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[desktop] Basic grid view implementation (#3479)
Closes #3441 Basic impl of a grid view on the game list. The ideal solution here would be to use QSortFilterProxyModel and abstract the game list model out to a QStandardItemModel, but that is too much effort for me rn. Adapted the "card" design from QML, can 1000% be improved but QPainter is just such a pain to deal with. Implanting a Qt Quick scene into there would legitimately be easier. Anyways, margins and text sizes lgtm at all sizes, though please give feedback on both that and the general card design. Future TODOs: - [ ] Auto size mode - [ ] Refactor to use models Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3479
This commit is contained in:
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include <QDir>
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#include <QFile>
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#include <QFileInfo>
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#include <QSettings>
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "core/core.h"
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#include "core/file_sys/card_image.h"
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#include "core/file_sys/content_archive.h"
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#include "core/file_sys/control_metadata.h"
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#include "core/file_sys/fs_filesystem.h"
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#include "core/file_sys/nca_metadata.h"
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#include "core/file_sys/patch_manager.h"
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#include "core/file_sys/registered_cache.h"
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#include "core/file_sys/submission_package.h"
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#include "core/loader/loader.h"
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#include "yuzu/compatibility_list.h"
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#include "yuzu/game/game_list.h"
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#include "yuzu/game/game_list_p.h"
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#include "yuzu/game/game_list_worker.h"
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#include "qt_common/config/uisettings.h"
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namespace {
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QString GetGameListCachedObject(const std::string& filename, const std::string& ext,
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const std::function<QString()>& generator) {
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if (!UISettings::values.cache_game_list || filename == "0000000000000000") {
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return generator();
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}
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const auto path =
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Common::FS::PathToUTF8String(Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir) /
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"game_list" / fmt::format("{}.{}", filename, ext));
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void(Common::FS::CreateParentDirs(path));
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if (!Common::FS::Exists(path)) {
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const auto str = generator();
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QFile file{QString::fromStdString(path)};
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if (file.open(QFile::WriteOnly)) {
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file.write(str.toUtf8());
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}
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return str;
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}
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QFile file{QString::fromStdString(path)};
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if (file.open(QFile::ReadOnly)) {
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return QString::fromUtf8(file.readAll());
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}
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return generator();
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}
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std::pair<std::vector<u8>, std::string> GetGameListCachedObject(
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const std::string& filename, const std::string& ext,
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const std::function<std::pair<std::vector<u8>, std::string>()>& generator) {
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if (!UISettings::values.cache_game_list || filename == "0000000000000000") {
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return generator();
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}
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const auto game_list_dir =
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Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir) / "game_list";
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const auto jpeg_name = fmt::format("{}.jpeg", filename);
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const auto app_name = fmt::format("{}.appname.txt", filename);
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const auto path1 = Common::FS::PathToUTF8String(game_list_dir / jpeg_name);
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const auto path2 = Common::FS::PathToUTF8String(game_list_dir / app_name);
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void(Common::FS::CreateParentDirs(path1));
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if (!Common::FS::Exists(path1) || !Common::FS::Exists(path2)) {
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const auto [icon, nacp] = generator();
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QFile file1{QString::fromStdString(path1)};
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if (!file1.open(QFile::WriteOnly)) {
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LOG_ERROR(Frontend, "Failed to open cache file.");
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return generator();
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}
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if (!file1.resize(icon.size())) {
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LOG_ERROR(Frontend, "Failed to resize cache file to necessary size.");
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return generator();
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}
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if (file1.write(reinterpret_cast<const char*>(icon.data()), icon.size()) !=
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s64(icon.size())) {
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LOG_ERROR(Frontend, "Failed to write data to cache file.");
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return generator();
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}
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QFile file2{QString::fromStdString(path2)};
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if (file2.open(QFile::WriteOnly)) {
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file2.write(nacp.data(), nacp.size());
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}
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return std::make_pair(icon, nacp);
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}
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QFile file1(QString::fromStdString(path1));
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QFile file2(QString::fromStdString(path2));
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if (!file1.open(QFile::ReadOnly)) {
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LOG_ERROR(Frontend, "Failed to open cache file for reading.");
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return generator();
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}
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if (!file2.open(QFile::ReadOnly)) {
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LOG_ERROR(Frontend, "Failed to open cache file for reading.");
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return generator();
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}
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std::vector<u8> vec(file1.size());
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if (file1.read(reinterpret_cast<char*>(vec.data()), vec.size()) !=
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static_cast<s64>(vec.size())) {
