Lime3DS/src/citra_qt/game_list.h
James Rowe fc2f7b0df6 Frontend: Prevent FileSystemWatcher from blocking UI thread
Instead of tying the QFileSystemWatcher to the GameList and updating in
the UI thread, this change moves it to the worker thread. Since it gets
deleted and recreated as part of the worker thread, this prevents it from
ever getting used from multiple threads (which is why it was originally
done on the UI thread)
2017-05-10 09:37:44 -06:00

102 lines
2.6 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <QFileSystemWatcher>
#include <QHBoxLayout>
#include <QLabel>
#include <QLineEdit>
#include <QModelIndex>
#include <QSettings>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QString>
#include <QToolButton>
#include <QTreeView>
#include <QVBoxLayout>
#include <QWidget>
#include "main.h"
class GameListWorker;
class GameList : public QWidget {
Q_OBJECT
public:
enum {
COLUMN_NAME,
COLUMN_FILE_TYPE,
COLUMN_SIZE,
COLUMN_COUNT, // Number of columns
};
class SearchField : public QWidget {
public:
void setFilterResult(int visible, int total);
void clear();
void setFocus();
explicit SearchField(GameList* parent = nullptr);
private:
class KeyReleaseEater : public QObject {
public:
explicit KeyReleaseEater(GameList* gamelist);
private:
GameList* gamelist = nullptr;
QString edit_filter_text_old;
protected:
bool eventFilter(QObject* obj, QEvent* event);
};
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;
};
explicit GameList(GMainWindow* parent = nullptr);
~GameList() override;
void clearFilter();
void setFilterFocus();
void setFilterVisible(bool visibility);
void PopulateAsync(const QString& dir_path, bool deep_scan);
void SaveInterfaceLayout();
void LoadInterfaceLayout();
static const QStringList supported_file_extensions;
signals:
void GameChosen(QString game_path);
void ShouldCancelWorker();
void OpenSaveFolderRequested(u64 program_id);
private slots:
void onTextChanged(const QString& newText);
void onFilterCloseClicked();
private:
void AddEntry(const QList<QStandardItem*>& entry_items);
void ValidateEntry(const QModelIndex& item);
void DonePopulating(QStringList watch_list);
void PopupContextMenu(const QPoint& menu_location);
void RefreshGameDirectory();
bool containsAllWords(QString haystack, QString userinput);
SearchField* search_field;
GMainWindow* main_window = nullptr;
QVBoxLayout* layout = nullptr;
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;
QFileSystemWatcher* watcher = nullptr;
};