This is part of a series of PRs made in preparation for the QML rewrite. this PR specifically moves a bunch of utility functions from main.cpp into qt_common, with the biggest benefit being that QML can reuse the exact same code through ctx passthrough. Also, QtCommon::Frontend is an abstraction layer over several previously Widgets-specific stuff like QMessageBox that gets used everywhere. The idea is that once QML is implemented, these functions can have a Quick version implemented for systems that don't work well with Widgets (sun) or for those on Plasma 6+ (reduces memory usage w/o Widgets linkage) although Quick from C++ is actually anal, but whatever. Other than that this should also just kinda reduce the size of main.cpp which is a 6000-line behemoth rn, and clangd straight up gives up with it for me (likely caused by the massive amount of headers, which this DOES reduce). In the future, I probably want to create a common strings lookup table that both Qt and QML can reference--though I'm not sure how much linguist likes that--which should give us a way to keep language consistent (use frozen-map). TODO: Docs for Qt stuff Co-authored-by: MaranBr <maranbr@outlook.com> Reviewed-on: #94 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "yuzu/configuration/configure_filesystem.h"
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#include <QFileDialog>
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#include <QMessageBox>
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "common/settings.h"
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#include "qt_common/qt_common.h"
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#include "qt_common/qt_game_util.h"
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#include "qt_common/uisettings.h"
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#include "ui_configure_filesystem.h"
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ConfigureFilesystem::ConfigureFilesystem(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureFilesystem>()) {
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ui->setupUi(this);
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SetConfiguration();
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connect(ui->nand_directory_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::NAND, ui->nand_directory_edit); });
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connect(ui->sdmc_directory_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::SD, ui->sdmc_directory_edit); });
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connect(ui->gamecard_path_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::Gamecard, ui->gamecard_path_edit); });
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connect(ui->dump_path_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::Dump, ui->dump_path_edit); });
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connect(ui->load_path_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::Load, ui->load_path_edit); });
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connect(ui->reset_game_list_cache, &QPushButton::pressed, this,
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&ConfigureFilesystem::ResetMetadata);
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connect(ui->gamecard_inserted, &QCheckBox::stateChanged, this,
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&ConfigureFilesystem::UpdateEnabledControls);
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connect(ui->gamecard_current_game, &QCheckBox::stateChanged, this,
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&ConfigureFilesystem::UpdateEnabledControls);
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}
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ConfigureFilesystem::~ConfigureFilesystem() = default;
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void ConfigureFilesystem::changeEvent(QEvent* event) {
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if (event->type() == QEvent::LanguageChange) {
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RetranslateUI();
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}
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QWidget::changeEvent(event);
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}
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void ConfigureFilesystem::SetConfiguration() {
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ui->nand_directory_edit->setText(
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QString::fromStdString(Common::FS::GetEdenPathString(Common::FS::EdenPath::NANDDir)));
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ui->sdmc_directory_edit->setText(
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QString::fromStdString(Common::FS::GetEdenPathString(Common::FS::EdenPath::SDMCDir)));
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ui->gamecard_path_edit->setText(
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QString::fromStdString(Settings::values.gamecard_path.GetValue()));
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ui->dump_path_edit->setText(
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QString::fromStdString(Common::FS::GetEdenPathString(Common::FS::EdenPath::DumpDir)));
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ui->load_path_edit->setText(
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QString::fromStdString(Common::FS::GetEdenPathString(Common::FS::EdenPath::LoadDir)));
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ui->gamecard_inserted->setChecked(Settings::values.gamecard_inserted.GetValue());
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ui->gamecard_current_game->setChecked(Settings::values.gamecard_current_game.GetValue());
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ui->dump_exefs->setChecked(Settings::values.dump_exefs.GetValue());
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ui->dump_nso->setChecked(Settings::values.dump_nso.GetValue());
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ui->cache_game_list->setChecked(UISettings::values.cache_game_list.GetValue());
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UpdateEnabledControls();
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}
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void ConfigureFilesystem::ApplyConfiguration() {
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Common::FS::SetEdenPath(Common::FS::EdenPath::NANDDir,
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ui->nand_directory_edit->text().toStdString());
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Common::FS::SetEdenPath(Common::FS::EdenPath::SDMCDir,
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ui->sdmc_directory_edit->text().toStdString());
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Common::FS::SetEdenPath(Common::FS::EdenPath::DumpDir,
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ui->dump_path_edit->text().toStdString());
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Common::FS::SetEdenPath(Common::FS::EdenPath::LoadDir,
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ui->load_path_edit->text().toStdString());
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Settings::values.gamecard_inserted = ui->gamecard_inserted->isChecked();
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Settings::values.gamecard_current_game = ui->gamecard_current_game->isChecked();
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Settings::values.dump_exefs = ui->dump_exefs->isChecked();
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Settings::values.dump_nso = ui->dump_nso->isChecked();
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UISettings::values.cache_game_list = ui->cache_game_list->isChecked();
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}
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void ConfigureFilesystem::SetDirectory(DirectoryTarget target, QLineEdit* edit) {
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QString caption;
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switch (target) {
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case DirectoryTarget::NAND:
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caption = tr("Select Emulated NAND Directory...");
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break;
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case DirectoryTarget::SD:
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caption = tr("Select Emulated SD Directory...");
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break;
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case DirectoryTarget::Gamecard:
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caption = tr("Select Gamecard Path...");
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break;
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case DirectoryTarget::Dump:
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caption = tr("Select Dump Directory...");
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break;
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case DirectoryTarget::Load:
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caption = tr("Select Mod Load Directory...");
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break;
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}
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QString str;
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if (target == DirectoryTarget::Gamecard) {
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str = QFileDialog::getOpenFileName(this, caption, QFileInfo(edit->text()).dir().path(),
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QStringLiteral("NX Gamecard;*.xci"));
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} else {
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str = QFileDialog::getExistingDirectory(this, caption, edit->text());
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}
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if (str.isNull() || str.isEmpty()) {
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return;
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}
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if (str.back() != QChar::fromLatin1('/')) {
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str.append(QChar::fromLatin1('/'));
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}
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edit->setText(str);
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}
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void ConfigureFilesystem::ResetMetadata() {
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QtCommon::Game::ResetMetadata();
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}
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void ConfigureFilesystem::UpdateEnabledControls() {
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ui->gamecard_current_game->setEnabled(ui->gamecard_inserted->isChecked());
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ui->gamecard_path_edit->setEnabled(ui->gamecard_inserted->isChecked() &&
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!ui->gamecard_current_game->isChecked());
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ui->gamecard_path_button->setEnabled(ui->gamecard_inserted->isChecked() &&
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!ui->gamecard_current_game->isChecked());
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}
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void ConfigureFilesystem::RetranslateUI() {
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ui->retranslateUi(this);
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}
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