rpcsx/rpcs3/rpcs3qt/save_data_utility.cpp

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RPCS3 QT (#2645) * Fix windows build. I made sure to do everything with a win32 prefix to not effect linux build. * Make the window resizable instead of fixed in the corner. * Ignore moc files and things in the debug/release folder. I might also ignore rpcs3qt.vcxproj and its filters as they're autogenerated by importing the qt project file. But, this helps clean out clutter for now. * Add cmake. This doesn't interact with the rest of rpcs3 nor the main cmake file. That's the next thing I'm doing. I'll probably need to modify them so it'll take me time to figure out. But, this will build rpcs3qt on linux and build as is with using qt. * The build works. I'd like to thank my friends, Google and Stackoverflow. Setted up by importing rpcs3Qt project using Qt's visual studio plugin. * Cleanup. Remove all the stuff in the rpcs3qt folder as its incorporated elsewhere. Remove the rpcs3qt project file as its now built into the solution and cmake doesn't care about pro files. * Update readme to reflect getting Qt. * Remove wxwidgets as submodule and add zlib instead. Wxwidgets was our old way of having zlib. I also added build dependencies to rpcs3qt so you should no longer get link errors on the first clean rebuild. * Add rpcs3_version, few GUI tweaks * Set defaultSize to 70% of screen size * Add the view menu (#3) * Added the view menu with the corresponding elements. Now, the debugger/log are hidden by default. The view menu has a checkbox which you click to show/hide the dock widgets. * Make log visible by default * Improve UI by making it into a checkbox that's easier to use. * fix qt build for vs2017 (seems to work fine in 2015 with plugin but needs testing by other users) * updated readme for qt * update appveyor for qt - cleaned formatting for the post build command * fix build (#6) * fix build legit this time i promise * [Ready] Gamepadsettings (#4) * WIP Gamepadsettings pushbutton Eventhandling missing * GamepadSettings should work except for cfg Init Some KeyInputs are missing * Update padsettingsdialog.h * Update padsettingsdialog.cpp (#5) * Update padsettingsdialog.cpp removed silly tabs * Update padsettingsdialog.cpp * GetKeyCode simplified * rename pad settings to keyboard settings o.O * rename keyboard setting to input settings * Remvoed the QT_UI defines. * Readded new line at end of file. Replaced define in padsettings with constant. * GUI fixes (Settings) * Stub the logger UI. Nothing special besides a simple stub. * Unstub the log. I haven't tested TTY but it should work. Only thing to do, but this is in general, is add persistent settings. * Minor refactoring to simplify code. * Fix image loading. I'm 90% sure it works because it loads the path as expected and that's the same format I used in my gamelist implementation for the images. * Made game lists much more functional than it was. * mainwindow * gamelist * Please forgive me for I have lambdaed. Added the ability to toggle showing columns via a context menu. * Fix GameList further * sort by name on init fixed * Created the baseline refactoring. I'm going to start working on the callbacks now. May need to implement other classes in the process. Fun stuff, I know. * adds InstallPkg (tested) and InstallPup (should work but makes unknown shenanigans) implementation adds RefreshGameList obliterates 10sec Refresh * messages * Rpcs3 gs frame (#16) * Messing with project settings try to get trails of cold steel to boot.bluh Definitely one change is needed in linker settings for RPCS3 to not crash immediately. Can't even see how horribly botched my implementation of GSFrame is because we aren't booting lol. Something is gone awry with elf. * remove random ! not that it matters much right now * minor additions * "Working" with debug mode though you have to ignore an assert reached from Qt. Qt is upset that the rsx thread is calling stuff on the UI thread despite not owning it. However, I can't do a thing to change that atm. (The fix would be to do what the TODO says in System.cpp-- making gsframe and stuff get initialized via system call) Crashes due to needing pad callback to be done. * With this build in debug mode, Trails of Cold steel will get FPS. (caveat. You have to ignore when Qt throws a debug assert lol) * Fix release mode. Fix the Qt debug assert by using ancient occault