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