forked from suyu/suyu
Merge pull request #2322 from MerryMage/ctx-mnu
game_list: Add a context menu with "Open Save Location" option
This commit is contained in:
commit
acc83a1c32
10 changed files with 87 additions and 4 deletions
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <QHeaderView>
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#include <QMenu>
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#include <QThreadPool>
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#include <QVBoxLayout>
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#include "common/common_paths.h"
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@ -28,6 +29,7 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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tree_view->setSortingEnabled(true);
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tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
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tree_view->setUniformRowHeights(true);
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tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
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item_model->insertColumns(0, COLUMN_COUNT);
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item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
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@ -35,10 +37,10 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// with
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// signals/slots. In this case, QList falls under the umbrells of custom types.
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
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layout->addWidget(tree_view);
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@ -71,6 +73,23 @@ void GameList::DonePopulating() {
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tree_view->setEnabled(true);
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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QModelIndex item = tree_view->indexAt(menu_location);
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if (!item.isValid())
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return;
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int row = item_model->itemFromIndex(item)->row();
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QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
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u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
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QMenu context_menu;
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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open_save_location->setEnabled(program_id != 0);
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connect(open_save_location, &QAction::triggered,
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[&]() { emit OpenSaveFolderRequested(program_id); });
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context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
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}
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void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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@ -128,8 +147,11 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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std::vector<u8> smdh;
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loader->ReadIcon(smdh);
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u64 program_id = 0;
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loader->ReadProgramId(program_id);
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emit EntryReady({
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new GameListItemPath(QString::fromStdString(physical_name), smdh),
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new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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@ -36,12 +36,15 @@ public:
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signals:
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void GameChosen(QString game_path);
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void ShouldCancelWorker();
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void OpenSaveFolderRequested(u64 program_id);
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private:
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void AddEntry(const QList<QStandardItem*>& entry_items);
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void ValidateEntry(const QModelIndex& item);
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void DonePopulating();
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void PopupContextMenu(const QPoint& menu_location);
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QTreeView* tree_view = nullptr;
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QStandardItemModel* item_model = nullptr;
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GameListWorker* current_worker = nullptr;
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@ -71,10 +71,13 @@ class GameListItemPath : public GameListItem {
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public:
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static const int FullPathRole = Qt::UserRole + 1;
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static const int TitleRole = Qt::UserRole + 2;
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static const int ProgramIdRole = Qt::UserRole + 3;
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GameListItemPath() : GameListItem() {}
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GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data) : GameListItem() {
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GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data, u64 program_id)
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: GameListItem() {
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setData(game_path, FullPathRole);
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setData(qulonglong(program_id), ProgramIdRole);
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if (!Loader::IsValidSMDH(smdh_data)) {
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// SMDH is not valid, set a default icon
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cinttypes>
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#include <clocale>
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#include <memory>
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#include <thread>
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@ -41,6 +42,7 @@
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#include "common/string_util.h"
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#include "core/arm/disassembler/load_symbol_map.h"
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#include "core/core.h"
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#include "core/file_sys/archive_source_sd_savedata.h"
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#include "core/gdbstub/gdbstub.h"
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#include "core/loader/loader.h"
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#include "core/settings.h"
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@ -171,6 +173,8 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
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// Setup connections
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connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)),
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Qt::DirectConnection);
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connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
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SLOT(OnGameListOpenSaveFolder(u64)), Qt::DirectConnection);
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connect(ui.action_Configure, SIGNAL(triggered()), this, SLOT(OnConfigure()));
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connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()),
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Qt::DirectConnection);
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@ -460,6 +464,21 @@ void GMainWindow::OnGameListLoadFile(QString game_path) {
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BootGame(game_path.toStdString());
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}
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void GMainWindow::OnGameListOpenSaveFolder(u64 program_id) {
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std::string sdmc_dir = FileUtil::GetUserPath(D_SDMC_IDX);
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std::string path = FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor(sdmc_dir, program_id);
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QString qpath = QString::fromStdString(path);
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QDir dir(qpath);
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if (!dir.exists()) {
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QMessageBox::critical(this, tr("Error Opening Save Folder"), tr("Folder does not exist!"));
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return;
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}
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LOG_INFO(Frontend, "Opening save data path for program_id=%" PRIu64, program_id);
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QDesktopServices::openUrl(QUrl::fromLocalFile(qpath));
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}
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void GMainWindow::OnMenuLoadFile() {
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QString filename =
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QFileDialog::getOpenFileName(this, tr("Load File"), UISettings::values.roms_path,
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@ -105,6 +105,7 @@ private slots:
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void OnStopGame();
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/// Called whenever a user selects a game in the game list widget.
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void OnGameListLoadFile(QString game_path);
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void OnGameListOpenSaveFolder(u64 program_id);
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void OnMenuLoadFile();
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void OnMenuLoadSymbolMap();
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/// Called whenever a user selects the "File->Select Game List Root" menu item
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@ -90,4 +90,9 @@ ResultVal<ArchiveFormatInfo> ArchiveSource_SDSaveData::GetFormatInfo(u64 program
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return MakeResult<ArchiveFormatInfo>(info);
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}
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std::string ArchiveSource_SDSaveData::GetSaveDataPathFor(const std::string& mount_point,
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u64 program_id) {
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return GetSaveDataPath(GetSaveDataContainerPath(mount_point), program_id);
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}
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} // namespace FileSys
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@ -23,6 +23,8 @@ public:
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ResultCode Format(u64 program_id, const FileSys::ArchiveFormatInfo& format_info);
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ResultVal<ArchiveFormatInfo> GetFormatInfo(u64 program_id) const;
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static std::string GetSaveDataPathFor(const std::string& mount_point, u64 program_id);
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private:
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std::string mount_point;
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};
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@ -143,6 +143,15 @@ public:
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the program id of the application
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* @param out_program_id Reference to store program id into
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadProgramId(u64& out_program_id) {
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the RomFS of the application
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* Since the RomFS can be huge, we return a file reference instead of copying to a buffer
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@ -344,6 +344,18 @@ ResultStatus AppLoader_NCCH::ReadLogo(std::vector<u8>& buffer) {
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return LoadSectionExeFS("logo", buffer);
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}
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ResultStatus AppLoader_NCCH::ReadProgramId(u64& out_program_id) {
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if (!file.IsOpen())
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return ResultStatus::Error;
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ResultStatus result = LoadExeFS();
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if (result != ResultStatus::Success)
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return result;
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out_program_id = ncch_header.program_id;
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return ResultStatus::Success;
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}
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ResultStatus AppLoader_NCCH::ReadRomFS(std::shared_ptr<FileUtil::IOFile>& romfs_file, u64& offset,
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u64& size) {
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if (!file.IsOpen())
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@ -219,6 +219,13 @@ public:
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*/
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ResultStatus ReadLogo(std::vector<u8>& buffer) override;
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/**
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* Get the program id of the application
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* @param out_program_id Reference to store program id into
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* @return ResultStatus result of function
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*/
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ResultStatus ReadProgramId(u64& out_program_id) override;
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/**
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* Get the RomFS of the application
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* @param romfs_file Reference to buffer to store data
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