Lime3DS/src/citra_qt/game_list_p.h

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
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#include <map>
#include <unordered_map>
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#include <QImage>
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#include <QObject>
#include <QPainter>
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#include <QRunnable>
#include <QStandardItem>
#include <QString>
#include "citra_qt/util/util.h"
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#include "common/logging/log.h"
#include "common/string_util.h"
#include "core/loader/smdh.h"
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/**
* Gets the game icon from SMDH data.
* @param smdh SMDH data
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* @param large If true, returns large icon (48x48), otherwise returns small icon (24x24)
* @return QPixmap game icon
*/
static QPixmap GetQPixmapFromSMDH(const Loader::SMDH& smdh, bool large) {
std::vector<u16> icon_data = smdh.GetIcon(large);
const uchar* data = reinterpret_cast<const uchar*>(icon_data.data());
int size = large ? 48 : 24;
QImage icon(data, size, size, QImage::Format::Format_RGB16);
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return QPixmap::fromImage(icon);
}
/**
* Gets the default icon (for games without valid SMDH)
* @param large If true, returns large icon (48x48), otherwise returns small icon (24x24)
* @return QPixmap default icon
*/
static QPixmap GetDefaultIcon(bool large) {
int size = large ? 48 : 24;
QPixmap icon(size, size);
icon.fill(Qt::transparent);
return icon;
}
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/**
* Creates a circle pixmap from a specified color
* @param color The color the pixmap shall have
* @return QPixmap circle pixmap
*/
static QPixmap CreateCirclePixmapFromColor(const QColor& color) {
QPixmap circle_pixmap(16, 16);
circle_pixmap.fill(Qt::transparent);
QPainter painter(&circle_pixmap);
painter.setPen(color);
painter.setBrush(color);
painter.drawEllipse(0, 0, 15, 15);
return circle_pixmap;
}
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/**
* Gets the short game title from SMDH data.
* @param smdh SMDH data
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* @param language title language
* @return QString short title
*/
static QString GetQStringShortTitleFromSMDH(const Loader::SMDH& smdh,
Loader::SMDH::TitleLanguage language) {
return QString::fromUtf16(smdh.GetShortTitle(language).data());
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}
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struct CompatStatus {
QString color;
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const char* text;
const char* tooltip;
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};
// When this is put in a class, MSVS builds crash when closing Citra
// clang-format off
const static inline std::map<QString, CompatStatus> status_data = {
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{ "0", { "#5c93ed", QT_TRANSLATE_NOOP("GameList", "Perfect"), QT_TRANSLATE_NOOP("GameList", "Game functions flawless with no audio or graphical glitches, all tested functionality works as intended without\nany workarounds needed.") } },
{ "1", { "#47d35c", QT_TRANSLATE_NOOP("GameList", "Great"), QT_TRANSLATE_NOOP("GameList", "Game functions with minor graphical or audio glitches and is playable from start to finish. May require some\nworkarounds.") } },
{ "2", { "#94b242", QT_TRANSLATE_NOOP("GameList", "Okay"), QT_TRANSLATE_NOOP("GameList", "Game functions with major graphical or audio glitches, but game is playable from start to finish with\nworkarounds.") } },
{ "3", { "#f2d624", QT_TRANSLATE_NOOP("GameList", "Bad"), QT_TRANSLATE_NOOP("GameList", "Game functions, but with major graphical or audio glitches. Unable to progress in specific areas due to glitches\neven with workarounds.") } },
{ "4", { "#FF0000", QT_TRANSLATE_NOOP("GameList", "Intro/Menu"), QT_TRANSLATE_NOOP("GameList", "Game is completely unplayable due to major graphical or audio glitches. Unable to progress past the Start\nScreen.") } },
{ "5", { "#828282", QT_TRANSLATE_NOOP("GameList", "Won't Boot"), QT_TRANSLATE_NOOP("GameList", "The game crashes when attempting to startup.") } },
{ "99",{ "#000000", QT_TRANSLATE_NOOP("GameList", "Not Tested"), QT_TRANSLATE_NOOP("GameList", "The game has not yet been tested.") } }, };
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// clang-format on
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class GameListItem : public QStandardItem {
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public:
GameListItem() : QStandardItem() {}
GameListItem(const QString& string) : QStandardItem(string) {}
virtual ~GameListItem() override {}
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};
/**
* A specialization of GameListItem for path values.
