Merge pull request #1095 from archshift/game-list

Initial implementation of a game list
This commit is contained in:
bunnei 2015-10-01 23:35:19 -04:00
commit 11a64acf23
13 changed files with 559 additions and 126 deletions

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@ -17,6 +17,7 @@ set(SRCS
debugger/profiler.cpp
debugger/ramview.cpp
debugger/registers.cpp
game_list.cpp
util/spinbox.cpp
util/util.cpp
bootmanager.cpp
@ -42,6 +43,7 @@ set(HEADERS
debugger/profiler.h
debugger/ramview.h
debugger/registers.h
game_list.h
util/spinbox.h
util/util.h
bootmanager.h

171
src/citra_qt/game_list.cpp Normal file
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@ -0,0 +1,171 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QHeaderView>
#include <QThreadPool>
#include <QVBoxLayout>
#include "game_list.h"
#include "game_list_p.h"
#include "core/loader/loader.h"
#include "common/common_paths.h"
#include "common/logging/log.h"
#include "common/string_util.h"
GameList::GameList(QWidget* parent)
{
QVBoxLayout* layout = new QVBoxLayout;
tree_view = new QTreeView;
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
tree_view->setAlternatingRowColors(true);
tree_view->setSelectionMode(QHeaderView::SingleSelection);
tree_view->setSelectionBehavior(QHeaderView::SelectRows);
tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
tree_view->setSortingEnabled(true);
tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
tree_view->setUniformRowHeights(true);
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type");
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, SLOT(ValidateEntry(const QModelIndex&)));
// 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.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->addWidget(tree_view);
setLayout(layout);
}
GameList::~GameList()
{
emit ShouldCancelWorker();
}
void GameList::AddEntry(QList<QStandardItem*> entry_items)
{
item_model->invisibleRootItem()->appendRow(entry_items);
}
void GameList::ValidateEntry(const QModelIndex& item)
{
// We don't care about the individual QStandardItem that was selected, but its row.
int row = item_model->itemFromIndex(item)->row();
QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
QString file_path = child_file->data(GameListItemPath::FullPathRole).toString();
if (file_path.isEmpty())
return;
std::string std_file_path = file_path.toStdString();
if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
return;
emit GameChosen(file_path);
}
void GameList::DonePopulating()
{
tree_view->setEnabled(true);
}
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
{
if (!FileUtil::Exists(dir_path.toStdString()) || !FileUtil::IsDirectory(dir_path.toStdString())) {
LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLatin1().data());
return;
}
tree_view->setEnabled(false);
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
emit ShouldCancelWorker();
GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection);
connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay.
connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
}
void GameList::SaveInterfaceLayout(QSettings& settings)
{
settings.beginGroup("UILayout");
settings.setValue("gameListHeaderState", tree_view->header()->saveState());
settings.endGroup();
}
void GameList::LoadInterfaceLayout(QSettings& settings)
{
auto header = tree_view->header();
settings.beginGroup("UILayout");
header->restoreState(settings.value("gameListHeaderState").toByteArray());
settings.endGroup();
item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
}
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan)
{
const auto callback = [&](const std::string& directory,
const std::string& virtual_name) -> int {
std::string physical_name = directory + DIR_SEP + virtual_name;
if (stop_processing)
return -1; // A negative return value breaks the callback loop.
if (deep_scan && FileUtil::IsDirectory(physical_name)) {
AddFstEntriesToGameList(physical_name, true);
} else {
std::string filename_filename, filename_extension;
Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension);
Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension);
if (guessed_filetype == Loader::FileType::Unknown)
return 0;
Loader::FileType filetype = Loader::IdentifyFile(physical_name);
if (filetype == Loader::FileType::Unknown) {
LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str());
return 0;
}
if (guessed_filetype != filetype) {
LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str());
}
emit EntryReady({
new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))),
new GameListItemPath(QString::fromStdString(physical_name)),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
}
return 0; // We don't care about the found entries
};
FileUtil::ScanDirectoryTreeAndCallback(dir_path, callback);
}
void GameListWorker::run()
{
stop_processing = false;
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan);
emit Finished();
}
void GameListWorker::Cancel()
{
disconnect(this, 0, 0, 0);
stop_processing = true;
}

