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c4ed791164
Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
154 lines
6.7 KiB
C++
154 lines
6.7 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <QFileDialog>
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#include <QMessageBox>
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#include "common/common_paths.h"
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#include "common/file_util.h"
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#include "core/settings.h"
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#include "ui_configure_filesystem.h"
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#include "yuzu/configuration/configure_filesystem.h"
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#include "yuzu/uisettings.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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this->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->cache_directory_button, &QToolButton::pressed, this,
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[this] { SetDirectory(DirectoryTarget::Cache, ui->cache_directory_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::setConfiguration() {
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ui->nand_directory_edit->setText(
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QString::fromStdString(Common::FS::GetUserPath(Common::FS::UserPath::NANDDir)));
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ui->sdmc_directory_edit->setText(
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QString::fromStdString(Common::FS::GetUserPath(Common::FS::UserPath::SDMCDir)));
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ui->gamecard_path_edit->setText(QString::fromStdString(Settings::values.gamecard_path));
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ui->dump_path_edit->setText(
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QString::fromStdString(Common::FS::GetUserPath(Common::FS::UserPath::DumpDir)));
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ui->load_path_edit->setText(
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QString::fromStdString(Common::FS::GetUserPath(Common::FS::UserPath::LoadDir)));
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ui->cache_directory_edit->setText(
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QString::fromStdString(Common::FS::GetUserPath(Common::FS::UserPath::CacheDir)));
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ui->gamecard_inserted->setChecked(Settings::values.gamecard_inserted);
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ui->gamecard_current_game->setChecked(Settings::values.gamecard_current_game);
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ui->dump_exefs->setChecked(Settings::values.dump_exefs);
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ui->dump_nso->setChecked(Settings::values.dump_nso);
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ui->cache_game_list->setChecked(UISettings::values.cache_game_list);
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UpdateEnabledControls();
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}
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void ConfigureFilesystem::applyConfiguration() {
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Common::FS::GetUserPath(Common::FS::UserPath::NANDDir,
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ui->nand_directory_edit->text().toStdString());
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Common::FS::GetUserPath(Common::FS::UserPath::SDMCDir,
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ui->sdmc_directory_edit->text().toStdString());
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Common::FS::GetUserPath(Common::FS::UserPath::DumpDir,
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ui->dump_path_edit->text().toStdString());
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Common::FS::GetUserPath(Common::FS::UserPath::LoadDir,
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ui->load_path_edit->text().toStdString());
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Common::FS::GetUserPath(Common::FS::UserPath::CacheDir,
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ui->cache_directory_edit->text().toStdString());
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Settings::values.gamecard_path = ui->gamecard_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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case DirectoryTarget::Cache:
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caption = tr("Select Cache 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()) + QDir::separator();
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}
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if (str.isEmpty())
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return;
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edit->setText(str);
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}
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void ConfigureFilesystem::ResetMetadata() {
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if (!Common::FS::Exists(Common::FS::GetUserPath(Common::FS::UserPath::CacheDir) + DIR_SEP +
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"game_list")) {
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QMessageBox::information(this, tr("Reset Metadata Cache"),
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tr("The metadata cache is already empty."));
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} else if (Common::FS::DeleteDirRecursively(
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Common::FS::GetUserPath(Common::FS::UserPath::CacheDir) + DIR_SEP +
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"game_list")) {
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QMessageBox::information(this, tr("Reset Metadata Cache"),
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tr("The operation completed successfully."));
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UISettings::values.is_game_list_reload_pending.exchange(true);
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} else {
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QMessageBox::warning(
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this, tr("Reset Metadata Cache"),
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tr("The metadata cache couldn't be deleted. It might be in use or non-existent."));
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}
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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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