mirror of https://github.com/PCSX2/pcsx2.git
131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "common/ProgressCallback.h"
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#include "common/Timer.h"
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#include "pcsx2/Frontend/GameList.h"
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#include "GameListRefreshThread.h"
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#include <QtWidgets/QMessageBox>
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// Limit UI update times to 4 per second, so we don't spend longer redrawing the UI than scanning
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static constexpr float UI_UPDATE_INTERVAL = 0.25f;
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AsyncRefreshProgressCallback::AsyncRefreshProgressCallback(GameListRefreshThread* parent)
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: m_parent(parent)
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{
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}
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void AsyncRefreshProgressCallback::Cancel()
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{
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// Not atomic, but we don't need to cancel immediately.
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m_cancelled = true;
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}
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void AsyncRefreshProgressCallback::SetStatusText(const char* text)
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{
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QString new_text(QString::fromUtf8(text));
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if (new_text == m_status_text)
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return;
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m_status_text = new_text;
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetProgressRange(u32 range)
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{
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BaseProgressCallback::SetProgressRange(range);
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if (static_cast<int>(m_progress_range) == m_last_range)
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return;
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m_last_range = static_cast<int>(m_progress_range);
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetProgressValue(u32 value)
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{
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BaseProgressCallback::SetProgressValue(value);
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if (static_cast<int>(m_progress_value) == m_last_value)
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return;
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m_last_value = static_cast<int>(m_progress_value);
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetTitle(const char* title) {}
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void AsyncRefreshProgressCallback::DisplayError(const char* message)
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{
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QMessageBox::critical(nullptr, QStringLiteral("Error"), QString::fromUtf8(message));
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}
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void AsyncRefreshProgressCallback::DisplayWarning(const char* message)
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{
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QMessageBox::warning(nullptr, QStringLiteral("Warning"), QString::fromUtf8(message));
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}
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void AsyncRefreshProgressCallback::DisplayInformation(const char* message)
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{
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QMessageBox::information(nullptr, QStringLiteral("Information"), QString::fromUtf8(message));
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}
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void AsyncRefreshProgressCallback::DisplayDebugMessage(const char* message)
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{
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qDebug() << message;
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}
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void AsyncRefreshProgressCallback::ModalError(const char* message)
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{
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QMessageBox::critical(nullptr, QStringLiteral("Error"), QString::fromUtf8(message));
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}
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bool AsyncRefreshProgressCallback::ModalConfirmation(const char* message)
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{
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return QMessageBox::question(nullptr, QStringLiteral("Question"), QString::fromUtf8(message)) == QMessageBox::Yes;
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}
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void AsyncRefreshProgressCallback::ModalInformation(const char* message)
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{
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QMessageBox::information(nullptr, QStringLiteral("Information"), QString::fromUtf8(message));
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}
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void AsyncRefreshProgressCallback::fireUpdate()
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{
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m_parent->refreshProgress(m_status_text, m_last_value, m_last_range);
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}
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GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
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: QThread()
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, m_progress(this)
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, m_invalidate_cache(invalidate_cache)
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{
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}
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GameListRefreshThread::~GameListRefreshThread() = default;
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void GameListRefreshThread::cancel()
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{
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m_progress.Cancel();
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}
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void GameListRefreshThread::run()
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{
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GameList::Refresh(m_invalidate_cache, &m_progress);
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emit refreshComplete();
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}
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