pcsx2/pcsx2-qt/GameList/GameListRefreshThread.cpp

128 lines
3.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "common/ProgressCallback.h"
#include "common/Timer.h"
#include "pcsx2/Frontend/GameList.h"
#include "GameListRefreshThread.h"
#include <QtWidgets/QMessageBox>
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<int>(m_progress_range) == m_last_range)
return;
m_last_range = static_cast<int>(m_progress_range);
fireUpdate();
}
void AsyncRefreshProgressCallback::SetProgressValue(u32 value)
{
BaseProgressCallback::SetProgressValue(value);
if (static_cast<int>(m_progress_value) == m_last_value)
return;
m_last_value = static_cast<int>(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, false, &m_progress);
emit refreshComplete();
}