forked from ShuriZma/suyu
feat: Changed folders in list to be a toggleable option
This commit is contained in:
parent
60d62a9277
commit
8b6a4c21f3
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@ -383,6 +383,17 @@ GameList::~GameList() {
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UnloadController();
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UnloadController();
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}
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}
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void GameList::ClearList() {
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// Clear all items
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item_model->setRowCount(0);
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// Notify a reload is pending
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UISettings::values.is_game_list_reload_pending.exchange(true);
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UISettings::values.is_game_list_reload_pending.notify_all();
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// Load stuff back up
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}
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void GameList::SetFilterFocus() {
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void GameList::SetFilterFocus() {
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if (tree_view->model()->rowCount() > 0) {
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if (tree_view->model()->rowCount() > 0) {
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search_field->setFocus();
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search_field->setFocus();
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@ -471,7 +482,9 @@ bool GameList::IsEmpty() const {
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void GameList::DonePopulating(const QStringList& watch_list) {
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void GameList::DonePopulating(const QStringList& watch_list) {
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emit ShowList(!IsEmpty());
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emit ShowList(!IsEmpty());
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// item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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if (UISettings::values.show_folders_in_list) {
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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}
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// Add favorites row
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// Add favorites row
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item_model->invisibleRootItem()->insertRow(0, new GameListFavorites());
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item_model->invisibleRootItem()->insertRow(0, new GameListFavorites());
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@ -889,6 +902,27 @@ void GameList::ToggleFavorite(u64 program_id) {
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void GameList::AddFavorite(u64 program_id) {
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void GameList::AddFavorite(u64 program_id) {
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auto* favorites_row = item_model->item(0);
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auto* favorites_row = item_model->item(0);
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if (UISettings::values.show_folders_in_list) {
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for (int i = 0; i < item_model->rowCount(); i++) {
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const auto* folder = item_model->item(i);
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for (int j = 0; j < folder->rowCount(); j++) {
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if (folder->child(j)->data(GameListItemPath::ProgramIdRole).toULongLong() ==
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program_id) {
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QList<QStandardItem*> list;
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for (int k = 0; k < COLUMN_COUNT; k++) {
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list.append(folder->child(j, k)->clone());
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}
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list[0]->setData(folder->child(j)->data(GameListItem::SortRole),
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GameListItem::SortRole);
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list[0]->setText(folder->child(j)->data(Qt::DisplayRole).toString());
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favorites_row->appendRow(list);
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return;
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}
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}
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}
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return;
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} else {
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for (int i = 1; i < item_model->rowCount() - 1; i++) {
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for (int i = 1; i < item_model->rowCount() - 1; i++) {
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const auto* game = item_model->item(i);
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const auto* game = item_model->item(i);
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if (game->data(GameListItemPath::ProgramIdRole).toULongLong() != program_id) {
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if (game->data(GameListItemPath::ProgramIdRole).toULongLong() != program_id) {
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@ -907,6 +941,7 @@ void GameList::AddFavorite(u64 program_id) {
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return;
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return;
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}
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}
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}
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}
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}
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void GameList::RemoveFavorite(u64 program_id) {
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void GameList::RemoveFavorite(u64 program_id) {
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auto* favorites_row = item_model->item(0);
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auto* favorites_row = item_model->item(0);
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@ -84,6 +84,7 @@ public:
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~GameList() override;
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~GameList() override;
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QString GetLastFilterResultItem() const;
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QString GetLastFilterResultItem() const;
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void ClearList();
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void ClearFilter();
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void ClearFilter();
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void SetFilterFocus();
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void SetFilterFocus();
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void SetFilterVisible(bool visibility);
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void SetFilterVisible(bool visibility);
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@ -330,13 +330,19 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
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auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
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program_id, compatibility_list, play_time_manager, patch);
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program_id, compatibility_list, play_time_manager, patch);
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RecordEvent([=](GameList* game_list) { game_list->AddRootEntry(entry); });
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RecordEvent([=](GameList* game_list) {
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if (UISettings::values.show_folders_in_list) {
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game_list->AddEntry(entry, parent_dir);
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} else {
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game_list->AddRootEntry(entry);
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}
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});
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}
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}
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}
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}
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void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
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void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
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GameListDir* parent_dir) {
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GameListDir* parent_dir) {
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const auto callback = [this, target](const std::filesystem::path& path) -> bool {
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const auto callback = [this, target, parent_dir](const std::filesystem::path& path) -> bool {
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if (stop_requested) {
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if (stop_requested) {
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// Breaks the callback loop.
