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792 lines
28 KiB
C++
792 lines
28 KiB
C++
#include "stdafx.h"
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#include "savestate_manager_dialog.h"
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#include "custom_table_widget_item.h"
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#include "game_list_delegate.h"
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#include "qt_utils.h"
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#include "game_list.h"
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#include "gui_settings.h"
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#include "progress_dialog.h"
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#include <QApplication>
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#include <QClipboard>
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#include <QScrollBar>
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#include <QGroupBox>
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#include <QVBoxLayout>
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#include <QMenu>
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#include <QtConcurrent>
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LOG_CHANNEL(gui_log, "GUI");
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enum GameUserRole
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{
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GameIndex = Qt::UserRole,
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GamePixmapLoaded,
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GamePixmap
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};
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savestate_manager_dialog::savestate_manager_dialog(std::shared_ptr<gui_settings> gui_settings, const std::vector<game_info>& games)
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: QWidget()
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, m_gui_settings(std::move(gui_settings))
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, m_game_info(games)
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{
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// Nonspecific widget settings
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setWindowTitle(tr("Savestate Manager"));
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setObjectName("savestate_manager");
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setAttribute(Qt::WA_DeleteOnClose);
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setAttribute(Qt::WA_StyledBackground);
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m_game_icon_size_index = m_gui_settings->GetValue(gui::ss_game_icon_size).toInt();
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// Game chooser combo box
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m_game_combo = new QComboBox();
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m_game_combo->setSizeAdjustPolicy(QComboBox::AdjustToMinimumContentsLengthWithIcon);
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// Games Table
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m_game_table = new game_list();
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m_game_table->setObjectName("savestate_manager_game_table");
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m_game_table->setShowGrid(false);
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m_game_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_table->verticalScrollBar()->installEventFilter(this);
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m_game_table->verticalScrollBar()->setSingleStep(20);
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m_game_table->horizontalScrollBar()->setSingleStep(20);
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m_game_table->setItemDelegate(new game_list_delegate(m_game_table));
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m_game_table->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_game_table->setSelectionMode(QAbstractItemView::SingleSelection);
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m_game_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
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m_game_table->setColumnCount(static_cast<int>(gui::savestate_game_list_columns::count));
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m_game_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
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m_game_table->horizontalHeader()->setStretchLastSection(true);
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m_game_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
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m_game_table->setContextMenuPolicy(Qt::CustomContextMenu);
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m_game_table->verticalHeader()->setVisible(false);
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m_game_table->setAlternatingRowColors(true);
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m_game_table->installEventFilter(this);
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auto add_game_column = [this](gui::savestate_game_list_columns col, const QString& header_text, const QString& action_text)
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{
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m_game_table->setHorizontalHeaderItem(static_cast<int>(col), new QTableWidgetItem(header_text));
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m_game_column_acts.append(new QAction(action_text, this));
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};
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add_game_column(gui::savestate_game_list_columns::icon, tr("Icon"), tr("Show Icons"));
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add_game_column(gui::savestate_game_list_columns::name, tr("Game"), tr("Show Games"));
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add_game_column(gui::savestate_game_list_columns::savestates, tr("Savestates"), tr("Show Savestates"));
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// Savestate Table
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m_savestate_table = new game_list();
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m_savestate_table->setObjectName("savestate_manager_savestate_table");
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m_savestate_table->setShowGrid(false);