rituals. I want to be able to remove the blocking connects but it won't work right now without it. It isn't perfect but it's good enough for now IMO. * Add enters to the end of files. * Removing target and setting source of events to be the application instead of the main window. The main window isn't the game window, and I don't really know what widget will be targetted for the game event. Works, though, it's admittedly probably not optimal by ANY means. * Fix comment. * Fix libpng wit zlib. * Move Qt GUI into RPCS3Qt. (#17) Restore wx GUI. * fix install-progressdialogs randomly not showing * install-progressdialog cosmetics * add stylesheet file loading * apply request * Add stylesheet to git ignore. * XInput.. * Joystick... * Rpcs3 qt small fixes (#20) * Small fixes. Have emulator stop when x button is pressed on game window. Have emulator/application stop when the main window is closed. * If I forget another new line ending for a file............................................. * Add CgDisasm (#21) * fix install-progressdialogs randomly not showing * install-progressdialog cosmetics * add stylesheet file loading * apply request * add CgDisasm add code to disable contextmenu options fix gamelist issue * missing proj changes * Add ability to open stylesheets from menu. * Mega searcher (#23) * add MemoryStringSearcher set minimum Sizes for mainwindow and CgDisasm * minor fixes * Since the system.cpp callbacks for emulator state were unused, I removed them. Then, I replaced them with callbacks for the Gui. * added stylesheet options setfocus on settings fixed newline added * added signals and slots for EmuRun and EmuStop * update ui update ui now works added callback onReady added EnableMenues added ps3 commands * added restart logic to menu * newline * event header removed * Added graphic settings class. (#26) * Added graphic settings class. First thing is to have the dock widgets and window size/location be stateful. Minor bug with debugger frame changing size on hide/show on default setup on second load. But, otherwise, fine. Also, the GUI doesn't update to accomodate the statefulness of the widgets. But, that'll come in time as I update this class. * Add view debugger, logger, gamelist to settings and synchronize them. * Separate initializing actions from connects * Add invisible fullscreen cursor and double click event. * Add the UI log settings. * Add MemoryViewer (#30) * Add Memoryviewer Image Button crashes/not fully implemented focus on some button annoying minor changes for question dialogs * GuiSettings Refactoring (#31) * Add settings for columns shown and which one is saved * I accidentally refactored the settings class. Added ability to reset to default GUI. Added statefulness to column widths. * add gui tab * Fix logging at startup. * Preset settings.I think I ironed out MOST of the glitches. Will work on the rest of it soon. Should be a lot simpler as I won't have to use the so-called meta settings. Also, renamed all settings methods to CapitalCase. * Removed dock widget controls. * Added style sheets. Removed the option from the menu. * Rewrite to use folder design. Much simpler! Yay! Simpler. Better, right? * It's remarkable how tricky this is. * Added convenience button to open up the settings folder in explorer * Add newlines at end of file * simplified logic. Fixed a bug.. hopefully not more bugs * Fix the undocumented feature * Make the dialog big enough to have entire text on title shown. If talkashie changes the font to size 1203482 I don't care lol * Make warning messagebox instead of changing the title of the dialog. * marking... * Hcorion suggested changes. * [WIP] autopause (#32) * autopause added needs fixing headers do not show text * fix compile stuff * Add MsgDialog + edge widgets (#33) * Add MsgDialog needs magic * add "Debugger" Buttons to menubar * Adapt ds4 changes. I'm not sure if they work as I don't have a compatible controller. But, at the same time, it's kind of silly all I had to do was remove stdguiafx to get compilation. * [Ready] Add KernelExplorer (#36) * KernelExplorer added * Fix build. Connect mainwindow to show explorer. * qstr formatting added hid header, fixed button size * Taskbar Progress for install PUP/PKG (#37) * Add Taskbar Progress for both PKG and PUP installer * fix missing ifdefs for windows * add mainwindow icon + thumbnail toolbar * add game specific icons to the GSFrame * fix