52
src/citra_qt/game_list.h Normal file
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@ -0,0 +1,52 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <QModelIndex>
#include <QSettings>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QString>
#include <QTreeView>
#include <QWidget>
class GameListWorker;
class GameList : public QWidget {
Q_OBJECT
public:
enum {
COLUMN_FILE_TYPE,
COLUMN_NAME,
COLUMN_SIZE,
COLUMN_COUNT, // Number of columns
};
GameList(QWidget* parent = nullptr);
~GameList() override;
void PopulateAsync(const QString& dir_path, bool deep_scan);
void SaveInterfaceLayout(QSettings& settings);
void LoadInterfaceLayout(QSettings& settings);
public slots:
void AddEntry(QList<QStandardItem*> entry_items);
private slots:
void ValidateEntry(const QModelIndex& item);
void DonePopulating();
signals:
void GameChosen(QString game_path);
void ShouldCancelWorker();
private:
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;
};

130
src/citra_qt/game_list_p.h Normal file
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@ -0,0 +1,130 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <QRunnable>
#include <QStandardItem>
#include <QString>
#include "citra_qt/util/util.h"
#include "common/string_util.h"
class GameListItem : public QStandardItem {
public:
GameListItem(): QStandardItem() {}
GameListItem(const QString& string): QStandardItem(string) {}
virtual ~GameListItem() override {}
};
/**
* A specialization of GameListItem for path values.
* This class ensures that for every full path value it holds, a correct string representation
* of just the filename (with no extension) will be displayed to the user.
*/
class GameListItemPath : public GameListItem {
public:
static const int FullPathRole = Qt::UserRole + 1;
GameListItemPath(): GameListItem() {}
GameListItemPath(const QString& game_path): GameListItem()
{
setData(game_path, FullPathRole);
}
void setData(const QVariant& value, int role) override
{
// By specializing setData for FullPathRole, we can ensure that the two string
// representations of the data are always accurate and in the correct format.
if (role == FullPathRole) {
std::string filename;
Common::SplitPath(value.toString().toStdString(), nullptr, &filename, nullptr);
GameListItem::setData(QString::fromStdString(filename), Qt::DisplayRole);
GameListItem::setData(value, FullPathRole);
} else {
GameListItem::setData(value, role);
}
}
};
/**
* A specialization of GameListItem for size values.
* This class ensures that for every numerical size value it holds (in bytes), a correct
* human-readable string representation will be displayed to the user.
*/
class GameListItemSize : public GameListItem {
public:
static const int SizeRole = Qt::UserRole + 1;
GameListItemSize(): GameListItem() {}
GameListItemSize(const qulonglong size_bytes): GameListItem()
{
setData(size_bytes, SizeRole);
}
void setData(const QVariant& value, int role) override
{
// By specializing setData for SizeRole, we can ensure that the numerical and string
// representations of the data are always accurate and in the correct format.
if (role == SizeRole) {
qulonglong size_bytes = value.toULongLong();
GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
GameListItem::setData(value, SizeRole);
} else {
GameListItem::setData(value, role);
}
}
/**
* This operator is, in practice, only used by the TreeView sorting systems.
* Override it so that it will correctly sort by numerical value instead of by string representation.
*/
bool operator<(const QStandardItem& other) const override
{
return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
}
};
/**
* 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:
GameListWorker(QString dir_path, bool deep_scan):
QObject(), QRunnable(), dir_path(dir_path), deep_scan(deep_scan) {}
public slots:
/// Starts the processing of directory tree information.
void run() override;
/// Tells the worker that it should no longer continue processing. Thread-safe.
void Cancel();
signals:
/**
* The `EntryReady` signal is emitted once an entry has been prepared and is ready
* to be added to the game list.
* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
*/
void EntryReady(QList<QStandardItem*> entry_items);
void Finished();
private:
QString dir_path;
bool deep_scan;
std::atomic_bool stop_processing;
void AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan);
};

