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game_list: Make game list function naming consistent

Makes the naming consistent with the rest of the functions that are
present.
This commit is contained in:
Lioncash 2020-09-23 11:28:08 -04:00
parent d264b7375c
commit f43a1da808
3 changed files with 45 additions and 36 deletions

View file

@ -56,7 +56,7 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
case Qt::Key_Return:
case Qt::Key_Enter: {
if (gamelist->search_field->visible == 1) {
QString file_path = gamelist->getLastFilterResultItem();
const QString file_path = gamelist->GetLastFilterResultItem();
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a different game after closing one
@ -83,7 +83,7 @@ void GameListSearchField::setFilterResult(int visible, int total) {
label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
}
QString GameList::getLastFilterResultItem() const {
QString GameList::GetLastFilterResultItem() const {
QString file_path;
const int folder_count = item_model->rowCount();
@ -126,7 +126,7 @@ GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(key_release_eater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::OnTextChanged);
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText(QStringLiteral("X"));
@ -136,7 +136,7 @@ GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}"));
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::OnFilterCloseClicked);
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);
@ -162,16 +162,22 @@ static bool ContainsAllWords(const QString& haystack, const QString& userinput)
}
// Syncs the expanded state of Game Directories with settings to persist across sessions
void GameList::onItemExpanded(const QModelIndex& item) {
void GameList::OnItemExpanded(const QModelIndex& item) {
const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
if (type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
type == GameListItemType::UserNandDir || type == GameListItemType::SysNandDir)
item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>()->expanded =
tree_view->isExpanded(item);
const bool is_dir = type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
type == GameListItemType::UserNandDir ||
type == GameListItemType::SysNandDir;
if (!is_dir) {
return;
}
auto* game_dir = item.data(GameListDir::GameDirRole).value<UISettings::GameDir*>();
game_dir->expanded = tree_view->isExpanded(item);
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& new_text) {
void GameList::OnTextChanged(const QString& new_text) {
const int folder_count = tree_view->model()->rowCount();
QString edit_filter_text = new_text.toLower();
QStandardItem* folder;
@ -227,7 +233,7 @@ void GameList::onTextChanged(const QString& new_text) {
}
}
void GameList::onUpdateThemedIcons() {
void GameList::OnUpdateThemedIcons() {
for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
QStandardItem* child = item_model->invisibleRootItem()->child(i);
@ -279,7 +285,7 @@ void GameList::onUpdateThemedIcons() {
}
}
void GameList::onFilterCloseClicked() {
void GameList::OnFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
@ -320,11 +326,11 @@ GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvide
}
item_model->setSortRole(GameListItemPath::SortRole);
connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::onUpdateThemedIcons);
connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
connect(tree_view, &QTreeView::expanded, this, &GameList::onItemExpanded);
connect(tree_view, &QTreeView::collapsed, this, &GameList::onItemExpanded);
connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
// We must register all custom types with the Qt Automoc system so that we are able to use
// it with signals/slots. In this case, QList falls under the umbrells of custom types.
@ -341,17 +347,17 @@ GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::setFilterFocus() {
void GameList::SetFilterFocus() {
if (tree_view->model()->rowCount() > 0) {
search_field->setFocus();
}
}
void GameList::setFilterVisible(bool visibility) {
void GameList::SetFilterVisible(bool visibility) {
search_field->setVisible(visibility);
}
void GameList::clearFilter() {
void GameList::ClearFilter() {
search_field->clear();
}
@ -400,10 +406,11 @@ void GameList::ValidateEntry(const QModelIndex& item) {
}
}
bool GameList::isEmpty() const {
bool GameList::IsEmpty() const {
for (int i = 0; i < item_model->rowCount(); i++) {
const QStandardItem* child = item_model->invisibleRootItem()->child(i);
const auto type = static_cast<GameListItemType>(child->type());
if (!child->hasChildren() &&
(type == GameListItemType::SdmcDir || type == GameListItemType::UserNandDir ||
type == GameListItemType::SysNandDir)) {
@ -411,11 +418,12 @@ bool GameList::isEmpty() const {
i--;
}
}
return !item_model->invisibleRootItem()->hasChildren();
}
void GameList::DonePopulating(const QStringList& watch_list) {
emit ShowList(!isEmpty());
emit ShowList(!IsEmpty());
item_model->invisibleRootItem()->appendRow(new GameListAddDir());

View file

@ -67,11 +67,11 @@ public:
FileSys::ManualContentProvider* provider, GMainWindow* parent = nullptr);
~GameList() override;
QString getLastFilterResultItem() const;
void clearFilter();
void setFilterFocus();
void setFilterVisible(bool visibility);
bool isEmpty() const;
QString GetLastFilterResultItem() const;
void ClearFilter();
void SetFilterFocus();
void SetFilterVisible(bool visibility);
bool IsEmpty() const;
void LoadCompatibilityList();
void PopulateAsync(QVector<UISettings::GameDir>& game_dirs);
@ -99,10 +99,10 @@ signals:
void ShowList(bool show);
private slots:
void onItemExpanded(const QModelIndex& item);
void onTextChanged(const QString& new_text);
void onFilterCloseClicked();
void onUpdateThemedIcons();
void OnItemExpanded(const QModelIndex& item);
void OnTextChanged(const QString& new_text);
void OnFilterCloseClicked();
void OnUpdateThemedIcons();
private:
void AddDirEntry(GameListDir* entry_items);

View file

@ -838,7 +838,7 @@ void GMainWindow::RestoreUIState() {
OnDisplayTitleBars(ui.action_Display_Dock_Widget_Headers->isChecked());
ui.action_Show_Filter_Bar->setChecked(UISettings::values.show_filter_bar);
game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
game_list->SetFilterVisible(ui.action_Show_Filter_Bar->isChecked());
ui.action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar);
statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
@ -1199,11 +1199,12 @@ void GMainWindow::ShutdownGame() {
render_window->hide();
loading_screen->hide();
loading_screen->Clear();
if (game_list->isEmpty())
if (game_list->IsEmpty()) {
game_list_placeholder->show();
else
} else {
game_list->show();
game_list->setFilterFocus();
}
game_list->SetFilterFocus();
setMouseTracking(false);
ui.centralwidget->setMouseTracking(false);
@ -2361,11 +2362,11 @@ void GMainWindow::OnAbout() {
}
void GMainWindow::OnToggleFilterBar() {
game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
game_list->SetFilterVisible(ui.action_Show_Filter_Bar->isChecked());
if (ui.action_Show_Filter_Bar->isChecked()) {
game_list->setFilterFocus();
game_list->SetFilterFocus();
} else {
game_list->clearFilter();
game_list->ClearFilter();
}
}