icon crash * fix appIcon's aspect ratio in SetAppIconFromPath * Fix black borders in RGB32 icons * rename thumbar related buttons * EmuSettings (#35) * Core tab done minus doing the library list. * Graphics tab. * Audio tab * Input tab * Added the other tabs * LLE part one-- load existing libraries sorted. (I'd finish it but I'm going to look at a PR by mega) * add search and add other libraries that aren't checked. * Finish adding lle selecting things. * marking my territory (#38) fixed settingsdialog glitch and width added groupbox to gui buttons removed parents from layouts * add debuggerframe + RSXDebugger (#34) * Add Debuggerframe * add RSXDebugger * add RSXDebugger fo real * RSXDebugger improved minor adjustments * add utf8 conversions like neko told me to hopefully i did not utf8-ise too many things xD * fix some variables * maybe fix image buffers in RSXDebugger * fixed image view (pretty sure) * fixed image buffer (hopefully) * QT Opengl frame (#41) * fix RSX Debugger headers (#40) * fix some debugger layout issues fix RSX Debugger headers + some comments * add kd-11's SPU options fix D3D12 showing on non-compatible systems tidy up coretab * improve D3D12 behaviour in graphicstab: adapter selection and D3D12 render won't show on non-compatible systems add monospace font to cgDisasm * enable update only on visibility * Rpcs3 qt llvm build (#42) * LLVM pushed so mega can test * probably is what is needed with Release LLVM * should probably have RPCS3-Qt be using release-llvm * include zlib the same way. * don't talk to me about how I made this happen. * I applied the magical treatment to debug mode too. Though, it's entirely probably that doing it once in LLVM-release mode made this entirely redundant * hack * progress bar for LLVM spawns but doesn't close yet. * fix msgDialog (#43) fix oskDialog * Minor bug fixzz * fix osk and msgdialog for real (#44) * fix msgDialog fix oskDialog * fix OskDialog part 2 fix MsgDialog part 2 * This bug is evil, and it should be ashamed of itself. * Refactor YAML. Commented out gui options that aren't added to config yet (add em back later when we merge that in) * Fix pad stuff. * add SaveDataUtility (#45) * add SaveDataUtility * fix slots * fix slots again fix lists not showing stuff fix dialogs not showing add colClicked refactor stuff and polish some layouts * add SaveDataDialog.h and SaveDataDialog.cpp * tidy up mainwindow * add callback * fix RegisterEditor (#47) * fix RegisterEditor * fix other dialogs' immortality (gasp...vampires) * remove debug leftovers * fix InstructionEditor (#46) * fix InstructionEditor * fix typo * Fix MouseClickEvents in RSXDebugger (#50) * Fix MouseClickEvents in RSXDebugger Fix focus on MemoryViewer and RSXDebugger Adjust PadButtonWidth * fix another comment * fix debuggerframe events (#49) * Fix pad settings bro (#48) * Fix pad settings bro * fix comment * Icons and Menu-Additions (#39) * Add Icons and iconlogic to cornerWidget and actions * add cornerWidget toggle fix dockwidget action state on start remove DoSettings * fix game removal bug remove tableitem focus rectangle therefore add TableItemDelegate.h * remove grid and focus rectangle from autopausedialog * add fullscreen checkbox to misctab minor padsettings layout improvements * Add show category submenu to view menu Add gamelist filter accordingly fix minor bug where play icon was displayed despite pause label add boolean b_fullscreen to mainwindow for later use in GSFrame * fix headers in autopausesettings fix remove bug in autopausesettings add delete keypressevent in autopausesettings fix missing tr() and minor refactoring in gamelist * add default Icons for play/pause/stop/restart * Fix fullscreen start. Some stuff was wrong with settings, just trust me. * remove fullscreen leftovers and fix merge * SPU stuff. (There was also a weird thing with config.h in GLGSFrame.h with an include that I removed to fix build) * please neko's lambda fetishes (#53) * please neko's lambda fetish in mainwindow * please neko's lambda fetish in gamelistframe * please neko's lambda fetish in logframe * fix neko's lambda fetish in debuggerframe * pleasefixdofetishsomething in Autopausesettingsdialog * fix sth sth lambda in cg disasm * lambda stuff in instructioneditor * lambda kernelexplorer * lambda-ise memoryviewer * lambda rsxdebugger * lambda savedatautil this could be done even more, but the functions are not