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https://git.suyu.dev/suyu/suyu.git
synced 2024-11-18 04:42:45 +01:00
feat: Reduced clutter on game list
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parent
45eac175db
commit
60d62a9277
7 changed files with 33 additions and 56 deletions
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@ -611,7 +611,6 @@ struct Values {
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Category::Network};
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// WebService
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Setting<bool> enable_telemetry{linkage, false, "enable_telemetry", Category::WebService};
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Setting<std::string> web_api_url{linkage, "http://74.113.97.71:3000", "web_api_url",
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Category::WebService};
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Setting<std::string> suyu_username{linkage, std::string(), "suyu_username",
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@ -3,7 +3,6 @@
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// Modified by palfaiate on <2024/03/07>
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#include <regex>
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#include <QApplication>
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#include <QDir>
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#include <QFileInfo>
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@ -413,6 +412,10 @@ void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* p
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parent->appendRow(entry_items);
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}
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void GameList::AddRootEntry(const QList<QStandardItem*>& entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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}
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void GameList::ValidateEntry(const QModelIndex& item) {
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const auto selected = item.sibling(item.row(), 0);
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@ -468,7 +471,7 @@ bool GameList::IsEmpty() const {
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void GameList::DonePopulating(const QStringList& watch_list) {
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emit ShowList(!IsEmpty());
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item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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// item_model->invisibleRootItem()->appendRow(new GameListAddDir());
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// Add favorites row
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item_model->invisibleRootItem()->insertRow(0, new GameListFavorites());
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@ -887,22 +890,21 @@ void GameList::AddFavorite(u64 program_id) {
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auto* favorites_row = item_model->item(0);
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for (int i = 1; i < item_model->rowCount() - 1; i++) {
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const auto* folder = item_model->item(i);
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for (int j = 0; j < folder->rowCount(); j++) {
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if (folder->child(j)->data(GameListItemPath::ProgramIdRole).toULongLong() ==
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program_id) {
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QList<QStandardItem*> list;
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for (int k = 0; k < COLUMN_COUNT; k++) {
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list.append(folder->child(j, k)->clone());
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}
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list[0]->setData(folder->child(j)->data(GameListItem::SortRole),
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GameListItem::SortRole);
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list[0]->setText(folder->child(j)->data(Qt::DisplayRole).toString());
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favorites_row->appendRow(list);
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return;
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}
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const auto* game = item_model->item(i);
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if (game->data(GameListItemPath::ProgramIdRole).toULongLong() != program_id) {
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continue;
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}
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QList<QStandardItem*> list;
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for (int j = 0; j < COLUMN_COUNT; j++) {
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list.append(item_model->item(i, j)->clone());
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}
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list[0]->setData(game->data(GameListItem::SortRole), GameListItem::SortRole);
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list[0]->setText(game->data(Qt::DisplayRole).toString());
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favorites_row->appendRow(list);
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return;
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}
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}
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@ -137,6 +137,7 @@ private:
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void AddDirEntry(GameListDir* entry_items);
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void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent);
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void AddRootEntry(const QList<QStandardItem*>& entry_items);
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void DonePopulating(const QStringList& watch_list);
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private:
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@ -234,8 +234,8 @@ GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_,
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const PlayTime::PlayTimeManager& play_time_manager_,
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Core::System& system_)
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: vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_},
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compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_}, system{
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system_} {
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compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_},
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system{system_} {
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// We want the game list to manage our lifetime.
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setAutoDelete(false);
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}
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@ -330,13 +330,13 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
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program_id, compatibility_list, play_time_manager, patch);
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RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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RecordEvent([=](GameList* game_list) { game_list->AddRootEntry(entry); });
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}
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}
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void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
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GameListDir* parent_dir) {
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const auto callback = [this, target, parent_dir](const std::filesystem::path& path) -> bool {
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const auto callback = [this, target](const std::filesystem::path& path) -> bool {
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if (stop_requested) {
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// Breaks the callback loop.
