suyu/src/yuzu/game_list.cpp
Lioncash 4a587b81b2 core/core: Replace includes with forward declarations where applicable
The follow-up to e2457418da, which
replaces most of the includes in the core header with forward declarations.

This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.

This should make turnaround for changes much faster for developers.
2018-08-31 16:30:14 -04:00

634 lines
25 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <regex>
#include <QApplication>
#include <QDir>
#include <QFileInfo>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QKeyEvent>
#include <QMenu>
#include <QThreadPool>
#include <boost/container/flat_map.hpp>
#include <fmt/format.h>
#include "common/common_paths.h"
#include "common/logging/log.h"
#include "common/string_util.h"
#include "core/file_sys/content_archive.h"
#include "core/file_sys/control_metadata.h"
#include "core/file_sys/registered_cache.h"
#include "core/file_sys/romfs.h"
#include "core/file_sys/vfs_real.h"
#include "core/hle/service/filesystem/filesystem.h"
#include "core/loader/loader.h"
#include "yuzu/game_list.h"
#include "yuzu/game_list_p.h"
#include "yuzu/main.h"
#include "yuzu/ui_settings.h"
GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) : gamelist{gamelist} {}
// EventFilter in order to process systemkeys while editing the searchfield
bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
// If it isn't a KeyRelease event then continue with standard event processing
if (event->type() != QEvent::KeyRelease)
return QObject::eventFilter(obj, event);
QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
int rowCount = gamelist->tree_view->model()->rowCount();
QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
// If the searchfield's text hasn't changed special function keys get checked
// If no function key changes the searchfield's text the filter doesn't need to get reloaded
if (edit_filter_text == edit_filter_text_old) {
switch (keyEvent->key()) {
// Escape: Resets the searchfield
case Qt::Key_Escape: {
if (edit_filter_text_old.isEmpty()) {
return QObject::eventFilter(obj, event);
} else {
gamelist->search_field->edit_filter->clear();
edit_filter_text = "";
}
break;
}
// Return and Enter
// If the enter key gets pressed first checks how many and which entry is visible
// If there is only one result launch this game
case Qt::Key_Return:
case Qt::Key_Enter: {
QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
QModelIndex root_index = item_model->invisibleRootItem()->index();
QStandardItem* child_file;
QString file_path;
int resultCount = 0;
for (int i = 0; i < rowCount; ++i) {
if (!gamelist->tree_view->isRowHidden(i, root_index)) {
++resultCount;
child_file = gamelist->item_model->item(i, 0);
file_path = child_file->data(GameListItemPath::FullPathRole).toString();
}
}
if (resultCount == 1) {
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a diffrent game after closing one
gamelist->search_field->edit_filter->setText("");
edit_filter_text = "";
emit gamelist->GameChosen(file_path);
} else {
return QObject::eventFilter(obj, event);
}
break;
}
default:
return QObject::eventFilter(obj, event);
}
}
edit_filter_text_old = edit_filter_text;
return QObject::eventFilter(obj, event);
}
void GameList::SearchField::setFilterResult(int visible, int total) {
QString result_of_text = tr("of");
QString result_text;
if (total == 1) {
result_text = tr("result");
} else {
result_text = tr("results");
}
label_filter_result->setText(
QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
}
void GameList::SearchField::clear() {
edit_filter->setText("");
}
void GameList::SearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
layout_filter = new QHBoxLayout;
layout_filter->setMargin(8);
label_filter = new QLabel;
label_filter->setText(tr("Filter:"));
edit_filter = new QLineEdit;
edit_filter->setText("");
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(keyReleaseEater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText("X");
button_filter_close->setCursor(Qt::ArrowCursor);
button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}");
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);
layout_filter->addWidget(label_filter_result);
layout_filter->addWidget(button_filter_close);
setLayout(layout_filter);
}
/**
* Checks if all words separated by spaces are contained in another string
* This offers a word order insensitive search function
*
* @param haystack String that gets checked if it contains all words of the userinput string
* @param userinput String containing all words getting checked
* @return true if the haystack contains all words of userinput
*/
static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
const QStringList userinput_split =