implemented * Rpcs3 qt fixes -- shadow taskbar bug (#52) * SShadow's bug of taskbar progress staying fixed on cancelling pkg install. * other taskbar * i'm still a baka * Fix a warning * qtQt refactoring (#54) * fix neko's snake fetish * File names should match headers. Are these the names I want? Not necessarily. But, this is much less confusing. * i thought I committed everything with stage all......................... * remove unused utilities * The most important commit of them all. * Disable legacy opengl buffers when not using opengl. * fix code review comment * Quick crash patch. Neko removed autopause. SO, I remove it too from emusettings/misc tab * Merge lovely things from master (#55) * Configuration simplified * untrivial parts of the merge * no need for these options anymore * Minor change to fix column widths at startup (not sure why it doesn't work already, but adding the true makes it work so......... whatever) * here ya go * FIx hitting okay in settings causing graphics to messup (#57) * fixes + msgdialog taskbarprogress (#56) * fix ok button in taskbar add taskicon progressbar for msgdialog add tablewidgetitem to rsxdebugger fix comments in save_data_utility.cpp * fix d3d adapter default * fix taskicon progressbar not being destroyed properly * add last_path to filedialogs * fix msgdialog crash on ok (#58) * fix thread stopping in debbugerFrame (#59) * Move Emu.init to be first. This will fix the qt stuff seeming to ignore the virtual filesystem in the config. (VFS to be made soon maybe) (#60) * Fix full screen opening on double RIGHT click. * fix other instances of double click ... * Fix locaiton of gui config. (#61) * fix d3d bug (#62) * fix d3d bug * small utf8 addition * Fix cmake for qt (#64) * Initial CMake fix * Fix compilation with GCC * Get rid of awful hack * Update cotire with qt support * Maybe fix travis * Emergency Hack Relief Program Activated * Fix travis build (#65) * make about dialog great again (#67) and add previous additions * Fix library sort / smart gamelist context menu (#63) * fix library sort * add Title to custom game config dialog * disable options on gamelist context menu * use namespace for category Strings * introduce sstr * fix some tr nonsense * Rpcs3qt Appveyor (#68) Fix appyveyor build!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * possible fix for gamelist icons (#69) add warning for appicon * Fix clang build (#66) Hcorion, the build savior. * Rpcs3 qt resources (#70) * Resource files attempt 1 * Autorcc should probably be on? * forgot the most important file lol * Forgot an instance of the icon in the code... * Patch fix for clang build. * vulkan/d3d12 combobox merge (#71) * add vulkan adapterbox and merge with d3d12 box * fix adapter text on other renderer * gather render strings * attempt fix on gamelist row height * adjust adapter behaviour to new guideline * Compiler of Peace. * High critical hit rate. * Mugi eating strawberries is savage. * Apply KD-11 Hotfix (#73) * Most of Ani Adjusts (#72) * Most of the adjustments are made here. * fix gamelist rowheight * fix msg dialog layout and disable_cancel * cleanup * fix disable cancle again * fix debuggerframe buttons and doubleclick * Add a fun little bonus feature :) (#74) * category filters simplyfied (#75) * Cleaning up cmake a bit. * fixezzzzzz (#76) * upgrade Info Boxes * upgrade file explorer * refactor GetSettings and SetSettings * second refactoring * cleanup * travis is a grammar nazi * second travis shenanigans * third travis weirdo thingy * travis 4 mega fun * travis 5 default to def * finish refactoring for settings fix gamelist headers * hotfix msgdialog and infobox (#77) * msgdialog fix 1 * fix zombie infobox * Rpcs3 Qt Welcome Page (#78) * Add a welcome dialog. * Add enter to end of file * i'm an idiot * last mistake i hope * sponsored via --> funded by * RPCS3 does not condone piracy. * Mega Adjusts * Ani Adjustments and a few refactorings * Yay * Add Gamelist Icon Sizes (#79) * Reverting Mega's suggestion. If people can use alt-f4 to get around this dialog, they can probably use an emulator too. * Fix firmware file choice dialog in QT GUI (#80) * ani adjusts 2 + minor icon size simplifications (#81) FPS Additions * Update Travis to Qt 5.9 (#82)
2017-06-04 16:48:33 +02:00
#include "stdafx.h"
#include "save_data_utility.h"
//Cause i can not decide what struct to be used to fill those. Just use no real data now.