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return generator();
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}
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const auto data = file2.readAll();
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return std::make_pair(vec, data.toStdString());
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}
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void GetMetadataFromControlNCA(const FileSys::PatchManager& patch_manager, const FileSys::NCA& nca,
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std::vector<u8>& icon, std::string& name) {
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std::tie(icon, name) = GetGameListCachedObject(
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fmt::format("{:016X}", patch_manager.GetTitleID()), {}, [&patch_manager, &nca] {
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const auto [nacp, icon_f] = patch_manager.ParseControlNCA(nca);
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return std::make_pair(icon_f->ReadAllBytes(), nacp->GetApplicationName());
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});
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}
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bool HasSupportedFileExtension(const std::string& file_name) {
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const QFileInfo file = QFileInfo(QString::fromStdString(file_name));
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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}
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bool IsExtractedNCAMain(const std::string& file_name) {
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return QFileInfo(QString::fromStdString(file_name)).fileName() == QStringLiteral("main");
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}
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QString FormatGameName(const std::string& physical_name) {
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const QString physical_name_as_qstring = QString::fromStdString(physical_name);
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const QFileInfo file_info(physical_name_as_qstring);
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if (IsExtractedNCAMain(physical_name)) {
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return file_info.dir().path();
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}
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return physical_name_as_qstring;
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}
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QString FormatPatchNameVersions(const FileSys::PatchManager& patch_manager,
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Loader::AppLoader& loader, bool updatable = true) {
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QString out;
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FileSys::VirtualFile update_raw;
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loader.ReadUpdateRaw(update_raw);
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for (const auto& patch : patch_manager.GetPatches(update_raw)) {
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const bool is_update = patch.name == "Update";
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if (!updatable && is_update) {
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continue;
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}
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const QString type =
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QString::fromStdString(patch.enabled ? patch.name : "[D] " + patch.name);
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if (patch.version.empty()) {
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out.append(QStringLiteral("%1\n").arg(type));
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} else {
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auto ver = patch.version;
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// Display container name for packed updates
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if (is_update && ver == "PACKED") {
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ver = Loader::GetFileTypeString(loader.GetFileType());
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}
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out.append(QStringLiteral("%1 (%2)\n").arg(type, QString::fromStdString(ver)));
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}
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}
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out.chop(1);
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return out;
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}
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QList<QStandardItem*> MakeGameListEntry(const std::string& path,
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const std::string& name,
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const std::size_t size,
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const std::vector<u8>& icon,
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Loader::AppLoader& loader,
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u64 program_id,
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const CompatibilityList& compatibility_list,
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const PlayTime::PlayTimeManager& play_time_manager,
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const FileSys::PatchManager& patch)
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{
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auto const it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
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// The game list uses 99 as compatibility number for untested games
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QString compatibility = it != compatibility_list.end() ? it->second.first : QStringLiteral("99");
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auto const file_type = loader.GetFileType();
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auto const file_type_string = QString::fromStdString(Loader::GetFileTypeString(file_type));
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QString patch_versions = GetGameListCachedObject(fmt::format("{:016X}", patch.GetTitleID()), "pv.txt", [&patch, &loader] {
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return FormatPatchNameVersions(patch, loader, loader.IsRomFSUpdatable());
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});
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u64 play_time = play_time_manager.GetPlayTime(program_id);
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return QList<QStandardItem*>{
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new GameListItemPath(FormatGameName(path), icon, QString::fromStdString(name),
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file_type_string, program_id, play_time),
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new GameListItem(file_type_string),
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new GameListItemSize(size),
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new GameListItemPlayTime(play_time),
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new GameListItem(patch_versions),
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new GameListItemCompat(compatibility),
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};
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}
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} // Anonymous namespace
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GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_,
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FileSys::ManualContentProvider* provider_,
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QVector<UISettings::GameDir>& game_dirs_,
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const CompatibilityList& compatibility_list_,
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const PlayTime::PlayTimeManager& play_time_manager_,
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Core::System& system_)
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: vfs{std::move(vfs_)}
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, provider{provider_}
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, game_dirs{game_dirs_}
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, compatibility_list{compatibility_list_}
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, play_time_manager{play_time_manager_}
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, system{system_}
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{
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// We want the game list to manage our lifetime.
