Lime3DS/src/citra_qt/game_list_p.h
2018-09-01 15:41:46 +02:00

444 lines
16 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <map>
#include <unordered_map>
#include <utility>
#include <QCoreApplication>
#include <QFileInfo>
#include <QImage>
#include <QObject>
#include <QRunnable>
#include <QStandardItem>
#include <QString>
#include <QWidget>
#include "citra_qt/ui_settings.h"
#include "citra_qt/util/util.h"
#include "common/file_util.h"
#include "common/logging/log.h"
#include "common/string_util.h"
#include "core/loader/smdh.h"
enum class GameListItemType {
Game = QStandardItem::UserType + 1,
CustomDir = QStandardItem::UserType + 2,
InstalledDir = QStandardItem::UserType + 3,
SystemDir = QStandardItem::UserType + 4,
AddDir = QStandardItem::UserType + 5
};
Q_DECLARE_METATYPE(GameListItemType);
/**
* Gets the game icon from SMDH data.
* @param smdh SMDH data
* @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);
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;
}
static auto FindMatchingCompatibilityEntry(
const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list,
u64 program_id) {
return std::find_if(
compatibility_list.begin(), compatibility_list.end(),
[program_id](const std::pair<std::string, std::pair<QString, QString>>& element) {
std::string pid = fmt::format("{:016X}", program_id);
return element.first == pid;
});
}
/**
* Gets the short game title from SMDH data.
* @param smdh SMDH data
* @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());
}
/**
* Gets the game region from SMDH data.
* @param smdh SMDH data
* @return QString region
*/
static QString GetRegionFromSMDH(const Loader::SMDH& smdh) {
const Loader::SMDH::GameRegion region = smdh.GetRegion();
switch (region) {
case Loader::SMDH::GameRegion::Invalid:
return QObject::tr("Invalid region");
case Loader::SMDH::GameRegion::Japan:
return QObject::tr("Japan");
case Loader::SMDH::GameRegion::NorthAmerica:
return QObject::tr("North America");
case Loader::SMDH::GameRegion::Europe:
return QObject::tr("Europe");
case Loader::SMDH::GameRegion::Australia:
return QObject::tr("Australia");
case Loader::SMDH::GameRegion::China:
return QObject::tr("China");
case Loader::SMDH::GameRegion::Korea:
return QObject::tr("Korea");
case Loader::SMDH::GameRegion::Taiwan:
return QObject::tr("Taiwan");
case Loader::SMDH::GameRegion::RegionFree:
return QObject::tr("Region free");
default:
return QObject::tr("Invalid Region");
}
}
class GameListItem : public QStandardItem {
public:
// used to access type from item index
static const int TypeRole = Qt::UserRole + 1;
static const int SortRole = Qt::UserRole + 2;
GameListItem() = default;
explicit GameListItem(const QString& string) : QStandardItem(string) {
setData(string, SortRole);
}
};
/**
* 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.
* If this class receives valid SMDH data, it will also display game icons and titles.
*/
class GameListItemPath : public GameListItem {
public:
static const int TitleRole = SortRole;
static const int FullPathRole = SortRole + 1;
static const int ProgramIdRole = SortRole + 2;
GameListItemPath() = default;
GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data, u64 program_id) {
setData(type(), TypeRole);
setData(game_path, FullPathRole);
setData(qulonglong(program_id), ProgramIdRole);
if (!Loader::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(GetQPixmapFromSMDH(smdh, true), Qt::DecorationRole);
// Get title from SMDH
setData(GetQStringShortTitleFromSMDH(smdh, Loader::SMDH::TitleLanguage::English),
TitleRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
QVariant data(int role) const override {
if (role == Qt::DisplayRole) {
std::string path, filename, extension;
Common::SplitPath(data(FullPathRole).toString().toStdString(), &path, &filename,
&extension);
QString title = data(TitleRole).toString();
QString second_name = QString::fromStdString(filename + extension);
static QRegExp installed_pattern(
QString::fromStdString(
FileUtil::GetUserPath(D_SDMC_IDX) +
"Nintendo "
"3DS/00000000000000000000000000000000/00000000000000000000000000000000/"
"title/0004000(0|e)/[0-9a-f]{8}/content/")
.replace("\\", "\\\\"));
static QRegExp system_pattern(
QString::fromStdString(FileUtil::GetUserPath(D_NAND_IDX) +
"00000000000000000000000000000000/"
"title/00040010/[0-9a-f]{8}/content/")
.replace("\\", "\\\\"));
if (installed_pattern.exactMatch(QString::fromStdString(path)) ||
system_pattern.exactMatch(QString::fromStdString(path))) {
// Use a different mechanism for system / installed titles showing program ID
second_name = QString("%1-%2")
.arg(data(ProgramIdRole).toULongLong(), 16, 16, QChar('0'))
.toUpper()
.arg(QString::fromStdString(filename));
}
return title + (title.isEmpty() ? "" : "\n ") + second_name;
} else {
return GameListItem::data(role);
}
}
};
class GameListItemCompat : public GameListItem {
Q_DECLARE_TR_FUNCTIONS(GameListItemCompat)
public:
static const int CompatNumberRole = SortRole;
GameListItemCompat() = default;
explicit GameListItemCompat(const QString& compatiblity) {
setData(type(), TypeRole);
struct CompatStatus {
QString color;
const char* text;
const char* tooltip;
