Files
eden/src/yuzu/game/game_list.h
T
lizzie 7f85c6e282 [qt] nuke game compat list (again) (#4201)
we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult

either we integrate with emuready (would violate self containment principles)

or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs

another (which is what i propose here) is throw everything out of the window
until someone can come up with something better

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-12 09:32:11 +02:00

191 lines
5.4 KiB
C++

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2015 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QLabel>
#include <QLineEdit>
#include <QList>
#include <QPushButton>
#include <QStandardItemModel>
#include <QString>
#include <QVBoxLayout>
#include <QVector>
#include <QWidget>
#include "common/common_types.h"
#include "core/core.h"
#include "frontend_common/play_time_manager.h"
#include "qt_common/config/uisettings.h"
#include "qt_common/game_list/model.h"
#include "qt_common/util/game.h"
class QVariantAnimation;
class GameCard;
class GameListModel;
class GameTree;
class GameGrid;
class GameListSearchField;
class ControllerNavigation;
class GameListWorker;
class GameListDir;
class MainWindow;
enum class AmLaunchType;
enum class StartGameType;
class GameCarousel;
class QAbstractItemView;
namespace Core {
class System;
}
namespace FileSys {
class ManualContentProvider;
class VfsFilesystem;
} // namespace FileSys
enum class GameListOpenTarget {
SaveData,
ModData,
};
enum class DumpRomFSTarget {
Normal,
SDMC,
};
class GameList : public QWidget {
Q_OBJECT
public:
explicit GameList(std::shared_ptr<FileSys::VfsFilesystem> vfs_,
FileSys::ManualContentProvider* provider_,
PlayTime::PlayTimeManager& play_time_manager_, Core::System& system_,
MainWindow* parent = nullptr);
~GameList() override;
QString GetLastFilterResultItem() const;
void ClearFilter();
void SetFilterFocus();
void SetFilterVisible(bool visibility);
bool IsEmpty() const;
void PopulateAsync(QVector<UISettings::GameDir>& game_dirs);
void SaveInterfaceLayout();
void LoadInterfaceLayout();
QStandardItemModel* GetModel() const;
/// Disables events from the emulated controller
void UnloadController();
void ResetViewMode();
public slots:
void RefreshGameDirectory();
void RefreshExternalContent();
void UpdateIconSizes();
void OnPopulate();
signals:
void BootGame(const QString& game_path, StartGameType type);
void GameChosen(const QString& game_path, const u64 title_id = 0);
void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
const std::string& game_path);
void OpenTransferableShaderCacheRequested(u64 program_id);
void RemoveInstalledEntryRequested(u64 program_id, QtCommon::Game::InstalledEntryType type);
void RemoveFileRequested(u64 program_id, QtCommon::Game::GameListRemoveTarget target,
const std::string& game_path);
void RemovePlayTimeRequested(u64 program_id);
void SetPlayTimeRequested(u64 program_id);
void DumpRomFSRequested(u64 program_id, const std::string& game_path, DumpRomFSTarget target);
void VerifyIntegrityRequested(const std::string& game_path);
void CopyTIDRequested(u64 program_id);
void CreateShortcut(u64 program_id, const std::string& game_path,
const QtCommon::Game::ShortcutTarget target);
void OpenPerGameGeneralRequested(const std::string& file);
void LinkToRyujinxRequested(const u64& program_id);
void OpenDirectory(const QString& directory);
void AddDirectory();
void ShowList(bool show);
void PopulatingCompleted();
void SaveConfig();
private slots:
void OnTextChanged(const QString& new_text);
void OnFilterCloseClicked();
void OnPopulatingCompleted(const QStringList& watch_list);
private:
void SetupViews();
void SetupScrollAnimation();
bool eventFilter(QObject* obj, QEvent* event) override;
void changeEvent(QEvent*) override;
void ValidateEntry(const QModelIndex& item);
void ToggleFavorite(u64 program_id);
void PopupContextMenu(const QPoint& menu_location);
void AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path);
void AddCustomDirPopup(QMenu& context_menu, QModelIndex selected);
void AddPermDirPopup(QMenu& context_menu, QModelIndex selected);
void AddFavoritesPopup(QMenu& context_menu);
void RetranslateUI();
friend class GameListSearchField;
std::shared_ptr<FileSys::VfsFilesystem> vfs;
FileSys::ManualContentProvider* provider;
GameListSearchField* search_field = nullptr;
MainWindow* main_window = nullptr;
QVBoxLayout* layout = nullptr;
GameTree* tree_view = nullptr;
GameGrid* grid_view = nullptr;
GameCarousel* carousel_view = nullptr;
GameListModel* item_model = nullptr;
Settings::GameListMode game_list_mode;
ControllerNavigation* controller_navigation = nullptr;
QVariantAnimation* vertical_scroll = nullptr;
QVariantAnimation* horizontal_scroll = nullptr;
int vertical_scroll_target = 0;
int horizontal_scroll_target = 0;
const PlayTime::PlayTimeManager& play_time_manager;
Core::System& system;
bool m_isTreeMode = true;
QAbstractItemView* m_currentView = nullptr;
};
class GameListPlaceholder : public QWidget {
Q_OBJECT
public:
explicit GameListPlaceholder(MainWindow* parent = nullptr);
~GameListPlaceholder();
signals:
void AddDirectory();
protected:
void mouseDoubleClickEvent(QMouseEvent* event) override;
private:
void changeEvent(QEvent* event) override;
void RetranslateUI();
QVBoxLayout* layout = nullptr;
QLabel* image = nullptr;
QLabel* text = nullptr;
};