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citra-qt: game list search function (#2673)

* citra-qt: game list search function

* Empty search field during game list refresh

* Code improvements

* Code formatting

* Autofocus search field

* JayFoxRox's recommendations

* lioncash's review
This commit is contained in:
Nico Bosshard 2017-04-30 04:04:39 +02:00 committed by bunnei
parent ea53d6085a
commit 06d4654966
7 changed files with 299 additions and 19 deletions

View File

@ -177,6 +177,7 @@ void Config::ReadValues() {
UISettings::values.single_window_mode = qt_config->value("singleWindowMode", true).toBool();
UISettings::values.display_titlebar = qt_config->value("displayTitleBars", true).toBool();
UISettings::values.show_filter_bar = qt_config->value("showFilterBar", true).toBool();
UISettings::values.show_status_bar = qt_config->value("showStatusBar", true).toBool();
UISettings::values.confirm_before_closing = qt_config->value("confirmClose", true).toBool();
UISettings::values.first_start = qt_config->value("firstStart", true).toBool();
@ -295,6 +296,7 @@ void Config::SaveValues() {
qt_config->setValue("singleWindowMode", UISettings::values.single_window_mode);
qt_config->setValue("displayTitleBars", UISettings::values.display_titlebar);
qt_config->setValue("showFilterBar", UISettings::values.show_filter_bar);
qt_config->setValue("showStatusBar", UISettings::values.show_status_bar);
qt_config->setValue("confirmClose", UISettings::values.confirm_before_closing);
qt_config->setValue("firstStart", UISettings::values.first_start);