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@ -12,6 +12,7 @@
#include "citra_qt/bootmanager.h"
#include "citra_qt/config.h"
#include "citra_qt/game_list.h"
#include "citra_qt/hotkeys.h"
#include "citra_qt/main.h"
@ -59,6 +60,9 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
render_window = new GRenderWindow(this, emu_thread.get());
render_window->hide();
game_list = new GameList();
ui.horizontalLayout->addWidget(game_list);
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
@ -137,6 +141,8 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
microProfileDialog->setVisible(settings.value("microProfileDialogVisible").toBool());
settings.endGroup();
game_list->LoadInterfaceLayout(settings);
ui.action_Use_Hardware_Renderer->setChecked(Settings::values.use_hw_renderer);
SetHardwareRendererEnabled(ui.action_Use_Hardware_Renderer->isChecked());
@ -160,8 +166,10 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
UpdateRecentFiles();
// Setup connections
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()));
connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
connect(ui.action_Select_Game_List_Root, SIGNAL(triggered()), this, SLOT(OnMenuSelectGameListRoot()));
connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame()));
connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame()));
@ -193,6 +201,8 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
show();
game_list->PopulateAsync(settings.value("gameListRootDir").toString(), settings.value("gameListDeepScan").toBool());
QStringList args = QApplication::arguments();
if (args.length() >= 2) {
BootGame(args[1].toStdString());
@ -264,8 +274,12 @@ void GMainWindow::BootGame(const std::string& filename) {
// Update the GUI
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
if (ui.action_Single_Window_Mode->isChecked()) {
game_list->hide();
}
render_window->show();
emulation_running = true;
OnStartGame();
}
@ -294,6 +308,9 @@ void GMainWindow::ShutdownGame() {
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
game_list->show();
emulation_running = false;
}
void GMainWindow::StoreRecentFile(const QString& filename)
@ -337,12 +354,16 @@ void GMainWindow::UpdateRecentFiles() {
}
}
void GMainWindow::OnGameListLoadFile(QString game_path) {
BootGame(game_path.toLatin1().data());
}
void GMainWindow::OnMenuLoadFile() {
QSettings settings;
QString rom_path = settings.value("romsPath", QString()).toString();
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), rom_path, tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)"));
if (filename.size()) {
if (!filename.isEmpty()) {
settings.setValue("romsPath", QFileInfo(filename).path());
StoreRecentFile(filename);
@ -355,13 +376,23 @@ void GMainWindow::OnMenuLoadSymbolMap() {
QString symbol_path = settings.value("symbolsPath", QString()).toString();
QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), symbol_path, tr("Symbol map (*)"));
if (filename.size()) {
if (!filename.isEmpty()) {
settings.setValue("symbolsPath", QFileInfo(filename).path());
LoadSymbolMap(filename.toLatin1().data());
}
}
void GMainWindow::OnMenuSelectGameListRoot() {
QSettings settings;
QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory"));
if (!dir_path.isEmpty()) {
settings.setValue("gameListRootDir", dir_path);
game_list->PopulateAsync(dir_path, settings.value("gameListDeepScan").toBool());
}
}
void GMainWindow::OnMenuRecentFile() {
QAction* action = qobject_cast<QAction*>(sender());
assert(action);
@ -423,17 +454,22 @@ void GMainWindow::ToggleWindowMode() {
// Render in the main window...
render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window);
render_window->setVisible(true);
render_window->setFocusPolicy(Qt::ClickFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->setFocus();
}
} else {
// Render in a separate window...
ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(nullptr);
render_window->setFocusPolicy(Qt::NoFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->RestoreGeometry();
render_window->setFocusPolicy(Qt::NoFocus);
game_list->show();
}
}
}
@ -456,6 +492,7 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
settings.setValue("singleWindowMode", ui.action_Single_Window_Mode->isChecked());
settings.setValue("displayTitleBars", ui.actionDisplay_widget_title_bars->isChecked());
settings.setValue("firstStart", false);
game_list->SaveInterfaceLayout(settings);
SaveHotkeys(settings);
// Shutdown session if the emu thread is active...