//Currently variable info isn't used. it supposed to be a container for the information passed by other.
save_data_info_dialog::save_data_info_dialog(QWidget* parent, const save_data_information& info)
: QDialog(parent)
{
setWindowTitle(tr("Save Data Information"));
setMinimumSize(QSize(400, 300));
// Table
m_list = new QTableWidget(this);
//m_list->setItemDelegate(new table_item_delegate(this)); // to get rid of item selection rectangles include "table_item_delegate.h"
//m_list->setSelectionBehavior(QAbstractItemView::SelectRows); // enable to only select whole rows instead of items
m_list->setEditTriggers(QAbstractItemView::NoEditTriggers);
m_list->setColumnCount(2);
m_list->setHorizontalHeaderLabels(QStringList() << tr("Name") << tr("Detail"));
// Buttons
QPushButton* close_button = new QPushButton(tr("&Close"), this);
connect(close_button, &QAbstractButton::clicked, this, &save_data_info_dialog::close);
// Button Layout
QHBoxLayout* hbox_actions = new QHBoxLayout();
hbox_actions->addStretch(); //Add a stretch to make Close on the Right-Down corner of this dialog.
hbox_actions->addWidget(close_button);
// Main Layout
QVBoxLayout* vbox_main = new QVBoxLayout();
vbox_main->addWidget(m_list, 1);
vbox_main->addLayout(hbox_actions, 0);
vbox_main->setAlignment(Qt::AlignCenter);
setLayout(vbox_main);
// resize to minimum view size
resize(minimumSize().expandedTo(sizeHint()));
UpdateData();
}
//This is intended to write the information of save data to QTableView.
//However been not able to decide which data struct i should use, i use static content for this to make it stub.
void save_data_info_dialog::UpdateData()
{
m_list->clearContents();
m_list->setRowCount(6); // set this to nr of members in struct
m_list->setItem(0, 0, new QTableWidgetItem(tr("User ID")));
m_list->setItem(0, 1, new QTableWidgetItem("00000000 (None)"));
m_list->setItem(1, 0, new QTableWidgetItem(tr("Game Title")));
m_list->setItem(1, 1, new QTableWidgetItem("Happy with rpcs3 (free)"));
m_list->setItem(2, 0, new QTableWidgetItem(tr("Subtitle")));
m_list->setItem(2, 1, new QTableWidgetItem("You devs are great"));
m_list->setItem(3, 0, new QTableWidgetItem(tr("Detail")));
m_list->setItem(3, 1, new QTableWidgetItem("Stub it first"));
m_list->setItem(4, 0, new QTableWidgetItem(tr("Copyable")));
m_list->setItem(4, 1, new QTableWidgetItem("1 (Not allowed)"));
m_list->setItem(5, 0, new QTableWidgetItem(tr("Play Time")));
m_list->setItem(5, 1, new QTableWidgetItem("00:00:00"));
//Maybe there should be more details of save data.