userinput.split(' ', QString::SplitBehavior::SkipEmptyParts);
return std::all_of(userinput_split.begin(), userinput_split.end(),
[&haystack](const QString& s) { return haystack.contains(s); });
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& newText) {
int rowCount = tree_view->model()->rowCount();
QString edit_filter_text = newText.toLower();
QModelIndex root_index = item_model->invisibleRootItem()->index();
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
if (edit_filter_text.isEmpty()) {
for (int i = 0; i < rowCount; ++i) {
tree_view->setRowHidden(i, root_index, false);
}
search_field->setFilterResult(rowCount, rowCount);
} else {
int result_count = 0;
for (int i = 0; i < rowCount; ++i) {
const QStandardItem* child_file = item_model->item(i, 0);
const QString file_path =
child_file->data(GameListItemPath::FullPathRole).toString().toLower();
QString file_name = file_path.mid(file_path.lastIndexOf('/') + 1);
const QString file_title =
child_file->data(GameListItemPath::TitleRole).toString().toLower();
const QString file_programmid =
child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
// Only items which filename in combination with its title contains all words
// that are in the searchfield will be visible in the gamelist
// The search is case insensitive because of toLower()
// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
// multiple conversions of edit_filter_text for each game in the gamelist
if (ContainsAllWords(file_name.append(' ').append(file_title), edit_filter_text) ||
(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
tree_view->setRowHidden(i, root_index, false);
++result_count;
} else {
tree_view->setRowHidden(i, root_index, true);
}
search_field->setFilterResult(result_count, rowCount);
}
}
}
void GameList::onFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(FileSys::VirtualFilesystem vfs, GMainWindow* parent)
: QWidget{parent}, vfs(std::move(vfs)) {
watcher = new QFileSystemWatcher(this);
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
search_field = new SearchField(this);
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
tree_view->setAlternatingRowColors(true);
tree_view->setSelectionMode(QHeaderView::SingleSelection);
tree_view->setSelectionBehavior(QHeaderView::SelectRows);
tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setSortingEnabled(true);
tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
tree_view->setUniformRowHeights(true);
tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, "Compatibility");
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
// We must register all custom types with the Qt Automoc system so that we are able to use it
// with signals/slots. In this case, QList falls under the umbrells of custom types.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(tree_view);
layout->addWidget(search_field);
setLayout(layout);
}
GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::setFilterFocus() {
if (tree_view->model()->rowCount() > 0) {
search_field->setFocus();
}
}
void GameList::setFilterVisible(bool visibility) {
search_field->setVisible(visibility);
}
void GameList::clearFilter() {
search_field->clear();
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item) {
// We don't care about the individual QStandardItem that was selected, but its row.
const int row = item_model->itemFromIndex(item)->row();
const QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
const QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
if (file_path.isEmpty())
return;
if (!QFileInfo::exists(file_path))
return;
const QFileInfo file_info{file_path};
if (file_info.isDir()) {
const QDir dir{file_path};
const QStringList matching_main = dir.entryList(QStringList("main"), QDir::Files);
if (matching_main.size() == 1) {
emit GameChosen(dir.path() + DIR_SEP + matching_main[0]);
}
return;
}
// Users usually want to run a diffrent game after closing one
search_field->clear();
emit GameChosen(file_path);
}
void GameList::DonePopulating(QStringList watch_list) {
// Clear out the old directories to watch for changes and add the new ones
auto watch_dirs = watcher->directories();
if (!watch_dirs.isEmpty()) {
watcher->removePaths(watch_dirs);
}
// Workaround: Add the watch paths in chunks to allow the gui to refresh
// This prevents the UI from stalling when a large number of watch paths are added
// Also artificially caps the watcher to a certain number of directories
constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
constexpr int SLICE_SIZE = 25;
int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
for (int i = 0; i < len; i += SLICE_SIZE) {
watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
