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@ -133,8 +133,6 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> gui_settings, QWi
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m_game_data.clear();
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m_game_data.clear();
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m_games.clear();
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m_games.clear();
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});
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});
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Refresh();//TODO remove when watchers added
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}
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}
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game_list_frame::~game_list_frame() {
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game_list_frame::~game_list_frame() {
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gui::utils::stop_future_watcher(m_repaint_watcher, true);
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gui::utils::stop_future_watcher(m_repaint_watcher, true);
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@ -144,34 +142,23 @@ game_list_frame::~game_list_frame() {
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void game_list_frame::OnRefreshFinished()
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void game_list_frame::OnRefreshFinished()
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{
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{
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gui::utils::stop_future_watcher(m_repaint_watcher, true);
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}
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for (auto&& g : m_games)
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void game_list_frame::LoadSettings()
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{
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m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool() ? Qt::AscendingOrder : Qt::DescendingOrder;
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m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
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Refresh(true);
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const QByteArray state = m_gui_settings->GetValue(gui::game_list_state).toByteArray();
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if (!m_game_list->horizontalHeader()->restoreState(state) && m_game_list->rowCount())
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{
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{
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// If no settings exist, resize to contents.
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m_game_data.push_back(g);
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ResizeColumnsToContents();
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}
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}
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m_games.clear();
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for (int col = 0; col < m_columnActs.count(); ++col)
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// Sort by name at the very least.
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std::sort(m_game_data.begin(), m_game_data.end(), [&](const game_info& game1, const game_info& game2)
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{
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{
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const bool vis = m_gui_settings->GetGamelistColVisibility(col);
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const QString title1 = m_titles.value(QString::fromStdString(game1->info.serial), QString::fromStdString(game1->info.name));
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m_columnActs[col]->setChecked(vis);
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const QString title2 = m_titles.value(QString::fromStdString(game2->info.serial), QString::fromStdString(game2->info.name));
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m_game_list->setColumnHidden(col, !vis);
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return title1.toLower() < title2.toLower();
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}
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});
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SortGameList();
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FixNarrowColumns();
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m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState());
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m_path_list.clear();
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Refresh();
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}
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}
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void game_list_frame::OnRepaintFinished()
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void game_list_frame::OnRepaintFinished()
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@ -191,19 +178,114 @@ void game_list_frame::OnRepaintFinished()
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else
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else
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{
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{
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// The game grid needs to be recreated from scratch
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// The game grid needs to be recreated from scratch
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//TODO !!
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int games_per_row = 0;
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if (m_icon_size.width() > 0 && m_icon_size.height() > 0)
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{
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games_per_row = width() / (m_icon_size.width() + m_icon_size.width() * m_game_grid->getMarginFactor() * 2);
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}
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const int scroll_position = m_game_grid->verticalScrollBar()->value();
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//TODO add connections
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PopulateGameGrid(games_per_row, m_icon_size, m_icon_color);
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m_central_widget->addWidget(m_game_grid);
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m_central_widget->setCurrentWidget(m_game_grid);
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m_game_grid->verticalScrollBar()->setValue(scroll_position);
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}
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}
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}
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}
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void game_list_frame::SaveSettings()
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bool game_list_frame::IsEntryVisible(const game_info& game)
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{
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{
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for (int col = 0; col < m_columnActs.count(); ++col)
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const QString serial = QString::fromStdString(game->info.serial);
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return SearchMatchesApp(QString::fromStdString(game->info.name), serial);
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}
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void game_list_frame::PopulateGameGrid(int maxCols, const QSize& image_size, const QColor& image_color)
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{
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int r = 0;
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int c = 0;
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const std::string selected_item = CurrentSelectionPath();
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// Release old data
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m_game_list->clear_list();
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m_game_grid->deleteLater();
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const bool show_text = m_icon_size_index > gui::game_list_max_slider_pos * 2 / 5;
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if (m_icon_size_index < gui::game_list_max_slider_pos * 2 / 3)
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{
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{
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m_gui_settings->SetGamelistColVisibility(col, m_columnActs[col]->isChecked());
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m_game_grid = new game_list_grid(image_size, image_color, m_margin_factor, m_text_factor * 2, show_text);
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}
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}
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m_gui_settings->SetValue(gui::game_list_sortCol, m_sort_column);
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else
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m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
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{
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m_gui_settings->SetValue(gui::game_list_state, m_game_list->horizontalHeader()->saveState());
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m_game_grid = new game_list_grid(image_size, image_color, m_margin_factor, m_text_factor, show_text);
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}
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// Get list of matching apps
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QList<game_info> matching_apps;
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for (const auto& app : m_game_data)
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{
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if (IsEntryVisible(app))
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{
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matching_apps.push_back(app);
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}
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}
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const int entries = matching_apps.count();
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// Edge cases!
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if (entries == 0)
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{ // For whatever reason, 0%x is division by zero. Absolute nonsense by definition of modulus. But, I'll acquiesce.