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m_savestate_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_savestate_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_savestate_table->verticalScrollBar()->installEventFilter(this);
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m_savestate_table->verticalScrollBar()->setSingleStep(20);
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m_savestate_table->horizontalScrollBar()->setSingleStep(20);
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m_savestate_table->setItemDelegate(new game_list_delegate(m_savestate_table));
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m_savestate_table->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_savestate_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
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m_savestate_table->setColumnCount(static_cast<int>(gui::savestate_list_columns::count));
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m_savestate_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
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m_savestate_table->horizontalHeader()->setStretchLastSection(true);
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m_savestate_table->verticalHeader()->setVisible(false);
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m_savestate_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
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m_savestate_table->setContextMenuPolicy(Qt::CustomContextMenu);
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m_savestate_table->setAlternatingRowColors(true);
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m_savestate_table->installEventFilter(this);
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auto add_savestate_column = [this](gui::savestate_list_columns col, const QString& header_text, const QString& action_text)
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{
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m_savestate_table->setHorizontalHeaderItem(static_cast<int>(col), new QTableWidgetItem(header_text));
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m_savestate_column_acts.append(new QAction(action_text, this));
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};
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add_savestate_column(gui::savestate_list_columns::name, tr("Name"), tr("Show Names"));
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add_savestate_column(gui::savestate_list_columns::compatible, tr("Compatible"), tr("Show Compatible"));
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add_savestate_column(gui::savestate_list_columns::date, tr("Created"), tr("Show Created"));
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add_savestate_column(gui::savestate_list_columns::path, tr("Path"), tr("Show Paths"));
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m_splitter = new QSplitter();
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m_splitter->addWidget(m_game_table);
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m_splitter->addWidget(m_savestate_table);
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m_game_icon_size = gui_settings::SizeFromSlider(m_game_icon_size_index);
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QLabel* game_slider_label = new QLabel();
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game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
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m_game_icon_slider = new QSlider(Qt::Horizontal);
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m_game_icon_slider->setRange(0, gui::gl_max_slider_pos);
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m_game_icon_slider->setValue(m_game_icon_size_index);
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// LAYOUTS
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QGroupBox* choose_game = new QGroupBox(tr("Choose Game"));
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QVBoxLayout* choose_layout = new QVBoxLayout();
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choose_layout->addWidget(m_game_combo);
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choose_game->setLayout(choose_layout);
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QGroupBox* icon_settings = new QGroupBox(tr("Icon Options"));
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QVBoxLayout* slider_layout = new QVBoxLayout();
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slider_layout->addWidget(game_slider_label);
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slider_layout->addWidget(m_game_icon_slider);
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icon_settings->setLayout(slider_layout);
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QVBoxLayout* options_layout = new QVBoxLayout();
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options_layout->addWidget(choose_game);
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options_layout->addWidget(icon_settings);
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options_layout->addStretch();
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QHBoxLayout* all_layout = new QHBoxLayout(this);
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all_layout->addLayout(options_layout);
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all_layout->addWidget(m_splitter);
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all_layout->setStretch(1, 1);
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setLayout(all_layout);
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// Make connects
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connect(m_game_icon_slider, &QSlider::valueChanged, this, [this, game_slider_label](int val)
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{
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m_game_icon_size_index = val;
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m_game_icon_size = gui_settings::SizeFromSlider(val);
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if (game_slider_label)
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{
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game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
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}
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ResizeGameIcons();
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if (m_save_game_icon_size)
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{
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m_save_game_icon_size = false;
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m_gui_settings->SetValue(gui::ss_game_icon_size, val);