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setAutoDelete(false);
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}
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GameListWorker::~GameListWorker() {
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this->disconnect();
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stop_requested.store(true);
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processing_completed.Wait();
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}
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void GameListWorker::ProcessEvents(GameList* game_list) {
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while (true) {
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std::function<void(GameList*)> func;
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{
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// Lock queue to protect concurrent modification.
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std::scoped_lock lk(lock);
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// If we can't pop a function, return.
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if (queued_events.empty()) {
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return;
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}
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// Pop a function.
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func = std::move(queued_events.back());
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queued_events.pop_back();
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}
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// Run the function.
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func(game_list);
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}
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}
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template <typename F>
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void GameListWorker::RecordEvent(F&& func) {
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{
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// Lock queue to protect concurrent modification.
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std::scoped_lock lk(lock);
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// Add the function into the front of the queue.
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queued_events.emplace_front(std::move(func));
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}
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// Data now available.
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emit DataAvailable();
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}
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void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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using namespace FileSys;
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const auto& cache = system.GetContentProviderUnion();
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auto installed_games = cache.ListEntriesFilterOrigin(std::nullopt, TitleType::Application,
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ContentRecordType::Program);
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if (parent_dir->type() == static_cast<int>(GameListItemType::SdmcDir)) {
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installed_games = cache.ListEntriesFilterOrigin(
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ContentProviderUnionSlot::SDMC, TitleType::Application, ContentRecordType::Program);
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} else if (parent_dir->type() == static_cast<int>(GameListItemType::UserNandDir)) {
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installed_games = cache.ListEntriesFilterOrigin(
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ContentProviderUnionSlot::UserNAND, TitleType::Application, ContentRecordType::Program);
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} else if (parent_dir->type() == static_cast<int>(GameListItemType::SysNandDir)) {
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installed_games = cache.ListEntriesFilterOrigin(
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ContentProviderUnionSlot::SysNAND, TitleType::Application, ContentRecordType::Program);
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}
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for (const auto& [slot, game] : installed_games) {
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if (slot == ContentProviderUnionSlot::FrontendManual) {
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continue;
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}
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const auto file = cache.GetEntryUnparsed(game.title_id, game.type);
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(system, file);
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if (!loader) {
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continue;
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}
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std::vector<u8> icon;
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std::string name;
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u64 program_id = 0;
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const auto result = loader->ReadProgramId(program_id);
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if (result != Loader::ResultStatus::Success) {
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continue;
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}
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const PatchManager patch{program_id, system.GetFileSystemController(),
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system.GetContentProvider()};
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LOG_INFO(Frontend, "PatchManager initiated for id {:X}", program_id);
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const auto control = cache.GetEntry(game.title_id, ContentRecordType::Control);
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if (control != nullptr) {
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GetMetadataFromControlNCA(patch, *control, icon, name);
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}
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auto entry = MakeGameListEntry(file->GetFullPath(),
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name,
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file->GetSize(),
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icon,
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*loader,
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program_id,
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compatibility_list,
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play_time_manager,
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patch);
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RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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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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GameListDir* parent_dir) {
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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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// Breaks the callback loop.
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return false;
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}
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const auto physical_name = Common::FS::PathToUTF8String(path);
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const auto is_dir = Common::FS::IsDir(path);
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if (!is_dir &&
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(HasSupportedFileExtension(physical_name) || IsExtractedNCAMain(physical_name))) {
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const auto file = vfs->OpenFile(physical_name, FileSys::OpenMode::Read);
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if (!file) {
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return true;
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}
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auto loader = Loader::GetLoader(system, file);
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if (!loader) {
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return true;
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}
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const auto file_type = loader->GetFileType();
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if (file_type == Loader::FileType::Unknown || file_type == Loader::FileType::Error) {
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return true;
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}
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u64 program_id = 0;
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const auto res2 = loader->ReadProgramId(program_id);
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if (target == ScanTarget::FillManualContentProvider) {
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if (res2 == Loader::ResultStatus::Success && file_type == Loader::FileType::NCA) {
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provider->AddEntry(FileSys::TitleType::Application,
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FileSys::GetCRTypeFromNCAType(FileSys::NCA{file}.GetType()),
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program_id, file);
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} else if (res2 == Loader::ResultStatus::Success &&
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(file_type == Loader::FileType::XCI ||
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file_type == Loader::FileType::NSP)) {
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const auto nsp = file_type == Loader::FileType::NSP
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? std::make_shared<FileSys::NSP>(file)
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: FileSys::XCI{file}.GetSecurePartitionNSP();
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for (const auto& title : nsp->GetNCAs()) {
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for (const auto& entry : title.second) {
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provider->AddEntry(entry.first.first, entry.first.second, title.first,
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entry.second->GetBaseFile());
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}
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}
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}
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} else {
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std::vector<u64> program_ids;
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loader->ReadProgramIds(program_ids);
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if (res2 == Loader::ResultStatus::Success && program_ids.size() > 1 &&
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(file_type == Loader::FileType::XCI || file_type == Loader::FileType::NSP)) {
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for (const auto id : program_ids) {
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// dravee suggested this, only viable way to
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// not show sub-games in qlaunch for now.