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// Breaks the callback loop.
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return false;
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return false;
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@ -424,7 +430,13 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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program_id, compatibility_list, play_time_manager, patch);
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program_id, compatibility_list, play_time_manager, patch);
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RecordEvent([=](GameList* game_list) { game_list->AddRootEntry(entry); });
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RecordEvent([=](GameList* game_list) {
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if (UISettings::values.show_folders_in_list) {
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game_list->AddEntry(entry, parent_dir);
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} else {
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game_list->AddRootEntry(entry);
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}
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});
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}
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}
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}
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}
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} else if (is_dir) {
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} else if (is_dir) {
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@ -446,11 +458,9 @@ void GameListWorker::run() {
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watch_list.clear();
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watch_list.clear();
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provider->ClearAllEntries();
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provider->ClearAllEntries();
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/*
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const auto DirEntryReady = [&](GameListDir* game_list_dir) {
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const auto DirEntryReady = [&](GameListDir* game_list_dir) {
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RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
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RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
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};
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};
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*/
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for (UISettings::GameDir& game_dir : game_dirs) {
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for (UISettings::GameDir& game_dir : game_dirs) {
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if (stop_requested) {
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if (stop_requested) {
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@ -459,20 +469,32 @@ void GameListWorker::run() {
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if (game_dir.path == std::string("SDMC")) {
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if (game_dir.path == std::string("SDMC")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
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// DirEntryReady(game_list_dir);
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if (UISettings::values.show_folders_in_list)
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == std::string("UserNAND")) {
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} else if (game_dir.path == std::string("UserNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
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// DirEntryReady(game_list_dir);
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if (UISettings::values.show_folders_in_list)
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == std::string("SysNAND")) {
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} else if (game_dir.path == std::string("SysNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
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// DirEntryReady(game_list_dir);
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if (UISettings::values.show_folders_in_list)
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else {
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} else {
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watch_list.append(QString::fromStdString(game_dir.path));
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watch_list.append(QString::fromStdString(game_dir.path));
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auto* const game_list_dir = new GameListDir(game_dir);
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auto* const game_list_dir = new GameListDir(game_dir);
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// DirEntryReady(game_list_dir);
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if (UISettings::values.show_folders_in_list)
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DirEntryReady(game_list_dir);
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ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path, game_dir.deep_scan,
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ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path, game_dir.deep_scan,
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game_list_dir);
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game_list_dir);
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ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path, game_dir.deep_scan,
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ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path, game_dir.deep_scan,
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@ -1416,6 +1416,7 @@ void GMainWindow::RestoreUIState() {
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game_list->SetFilterVisible(ui->action_Show_Filter_Bar->isChecked());
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game_list->SetFilterVisible(ui->action_Show_Filter_Bar->isChecked());
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ui->action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar.GetValue());
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ui->action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar.GetValue());
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ui->action_Show_Folders_In_List->setChecked(UISettings::values.show_folders_in_list.GetValue());
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statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
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statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
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Debugger::ToggleConsole();
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Debugger::ToggleConsole();
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}
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}
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@ -1531,6 +1532,7 @@ void GMainWindow::ConnectMenuEvents() {
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connect_menu(ui->action_Display_Dock_Widget_Headers, &GMainWindow::OnDisplayTitleBars);
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connect_menu(ui->action_Display_Dock_Widget_Headers, &GMainWindow::OnDisplayTitleBars);
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connect_menu(ui->action_Show_Filter_Bar, &GMainWindow::OnToggleFilterBar);
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connect_menu(ui->action_Show_Filter_Bar, &GMainWindow::OnToggleFilterBar);
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connect_menu(ui->action_Show_Status_Bar, &GMainWindow::OnToggleStatusBar);
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connect_menu(ui->action_Show_Status_Bar, &GMainWindow::OnToggleStatusBar);
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connect_menu(ui->action_Show_Folders_In_List, &GMainWindow::OnToggleFoldersInList);
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connect_menu(ui->action_Reset_Window_Size_720, &GMainWindow::ResetWindowSize720);
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connect_menu(ui->action_Reset_Window_Size_720, &GMainWindow::ResetWindowSize720);
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connect_menu(ui->action_Reset_Window_Size_900, &GMainWindow::ResetWindowSize900);