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return;
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}
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maxCols = std::clamp(maxCols, 1, entries);
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const int needs_extra_row = (entries % maxCols) != 0;
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const int max_rows = needs_extra_row + entries / maxCols;
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m_game_grid->setRowCount(max_rows);
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m_game_grid->setColumnCount(maxCols);
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for (const auto& app : matching_apps)
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{
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const QString serial = QString::fromStdString(app->info.serial);
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const QString title = m_titles.value(serial, QString::fromStdString(app->info.name));
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game_list_item* item = m_game_grid->addItem(app, title, r, c);
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app->item = item;
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item->setData(gui::game_role, QVariant::fromValue(app));
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item->setToolTip(tr("%0 [%1]").arg(title).arg(serial));
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if (selected_item == app->info.path + app->info.icon_path)
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{
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m_game_grid->setCurrentItem(item);
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}
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if (++c >= maxCols)
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{
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c = 0;
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r++;
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}
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}
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if (c != 0)
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{ // if left over games exist -- if empty entries exist
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for (int col = c; col < maxCols; ++col)
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{
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game_list_item* empty_item = new game_list_item();
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empty_item->setFlags(Qt::NoItemFlags);
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m_game_grid->setItem(r, col, empty_item);
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}
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}
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m_game_grid->resizeColumnsToContents();
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m_game_grid->resizeRowsToContents();
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m_game_grid->installEventFilter(this);
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m_game_grid->verticalScrollBar()->installEventFilter(this);
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}
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}
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void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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{
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{
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@ -214,38 +296,41 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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{
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{
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m_path_list.clear();
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m_path_list.clear();
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m_game_data.clear();
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m_game_data.clear();
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m_games.clear();
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//TODO better ATM manually add path from 1 dir to m_paths_list
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//TODO better ATM manually add path from 1 dir to m_paths_list
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m_path_list.emplace_back(QDir::currentPath().toStdString() + "/game/");
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QDir parent_folder(QString::fromStdString(QDir::currentPath().toStdString() + "/game/"));
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QDir parent_folder(QString::fromStdString(m_path_list.at(0)));
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QFileInfoList fList = parent_folder.entryInfoList(QDir::AllDirs | QDir::NoDotAndDotDot, QDir::DirsFirst);
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QFileInfoList fList = parent_folder.entryInfoList(QDir::AllDirs | QDir::NoDotAndDotDot, QDir::DirsFirst);
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foreach(QFileInfo item, fList)
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foreach(QFileInfo item, fList)
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{
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{
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PSF psf;
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m_path_list.emplace_back(item.absoluteFilePath().toStdString());
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if (!psf.open(item.absoluteFilePath().toStdString() + "/sce_sys/PARAM.SFO"))
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continue;//if we can't open param.sfo go to the next entry
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//TODO std::string test = psf.get_string("TITLE_ID");
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QString iconpath(item.absoluteFilePath() + "/sce_sys/ICON0.PNG");
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GameInfo game{};
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game.icon_path = iconpath.toStdString();
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game.name = psf.get_string("TITLE");
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game.serial = psf.get_string("TITLE_ID");
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game.fw = (QString("%1").arg(psf.get_integer("SYSTEM_VER"), 8, 16, QLatin1Char('0'))).mid(1, 3).insert(1, '.').toStdString();
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game.version = psf.get_string("APP_VER");
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game.category = psf.get_string("CATEGORY");
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game.path = item.fileName().toStdString();
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gui_game_info info{};
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info.info = game;
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m_games.push_back(std::make_shared<gui_game_info>(std::move(info)));
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}
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}
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m_refresh_watcher.setFuture(QtConcurrent::map(m_path_list, [this](const std::string& dir)
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{
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GameInfo game{};
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game.path = dir;
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PSF psf;
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if (psf.open(game.path + "/sce_sys/PARAM.SFO"))
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{
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QString iconpath(QString::fromStdString(game.path) + "/sce_sys/ICON0.PNG");
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game.icon_path = iconpath.toStdString();
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game.name = psf.get_string("TITLE");
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game.serial = psf.get_string("TITLE_ID");