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if ((id & 0xFFF) != 0) {
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continue;
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}
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loader = Loader::GetLoader(system, file, id);
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if (!loader) {
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continue;
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}
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std::vector<u8> icon;
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[[maybe_unused]] const auto res1 = loader->ReadIcon(icon);
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std::string name = " ";
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[[maybe_unused]] const auto res3 = loader->ReadTitle(name);
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const FileSys::PatchManager patch{id, system.GetFileSystemController(),
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system.GetContentProvider()};
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auto entry = MakeGameListEntry(physical_name,
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name,
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Common::FS::GetSize(physical_name),
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icon,
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*loader,
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id,
|
||||
compatibility_list,
|
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play_time_manager,
|
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patch);
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|
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RecordEvent(
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||||
[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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}
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||||
} else {
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std::vector<u8> icon;
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||||
[[maybe_unused]] const auto res1 = loader->ReadIcon(icon);
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|
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std::string name = " ";
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||||
[[maybe_unused]] const auto res3 = loader->ReadTitle(name);
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const FileSys::PatchManager patch{program_id, system.GetFileSystemController(),
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||||
system.GetContentProvider()};
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||||
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auto entry = MakeGameListEntry(physical_name,
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name,
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||||
Common::FS::GetSize(physical_name),
|
||||
icon,
|
||||
*loader,
|
||||
program_id,
|
||||
compatibility_list,
|
||||
play_time_manager,
|
||||
patch);
|
||||
|
||||
RecordEvent(
|
||||
[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
|
||||
}
|
||||
}
|
||||
} else if (is_dir) {
|
||||
watch_list.append(QString::fromStdString(physical_name));
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
if (deep_scan) {
|
||||
Common::FS::IterateDirEntriesRecursively(dir_path, callback,
|
||||
Common::FS::DirEntryFilter::All);
|
||||
} else {
|
||||
Common::FS::IterateDirEntries(dir_path, callback, Common::FS::DirEntryFilter::File);
|
||||
}
|
||||
}
|
||||
|
||||
void GameListWorker::run() {
|
||||
watch_list.clear();
|
||||
provider->ClearAllEntries();
|
||||
|
||||
const auto DirEntryReady = [&](GameListDir* game_list_dir) {
|
||||
RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
|
||||
};
|
||||
|
||||
for (UISettings::GameDir& game_dir : game_dirs) {
|
||||
if (stop_requested) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (game_dir.path == std::string("SDMC")) {
|
||||
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
|
||||
DirEntryReady(game_list_dir);
|
||||
AddTitlesToGameList(game_list_dir);
|
||||
} else if (game_dir.path == std::string("UserNAND")) {
|
||||
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
|
||||
DirEntryReady(game_list_dir);
|
||||
AddTitlesToGameList(game_list_dir);
|
||||
} else if (game_dir.path == std::string("SysNAND")) {
|
||||
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
|
||||
DirEntryReady(game_list_dir);
|
||||
AddTitlesToGameList(game_list_dir);
|
||||
} else {
|
||||
const QString qpath = QString::fromStdString(game_dir.path);
|
||||
if (QDir(qpath).exists()) {
|
||||
watch_list.append(qpath);
|
||||
}
|
||||
auto* const game_list_dir = new GameListDir(game_dir);
|
||||
DirEntryReady(game_list_dir);
|
||||
ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path, game_dir.deep_scan,
|
||||
game_list_dir);
|
||||
ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path, game_dir.deep_scan,
|
||||
game_list_dir);
|
||||
}
|
||||
}
|
||||
|
||||
RecordEvent([this](GameList* game_list) { game_list->DonePopulating(watch_list); });
|
||||
processing_completed.Set();
|
||||
}
|
||||
Reference in New Issue
Block a user