};
// clang-format off
static const std::map<QString, CompatStatus> status_data = {
{"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.")}},
{"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.")}},
{"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.")}},
{"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.")}},
{"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.")}},
{"5", {"#828282", QT_TR_NOOP("Won't Boot"), QT_TR_NOOP("The game crashes when attempting to startup.")}},
{"99", {"#000000", QT_TR_NOOP("Not Tested"), QT_TR_NOOP("The game has not yet been tested.")}}};
// clang-format on
auto iterator = status_data.find(compatiblity);
if (iterator == status_data.end()) {
LOG_WARNING(Frontend, "Invalid compatibility number {}", compatiblity.toStdString());
return;
}
CompatStatus status = iterator->second;
setData(compatiblity, CompatNumberRole);
setText(QObject::tr(status.text));
setToolTip(QObject::tr(status.tooltip));
setData(CreateCirclePixmapFromColor(status.color), Qt::DecorationRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
bool operator<(const QStandardItem& other) const override {
return data(CompatNumberRole) < other.data(CompatNumberRole);
}
};
class GameListItemRegion : public GameListItem {
public:
GameListItemRegion() = default;
explicit GameListItemRegion(const std::vector<u8>& smdh_data) {
setData(type(), TypeRole);
if (!Loader::IsValidSMDH(smdh_data)) {
setText(QObject::tr("Invalid region"));
return;
}
Loader::SMDH smdh;
memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
setText(GetRegionFromSMDH(smdh));
setData(GetRegionFromSMDH(smdh), SortRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
};
/**
* 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 = SortRole;
GameListItemSize() = default;
explicit GameListItemSize(const qulonglong size_bytes) {
setData(type(), TypeRole);
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);
}
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
/**
* 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();
}
};
class GameListDir : public GameListItem {
public:
static const int GameDirRole = Qt::UserRole + 2;
explicit GameListDir(UISettings::GameDir& directory,
GameListItemType dir_type = GameListItemType::CustomDir)
: dir_type{dir_type} {
setData(type(), TypeRole);
UISettings::GameDir* game_dir = &directory;
setData(QVariant::fromValue(game_dir), GameDirRole);
switch (dir_type) {
case GameListItemType::InstalledDir:
setData(QIcon::fromTheme("sd_card").pixmap(48), Qt::DecorationRole);
setData("Installed Titles", Qt::DisplayRole);
break;
case GameListItemType::SystemDir:
setData(QIcon::fromTheme("chip").pixmap(48), Qt::DecorationRole);
setData("System Titles", Qt::DisplayRole);
break;
case GameListItemType::CustomDir:
QString icon_name = QFileInfo::exists(game_dir->path) ? "folder" : "bad_folder";
setData(QIcon::fromTheme(icon_name).pixmap(48), Qt::DecorationRole);
setData(game_dir->path, Qt::DisplayRole);
break;
};
};
int type() const override {
return static_cast<int>(dir_type);
}
private:
GameListItemType dir_type;
};
class GameListAddDir : public GameListItem {
public:
explicit GameListAddDir() {
setData(type(), TypeRole);
setData(QIcon::fromTheme("plus").pixmap(48), Qt::DecorationRole);
setData("Add New Game Directory", Qt::DisplayRole);
}
int type() const override {
return static_cast<int>(GameListItemType::AddDir);
}
};
/**
* 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:
explicit GameListWorker(
QList<UISettings::GameDir>& game_dirs,
const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list)
: game_dirs(game_dirs), compatibility_list(compatibility_list) {}
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 DirEntryReady(GameListDir* entry_items);
void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
/**
* After the worker has traversed the game directory looking for entries, this signal is
* emitted with a list of folders that should be watched for changes as well.
*/
void Finished(QStringList watch_list);
private:
QStringList watch_list;
const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list;
QList<UISettings::GameDir>& game_dirs;
std::atomic_bool stop_processing;
void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
GameListDir* parent_dir);
};
class GameList;
class QHBoxLayout;
class QTreeView;
class QLabel;
class QLineEdit;
class QToolButton;
class GameListSearchField : public QWidget {
Q_OBJECT
public:
explicit GameListSearchField(GameList* parent = nullptr);
void setFilterResult(int visible, int total);
void clear();
void setFocus();
int visible;
int total;
private:
class KeyReleaseEater : public QObject {
public:
explicit KeyReleaseEater(GameList* gamelist);
private:
GameList* gamelist = nullptr;
QString edit_filter_text_old;
protected:
// EventFilter in order to process systemkeys while editing the searchfield
bool eventFilter(QObject* obj, QEvent* event) override;
};
QHBoxLayout* layout_filter = nullptr;
QTreeView* tree_view = nullptr;
QLabel* label_filter = nullptr;
QLineEdit* edit_filter = nullptr;
QLabel* label_filter_result = nullptr;
QToolButton* button_filter_close = nullptr;
};