//But i'm getting bored for assign it one by one.
m_list->horizontalHeader()->setSectionResizeMode(QHeaderView::ResizeToContents);
}
//This dialog represents the Menu of Save Data Utility - which pop up after when you roll to a save and press triangle.
//I've ever thought of make it a right-click menu or a show-hide panel of the main dialog.
//Well only when those function calls related get implemented we can tell what this GUI should be, seriously.
save_data_manage_dialog::save_data_manage_dialog(QWidget* parent, unsigned int* sort_type, save_data_entry& save)
: QDialog(parent)
{
setWindowTitle(tr("Save Data Pop-up Menu"));
setMinimumSize(QSize(400, 110));
// "Sort By" ComboBox
m_sort_options = new QComboBox(this);
m_sort_options->setEditable(false);
//You might change this - of corse we should know what to been set - maybe after functions related been implemented.
m_sort_options->addItem(tr("User Id"));
m_sort_options->addItem(tr("Game Title"));
m_sort_options->addItem(tr("Game Subtitle"));
m_sort_options->addItem(tr("Play Time"));
m_sort_options->addItem(tr("Data Size"));
m_sort_options->addItem(tr("Last Modified"));
m_sort_options->addItem(tr("Created Time"));
m_sort_options->addItem(tr("Accessed Time"));
m_sort_options->addItem(tr("Modified Time"));
m_sort_options->addItem(tr("Modify Time"));
m_sort_type = sort_type;
if (m_sort_type != nullptr)
{
//Check sort type and set it to combo box
if (*m_sort_type >= m_sort_options->count())
{
*m_sort_type = 0;
}
}
m_sort_options->setCurrentIndex(*m_sort_type);
// Buttons
QPushButton* pb_sort_action = new QPushButton(tr("&Apply"), this);
QPushButton* pb_copy = new QPushButton(tr("&Copy"), this);
QPushButton* pb_delete = new QPushButton(tr("&Delete"), this);
QPushButton* pb_info = new QPushButton(tr("&Info"), this);
QPushButton* pb_close = new QPushButton(tr("&Close"), this);
// Sort Layout
QHBoxLayout* hbox_sort = new QHBoxLayout();
hbox_sort->setAlignment(Qt::AlignCenter);
hbox_sort->addWidget(new QLabel(tr("Sort By"), this));
hbox_sort->addWidget(m_sort_options);
hbox_sort->addWidget(pb_sort_action);
// Button Layout
QHBoxLayout* hbox_actions = new QHBoxLayout();
hbox_actions->setAlignment(Qt::AlignCenter);
hbox_actions->addWidget(pb_copy);
hbox_actions->addWidget(pb_delete);
hbox_actions->addWidget(pb_info);
hbox_actions->addWidget(pb_close);
// Main Layout
QVBoxLayout* vbox_manage = new QVBoxLayout();
vbox_manage->setAlignment(Qt::AlignCenter);
vbox_manage->addLayout(hbox_sort);
vbox_manage->addLayout(hbox_actions);
setLayout(vbox_manage);
// Events
connect(pb_sort_action, &QAbstractButton::clicked, this, &save_data_manage_dialog::OnApplySort);
connect(pb_copy, &QAbstractButton::clicked, this, &save_data_manage_dialog::OnCopy);
connect(pb_delete, &QAbstractButton::clicked, this, &save_data_manage_dialog::OnDelete);
connect(pb_info, &QAbstractButton::clicked, this, &save_data_manage_dialog::OnInfo);
connect(pb_close, &QAbstractButton::clicked, this, &save_data_manage_dialog::close);
}
//Display information about the current selected save data.
