI tab and moved the language and theme settings there.
456 lines
16 KiB
C++
456 lines
16 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 <map>
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#include <unordered_map>
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#include <utility>
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#include <QCoreApplication>
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#include <QFileInfo>
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#include <QImage>
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#include <QObject>
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#include <QRunnable>
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#include <QStandardItem>
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#include <QString>
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#include <QWidget>
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#include "citra_qt/ui_settings.h"
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#include "citra_qt/util/util.h"
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#include "common/file_util.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/loader/smdh.h"
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enum class GameListItemType {
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Game = QStandardItem::UserType + 1,
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CustomDir = QStandardItem::UserType + 2,
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InstalledDir = QStandardItem::UserType + 3,
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SystemDir = QStandardItem::UserType + 4,
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AddDir = QStandardItem::UserType + 5
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};
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Q_DECLARE_METATYPE(GameListItemType);
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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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static auto FindMatchingCompatibilityEntry(
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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list,
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u64 program_id) {
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return std::find_if(
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compatibility_list.begin(), compatibility_list.end(),
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[program_id](const std::pair<std::string, std::pair<QString, QString>>& element) {
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std::string pid = fmt::format("{:016X}", program_id);
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return element.first == pid;
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});
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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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/**
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* Gets the game region from SMDH data.
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* @param smdh SMDH data
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* @return QString region
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*/
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static QString GetRegionFromSMDH(const Loader::SMDH& smdh) {
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const Loader::SMDH::GameRegion region = smdh.GetRegion();
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switch (region) {
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case Loader::SMDH::GameRegion::Invalid:
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return QObject::tr("Invalid region");
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case Loader::SMDH::GameRegion::Japan:
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return QObject::tr("Japan");
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case Loader::SMDH::GameRegion::NorthAmerica:
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return QObject::tr("North America");
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case Loader::SMDH::GameRegion::Europe:
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return QObject::tr("Europe");
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case Loader::SMDH::GameRegion::Australia:
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return QObject::tr("Australia");
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case Loader::SMDH::GameRegion::China:
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return QObject::tr("China");
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case Loader::SMDH::GameRegion::Korea:
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return QObject::tr("Korea");
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case Loader::SMDH::GameRegion::Taiwan:
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return QObject::tr("Taiwan");
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case Loader::SMDH::GameRegion::RegionFree:
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return QObject::tr("Region free");
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default:
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return QObject::tr("Invalid Region");
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}
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}
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class GameListItem : public QStandardItem {
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public:
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// used to access type from item index
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static const int TypeRole = Qt::UserRole + 1;
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static const int SortRole = Qt::UserRole + 2;
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GameListItem() = default;
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explicit GameListItem(const QString& string) : QStandardItem(string) {
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setData(string, SortRole);
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}
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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 TitleRole = SortRole;
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static const int FullPathRole = SortRole + 1;
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static const int ProgramIdRole = SortRole + 2;
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static const int ExtdataIdRole = SortRole + 3;
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GameListItemPath() = default;
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GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data, u64 program_id,
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u64 extdata_id) {
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setData(type(), TypeRole);
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setData(game_path, FullPathRole);
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setData(qulonglong(program_id), ProgramIdRole);
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setData(qulonglong(extdata_id), ExtdataIdRole);
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if (!UISettings::values.game_list_icon_size) {
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// Do not display icons
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setData(QPixmap(), Qt::DecorationRole);
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}
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bool large = UISettings::values.game_list_icon_size == 2;
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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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if (UISettings::values.game_list_icon_size)
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setData(GetDefaultIcon(large), 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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if (UISettings::values.game_list_icon_size)
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setData(GetQPixmapFromSMDH(smdh, large), Qt::DecorationRole);
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// Get title from 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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int type() const override {
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return static_cast<int>(GameListItemType::Game);
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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 path, filename, extension;
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Common::SplitPath(data(FullPathRole).toString().toStdString(), &path, &filename,
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&extension);
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const std::array<QString, 4> display_texts{{
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QString::fromStdString(filename + extension), // file name
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data(FullPathRole).toString(), // full path
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data(TitleRole).toString(), // title name
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QString::fromStdString(
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fmt::format("{:016X}", data(ProgramIdRole).toULongLong())), // title id
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}};
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const QString& row1 = display_texts.at(UISettings::values.game_list_row_1);
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QString row2;
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int row_2_id = UISettings::values.game_list_row_2;
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if (row_2_id != -1) {
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row2 = (row1.isEmpty() ? "" : "\n ") + display_texts.at(row_2_id);
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}
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return row1 + row2;
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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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class GameListItemCompat : public GameListItem {
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Q_DECLARE_TR_FUNCTIONS(GameListItemCompat)
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public:
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static const int CompatNumberRole = SortRole;
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GameListItemCompat() = default;
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explicit GameListItemCompat(const QString& compatiblity) {
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setData(type(), TypeRole);
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struct CompatStatus {
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QString color;
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const char* text;
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const char* tooltip;
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};
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// clang-format off
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static const std::map<QString, CompatStatus> status_data = {
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{"0", {"#5c93ed", QT_TR_NOOP("Perfect"), QT_TR_NOOP("Game functions flawless with no audio or graphical glitches, all tested functionality works as intended without\nany workarounds needed.")}},
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{"1", {"#47d35c", QT_TR_NOOP("Great"), QT_TR_NOOP("Game functions with minor graphical or audio glitches and is playable from start to finish. May require some\nworkarounds.")}},
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{"2", {"#94b242", QT_TR_NOOP("Okay"), QT_TR_NOOP("Game functions with major graphical or audio glitches, but game is playable from start to finish with\nworkarounds.")}},
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{"3", {"#f2d624", QT_TR_NOOP("Bad"), QT_TR_NOOP("Game functions, but with major graphical or audio glitches. Unable to progress in specific areas due to glitches\neven with workarounds.")}},