View File

@ -4,9 +4,9 @@
#include <QFileInfo>
#include <QHeaderView>
#include <QKeyEvent>
#include <QMenu>
#include <QThreadPool>
#include <QVBoxLayout>
#include "common/common_paths.h"
#include "common/logging/log.h"
#include "common/string_util.h"
@ -15,10 +15,189 @@
#include "game_list_p.h"
#include "ui_settings.h"
GameList::GameList(QWidget* parent) : QWidget{parent} {
QVBoxLayout* layout = new QVBoxLayout;
GameList::SearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist) {
this->gamelist = gamelist;
edit_filter_text_old = "";
}
// EventFilter in order to process systemkeys while editing the searchfield
bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* event) {
// If it isn't a KeyRelease event then continue with standard event processing
if (event->type() != QEvent::KeyRelease)
return QObject::eventFilter(obj, event);
QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
int rowCount = gamelist->tree_view->model()->rowCount();
QString edit_filter_text = gamelist->search_field->edit_filter->text().toLower();
// If the searchfield's text hasn't changed special function keys get checked
// If no function key changes the searchfield's text the filter doesn't need to get reloaded
if (edit_filter_text == edit_filter_text_old) {
switch (keyEvent->key()) {
// Escape: Resets the searchfield
case Qt::Key_Escape: {
if (edit_filter_text_old.isEmpty()) {
return QObject::eventFilter(obj, event);
} else {
gamelist->search_field->edit_filter->clear();
edit_filter_text = "";
}
break;
}
// Return and Enter
// If the enter key gets pressed first checks how many and which entry is visable
// If there is only one result launch this game
case Qt::Key_Return:
case Qt::Key_Enter: {
QStandardItemModel* item_model = new QStandardItemModel(gamelist->tree_view);
QModelIndex root_index = item_model->invisibleRootItem()->index();
QStandardItem* child_file;
QString file_path;
int resultCount = 0;
for (int i = 0; i < rowCount; ++i) {
if (!gamelist->tree_view->isRowHidden(i, root_index)) {
++resultCount;
child_file = gamelist->item_model->item(i, 0);
file_path = child_file->data(GameListItemPath::FullPathRole).toString();
}
}
if (resultCount == 1) {
// To avoid loading error dialog loops while confirming them using enter
// Also users usually want to run a diffrent game after closing one
gamelist->search_field->edit_filter->setText("");
edit_filter_text = "";
emit gamelist->GameChosen(file_path);
} else {
return QObject::eventFilter(obj, event);
}
break;
}
default:
return QObject::eventFilter(obj, event);
}
}
edit_filter_text_old = edit_filter_text;
return QObject::eventFilter(obj, event);
}
void GameList::SearchField::setFilterResult(int visable, int total) {
QString result_of_text = tr("of");
QString result_text;
if (total == 1) {
result_text = tr("result");
} else {
result_text = tr("results");
}
label_filter_result->setText(
QString("%1 %2 %3 %4").arg(visable).arg(result_of_text).arg(total).arg(result_text));
}
void GameList::SearchField::clear() {
edit_filter->setText("");
}
void GameList::SearchField::setFocus() {
if (edit_filter->isVisible()) {
edit_filter->setFocus();
}
}
GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
KeyReleaseEater* keyReleaseEater = new KeyReleaseEater(parent);
layout_filter = new QHBoxLayout;
layout_filter->setMargin(8);
label_filter = new QLabel;
label_filter->setText(tr("Filter:"));
edit_filter = new QLineEdit;
edit_filter->setText("");
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(keyReleaseEater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, SIGNAL(textChanged(const QString&)), parent,
SLOT(onTextChanged(const QString&)));
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText("X");
button_filter_close->setCursor(Qt::ArrowCursor);
button_filter_close->setStyleSheet("QToolButton{ border: none; padding: 0px; color: "
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}");
connect(button_filter_close, SIGNAL(clicked()), parent, SLOT(onFilterCloseClicked()));
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);
layout_filter->addWidget(label_filter_result);
layout_filter->addWidget(button_filter_close);
setLayout(layout_filter);
}
/**
* Checks if all words separated by spaces are contained in another string
* This offers a word order insensitive search function
*
* @param String that gets checked if it contains all words of the userinput string
* @param String containing all words getting checked
* @return true if the haystack contains all words of userinput
*/
bool GameList::containsAllWords(QString haystack, QString userinput) {
QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
return std::all_of(userinput_split.begin(), userinput_split.end(),
[haystack](QString s) { return haystack.contains(s); });
}
// Event in order to filter the gamelist after editing the searchfield
void GameList::onTextChanged(const QString& newText) {
int rowCount = tree_view->model()->rowCount();
QString edit_filter_text = newText.toLower();
QModelIndex root_index = item_model->invisibleRootItem()->index();
// If the searchfield is empty every item is visible
// Otherwise the filter gets applied
if (edit_filter_text.isEmpty()) {
for (int i = 0; i < rowCount; ++i) {
tree_view->setRowHidden(i, root_index, false);
}
search_field->setFilterResult(rowCount, rowCount);
} else {
QStandardItem* child_file;
QString file_path, file_name, file_title, file_programmid;
int result_count = 0;
for (int i = 0; i < rowCount; ++i) {
child_file = item_model->item(i, 0);
file_path = child_file->data(GameListItemPath::FullPathRole).toString().toLower();
file_name = file_path.mid(file_path.lastIndexOf("/") + 1);
file_title = child_file->data(GameListItemPath::TitleRole).toString().toLower();
file_programmid =
child_file->data(GameListItemPath::ProgramIdRole).toString().toLower();
// Only items which filename in combination with its title contains all words
// that are in the searchfiel will be visible in the gamelist
// The search is case insensitive because of toLower()
// I decided not to use Qt::CaseInsensitive in containsAllWords to prevent
// multiple conversions of edit_filter_text for each game in the gamelist
if (containsAllWords(file_name.append(" ").append(file_title), edit_filter_text) ||
(file_programmid.count() == 16 && edit_filter_text.contains(file_programmid))) {
tree_view->setRowHidden(i, root_index, false);
++result_count;
} else {
tree_view->setRowHidden(i, root_index, true);
}
search_field->setFilterResult(result_count, rowCount);
}
}
}
void GameList::onFilterCloseClicked() {
main_window->filterBarSetChecked(false);
}
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
search_field = new SearchField(this);
item_model = new QStandardItemModel(tree_view);
tree_view->setModel(item_model);
@ -46,7 +225,9 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(tree_view);
layout->addWidget(search_field);
setLayout(layout);
}
@ -54,6 +235,18 @@ GameList::~GameList() {
emit ShouldCancelWorker();
}
void GameList::setFilterFocus() {
search_field->setFocus();
}
void GameList::setFilterVisible(bool visablility) {
search_field->setVisible(visablility);
}
void GameList::clearFilter() {
search_field->clear();
}
void GameList::AddEntry(const QList<QStandardItem*>& entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
}
@ -69,11 +262,16 @@ void GameList::ValidateEntry(const QModelIndex& item) {
std::string std_file_path(file_path.toStdString());
if (!FileUtil::Exists(std_file_path) || FileUtil::IsDirectory(std_file_path))
return;
// Users usually want to run a diffrent game after closing one
search_field->clear();
emit GameChosen(file_path);
}
void GameList::DonePopulating() {
tree_view->setEnabled(true);
int rowCount = tree_view->model()->rowCount();
search_field->setFilterResult(rowCount, rowCount);
search_field->setFocus();
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
@ -151,25 +349,26 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
void GameList::RefreshGameDirectory() {
if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
search_field->clear();
PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
}
}
/**
* Adds the game list folder to the QFileSystemWatcher to check for updates.
*
* The file watcher will fire off an update to the game list when a change is detected in the game
* list folder.
*
* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
* this function is fast enough to not stall the UI thread. If performance is an issue, it should
* be moved to another thread and properly locked to prevent concurrency issues.
*
* @param dir folder to check for changes in
* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
* directory recursively to the watcher and will update the file list if any of the folders
* change. The number determines how deep the recursion should traverse.
*/
* Adds the game list folder to the QFileSystemWatcher to check for updates.
*
* The file watcher will fire off an update to the game list when a change is detected in the game
* list folder.
*
* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
* this function is fast enough to not stall the UI thread. If performance is an issue, it should
* be moved to another thread and properly locked to prevent concurrency issues.
*
* @param dir folder to check for changes in
* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
* directory recursively to the watcher and will update the file list if any of the folders
* change. The number determines how deep the recursion should traverse.
*/
void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {

