Files
eden/src/qt_common/game_list/worker.h
T
crueter cc8451f764 [desktop] Rework game list to use MVP architecture (#4042)
Closes #3480

moves the game list model/worker/private stuff to qt_common for later
use in QML

- `qt_common/game_list/model.{cpp,h}` is the model
- `yuzu/game/game_{grid,tree}.*` are the views
- `yuzu/game/game_list.cpp` is the presenter

This was done very lazily in a manner that "works" while largely
maintaining existing structure as much as possible. Most of it is
copy-paste, with some bonus reworks/cleanups thrown in.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4042
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-02 04:08:24 +02:00

101 lines
2.7 KiB
C++

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <deque>
#include <memory>
#include <string>
#include <QList>
#include <QObject>
#include <QRunnable>
#include <QString>
#include "common/thread.h"
#include "core/file_sys/registered_cache.h"
#include "frontend_common/play_time_manager.h"
#include "qt_common/config/uisettings.h"
#include "yuzu/compatibility_list.h"
namespace Core {
class System;
}
class GameListDir;
class GameListModel;
class QStandardItem;
namespace FileSys {
class NCA;
class VfsFilesystem;
} // namespace FileSys
/**
* Asynchronous worker object for populating the game list.
* Communicates with other threads through Qt's signal/slot system.
*/
class GameListWorker : public QObject, public QRunnable {
Q_OBJECT
public:
explicit GameListWorker(std::shared_ptr<FileSys::VfsFilesystem> vfs_,
FileSys::ManualContentProvider* provider_,
QVector<UISettings::GameDir>& game_dirs_,
const CompatibilityList& compatibility_list_,
const PlayTime::PlayTimeManager& play_time_manager_,
Core::System& system_);
~GameListWorker() override;
/// Starts the processing of directory tree information.
void run() override;
public:
/**
* Synchronously processes any events queued by the worker.
*
* AddDirEntry is called on the model for every discovered directory.
* AddEntry is called on the model for every discovered program.
* DonePopulating is called on the model when processing completes.
*/
void ProcessEvents(GameListModel* model);
signals:
void DataAvailable();
private:
template <typename F>
void RecordEvent(F&& func);
private:
void AddTitlesToGameList(GameListDir* parent_dir);
enum class ScanTarget {
FillManualContentProvider,
PopulateGameList,
};
void ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
GameListDir* parent_dir);
std::shared_ptr<FileSys::VfsFilesystem> vfs;
FileSys::ManualContentProvider* provider;
QVector<UISettings::GameDir>& game_dirs;
const CompatibilityList& compatibility_list;
const PlayTime::PlayTimeManager& play_time_manager;
QStringList watch_list;
std::mutex lock;
std::condition_variable cv;
std::deque<std::function<void(GameListModel*)>> queued_events;
std::atomic_bool stop_requested = false;
Common::Event processing_completed;
Core::System& system;
};