QCoreApplication::processEvents();
}
tree_view->setEnabled(true);
int rowCount = tree_view->model()->rowCount();
search_field->setFilterResult(rowCount, rowCount);
if (rowCount > 0) {
search_field->setFocus();
}
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid())
return;
int row = item_model->itemFromIndex(item)->row();
QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
QMenu context_menu;
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
open_save_location->setEnabled(program_id != 0);
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);
connect(open_save_location, &QAction::triggered,
[&]() { emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData); });
connect(navigate_to_gamedb_entry, &QAction::triggered,
[&]() { emit NavigateToGamedbEntryRequested(program_id, compatibility_list); });
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::LoadCompatibilityList() {
QFile compat_list{":compatibility_list/compatibility_list.json"};
if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
LOG_ERROR(Frontend, "Unable to open game compatibility list");
return;
}
if (compat_list.size() == 0) {
LOG_WARNING(Frontend, "Game compatibility list is empty");
return;
}
const QByteArray content = compat_list.readAll();
if (content.isEmpty()) {
LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
return;
}
const QString string_content = content;
QJsonDocument json = QJsonDocument::fromJson(string_content.toUtf8());
QJsonArray arr = json.array();
for (const QJsonValue& value : arr) {
QJsonObject game = value.toObject();
if (game.contains("compatibility") && game["compatibility"].isDouble()) {
int compatibility = game["compatibility"].toInt();
QString directory = game["directory"].toString();
QJsonArray ids = game["releases"].toArray();
for (const QJsonValue& value : ids) {
QJsonObject object = value.toObject();
QString id = object["id"].toString();
compatibility_list.emplace(
id.toUpper().toStdString(),
std::make_pair(QString::number(compatibility), directory));
}
}
}
}
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
if (!FileUtil::Exists(dir_path.toStdString()) ||
!FileUtil::IsDirectory(dir_path.toStdString())) {
LOG_ERROR(Frontend, "Could not find game list folder at {}", dir_path.toLocal8Bit().data());
search_field->setFilterResult(0, 0);
return;
}
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
emit ShouldCancelWorker();
GameListWorker* worker = new GameListWorker(vfs, dir_path, deep_scan, compatibility_list);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel
// without delay.
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
}
void GameList::SaveInterfaceLayout() {
UISettings::values.gamelist_header_state = tree_view->header()->saveState();
}
void GameList::LoadInterfaceLayout() {
auto header = tree_view->header();
if (!header->restoreState(UISettings::values.gamelist_header_state)) {
// We are using the name column to display icons and titles
// so make it as large as possible as default.
header->resizeSection(COLUMN_NAME, header->width());
}
item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
}
const QStringList GameList::supported_file_extensions = {"nso", "nro", "nca", "xci"};
static bool HasSupportedFileExtension(const std::string& file_name) {
const QFileInfo file = QFileInfo(QString::fromStdString(file_name));
return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
}
static bool IsExtractedNCAMain(const std::string& file_name) {
return QFileInfo(QString::fromStdString(file_name)).fileName() == "main";
}
static QString FormatGameName(const std::string& physical_name) {
const QString physical_name_as_qstring = QString::fromStdString(physical_name);
const QFileInfo file_info(physical_name_as_qstring);
if (IsExtractedNCAMain(physical_name)) {
return file_info.dir().path();
}
return physical_name_as_qstring;
}
void GameList::RefreshGameDirectory() {
if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
search_field->clear();
PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
}
}
static void GetMetadataFromControlNCA(const std::shared_ptr<FileSys::NCA>& nca,
std::vector<u8>& icon, std::string& name) {
const auto control_dir = FileSys::ExtractRomFS(nca->GetRomFS());
if (control_dir == nullptr)
return;
const auto nacp_file = control_dir->GetFile("control.nacp");
if (nacp_file == nullptr)
return;
FileSys::NACP nacp(nacp_file);
name = nacp.GetApplicationName();
FileSys::VirtualFile icon_file = nullptr;
for (const auto& language : FileSys::LANGUAGE_NAMES) {
icon_file = control_dir->GetFile("icon_" + std::string(language) + ".dat");
if (icon_file != nullptr) {
icon = icon_file->ReadAllBytes();
break;
}
}
}
GameListWorker::GameListWorker(
FileSys::VirtualFilesystem vfs, QString dir_path, bool deep_scan,
