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yuzu-mainline
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Merge pull request #2322 from MerryMage/ctx-mnu

game_list: Add a context menu with "Open Save Location"  option
This commit is contained in:
Merry 2016-12-16 15:08:04 +00:00 committed by GitHub
commit acc83a1c32
10 changed files with 87 additions and 4 deletions

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@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <QHeaderView>
#include <QMenu>
#include <QThreadPool>
#include <QVBoxLayout>
#include "common/common_paths.h"
@ -28,6 +29,7 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
tree_view->setSortingEnabled(true);
tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
tree_view->setUniformRowHeights(true);
tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
item_model->insertColumns(0, COLUMN_COUNT);
item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, "Name");
@ -35,10 +37,10 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size");
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
// 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.
// with signals/slots. In this case, QList falls under the umbrells of custom types.
qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");
layout->addWidget(tree_view);
@ -71,6 +73,23 @@ void GameList::DonePopulating() {
tree_view->setEnabled(true);
}
void GameList::PopupContextMenu(const QPoint& menu_location) {
QModelIndex item = tree_view->indexAt(menu_location);
if (!item.isValid())
return;
int row = item_model->itemFromIndex(item)->row();
QStandardItem* child_file = item_model->invisibleRootItem()->child(row, COLUMN_NAME);
u64 program_id = child_file->data(GameListItemPath::ProgramIdRole).toULongLong();
QMenu context_menu;
QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
open_save_location->setEnabled(program_id != 0);
connect(open_save_location, &QAction::triggered,
[&]() { emit OpenSaveFolderRequested(program_id); });
context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
if (!FileUtil::Exists(dir_path.toStdString()) ||
!FileUtil::IsDirectory(dir_path.toStdString())) {
@ -128,8 +147,11 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
std::vector<u8> smdh;
loader->ReadIcon(smdh);
u64 program_id = 0;
loader->ReadProgramId(program_id);
emit EntryReady({
new GameListItemPath(QString::fromStdString(physical_name), smdh),
new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id),
new GameListItem(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),

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@ -36,12 +36,15 @@ public:
signals:
void GameChosen(QString game_path);
void ShouldCancelWorker();
void OpenSaveFolderRequested(u64 program_id);
private:
void AddEntry(const QList<QStandardItem*>& entry_items);
void ValidateEntry(const QModelIndex& item);
void DonePopulating();
void PopupContextMenu(const QPoint& menu_location);
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;

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@ -71,10 +71,13 @@ class GameListItemPath : public GameListItem {
public:
static const int FullPathRole = Qt::UserRole + 1;
static const int TitleRole = Qt::UserRole + 2;
static const int ProgramIdRole = Qt::UserRole + 3;
GameListItemPath() : GameListItem() {}
GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data) : GameListItem() {
GameListItemPath(const QString& game_path, const std::vector<u8>& smdh_data, u64 program_id)
: GameListItem() {
setData(game_path, FullPathRole);
setData(qulonglong(program_id), ProgramIdRole);
if (!Loader::IsValidSMDH(smdh_data)) {
// SMDH is not valid, set a default icon

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@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cinttypes>
#include <clocale>
#include <memory>
#include <thread>
@ -41,6 +42,7 @@
#include "common/string_util.h"
#include "core/arm/disassembler/load_symbol_map.h"
#include "core/core.h"
#include "core/file_sys/archive_source_sd_savedata.h"
#include "core/gdbstub/gdbstub.h"
#include "core/loader/loader.h"
#include "core/settings.h"
@ -171,6 +173,8 @@ GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
// Setup connections
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)),
Qt::DirectConnection);
connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
SLOT(OnGameListOpenSaveFolder(u64)), Qt::DirectConnection);
connect(ui.action_Configure, SIGNAL(triggered()), this, SLOT(OnConfigure()));
connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()),
Qt::DirectConnection);
@ -460,6 +464,21 @@ void GMainWindow::OnGameListLoadFile(QString game_path) {
BootGame(game_path.toStdString());
}
void GMainWindow::OnGameListOpenSaveFolder(u64 program_id) {
std::string sdmc_dir = FileUtil::GetUserPath(D_SDMC_IDX);
std::string path = FileSys::ArchiveSource_SDSaveData::GetSaveDataPathFor(sdmc_dir, program_id);
QString qpath = QString::fromStdString(path);
QDir dir(qpath);
if (!dir.exists()) {
QMessageBox::critical(this, tr("Error Opening Save Folder"), tr("Folder does not exist!"));
return;
}
LOG_INFO(Frontend, "Opening save data path for program_id=%" PRIu64, program_id);
QDesktopServices::openUrl(QUrl::fromLocalFile(qpath));
}
void GMainWindow::OnMenuLoadFile() {
QString filename =
QFileDialog::getOpenFileName(this, tr("Load File"), UISettings::values.roms_path,

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@ -105,6 +105,7 @@ private slots:
void OnStopGame();
/// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path);
void OnGameListOpenSaveFolder(u64 program_id);
void OnMenuLoadFile();
void OnMenuLoadSymbolMap();
/// 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
return MakeResult<ArchiveFormatInfo>(info);
}
std::string ArchiveSource_SDSaveData::GetSaveDataPathFor(const std::string& mount_point,
u64 program_id) {
return GetSaveDataPath(GetSaveDataContainerPath(mount_point), program_id);
}
} // namespace FileSys

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@ -23,6 +23,8 @@ public:
ResultCode Format(u64 program_id, const FileSys::ArchiveFormatInfo& format_info);
ResultVal<ArchiveFormatInfo> GetFormatInfo(u64 program_id) const;
static std::string GetSaveDataPathFor(const std::string& mount_point, u64 program_id);
private:
std::string mount_point;
};

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@ -143,6 +143,15 @@ public:
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the program id of the application
* @param out_program_id Reference to store program id into
* @return ResultStatus result of function
*/
virtual ResultStatus ReadProgramId(u64& out_program_id) {
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the RomFS of the application
* 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) {
return LoadSectionExeFS("logo", buffer);
}
ResultStatus AppLoader_NCCH::ReadProgramId(u64& out_program_id) {
if (!file.IsOpen())
return ResultStatus::Error;
ResultStatus result = LoadExeFS();
if (result != ResultStatus::Success)
return result;
out_program_id = ncch_header.program_id;
return ResultStatus::Success;
}
ResultStatus AppLoader_NCCH::ReadRomFS(std::shared_ptr<FileUtil::IOFile>& romfs_file, u64& offset,
u64& size) {
if (!file.IsOpen())

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@ -219,6 +219,13 @@ public:
*/
ResultStatus ReadLogo(std::vector<u8>& buffer) override;
/**
* Get the program id of the application
* @param out_program_id Reference to store program id into
* @return ResultStatus result of function
*/
ResultStatus ReadProgramId(u64& out_program_id) override;
/**
* Get the RomFS of the application
* @param romfs_file Reference to buffer to store data