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}
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});
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connect(m_game_icon_slider, &QSlider::sliderReleased, this, [this]()
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{
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m_gui_settings->SetValue(gui::ss_game_icon_size, m_game_icon_slider->value());
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});
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connect(m_game_icon_slider, &QSlider::actionTriggered, this, [this](int action)
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{
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if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
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{ // we only want to save on mouseclicks or slider release (the other connect handles this)
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m_save_game_icon_size = true; // actionTriggered happens before the value was changed
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}
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});
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connect(m_savestate_table, &QTableWidget::customContextMenuRequested, this, &savestate_manager_dialog::ShowSavestateTableContextMenu);
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connect(m_game_combo, &QComboBox::currentTextChanged, this, [this]
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{
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PopulateSavestateTable();
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});
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connect(m_game_table, &QTableWidget::customContextMenuRequested, this, &savestate_manager_dialog::ShowGameTableContextMenu);
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connect(m_game_table, &QTableWidget::itemSelectionChanged, this, [this]
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{
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if (m_game_table->selectedItems().isEmpty())
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{
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return;
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}
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QTableWidgetItem* item = m_game_table->item(m_game_table->selectedItems().first()->row(), static_cast<int>(gui::savestate_game_list_columns::name));
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if (!item)
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{
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return;
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}
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m_game_combo->setCurrentText(item->text());
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});
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connect(this, &savestate_manager_dialog::GameIconReady, this, [this](int index, const QPixmap& pixmap)
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{
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if (QTableWidgetItem* icon_item = m_game_table->item(index, static_cast<int>(gui::savestate_game_list_columns::icon)))
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{
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icon_item->setData(Qt::DecorationRole, pixmap);
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}
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});
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m_savestate_table->create_header_actions(m_savestate_column_acts,
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[this](int col) { return m_gui_settings->GetSavestateListColVisibility(static_cast<gui::savestate_list_columns>(col)); },
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[this](int col, bool visible) { m_gui_settings->SetSavestateListColVisibility(static_cast<gui::savestate_list_columns>(col), visible); });
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m_game_table->create_header_actions(m_game_column_acts,
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[this](int col) { return m_gui_settings->GetSavestateGamelistColVisibility(static_cast<gui::savestate_game_list_columns>(col)); },
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[this](int col, bool visible) { m_gui_settings->SetSavestateGamelistColVisibility(static_cast<gui::savestate_game_list_columns>(col), visible); });
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RepaintUI(true);
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StartSavestateLoadThreads();
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}
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savestate_manager_dialog::~savestate_manager_dialog()
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{
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WaitAndAbortGameRepaintThreads();
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}
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bool savestate_manager_dialog::LoadSavestateFolderToDB(std::unique_ptr<game_savestates_data>&& game_savestates)
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{
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ensure(!!game_savestates);
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if (game_savestates->title_id.empty())
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{
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gui_log.error("Failed to load savestates. Path empty!");
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return false;
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}
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const std::string dir_path = fs::get_config_dir() + "savestates/" + game_savestates->title_id + "/";
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const QDir savestate_dir(QString::fromStdString(dir_path));
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const QFileInfoList file_list = savestate_dir.entryInfoList(QDir::Files | QDir::NoDotAndDotDot);
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if (file_list.isEmpty())
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{
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return false;
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}
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// Populate game_savestates_data
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game_savestates->savestates.resize(file_list.size());