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connect_menu(ui->action_Reset_Window_Size_900, &GMainWindow::ResetWindowSize900);
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@ -4185,6 +4187,14 @@ void GMainWindow::OnToggleStatusBar() {
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statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
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statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
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}
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}
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void GMainWindow::OnToggleFoldersInList() {
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UISettings::values.show_folders_in_list = ui->action_Show_Folders_In_List->isChecked();
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game_list->ClearList();
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game_list->LoadCompatibilityList();
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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void GMainWindow::OnAlbum() {
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void GMainWindow::OnAlbum() {
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constexpr u64 AlbumId = static_cast<u64>(Service::AM::AppletProgramId::PhotoViewer);
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constexpr u64 AlbumId = static_cast<u64>(Service::AM::AppletProgramId::PhotoViewer);
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auto bis_system = system->GetFileSystemController().GetSystemNANDContents();
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auto bis_system = system->GetFileSystemController().GetSystemNANDContents();
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@ -4573,6 +4583,7 @@ void GMainWindow::UpdateUISettings() {
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UISettings::values.display_titlebar = ui->action_Display_Dock_Widget_Headers->isChecked();
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UISettings::values.display_titlebar = ui->action_Display_Dock_Widget_Headers->isChecked();
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UISettings::values.show_filter_bar = ui->action_Show_Filter_Bar->isChecked();
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UISettings::values.show_filter_bar = ui->action_Show_Filter_Bar->isChecked();
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UISettings::values.show_status_bar = ui->action_Show_Status_Bar->isChecked();
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UISettings::values.show_status_bar = ui->action_Show_Status_Bar->isChecked();
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UISettings::values.show_folders_in_list = ui->action_Show_Folders_In_List->isChecked();
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UISettings::values.first_start = false;
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UISettings::values.first_start = false;
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}
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}
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@ -383,6 +383,7 @@ private slots:
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void OnAbout();
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void OnAbout();
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void OnToggleFilterBar();
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void OnToggleFilterBar();
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void OnToggleStatusBar();
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void OnToggleStatusBar();
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void OnToggleFoldersInList();
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void OnDisplayTitleBars(bool);
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void OnDisplayTitleBars(bool);
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void InitializeHotkeys();
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void InitializeHotkeys();
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void ToggleFullscreen();
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void ToggleFullscreen();
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@ -124,6 +124,7 @@
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<addaction name="action_Display_Dock_Widget_Headers"/>
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<addaction name="action_Display_Dock_Widget_Headers"/>
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<addaction name="action_Show_Filter_Bar"/>
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<addaction name="action_Show_Filter_Bar"/>
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<addaction name="action_Show_Status_Bar"/>
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<addaction name="action_Show_Status_Bar"/>
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<addaction name="action_Show_Folders_In_List" />
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<addaction name="separator"/>
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<addaction name="separator"/>
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<addaction name="menu_Reset_Window_Size"/>
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<addaction name="menu_Reset_Window_Size"/>
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<addaction name="menu_View_Debugging"/>
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<addaction name="menu_View_Debugging"/>
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@ -288,6 +289,17 @@
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<string>Show Status Bar</string>
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<string>Show Status Bar</string>
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</property>
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</property>
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</action>
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</action>
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<action name="action_Show_Folders_In_List">
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<property name="checkable">
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Show Folders in List</string>
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</property>
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<property name="iconText">
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<string>Show Status Bar</string>
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</property>
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</action>
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<action name="action_View_Lobby">
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<action name="action_View_Lobby">
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<property name="enabled">
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<property name="enabled">
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<bool>true</bool>
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<bool>true</bool>
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@ -200,6 +200,7 @@ struct Values {
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std::atomic_bool is_game_list_reload_pending{false};
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std::atomic_bool is_game_list_reload_pending{false};
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Setting<bool> cache_game_list{linkage, true, "cache_game_list", Category::UiGameList};
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Setting<bool> cache_game_list{linkage, true, "cache_game_list", Category::UiGameList};
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Setting<bool> favorites_expanded{linkage, true, "favorites_expanded", Category::UiGameList};
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Setting<bool> favorites_expanded{linkage, true, "favorites_expanded", Category::UiGameList};
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Setting<bool> show_folders_in_list{linkage, true, "show_folders_in_list", Category::UiGameList};
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QVector<u64> favorited_ids;
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QVector<u64> favorited_ids;
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// Compatibility List
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// Compatibility List
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