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Fix game list ordering & Favorite checkbox (#163)
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@ -275,23 +275,27 @@ void wxGameList::UpdateItemColors(sint32 startIndex)
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}
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}
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static inline int strongorder_to_int(const std::strong_ordering &wo)
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{
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/* No easy conversion seems to exists in C++20 */
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if (wo < 0)
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return -1;
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else if (wo > 0)
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return 1;
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return 0;
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}
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int wxGameList::SortComparator(uint64 titleId1, uint64 titleId2, SortData* sortData)
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{
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//if(sortData->column == ColumnGameStarted)
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// return boost::ilexicographical_compare(name1, name2) ? 0 : 1;
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const auto isFavoriteA = GetConfig().IsGameListFavorite(titleId1);
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const auto isFavoriteB = GetConfig().IsGameListFavorite(titleId2);
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const auto& name1 = GetNameByTitleId(titleId1);
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const auto& name2 = GetNameByTitleId(titleId2);
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bool isFavoriteA = GetConfig().IsGameListFavorite(titleId1);
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bool isFavoriteB = GetConfig().IsGameListFavorite(titleId2);
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if (isFavoriteA != isFavoriteB)
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return isFavoriteB;
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// default to name
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std::string name1 = GetNameByTitleId(titleId1);
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std::string name2 = GetNameByTitleId(titleId2);
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if(sortData->dir)
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return boost::ilexicographical_compare(name1, name2) ? 0 : 1;
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return boost::ilexicographical_compare(name1, name2) ? 1 : 0;
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if(sortData->dir > 0)
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return strongorder_to_int(std::tie(isFavoriteB, name1) <=> std::tie(isFavoriteA, name2));
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else
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return strongorder_to_int(std::tie(isFavoriteB, name2) <=> std::tie(isFavoriteA, name1));
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}
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int wxGameList::SortFunction(wxIntPtr item1, wxIntPtr item2, wxIntPtr sortData)
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@ -469,7 +473,7 @@ void wxGameList::OnContextMenu(wxContextMenuEvent& event)
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menu.Append(kContextMenuStart, _("&Start"));
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bool isFavorite = false;
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bool isFavorite = GetConfig().IsGameListFavorite(title_id);
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std::error_code ec;
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menu.AppendSeparator();
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@ -820,20 +824,13 @@ int wxGameList::FindInsertPosition(TitleId titleId)
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if (itemCount == 0)
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return 0;
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// todo - optimize this with binary search
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int linearScanIndex = 0;
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if (SortComparator(titleId, (uint64)GetItemData(0), &data))
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for (int i = 0; i < itemCount; i++)
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{
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linearScanIndex = itemCount;
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for (int i = 1; i < itemCount - 1; i++)
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{
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if (!SortComparator(titleId, (uint64)GetItemData(i), &data))
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{
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linearScanIndex = i;
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break;
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if (SortComparator(titleId, (uint64)GetItemData(i), &data) <= 0)
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return i;
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}
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}
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}
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return linearScanIndex;
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return itemCount;
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}
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void wxGameList::OnGameEntryUpdatedByTitleId(wxTitleIdEvent& event)
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