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game_savestates->dir_path = dir_path;
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extern bool is_savestate_compatible(const std::string& filepath);
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for (usz id = 0; id < game_savestates->savestates.size(); ++id)
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{
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game_savestates->savestates[id].name = file_list[id].baseName();
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game_savestates->savestates[id].path = file_list[id].absoluteFilePath();
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game_savestates->savestates[id].date = file_list[id].birthTime();
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game_savestates->savestates[id].is_compatible = is_savestate_compatible(game_savestates->savestates[id].path.toStdString());
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}
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{
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std::scoped_lock lock(m_savestate_db_mtx);
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m_savestate_db.push_back(std::move(game_savestates));
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}
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return true;
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}
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void savestate_manager_dialog::RepaintUI(bool restore_layout)
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{
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if (m_gui_settings->GetValue(gui::m_enableUIColors).toBool())
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{
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m_game_icon_color = m_gui_settings->GetValue(gui::ss_icon_color).value<QColor>();
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}
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else
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{
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m_game_icon_color = gui::utils::get_label_color("savestate_manager_icon_background_color", Qt::transparent, Qt::transparent);
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}
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PopulateGameTable();
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if (restore_layout && !restoreGeometry(m_gui_settings->GetValue(gui::ss_geometry).toByteArray()))
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{
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resize(QGuiApplication::primaryScreen()->availableSize() * 0.7);
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}
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if (restore_layout && !m_splitter->restoreState(m_gui_settings->GetValue(gui::ss_splitterState).toByteArray()))
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{
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const int width_left = m_splitter->width() * 0.4;
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const int width_right = m_splitter->width() - width_left;
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m_splitter->setSizes({ width_left, width_right });
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}
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PopulateSavestateTable();
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const QByteArray game_table_state = m_gui_settings->GetValue(gui::ss_games_state).toByteArray();
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if (restore_layout && !m_game_table->horizontalHeader()->restoreState(game_table_state) && m_game_table->rowCount())
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{
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// If no settings exist, resize to contents. (disabled)
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//m_game_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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}
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const QByteArray savestate_table_state = m_gui_settings->GetValue(gui::ss_savestate_state).toByteArray();
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if (restore_layout && !m_savestate_table->horizontalHeader()->restoreState(savestate_table_state) && m_savestate_table->rowCount())
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{
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// If no settings exist, resize to contents. (disabled)
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//m_savestate_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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}
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if (restore_layout)
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{
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// Make sure the actions and the headers are synced
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m_game_table->sync_header_actions(m_game_column_acts, [this](int col) { return m_gui_settings->GetSavestateGamelistColVisibility(static_cast<gui::savestate_game_list_columns>(col)); });
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m_savestate_table->sync_header_actions(m_savestate_column_acts, [this](int col) { return m_gui_settings->GetSavestateListColVisibility(static_cast<gui::savestate_list_columns>(col)); });
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}
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// Show dialog and then paint gui in order to adjust headers correctly
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show();
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ReadjustGameTable();
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ReadjustSavestateTable();
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}
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void savestate_manager_dialog::HandleRepaintUiRequest()
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{
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const QSize window_size = size();
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const QByteArray splitter_state = m_splitter->saveState();
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const QByteArray game_table_state = m_game_table->horizontalHeader()->saveState();
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const QByteArray savestate_table_state = m_savestate_table->horizontalHeader()->saveState();