View File

@ -5,13 +5,19 @@
#pragma once
#include <QFileSystemWatcher>
#include <QHBoxLayout>
#include <QLabel>
#include <QLineEdit>
#include <QModelIndex>
#include <QSettings>
#include <QStandardItem>
#include <QStandardItemModel>
#include <QString>
#include <QToolButton>
#include <QTreeView>
#include <QVBoxLayout>
#include <QWidget>
#include "main.h"
class GameListWorker;
@ -26,9 +32,40 @@ public:
COLUMN_COUNT, // Number of columns
};
explicit GameList(QWidget* parent = nullptr);
class SearchField : public QWidget {
public:
void setFilterResult(int visable, int total);
void clear();
void setFocus();
explicit SearchField(GameList* parent = nullptr);
private:
class KeyReleaseEater : public QObject {
public:
explicit KeyReleaseEater(GameList* gamelist);
private:
GameList* gamelist = nullptr;
QString edit_filter_text_old;
protected:
bool eventFilter(QObject* obj, QEvent* event);
};
QHBoxLayout* layout_filter = nullptr;
QTreeView* tree_view = nullptr;
QLabel* label_filter = nullptr;
QLineEdit* edit_filter = nullptr;
QLabel* label_filter_result = nullptr;
QToolButton* button_filter_close = nullptr;
};
explicit GameList(GMainWindow* parent = nullptr);
~GameList() override;
void clearFilter();
void setFilterFocus();
void setFilterVisible(bool visablility);
void PopulateAsync(const QString& dir_path, bool deep_scan);
void SaveInterfaceLayout();
@ -41,6 +78,10 @@ signals:
void ShouldCancelWorker();
void OpenSaveFolderRequested(u64 program_id);
private slots:
void onTextChanged(const QString& newText);
void onFilterCloseClicked();
private:
void AddEntry(const QList<QStandardItem*>& entry_items);
void ValidateEntry(const QModelIndex& item);
@ -49,7 +90,11 @@ private:
void PopupContextMenu(const QPoint& menu_location);
void UpdateWatcherList(const std::string& path, unsigned int recursion);
void RefreshGameDirectory();
bool containsAllWords(QString haystack, QString userinput);
SearchField* search_field;
GMainWindow* main_window = nullptr;
QVBoxLayout* layout = nullptr;
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;