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@ -10,6 +10,7 @@
#include "ui_main.h"
class GameList;
class GImageInfo;
class GRenderWindow;
class EmuThread;
@ -87,8 +88,12 @@ private slots:
void OnStartGame();
void OnPauseGame();
void OnStopGame();
/// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path);
void OnMenuLoadFile();
void OnMenuLoadSymbolMap();
/// Called whenever a user selects the "File->Select Game List Root" menu item
void OnMenuSelectGameListRoot();
void OnMenuRecentFile();
void OnOpenHotkeysDialog();
void OnConfigure();
@ -101,7 +106,10 @@ private:
Ui::MainWindow ui;
GRenderWindow* render_window;
GameList* game_list;
// Whether emulation is currently running in Citra.
bool emulation_running = false;
std::unique_ptr<EmuThread> emu_thread;
ProfilerWidget* profilerWidget;

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@ -45,7 +45,7 @@
<x>0</x>
<y>0</y>
<width>1081</width>
<height>21</height>
<height>22</height>
</rect>
</property>
<widget class="QMenu" name="menu_File">
@ -60,6 +60,7 @@
<addaction name="action_Load_File"/>
<addaction name="action_Load_Symbol_Map"/>
<addaction name="separator"/>
<addaction name="action_Select_Game_List_Root"/>
<addaction name="menu_recent_files"/>
<addaction name="separator"/>
<addaction name="action_Exit"/>
@ -182,6 +183,14 @@
<string>Display Dock Widget Headers</string>
</property>
</action>
<action name="action_Select_Game_List_Root">
<property name="text">
<string>Select Game Directory...</string>
</property>
<property name="toolTip">
<string>Selects a folder to display in the game list</string>
</property>
</action>
</widget>
<resources/>
<connections>

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@ -2,6 +2,9 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <array>
#include <cmath>
#include "citra_qt/util/util.h"
QFont GetMonospaceFont() {
@ -11,3 +14,12 @@ QFont GetMonospaceFont() {
font.setFixedPitch(true);
return font;
}
QString ReadableByteSize(qulonglong size) {
static const std::array<const char*, 6> units = { "B", "KiB", "MiB", "GiB", "TiB", "PiB" };
if (size == 0)
return "0";
int digit_groups = std::min<int>((int)(std::log10(size) / std::log10(1024)), units.size());
return QString("%L1 %2").arg(size / std::pow(1024, digit_groups), 0, 'f', 1)
.arg(units[digit_groups]);
}

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@ -5,6 +5,10 @@
#pragma once
#include <QFont>
#include <QString>
/// Returns a QFont object appropriate to use as a monospace font for debugging widgets, etc.
QFont GetMonospaceFont();
/// Convert a size in bytes into a readable format (KiB, MiB, etc.)
QString ReadableByteSize(qulonglong size);