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RepaintUI(false);
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m_splitter->restoreState(splitter_state);
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m_game_table->horizontalHeader()->restoreState(game_table_state);
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m_savestate_table->horizontalHeader()->restoreState(savestate_table_state);
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// Make sure the actions and the headers are synced
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m_game_table->sync_header_actions(m_game_column_acts, [this](int col) { return m_gui_settings->GetSavestateGamelistColVisibility(static_cast<gui::savestate_game_list_columns>(col)); });
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m_savestate_table->sync_header_actions(m_savestate_column_acts, [this](int col) { return m_gui_settings->GetSavestateListColVisibility(static_cast<gui::savestate_list_columns>(col)); });
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resize(window_size);
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}
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void savestate_manager_dialog::ResizeGameIcons()
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{
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if (m_game_combo->count() <= 0)
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return;
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WaitAndAbortGameRepaintThreads();
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QPixmap placeholder(m_game_icon_size);
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placeholder.fill(Qt::transparent);
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qRegisterMetaType<QVector<int>>("QVector<int>");
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for (int i = 0; i < m_game_table->rowCount(); ++i)
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{
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if (QTableWidgetItem* icon_item = m_game_table->item(i, static_cast<int>(gui::savestate_game_list_columns::icon)))
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{
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icon_item->setData(Qt::DecorationRole, placeholder);
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}
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}
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ReadjustGameTable();
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for (int i = 0; i < m_game_table->rowCount(); ++i)
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{
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if (movie_item* item = static_cast<movie_item*>(m_game_table->item(i, static_cast<int>(gui::savestate_game_list_columns::icon))))
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{
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const qreal dpr = devicePixelRatioF();
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const int savestate_index = item->data(GameUserRole::GameIndex).toInt();
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const std::string icon_path = m_savestate_db[savestate_index]->game_icon_path;
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item->set_icon_load_func([this, icon_path, savestate_index, cancel = item->icon_loading_aborted(), dpr](int index)
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{
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if (cancel && cancel->load())
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{
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return;
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}
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QPixmap icon;
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if (movie_item* item = static_cast<movie_item*>(m_game_table->item(index, static_cast<int>(gui::savestate_game_list_columns::icon))))
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{
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if (!item->data(GameUserRole::GamePixmapLoaded).toBool())
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{
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// Load game icon
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if (!icon.load(QString::fromStdString(icon_path)))
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{
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gui_log.warning("Could not load savestate game icon from path %s", icon_path);
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}
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item->setData(GameUserRole::GamePixmapLoaded, true);
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item->setData(GameUserRole::GamePixmap, icon);
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}
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else
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{
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icon = item->data(GameUserRole::GamePixmap).value<QPixmap>();
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}
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}
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if (cancel && cancel->load())
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{
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return;
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}
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QPixmap new_icon(icon.size() * dpr);
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new_icon.setDevicePixelRatio(dpr);
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new_icon.fill(m_game_icon_color);
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if (!icon.isNull())
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{
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QPainter painter(&new_icon);
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painter.setRenderHint(QPainter::SmoothPixmapTransform);
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painter.drawPixmap(QPoint(0, 0), icon);
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painter.end();
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}
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new_icon = new_icon.scaled(m_game_icon_size * dpr, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation);
|
|
|
|
if (!cancel || !cancel->load())
|
|
{
|
|
Q_EMIT GameIconReady(index, new_icon);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void savestate_manager_dialog::ShowSavestateTableContextMenu(const QPoint& pos)