View File

@ -93,7 +93,7 @@ void GMainWindow::InitializeWidgets() {
render_window = new GRenderWindow(this, emu_thread.get());
render_window->hide();
game_list = new GameList();
game_list = new GameList(this);
ui.horizontalLayout->addWidget(game_list);
// Create status bar
@ -247,6 +247,9 @@ void GMainWindow::RestoreUIState() {
ui.action_Display_Dock_Widget_Headers->setChecked(UISettings::values.display_titlebar);
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());
ui.action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar);
statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
}
@ -283,6 +286,8 @@ void GMainWindow::ConnectMenuEvents() {
&GMainWindow::ToggleWindowMode);
connect(ui.action_Display_Dock_Widget_Headers, &QAction::triggered, this,
&GMainWindow::OnDisplayTitleBars);
ui.action_Show_Filter_Bar->setShortcut(tr("CTRL+F"));
connect(ui.action_Show_Filter_Bar, &QAction::triggered, this, &GMainWindow::OnToggleFilterBar);
connect(ui.action_Show_Status_Bar, &QAction::triggered, statusBar(), &QStatusBar::setVisible);
}
@ -444,6 +449,7 @@ void GMainWindow::ShutdownGame() {
ui.action_Stop->setEnabled(false);
render_window->hide();
game_list->show();
game_list->setFilterFocus();
// Disable status bar updates
status_bar_update_timer.stop();
@ -617,6 +623,15 @@ void GMainWindow::OnConfigure() {
}
}
void GMainWindow::OnToggleFilterBar() {
game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
if (ui.action_Show_Filter_Bar->isChecked()) {
game_list->setFilterFocus();
} else {
game_list->clearFilter();
}
}
void GMainWindow::OnSwapScreens() {
Settings::values.swap_screen = !Settings::values.swap_screen;
Settings::Apply();
@ -671,6 +686,7 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
#endif
UISettings::values.single_window_mode = ui.action_Single_Window_Mode->isChecked();
UISettings::values.display_titlebar = ui.action_Display_Dock_Widget_Headers->isChecked();
UISettings::values.show_filter_bar = ui.action_Show_Filter_Bar->isChecked();
UISettings::values.show_status_bar = ui.action_Show_Status_Bar->isChecked();
UISettings::values.first_start = false;
@ -720,6 +736,11 @@ bool GMainWindow::ConfirmChangeGame() {
return answer != QMessageBox::No;
}
void GMainWindow::filterBarSetChecked(bool state) {
ui.action_Show_Filter_Bar->setChecked(state);
emit(OnToggleFilterBar());
}
#ifdef main
#undef main
#endif

View File

@ -7,6 +7,7 @@
#include <memory>
#include <QMainWindow>
#include <QTimer>
#include "ui_main.h"
class CallstackWidget;
@ -41,6 +42,7 @@ class GMainWindow : public QMainWindow {
};
public:
void filterBarSetChecked(bool state);
GMainWindow();
~GMainWindow();
@ -122,6 +124,7 @@ private slots:
void OnMenuRecentFile();
void OnSwapScreens();
void OnConfigure();
void OnToggleFilterBar();
void OnDisplayTitleBars(bool);
void ToggleWindowMode();
void OnCreateGraphicsSurfaceViewer();

View File

@ -88,6 +88,7 @@
</widget>
<addaction name="action_Single_Window_Mode"/>
<addaction name="action_Display_Dock_Widget_Headers"/>
<addaction name="action_Show_Filter_Bar"/>
<addaction name="action_Show_Status_Bar"/>
<addaction name="menu_View_Debugging"/>
</widget>
@ -167,6 +168,14 @@
<string>Display Dock Widget Headers</string>
</property>
</action>
<action name="action_Show_Filter_Bar">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Show Filter Bar</string>
</property>
</action>
<action name="action_Show_Status_Bar">
<property name="checkable">
<bool>true</bool>

View File

@ -27,6 +27,7 @@ struct Values {
bool single_window_mode;
bool display_titlebar;
bool show_filter_bar;
bool show_status_bar;
bool confirm_before_closing;