* This class ensures that for every full path value it holds, a correct string representation
* 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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*/
class GameListItemPath : public GameListItem {
public:
static const int FullPathRole = Qt::UserRole + 1;
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static const int TitleRole = Qt::UserRole + 2;
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)
: GameListItem() {
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setData(game_path, FullPathRole);
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
setData(GetDefaultIcon(true), Qt::DecorationRole);
return;
}
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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
setData(GetQPixmapFromSMDH(smdh, true), Qt::DecorationRole);
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// Get title from SMDH
setData(GetQStringShortTitleFromSMDH(smdh, Loader::SMDH::TitleLanguage::English),
TitleRole);
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}
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QVariant data(int role) const override {
if (role == Qt::DisplayRole) {
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std::string filename;
Common::SplitPath(data(FullPathRole).toString().toStdString(), nullptr, &filename,
nullptr);
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QString title = data(TitleRole).toString();
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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class GameListItemCompat : public GameListItem {
public:
static const int CompatNumberRole = Qt::UserRole + 1;
GameListItemCompat() = default;
explicit GameListItemCompat(const QString compatiblity) {
auto iterator = status_data.find(compatiblity);
if (iterator == status_data.end()) {
NGLOG_WARNING(Frontend, "Invalid compatibility number {}", compatiblity.toStdString());
return;
}
CompatStatus status = iterator->second;
setData(compatiblity, CompatNumberRole);
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setText(QCoreApplication::translate("GameList", status.text));
setToolTip(QCoreApplication::translate("GameList", status.tooltip));
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setData(CreateCirclePixmapFromColor(status.color), Qt::DecorationRole);
}
bool operator<(const QStandardItem& other) const override {
return data(CompatNumberRole) < other.data(CompatNumberRole);
}
};
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/**
* A specialization of GameListItem for size values.
* This class ensures that for every numerical size value it holds (in bytes), a correct
* human-readable string representation will be displayed to the user.
*/
class GameListItemSize : public GameListItem {
public:
static const int SizeRole = Qt::UserRole + 1;
GameListItemSize() : GameListItem() {}
GameListItemSize(const qulonglong size_bytes) : GameListItem() {
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setData(size_bytes, SizeRole);
}
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
// representations of the data are always accurate and in the correct format.
if (role == SizeRole) {
qulonglong size_bytes = value.toULongLong();
GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
GameListItem::setData(value, SizeRole);
} else {
GameListItem::setData(value, role);
}
}
/**
* This operator is, in practice, only used by the TreeView sorting systems.
* Override it so that it will correctly sort by numerical value instead of by string
* representation.
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*/
bool operator<(const QStandardItem& other) const override {
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return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
}
};
/**
* Asynchronous worker object for populating the game list.
* Communicates with other threads through Qt's signal/slot system.
*/
class GameListWorker : public QObject, public QRunnable {
Q_OBJECT
public:
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GameListWorker(QString dir_path, bool deep_scan,
const std::unordered_map<std::string, QString>& compatibility_list)
: QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan),
compatibility_list(compatibility_list) {}
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public slots:
/// Starts the processing of directory tree information.
void run() override;
/// Tells the worker that it should no longer continue processing. Thread-safe.
void Cancel();
signals:
/**
* The `EntryReady` signal is emitted once an entry has been prepared and is ready
* to be added to the game list.
* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
*/
void EntryReady(QList<QStandardItem*> entry_items);
/**
* After the worker has traversed the game directory looking for entries, this signal is emmited
* with a list of folders that should be watched for changes as well.
*/
void Finished(QStringList watch_list);
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private:
QStringList watch_list;
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QString dir_path;
bool deep_scan;
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const std::unordered_map<std::string, QString>& compatibility_list;
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std::atomic_bool stop_processing;
void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion = 0);
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};