|
|
{
|
|
const int row = m_savestate_table->currentRow();
|
|
const QTableWidgetItem* path_item = m_savestate_table->item(row, static_cast<int>(gui::savestate_list_columns::path));
|
|
|
|
if (!path_item)
|
|
{
|
|
return;
|
|
}
|
|
|
|
QMenu* menu = new QMenu();
|
|
QAction* show_savestate_dir = new QAction(tr("&Open Savestate Directory"), menu);
|
|
QAction* boot_savestate = new QAction(tr("&Boot Savestate"), menu);
|
|
QAction* delete_savestate = new QAction(tr("&Delete Savestate"), menu);
|
|
|
|
if (const QTableWidgetItem* comp_item = m_savestate_table->item(row, static_cast<int>(gui::savestate_list_columns::compatible)))
|
|
{
|
|
boot_savestate->setEnabled(comp_item->data(Qt::UserRole).toBool());
|
|
}
|
|
|
|
const int db_ind = m_game_combo->currentData().toInt();
|
|
const std::string path = path_item->text().toStdString();
|
|
|
|
connect(show_savestate_dir, &QAction::triggered, this, [this, db_ind]()
|
|
{
|
|
gui::utils::open_dir(QString::fromStdString(m_savestate_db[db_ind]->dir_path));
|
|
});
|
|
|
|
connect(boot_savestate, &QAction::triggered, this, [this, path]()
|
|
{
|
|
gui_log.notice("Booting savestate from savestate manager...");
|
|
Q_EMIT RequestBoot(path);
|
|
});
|
|
|
|
connect(delete_savestate, &QAction::triggered, this, [this, path]()
|
|
{
|
|
gui_log.notice("Removing savestate '%s' from savestate manager...", path);
|
|
|
|
if (QMessageBox::question(this, tr("Confirm Deletion"), tr("Delete savestate '%0'?").arg(QString::fromStdString(path))) != QMessageBox::Yes)
|
|
return;
|
|
|
|
if (fs::remove_file(path))
|
|
{
|
|
gui_log.success("Removed savestate '%s'", path);
|
|
StartSavestateLoadThreads(); // Reload the savestate list
|
|
}
|
|
else
|
|
{
|
|
gui_log.error("Failed to remove file '%s' (%s)", path, fs::g_tls_error);
|
|
QMessageBox::warning(this, tr("Deletion Failed!"), tr("Failed to delete savestate '%0'!").arg(QString::fromStdString(path)));
|
|
}
|
|
});
|
|
|
|
menu->addAction(boot_savestate);
|
|
menu->addAction(show_savestate_dir);
|
|
menu->addSeparator();
|
|
menu->addAction(delete_savestate);
|
|
|
|
menu->exec(m_savestate_table->viewport()->mapToGlobal(pos));
|
|
}
|
|
|
|
void savestate_manager_dialog::ShowGameTableContextMenu(const QPoint& pos)
|
|
{
|
|
const int row = m_game_table->currentRow();
|
|
|
|
if (!m_game_table->item(row, static_cast<int>(gui::savestate_game_list_columns::icon)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
QMenu* menu = new QMenu();
|
|
QAction* remove_savestate_dir = new QAction(tr("&Remove All Savestates"), this);
|
|
QAction* show_savestate_dir = new QAction(tr("&Open Savestate Directory"), menu);
|
|
|
|
const int db_ind = m_game_combo->currentData().toInt();
|
|
|
|
const QTableWidgetItem* name_item = m_game_table->item(row, static_cast<int>(gui::savestate_game_list_columns::name));
|
|
const QString name = name_item ? name_item->text() : "";
|
|
|
|
connect(remove_savestate_dir, &QAction::triggered, this, [this, name, db_ind]()
|
|
{
|
|
if (QMessageBox::question(this, tr("Delete Confirmation"), tr("Are you sure you want to delete the savestates for:\n%0?").arg(name), QMessageBox::Yes, QMessageBox::No) == QMessageBox::Yes)
|
|
{
|
|
const std::string path = m_savestate_db[db_ind]->dir_path;
|
|
ensure(path != (fs::get_config_dir() + "savestates/")); // Make sure we aren't deleting the root path by accident
|
|
fs::remove_all(path); // Remove the game's savestate folder
|
|
StartSavestateLoadThreads(); // Reload the savestate list
|
|
}
|
|
});
|
|
connect(show_savestate_dir, &QAction::triggered, this, [this, db_ind]()
|
|
{
|
|
gui::utils::open_dir(QString::fromStdString(m_savestate_db[db_ind]->dir_path));
|
|
});
|
|
|
|
menu->addAction(show_savestate_dir);
|
|
|
|
if (!name.isEmpty())
|
|
{
|
|
QAction* copy_name = new QAction(tr("&Copy Name"), menu);
|
|
connect(copy_name, &QAction::triggered, this, [this, name]()
|
|
{
|
|
QApplication::clipboard()->setText(name);
|
|
});
|
|
menu->addAction(copy_name);
|
|
}
|
|
|
|
menu->addSeparator();
|
|
menu->addAction(remove_savestate_dir);
|
|
|
|
menu->exec(m_game_table->viewport()->mapToGlobal(pos));
|
|
}
|
|
|
|
void savestate_manager_dialog::StartSavestateLoadThreads()
|
|
{
|
|
WaitAndAbortGameRepaintThreads();
|
|
|
|
m_savestate_db.clear();
|
|
|
|
const QString savestate_path = QString::fromStdString(fs::get_config_dir() + "savestates/");
|
|
const QDir savestate_dir(savestate_path);
|
|
const QStringList folder_list = savestate_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
|
|
const int count = folder_list.count();
|
|
|
|
if (count <= 0)
|
|
{
|
|
RepaintUI(true);
|
|
return;
|
|
}
|
|
|
|
std::vector<std::unique_ptr<game_savestates_data>> game_data(count);
|
|
|
|
qRegisterMetaType<QVector<int>>("QVector<int>");
|
|
QList<int> indices;
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
indices.append(i);
|
|
|
|
game_data[i] = std::make_unique<game_savestates_data>();
|
|
game_data[i]->title_id = folder_list[i].toStdString();
|
|
|
|
for (const game_info& gameinfo : m_game_info)
|
|
{
|
|
if (gameinfo && gameinfo->info.serial == game_data[i]->title_id)
|
|
{
|
|
game_data[i]->game_name = gameinfo->info.name;
|
|
game_data[i]->game_icon_path = gameinfo->info.icon_path;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (game_data[i]->game_name.empty())
|
|
{
|
|
game_data[i]->game_name = game_data[i]->title_id;
|
|
}
|
|
}
|
|
|
|
QFutureWatcher<void> future_watcher;
|
|
|
|
progress_dialog progress_dialog(tr("Loading savestates"), tr("Loading savestates, please wait..."), tr("Cancel"), 0, 1, false, this, Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
|
|
|
|
connect(&future_watcher, &QFutureWatcher<void>::progressRangeChanged, &progress_dialog, &QProgressDialog::setRange);
|
|
connect(&future_watcher, &QFutureWatcher<void>::progressValueChanged, &progress_dialog, &QProgressDialog::setValue);
|
|
connect(&future_watcher, &QFutureWatcher<void>::finished, this, [this]() { RepaintUI(true); });
|
|
connect(&progress_dialog, &QProgressDialog::canceled, this, [this, &future_watcher]()
|
|
{
|
|
future_watcher.cancel();
|
|
close(); // It's pointless to show an empty window
|
|
});
|
|
|
|
atomic_t<usz> error_count{};
|
|
future_watcher.setFuture(QtConcurrent::map(indices, [this, &error_count, &game_data](const int& i)
|
|
{
|
|
gui_log.trace("Loading savestate dir: %s", game_data[i]->title_id);
|
|
|
|
if (!LoadSavestateFolderToDB(std::move(game_data[i])))
|
|
{
|
|
// TODO: add a way of showing the number of corrupted/invalid savestates in UI somewhere.