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@ -420,28 +420,23 @@ bool CreateEmptyFile(const std::string &filename)
}
// Scans the directory tree gets, starting from _Directory and adds the
// results into parentEntry. Returns the number of files+directories found
u32 ScanDirectoryTree(const std::string &directory, FSTEntry& parentEntry)
int ScanDirectoryTreeAndCallback(const std::string &directory, std::function<int(const std::string&, const std::string&)> callback)
{
LOG_TRACE(Common_Filesystem, "directory %s", directory.c_str());
// How many files + directories we found
u32 foundEntries = 0;
int found_entries = 0;
#ifdef _WIN32
// Find the first file in the directory.
WIN32_FIND_DATA ffd;
HANDLE hFind = FindFirstFile(Common::UTF8ToTStr(directory + "\\*").c_str(), &ffd);
if (hFind == INVALID_HANDLE_VALUE)
{
FindClose(hFind);
return foundEntries;
HANDLE handle_find = FindFirstFile(Common::UTF8ToTStr(directory + "\\*").c_str(), &ffd);
if (handle_find == INVALID_HANDLE_VALUE) {
FindClose(handle_find);
return found_entries;
}
// windows loop
do
{
FSTEntry entry;
const std::string virtualName(Common::TStrToUTF8(ffd.cFileName));
do {
const std::string virtual_name(Common::TStrToUTF8(ffd.cFileName));
#else
struct dirent dirent, *result = nullptr;
@ -450,115 +445,80 @@ u32 ScanDirectoryTree(const std::string &directory, FSTEntry& parentEntry)
return 0;
// non windows loop
while (!readdir_r(dirp, &dirent, &result) && result)
{
FSTEntry entry;
const std::string virtualName(result->d_name);
while (!readdir_r(dirp, &dirent, &result) && result) {
const std::string virtual_name(result->d_name);
#endif
// check for "." and ".."
if (((virtualName[0] == '.') && (virtualName[1] == '\0')) ||
((virtualName[0] == '.') && (virtualName[1] == '.') &&
(virtualName[2] == '\0')))
if (((virtual_name[0] == '.') && (virtual_name[1] == '\0')) ||
((virtual_name[0] == '.') && (virtual_name[1] == '.') &&
(virtual_name[2] == '\0')))
continue;
entry.virtualName = virtualName;
entry.physicalName = directory;
entry.physicalName += DIR_SEP + entry.virtualName;
if (IsDirectory(entry.physicalName.c_str()))
{
entry.isDirectory = true;
// is a directory, lets go inside
entry.size = ScanDirectoryTree(entry.physicalName, entry);
foundEntries += (u32)entry.size;
int ret = callback(directory, virtual_name);
if (ret < 0) {
if (ret != -1)
found_entries = ret;
break;
}
else
{ // is a file
entry.isDirectory = false;
entry.size = GetSize(entry.physicalName.c_str());
}
++foundEntries;
// Push into the tree
parentEntry.children.push_back(entry);
found_entries += ret;
#ifdef _WIN32
} while (FindNextFile(hFind, &ffd) != 0);
FindClose(hFind);
} while (FindNextFile(handle_find, &ffd) != 0);
FindClose(handle_find);
#else
}
closedir(dirp);
#endif
// Return number of entries found.
return foundEntries;
return found_entries;
}
int ScanDirectoryTree(const std::string &directory, FSTEntry& parent_entry)
{
const auto callback = [&parent_entry](const std::string& directory,
const std::string& virtual_name) -> int {
FSTEntry entry;
int found_entries = 0;
entry.virtualName = virtual_name;
entry.physicalName = directory + DIR_SEP + virtual_name;
if (IsDirectory(entry.physicalName)) {
entry.isDirectory = true;
// is a directory, lets go inside
entry.size = ScanDirectoryTree(entry.physicalName, entry);
found_entries += (int)entry.size;
} else { // is a file
entry.isDirectory = false;
entry.size = GetSize(entry.physicalName);
}
++found_entries;
// Push into the tree
parent_entry.children.push_back(entry);
return found_entries;
};
return ScanDirectoryTreeAndCallback(directory, callback);
}
// Deletes the given directory and anything under it. Returns true on success.
bool DeleteDirRecursively(const std::string &directory)
{
LOG_TRACE(Common_Filesystem, "%s", directory.c_str());
#ifdef _WIN32
// Find the first file in the directory.
WIN32_FIND_DATA ffd;
HANDLE hFind = FindFirstFile(Common::UTF8ToTStr(directory + "\\*").c_str(), &ffd);
const static auto callback = [](const std::string& directory,
const std::string& virtual_name) -> int {
std::string new_path = directory + DIR_SEP_CHR + virtual_name;
if (IsDirectory(new_path)) {
if (!DeleteDirRecursively(new_path)) {
return -2;
}
} else if (!Delete(new_path)) {
return -2;
}
return 0;
};
if (hFind == INVALID_HANDLE_VALUE)
{
FindClose(hFind);
if (ScanDirectoryTreeAndCallback(directory, callback) == -2) {
return false;
}
// windows loop
do
{
const std::string virtualName(Common::TStrToUTF8(ffd.cFileName));
#else
struct dirent dirent, *result = nullptr;
DIR *dirp = opendir(directory.c_str());
if (!dirp)
return false;
// non windows loop
while (!readdir_r(dirp, &dirent, &result) && result)
{
const std::string virtualName = result->d_name;
#endif
// check for "." and ".."
if (((virtualName[0] == '.') && (virtualName[1] == '\0')) ||
((virtualName[0] == '.') && (virtualName[1] == '.') &&
(virtualName[2] == '\0')))
continue;
std::string newPath = directory + DIR_SEP_CHR + virtualName;
if (IsDirectory(newPath))
{
if (!DeleteDirRecursively(newPath))
{
#ifndef _WIN32
closedir(dirp);
#endif
return false;
}
}
else
{
if (!FileUtil::Delete(newPath))
{
#ifndef _WIN32
closedir(dirp);
#endif
return false;
}
}
#ifdef _WIN32
} while (FindNextFile(hFind, &ffd) != 0);
FindClose(hFind);
#else
}
closedir(dirp);
#endif
FileUtil::DeleteDir(directory);
return true;