const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list)
: vfs(std::move(vfs)), dir_path(std::move(dir_path)), deep_scan(deep_scan),
compatibility_list(compatibility_list) {}
GameListWorker::~GameListWorker() = default;
void GameListWorker::AddInstalledTitlesToGameList(std::shared_ptr<FileSys::RegisteredCache> cache) {
const auto installed_games = cache->ListEntriesFilter(FileSys::TitleType::Application,
FileSys::ContentRecordType::Program);
for (const auto& game : installed_games) {
const auto& file = cache->GetEntryUnparsed(game);
std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(file);
if (!loader)
continue;
std::vector<u8> icon;
std::string name;
u64 program_id = 0;
loader->ReadProgramId(program_id);
const auto& control = cache->GetEntry(game.title_id, FileSys::ContentRecordType::Control);
if (control != nullptr)
GetMetadataFromControlNCA(control, icon, name);
emit EntryReady({
new GameListItemPath(
FormatGameName(file->GetFullPath()), icon, QString::fromStdString(name),
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType())),
program_id),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(file->GetSize()),
});
}
const auto control_data = cache->ListEntriesFilter(FileSys::TitleType::Application,
FileSys::ContentRecordType::Control);
for (const auto& entry : control_data) {
const auto nca = cache->GetEntry(entry);
if (nca != nullptr)
nca_control_map.insert_or_assign(entry.title_id, nca);
}
}
void GameListWorker::FillControlMap(const std::string& dir_path) {
const auto nca_control_callback = [this](u64* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {
std::string physical_name = directory + DIR_SEP + virtual_name;
if (stop_processing)
return false; // Breaks the callback loop.
bool is_dir = FileUtil::IsDirectory(physical_name);
QFileInfo file_info(physical_name.c_str());
if (!is_dir && file_info.suffix().toStdString() == "nca") {
auto nca =
std::make_shared<FileSys::NCA>(vfs->OpenFile(physical_name, FileSys::Mode::Read));
if (nca->GetType() == FileSys::NCAContentType::Control)
nca_control_map.insert_or_assign(nca->GetTitleId(), nca);
}
return true;
};
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, nca_control_callback);
}
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
const auto callback = [this, recursion](u64* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {
std::string physical_name = directory + DIR_SEP + virtual_name;
if (stop_processing)
return false; // Breaks the callback loop.
bool is_dir = FileUtil::IsDirectory(physical_name);
if (!is_dir &&
(HasSupportedFileExtension(physical_name) || IsExtractedNCAMain(physical_name))) {
std::unique_ptr<Loader::AppLoader> loader =
Loader::GetLoader(vfs->OpenFile(physical_name, FileSys::Mode::Read));
if (!loader || ((loader->GetFileType() == Loader::FileType::Unknown ||
loader->GetFileType() == Loader::FileType::Error) &&
!UISettings::values.show_unknown))
return true;
std::vector<u8> icon;
const auto res1 = loader->ReadIcon(icon);
u64 program_id = 0;
const auto res2 = loader->ReadProgramId(program_id);
std::string name = " ";
const auto res3 = loader->ReadTitle(name);
if (res1 != Loader::ResultStatus::Success && res3 != Loader::ResultStatus::Success &&
res2 == Loader::ResultStatus::Success) {
// Use from metadata pool.
if (nca_control_map.find(program_id) != nca_control_map.end()) {
const auto nca = nca_control_map[program_id];
GetMetadataFromControlNCA(nca, icon, name);
}
}
auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
// The game list uses this as compatibility number for untested games
QString compatibility("99");
if (it != compatibility_list.end())
compatibility = it->second.first;
emit EntryReady({
new GameListItemPath(
FormatGameName(physical_name), icon, QString::fromStdString(name),
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType())),
program_id),
new GameListItemCompat(compatibility),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
} else if (is_dir && recursion > 0) {
watch_list.append(QString::fromStdString(physical_name));
AddFstEntriesToGameList(physical_name, recursion - 1);
}
return true;
};
FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
}
void GameListWorker::run() {
stop_processing = false;
watch_list.append(dir_path);
FillControlMap(dir_path.toStdString());
AddInstalledTitlesToGameList(Service::FileSystem::GetUserNANDContents());
AddInstalledTitlesToGameList(Service::FileSystem::GetSystemNANDContents());
AddInstalledTitlesToGameList(Service::FileSystem::GetSDMCContents());
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
nca_control_map.clear();
emit Finished(watch_list);
}
void GameListWorker::Cancel() {
this->disconnect();
stop_processing = true;
}