Lime3DS/src/citra_qt/game_list_p.h

217 lines
6.5 KiB
C
Raw Normal View History

2015-09-01 06:35:33 +02:00
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
2016-04-13 23:04:05 +02:00
#include <QImage>
2015-09-01 06:35:33 +02:00
#include <QRunnable>
#include <QStandardItem>
#include <QString>
#include "citra_qt/util/util.h"
#include "common/string_util.h"
2016-04-13 23:04:05 +02:00
#include "common/color.h"
2015-09-01 06:35:33 +02:00
2016-04-13 23:04:05 +02:00
#include "core/loader/loader.h"
#include "video_core/utils.h"
/**
* Tests if data is a valid SMDH by its length and magic number.
* @param smdh_data data buffer to test
* @return bool test result
*/
static bool IsValidSMDH(const std::vector<u8>& smdh_data) {
if (smdh_data.size() < sizeof(Loader::SMDH))
return false;
u32 magic;
memcpy(&magic, smdh_data.data(), 4);
return Loader::MakeMagic('S', 'M', 'D', 'H') == magic;
}
/**
* Gets game icon from SMDH
* @param sdmh SMDH data
* @param large If true, returns large icon (48x48), otherwise returns small icon (24x24)
* @return QPixmap game icon
*/
static QPixmap GetIconFromSMDH(const Loader::SMDH& smdh, bool large) {
u32 size;
const u8* icon_data;
if (large) {
size = 48;
icon_data = smdh.large_icon.data();
} else {
size = 24;
icon_data = smdh.small_icon.data();
}
QImage icon(size, size, QImage::Format::Format_RGB888);
for (u32 x = 0; x < size; ++x) {
for (u32 y = 0; y < size; ++y) {
u32 coarse_y = y & ~7;
auto v = Color::DecodeRGB565(
icon_data + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * size * 2);
icon.setPixel(x, y, qRgb(v.r(), v.g(), v.b()));
}
}
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;
}
/**
* Gets the short game title fromn SMDH
* @param sdmh SMDH data
* @param language title language
* @return QString short title
*/
static QString GetShortTitleFromSMDH(const Loader::SMDH& smdh, Loader::SMDH::TitleLanguage language) {
return QString::fromUtf16(smdh.titles[static_cast<int>(language)].short_title.data());
}
2015-09-01 06:35:33 +02:00
class GameListItem : public QStandardItem {
public:
GameListItem(): QStandardItem() {}
GameListItem(const QString& string): QStandardItem(string) {}
virtual ~GameListItem() override {}
};
/**
* 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.
2016-04-13 23:04:05 +02:00
* If this class recieves valid SMDH data, it will also display game icons and titles.
2015-09-01 06:35:33 +02:00
*/
class GameListItemPath : public GameListItem {
public:
static const int FullPathRole = Qt::UserRole + 1;
2016-04-13 23:04:05 +02:00
static const int TitleRole = Qt::UserRole + 2;
2015-09-01 06:35:33 +02:00
GameListItemPath(): GameListItem() {}
2016-04-13 23:04:05 +02:00
GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data): GameListItem()
2015-09-01 06:35:33 +02:00
{
setData(game_path, FullPathRole);
2016-04-13 23:04:05 +02:00
if (!IsValidSMDH(smdh_data)) {
// SMDH is not valid, set a default icon
setData(GetDefaultIcon(true), Qt::DecorationRole);
return;
}
Loader::SMDH smdh;
memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
// Get icon from SMDH
setData(GetIconFromSMDH(smdh, true), Qt::DecorationRole);
// Get title form SMDH
setData(GetShortTitleFromSMDH(smdh, Loader::SMDH::TitleLanguage::English), TitleRole);
2015-09-01 06:35:33 +02:00
}
2016-04-13 23:04:05 +02:00
QVariant data(int role) const override {
if (role == Qt::DisplayRole) {
2015-09-01 06:35:33 +02:00
std::string filename;
2016-04-13 23:04:05 +02:00
Common::SplitPath(data(FullPathRole).toString().toStdString(), nullptr, &filename, nullptr);
QString title = data(TitleRole).toString();
return QString::fromStdString(filename) + (title.isEmpty() ? "" : "\n " + title);
2015-09-01 06:35:33 +02:00
} else {
2016-04-13 23:04:05 +02:00
return GameListItem::data(role);
2015-09-01 06:35:33 +02:00
}
}
};
/**
* 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()
{
setData(size_bytes, SizeRole);
}
void setData(const QVariant& value, int role) override
{
// 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.
*/
bool operator<(const QStandardItem& other) const override
{
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:
GameListWorker(QString dir_path, bool deep_scan):
QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {}
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);
void Finished();
private:
QString dir_path;
bool deep_scan;
std::atomic_bool stop_processing;
void AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan);
};