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{"4", {"#ff0000", QT_TR_NOOP("Intro/Menu"), QT_TR_NOOP("Game is completely unplayable due to major graphical or audio glitches. Unable to progress past the Start\nScreen.")}},
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{"5", {"#828282", QT_TR_NOOP("Won't Boot"), QT_TR_NOOP("The game crashes when attempting to startup.")}},
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{"99", {"#000000", QT_TR_NOOP("Not Tested"), QT_TR_NOOP("The game has not yet been tested.")}}};
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// clang-format on
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auto iterator = status_data.find(compatiblity);
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if (iterator == status_data.end()) {
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LOG_WARNING(Frontend, "Invalid compatibility number {}", compatiblity.toStdString());
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return;
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}
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CompatStatus status = iterator->second;
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setData(compatiblity, CompatNumberRole);
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setText(QObject::tr(status.text));
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setToolTip(QObject::tr(status.tooltip));
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setData(CreateCirclePixmapFromColor(status.color), Qt::DecorationRole);
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}
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int type() const override {
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return static_cast<int>(GameListItemType::Game);
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}
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bool operator<(const QStandardItem& other) const override {
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return data(CompatNumberRole) < other.data(CompatNumberRole);
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}
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};
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class GameListItemRegion : public GameListItem {
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public:
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GameListItemRegion() = default;
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explicit GameListItemRegion(const std::vector<u8>& smdh_data) {
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setData(type(), TypeRole);
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if (!Loader::IsValidSMDH(smdh_data)) {
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setText(QObject::tr("Invalid region"));
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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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setText(GetRegionFromSMDH(smdh));
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setData(GetRegionFromSMDH(smdh), SortRole);
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}
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int type() const override {
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return static_cast<int>(GameListItemType::Game);
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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 = SortRole;
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GameListItemSize() = default;
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explicit GameListItemSize(const qulonglong size_bytes) {
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setData(type(), TypeRole);
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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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int type() const override {
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return static_cast<int>(GameListItemType::Game);
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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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class GameListDir : public GameListItem {
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public:
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static const int GameDirRole = Qt::UserRole + 2;
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explicit GameListDir(UISettings::GameDir& directory,
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GameListItemType dir_type = GameListItemType::CustomDir)
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: dir_type{dir_type} {
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setData(type(), TypeRole);
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UISettings::GameDir* game_dir = &directory;
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setData(QVariant::fromValue(game_dir), GameDirRole);
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constexpr std::array<int, 3> icon_sizes{{0, 24, 48}};
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int icon_size = icon_sizes[UISettings::values.game_list_icon_size];
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switch (dir_type) {
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case GameListItemType::InstalledDir:
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setData(QIcon::fromTheme("sd_card").pixmap(icon_size), Qt::DecorationRole);
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setData("Installed Titles", Qt::DisplayRole);
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break;
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case GameListItemType::SystemDir:
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setData(QIcon::fromTheme("chip").pixmap(icon_size), Qt::DecorationRole);
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setData("System Titles", Qt::DisplayRole);
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break;
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case GameListItemType::CustomDir:
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QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder";
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setData(QIcon::fromTheme(icon_name).pixmap(icon_size), Qt::DecorationRole);
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setData(game_dir->path, Qt::DisplayRole);
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break;
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};
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};
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int type() const override {
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return static_cast<int>(dir_type);
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}
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private:
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GameListItemType dir_type;
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};
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class GameListAddDir : public GameListItem {
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public:
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explicit GameListAddDir() {
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setData(type(), TypeRole);
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constexpr std::array<int, 3> icon_sizes{{0, 24, 48}};
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int icon_size = icon_sizes[UISettings::values.game_list_icon_size];
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setData(QIcon::fromTheme("plus").pixmap(icon_size), Qt::DecorationRole);
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setData("Add New Game Directory", Qt::DisplayRole);
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}
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int type() const override {
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return static_cast<int>(GameListItemType::AddDir);
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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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explicit GameListWorker(
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QList<UISettings::GameDir>& game_dirs,
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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list)
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: game_dirs(game_dirs), compatibility_list(compatibility_list) {}
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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
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* entry.
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*/
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void DirEntryReady(GameListDir* entry_items);
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void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
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/**
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* After the worker has traversed the game directory looking for entries, this signal is
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* emitted 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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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list;
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QList<UISettings::GameDir>& game_dirs;
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std::atomic_bool stop_processing;
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void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
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GameListDir* parent_dir);
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};
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class GameList;
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class QHBoxLayout;
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class QTreeView;
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class QLabel;
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class QLineEdit;
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class QToolButton;
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class GameListSearchField : public QWidget {
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Q_OBJECT
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public:
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explicit GameListSearchField(GameList* parent = nullptr);
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void setFilterResult(int visible, int total);
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void clear();
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void setFocus();
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int visible;
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int total;
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private:
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class KeyReleaseEater : public QObject {
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public:
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explicit KeyReleaseEater(GameList* gamelist);
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private:
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GameList* gamelist = nullptr;
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QString edit_filter_text_old;
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protected:
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// EventFilter in order to process systemkeys while editing the searchfield
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bool eventFilter(QObject* obj, QEvent* event) override;
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};
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QHBoxLayout* layout_filter = nullptr;
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QTreeView* tree_view = nullptr;
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QLabel* label_filter = nullptr;
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QLineEdit* edit_filter = nullptr;
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QLabel* label_filter_result = nullptr;
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QToolButton* button_filter_close = nullptr;
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};
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