View file

@ -6,6 +6,7 @@
#include <array>
#include <fstream>
#include <functional>
#include <cstddef>
#include <cstdio>
#include <string>
@ -96,9 +97,28 @@ bool Copy(const std::string &srcFilename, const std::string &destFilename);
// creates an empty file filename, returns true on success
bool CreateEmptyFile(const std::string &filename);
// Scans the directory tree gets, starting from _Directory and adds the
// results into parentEntry. Returns the number of files+directories found
u32 ScanDirectoryTree(const std::string &directory, FSTEntry& parentEntry);
/**
* Scans the directory tree, calling the callback for each file/directory found.
* The callback must return the number of files and directories which the provided path contains.
* If the callback's return value is -1, the callback loop is broken immediately.
* If the callback's return value is otherwise negative, the callback loop is broken immediately
* and the callback's return value is returned from this function (to allow for error handling).
* @param directory the parent directory to start scanning from
* @param callback The callback which will be called for each file/directory. It is called
* with the arguments (const std::string& directory, const std::string& virtual_name).
* The `directory `parameter is the path to the directory which contains the file/directory.
* The `virtual_name` parameter is the incomplete file path, without any directory info.
* @return the total number of files/directories found
*/
int ScanDirectoryTreeAndCallback(const std::string &directory, std::function<int(const std::string&, const std::string&)> callback);
/**
* Scans the directory tree, storing the results.
* @param directory the parent directory to start scanning from
* @param parent_entry FSTEntry where the filesystem tree results will be stored.
* @return the total number of files/directories found
*/
int ScanDirectoryTree(const std::string &directory, FSTEntry& parent_entry);
// deletes the given directory and anything under it. Returns true on success.
bool DeleteDirRecursively(const std::string &directory);

View file

@ -26,12 +26,7 @@ const std::initializer_list<Kernel::AddressMapping> default_address_mappings = {
{ 0x1F000000, 0x600000, false }, // entire VRAM
};
/**
* Identifies the type of a bootable file
* @param file open file
* @return FileType of file
*/
static FileType IdentifyFile(FileUtil::IOFile& file) {
FileType IdentifyFile(FileUtil::IOFile& file) {
FileType type;
#define CHECK_TYPE(loader) \
@ -48,12 +43,17 @@ static FileType IdentifyFile(FileUtil::IOFile& file) {
return FileType::Unknown;
}
/**
* Guess the type of a bootable file from its extension
* @param extension_ String extension of bootable file
* @return FileType of file
*/
static FileType GuessFromExtension(const std::string& extension_) {
FileType IdentifyFile(const std::string& file_name) {
FileUtil::IOFile file(file_name, "rb");
if (!file.IsOpen()) {
LOG_ERROR(Loader, "Failed to load file %s", file_name.c_str());
return FileType::Unknown;
}
return IdentifyFile(file);
}
FileType GuessFromExtension(const std::string& extension_) {
std::string extension = Common::ToLower(extension_);
if (extension == ".elf" || extension == ".axf")
@ -71,7 +71,7 @@ static FileType GuessFromExtension(const std::string& extension_) {
return FileType::Unknown;
}
static const char* GetFileTypeString(FileType type) {
const char* GetFileTypeString(FileType type) {
switch (type) {
case FileType::CCI:
return "NCSD";

View file

@ -33,6 +33,34 @@ enum class FileType {
THREEDSX, //3DSX
};
/**
* Identifies the type of a bootable file based on the magic value in its header.
* @param file open file
* @return FileType of file
*/
FileType IdentifyFile(FileUtil::IOFile& file);
/**
* Identifies the type of a bootable file based on the magic value in its header.
* @param file_name path to file
* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
* a filetype, and will never return FileType::Error.
*/
FileType IdentifyFile(const std::string& file_name);
/**
* Guess the type of a bootable file from its extension
* @param extension String extension of bootable file
* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
* a filetype, and will never return FileType::Error.
*/
FileType GuessFromExtension(const std::string& extension_);
/**
* Convert a FileType into a string which can be displayed to the user.
*/
const char* GetFileTypeString(FileType type);
/// Return type for functions in Loader namespace
enum class ResultStatus {
Success,