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game.fw = (QString("%1").arg(psf.get_integer("SYSTEM_VER"), 8, 16, QLatin1Char('0'))).mid(1, 3).insert(1, '.').toStdString();
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game.version = psf.get_string("APP_VER");
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game.category = psf.get_string("CATEGORY");
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m_titles.insert(QString::fromStdString(game.serial), QString::fromStdString(game.name));
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gui_game_info info{};
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info.info = game;
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m_games.push_back(std::make_shared<gui_game_info>(std::move(info)));
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}
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}));
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return;
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}
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}
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// Fill Game List / Game Grid
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// Fill Game List / Game Grid
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@ -279,11 +364,11 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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void game_list_frame::PopulateGameList()
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void game_list_frame::PopulateGameList()
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{
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{
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//hackinsh
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//hackinsh TODO remove
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for (auto&& g : m_games)
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//for (auto&& g : m_games)
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{
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//{
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m_game_data.push_back(g);
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// m_game_data.push_back(g);
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}
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//}
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//end of hackinsh
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//end of hackinsh
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int selected_row = -1;
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int selected_row = -1;
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@ -291,18 +376,25 @@ void game_list_frame::PopulateGameList()
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const std::string selected_item = CurrentSelectionPath();
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const std::string selected_item = CurrentSelectionPath();
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// Release old data
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// Release old data
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//TODO m_game_grid->clear_list();
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m_game_grid->clear_list();
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//TODO m_game_list->clear_list();
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m_game_list->clear_list();
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|
m_game_list->setRowCount(m_game_data.size());
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m_game_list->setRowCount(m_game_data.size());
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|
int row = 0;
|
|
|
|
int row = 0;
|
|
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|
int index = -1;
|
|
|
|
int index = -1;
|
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|
//RepaintIcons();//hackish
|
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|
|
|
|
|
for (const auto& game : m_game_data)
|
|
|
|
for (const auto& game : m_game_data)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
index++;
|
|
|
|
index++;
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
if (!IsEntryVisible(game))
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
game->item = nullptr;
|
|
|
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const QString serial = QString::fromStdString(game->info.serial);
|
|
|
|
|
|
|
|
const QString title = m_titles.value(serial, QString::fromStdString(game->info.name));
|
|
|
|
|
|
|
|
|
|
|
|
// Icon
|
|
|
|
// Icon
|
|
|
|
custom_table_widget_item* icon_item = new custom_table_widget_item;
|
|
|
|
custom_table_widget_item* icon_item = new custom_table_widget_item;
|
|
|
@ -317,10 +409,10 @@ void game_list_frame::PopulateGameList()
|
|
|
|
icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
|
|
|
|
icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
|
|
|
|
|
|
|
|
|
|
|
|
// Title
|
|
|
|
// Title
|
|
|
|
custom_table_widget_item* title_item = new custom_table_widget_item(game->info.name);
|
|
|
|
custom_table_widget_item* title_item = new custom_table_widget_item(title);
|
|
|
|
|
|
|
|
|
|
|
|
// Serial
|
|
|
|
// Serial
|
|
|
|
custom_table_widget_item* serial_item = new custom_table_widget_item(game->info.serial);
|
|
|
|
custom_table_widget_item* serial_item = new custom_table_widget_item(serial);
|
|
|
|
|
|
|
|
|
|
|
|
// Version
|
|
|
|
// Version
|
|
|
|
QString app_version = QString::fromStdString(game->info.version);
|
|
|
|
QString app_version = QString::fromStdString(game->info.version);
|
|
|
@ -646,3 +738,54 @@ void game_list_frame::ResizeIcons(const int& slider_pos)
|
|
|
|
|
|
|
|
|
|
|
|
RepaintIcons();
|
|
|
|
RepaintIcons();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void game_list_frame::LoadSettings()
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool() ? Qt::AscendingOrder : Qt::DescendingOrder;
|
|
|
|
|
|
|
|
m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Refresh(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const QByteArray state = m_gui_settings->GetValue(gui::game_list_state).toByteArray();
|
|
|
|
|
|
|
|
if (!m_game_list->horizontalHeader()->restoreState(state) && m_game_list->rowCount())
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
// If no settings exist, resize to contents.
|
|
|
|
|
|
|
|
ResizeColumnsToContents();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int col = 0; col < m_columnActs.count(); ++col)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
const bool vis = m_gui_settings->GetGamelistColVisibility(col);
|
|
|
|
|
|
|
|
m_columnActs[col]->setChecked(vis);
|
|
|
|
|
|
|
|
m_game_list->setColumnHidden(col, !vis);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
SortGameList();
|
|
|
|
|
|
|
|
FixNarrowColumns();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void game_list_frame::SaveSettings()
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
for (int col = 0; col < m_columnActs.count(); ++col)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
m_gui_settings->SetGamelistColVisibility(col, m_columnActs[col]->isChecked());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
m_gui_settings->SetValue(gui::game_list_sortCol, m_sort_column);
|
|
|
|
|
|
|
|
m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
|
|
|
|
|
|
|
|
m_gui_settings->SetValue(gui::game_list_state, m_game_list->horizontalHeader()->saveState());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
|
|
* Returns false if the game should be hidden because it doesn't match search term in toolbar.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
bool game_list_frame::SearchMatchesApp(const QString& name, const QString& serial) const
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if (!m_search_text.isEmpty())
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
const QString search_text = m_search_text.toLower();
|
|
|
|
|
|
|
|
return m_titles.value(serial, name).toLower().contains(search_text) || serial.toLower().contains(search_text);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
}
|
|
|
|