|
|
gui_log.error("Error occurred while parsing folder %s for savestates.", game_data[i]->title_id);
|
|
error_count++;
|
|
}
|
|
}));
|
|
|
|
progress_dialog.exec();
|
|
|
|
future_watcher.waitForFinished();
|
|
|
|
if (error_count != 0)
|
|
{
|
|
gui_log.error("Failed to load %d of %d savestates!", error_count.load(), count);
|
|
}
|
|
}
|
|
|
|
void savestate_manager_dialog::PopulateGameTable()
|
|
{
|
|
WaitAndAbortGameRepaintThreads();
|
|
|
|
m_game_table->setSortingEnabled(false); // Disable sorting before using setItem calls
|
|
m_game_table->clearContents();
|
|
m_game_table->setRowCount(static_cast<int>(m_savestate_db.size()));
|
|
|
|
m_game_combo->clear();
|
|
m_game_combo->blockSignals(true);
|
|
|
|
qRegisterMetaType<QVector<int>>("QVector<int>");
|
|
QList<int> indices;
|
|
for (usz i = 0; i < m_savestate_db.size(); ++i)
|
|
indices.append(static_cast<int>(i));
|
|
|
|
QPixmap placeholder(m_game_icon_size);
|
|
placeholder.fill(Qt::transparent);
|
|
|
|
for (int i = 0; i < indices.count(); ++i)
|
|
{
|
|
const QString name = QString::fromStdString(m_savestate_db[i]->game_name).simplified();
|
|
const quint64 savestate_count = m_savestate_db[i]->savestates.size();
|
|
|
|
custom_table_widget_item* icon_item = new custom_table_widget_item;
|
|
icon_item->setData(Qt::DecorationRole, placeholder);
|
|
icon_item->setData(GameUserRole::GameIndex, i);
|
|
icon_item->setData(GameUserRole::GamePixmapLoaded, false);
|
|
icon_item->setData(GameUserRole::GamePixmap, QPixmap());
|
|
|
|
m_game_table->setItem(i, static_cast<int>(gui::savestate_game_list_columns::icon), icon_item);
|
|
m_game_table->setItem(i, static_cast<int>(gui::savestate_game_list_columns::name), new custom_table_widget_item(name));
|
|
m_game_table->setItem(i, static_cast<int>(gui::savestate_game_list_columns::savestates), new custom_table_widget_item(QString::number(savestate_count), Qt::UserRole, savestate_count));
|
|
|
|
m_game_combo->addItem(name, i);
|
|
}
|
|
|
|
m_game_combo->model()->sort(0, Qt::AscendingOrder);
|
|
m_game_combo->blockSignals(false);
|
|
m_game_combo->setCurrentIndex(0);
|
|
|
|
m_game_table->setSortingEnabled(true); // Enable sorting only after using setItem calls
|
|
|
|
ResizeGameIcons();
|
|
|
|
gui::utils::resize_combo_box_view(m_game_combo);
|
|
}
|
|
|
|
void savestate_manager_dialog::PopulateSavestateTable()
|
|
{
|
|
if (m_game_combo->count() <= 0)
|
|
return;
|
|
|
|
const auto& data = m_savestate_db[m_game_combo->currentData().toInt()];
|
|
ensure(!!data);
|
|
|
|
gui_log.trace("Populating Savestate Manager UI with %s %s", data->game_name, data->dir_path);
|
|
|
|
const std::vector<savestate_data>& savestates = data->savestates;
|
|
|
|
m_savestate_table->clear_list();
|
|
m_savestate_table->setRowCount(static_cast<int>(savestates.size()));
|
|
m_savestate_table->setSortingEnabled(false); // Disable sorting before using setItem calls
|
|
|
|
const QLocale locale{};
|
|
|
|
for (int i = 0; i < static_cast<int>(savestates.size()); i++)
|
|
{
|
|
const savestate_data& savestate = savestates[i];
|
|
m_savestate_table->setItem(i, static_cast<int>(gui::savestate_list_columns::name), new custom_table_widget_item(savestate.name));
|
|
m_savestate_table->setItem(i, static_cast<int>(gui::savestate_list_columns::compatible), new custom_table_widget_item(savestate.is_compatible ? tr("Compatible") : tr("Not compatible"), Qt::UserRole, savestate.is_compatible));
|
|
m_savestate_table->setItem(i, static_cast<int>(gui::savestate_list_columns::date), new custom_table_widget_item(savestate.date.toString(), Qt::UserRole, savestate.date));
|
|
m_savestate_table->setItem(i, static_cast<int>(gui::savestate_list_columns::path), new custom_table_widget_item(savestate.path));