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return false;
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@ -408,8 +408,7 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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id, compatibility_list, play_time_manager, patch);
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RecordEvent(
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[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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RecordEvent([=](GameList* game_list) { game_list->AddRootEntry(entry); });
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}
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} else {
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std::vector<u8> icon;
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@ -425,8 +424,7 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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program_id, compatibility_list, play_time_manager, patch);
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RecordEvent(
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[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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RecordEvent([=](GameList* game_list) { game_list->AddRootEntry(entry); });
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}
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}
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} else if (is_dir) {
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@ -448,9 +446,11 @@ void GameListWorker::run() {
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watch_list.clear();
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provider->ClearAllEntries();
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/*
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const auto DirEntryReady = [&](GameListDir* game_list_dir) {
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RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
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};
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*/
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for (UISettings::GameDir& game_dir : game_dirs) {
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if (stop_requested) {
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@ -459,20 +459,20 @@ void GameListWorker::run() {
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if (game_dir.path == std::string("SDMC")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
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DirEntryReady(game_list_dir);
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// DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == std::string("UserNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
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DirEntryReady(game_list_dir);
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// DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == std::string("SysNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
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DirEntryReady(game_list_dir);
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// DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else {
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watch_list.append(QString::fromStdString(game_dir.path));
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auto* const game_list_dir = new GameListDir(game_dir);
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DirEntryReady(game_list_dir);
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// DirEntryReady(game_list_dir);
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ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path, game_dir.deep_scan,
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game_list_dir);
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ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path, game_dir.deep_scan,
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@ -186,28 +186,9 @@ constexpr size_t CopyBufferSize = 1_MiB;
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* user. This is 32-bits - if we have more than 32 callouts, we should retire and recycle old ones.
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*/
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enum class CalloutFlag : uint32_t {
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Telemetry = 0x1,
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DRDDeprecation = 0x2,
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};
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void GMainWindow::ShowTelemetryCallout() {
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if (UISettings::values.callout_flags.GetValue() &
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static_cast<uint32_t>(CalloutFlag::Telemetry)) {
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return;
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}
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UISettings::values.callout_flags =
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UISettings::values.callout_flags.GetValue() | static_cast<uint32_t>(CalloutFlag::Telemetry);
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const QString telemetry_message =
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tr("<a href='https://suyu.dev/help/feature/telemetry/'>Anonymous "
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"data is collected</a> to help improve suyu. "
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"<br/><br/>Would you like to share your usage data with us?");
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if (!question(this, tr("Telemetry"), telemetry_message)) {
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Settings::values.enable_telemetry = false;
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system->ApplySettings();
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}
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}
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const int GMainWindow::max_recent_files_item;
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static void RemoveCachedContents() {
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@ -415,9 +396,6 @@ GMainWindow::GMainWindow(std::unique_ptr<QtConfig> config_, bool has_broken_vulk
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game_list->LoadCompatibilityList();
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game_list->PopulateAsync(UISettings::values.game_dirs);
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// Show one-time "callout" messages to the user
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ShowTelemetryCallout();
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// make sure menubar has the arrow cursor instead of inheriting from this
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ui->menubar->setCursor(QCursor());
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statusBar()->setCursor(QCursor());
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@ -3606,8 +3584,6 @@ void GMainWindow::OnConfigure() {
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SetDefaultUIGeometry();
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RestoreUIState();
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ShowTelemetryCallout();
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}
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InitializeHotkeys();
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@ -275,7 +275,6 @@ private:
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void BootGameFromList(const QString& filename, StartGameType with_config);
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void ShutdownGame();
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void ShowTelemetryCallout();
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void SetDiscordEnabled(bool state);
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void LoadAmiibo(const QString& filename);
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@ -45,7 +45,7 @@
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<x>0</x>
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<y>0</y>
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<width>1280</width>
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<height>22</height>
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<height>21</height>
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</rect>
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</property>
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<widget class="QMenu" name="menu_File">
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