|
|
}
|
|
|
|
m_savestate_table->setSortingEnabled(true); // Re-enable sorting after using setItem calls
|
|
}
|
|
|
|
void savestate_manager_dialog::ReadjustGameTable() const
|
|
{
|
|
// Fixate vertical header and row height
|
|
m_game_table->verticalHeader()->setDefaultSectionSize(m_game_icon_size.height());
|
|
m_game_table->verticalHeader()->setMinimumSectionSize(m_game_icon_size.height());
|
|
m_game_table->verticalHeader()->setMaximumSectionSize(m_game_icon_size.height());
|
|
|
|
// Resize and fixate icon column
|
|
m_game_table->resizeColumnToContents(static_cast<int>(gui::savestate_game_list_columns::icon));
|
|
m_game_table->horizontalHeader()->setSectionResizeMode(static_cast<int>(gui::savestate_game_list_columns::icon), QHeaderView::Fixed);
|
|
|
|
// Shorten the last section to remove horizontal scrollbar if possible
|
|
m_game_table->resizeColumnToContents(static_cast<int>(gui::savestate_game_list_columns::count) - 1);
|
|
}
|
|
|
|
void savestate_manager_dialog::ReadjustSavestateTable() const
|
|
{
|
|
// Fixate vertical header and row height
|
|
m_savestate_table->resizeRowsToContents();
|
|
|
|
// Shorten the last section to remove horizontal scrollbar if possible
|
|
m_savestate_table->resizeColumnToContents(static_cast<int>(gui::savestate_list_columns::count) - 1);
|
|
}
|
|
|
|
bool savestate_manager_dialog::eventFilter(QObject *object, QEvent *event)
|
|
{
|
|
const bool is_savestate_scroll = object == m_savestate_table->verticalScrollBar();
|
|
const bool is_savestate_table = object == m_savestate_table;
|
|
const bool is_game_scroll = object == m_game_table->verticalScrollBar();
|
|
const bool is_game_table = object == m_game_table;
|
|
int zoom_val = 0;
|
|
|
|
switch (event->type())
|
|
{
|
|
case QEvent::Wheel:
|
|
{
|
|
QWheelEvent *wheelEvent = static_cast<QWheelEvent *>(event);
|
|
|
|
if (wheelEvent->modifiers() & Qt::ControlModifier && (is_savestate_scroll || is_game_scroll))
|
|
{
|
|
const QPoint numSteps = wheelEvent->angleDelta() / 8 / 15; // http://doc.qt.io/qt-5/qwheelevent.html#pixelDelta
|
|
zoom_val = numSteps.y();
|
|
}
|
|
break;
|
|
}
|
|
case QEvent::KeyPress:
|
|
{
|
|
QKeyEvent *keyEvent = static_cast<QKeyEvent *>(event);
|
|
|
|
if (keyEvent && keyEvent->modifiers() == Qt::ControlModifier && (is_savestate_table || is_game_table))
|
|
{
|
|
if (keyEvent->key() == Qt::Key_Plus)
|
|
{
|
|
zoom_val = 1;
|
|
}
|
|
else if (keyEvent->key() == Qt::Key_Minus)
|
|
{
|
|
zoom_val = -1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (zoom_val != 0)
|
|
{
|
|
if (m_game_icon_slider && (is_game_table || is_game_scroll))
|
|
{
|
|
m_save_game_icon_size = true;
|
|
m_game_icon_slider->setSliderPosition(zoom_val + m_game_icon_slider->value());
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return QWidget::eventFilter(object, event);
|
|
}
|
|
|
|
void savestate_manager_dialog::closeEvent(QCloseEvent *event)
|
|
{
|
|
// Save gui settings
|
|
m_gui_settings->SetValue(gui::ss_geometry, saveGeometry(), false);
|
|
m_gui_settings->SetValue(gui::ss_splitterState, m_splitter->saveState(), false);
|
|
m_gui_settings->SetValue(gui::ss_games_state, m_game_table->horizontalHeader()->saveState(), false);
|
|
m_gui_settings->SetValue(gui::ss_savestate_state, m_savestate_table->horizontalHeader()->saveState(), true);
|
|
|
|
QWidget::closeEvent(event);
|
|
}
|
|
|
|
void savestate_manager_dialog::WaitAndAbortGameRepaintThreads()
|
|
{
|
|
for (int i = 0; i < m_game_table->rowCount(); i++)
|
|
{
|
|
if (movie_item* item = static_cast<movie_item*>(m_game_table->item(i, static_cast<int>(gui::savestate_game_list_columns::icon))))
|
|
{
|
|
item->wait_for_icon_loading(true);
|
|
}
|
|
}
|
|
}
|