//If selected is "New Save Data" or other invalid, this dialog would be initialized with "Info" disabled or not visible.
void save_data_manage_dialog::OnInfo()
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_manage_dialog: OnInfo called.");
save_data_information info; //It should get a real one for information.. finally
save_data_info_dialog* infoDialog = new save_data_info_dialog(this, info);
infoDialog->setModal(true);
infoDialog->show();
}
//Copy selected save data to another. Might need a dialog but i just leave it as this. Or Modal Dialog.
void save_data_manage_dialog::OnCopy()
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_manage_dialog: OnCopy called.");
}
//Delete selected save data, need confirm. just a stub now.
void save_data_manage_dialog::OnDelete()
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_manage_dialog: OnDelete called.");
}
//This should return the sort setting of the save data list. Also not implemented really.
void save_data_manage_dialog::OnApplySort()
{
*m_sort_type = m_sort_options->currentIndex();
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_manage_dialog: OnApplySort called. NAME=%s",
m_sort_options->itemText(m_sort_options->currentIndex()).toStdString().c_str());
}
//Show up the savedata list, either to choose one to save/load or to manage saves.
//I suggest to use function callbacks to give save data list or get save data entry. (Not implemented or stubbed)
save_data_list_dialog::save_data_list_dialog(QWidget* parent, bool enable_manage)
: QDialog(parent)
{
setWindowTitle(tr("Save Data Utility"));
setMinimumSize(QSize(400, 400));
QLabel* l_description = new QLabel(tr("This is only a stub for now. This doesn't work yet due to related functions not being implemented."), this);
l_description->setWordWrap(400);
// Table
m_list = new QTableWidget(this);
//m_list->setItemDelegate(new table_item_delegate(this)); // to get rid of cell selection rectangles include "table_item_delegate.h"
//m_list->setSelectionBehavior(QAbstractItemView::SelectRows); // enable to only select whole rows instead of items
m_list->setEditTriggers(QAbstractItemView::NoEditTriggers);
m_list->setContextMenuPolicy(Qt::CustomContextMenu);
m_list->setColumnCount(3);
m_list->setHorizontalHeaderLabels(QStringList() << tr("Game ID") << tr("Save ID") << tr("Detail"));
// Button Layout
QHBoxLayout* hbox_action = new QHBoxLayout();
QPushButton *m_close = new QPushButton(tr("&Close"), this);
//If do not need manage, hide it, like just a save data picker.
if (!enable_manage)
{
QPushButton *m_select = new QPushButton(tr("&Select"), this);
connect(m_select, &QAbstractButton::clicked, this, &save_data_list_dialog::OnSelect);
hbox_action->addWidget(m_select);
setWindowTitle(tr("Save Data Chooser"));
}
else {
QPushButton *m_manage = new QPushButton(tr("&Manage"), this);
connect(m_manage, &QAbstractButton::clicked, this, &save_data_list_dialog::OnManage);
hbox_action->addWidget(m_manage);
}
hbox_action->addStretch();
hbox_action->addWidget(m_close);
// events
connect(m_close, &QAbstractButton::clicked, this, &save_data_list_dialog::close);
connect(m_list, &QTableWidget::itemClicked, this, &save_data_list_dialog::OnEntryInfo);
connect(m_list, &QTableWidget::customContextMenuRequested, this, &save_data_list_dialog::ShowContextMenu);
connect(m_list->horizontalHeader(), &QHeaderView::sectionClicked, [=](int col){
// Sort entries, update columns and refresh the panel. Taken from game_list_frame
m_sortColumn = col;
OnSort(m_sortColumn);
UpdateList();
});
// main layout
QVBoxLayout* vbox_main = new QVBoxLayout();
vbox_main->setAlignment(Qt::AlignCenter);
vbox_main->addWidget(l_description);
vbox_main->addWidget(m_list);
vbox_main->addLayout(hbox_action);
setLayout(vbox_main);
LoadEntries();
UpdateList();
}
//After you pick a menu item from the sort sub-menu
void save_data_list_dialog::OnSort(int id)
{
int idx = id;
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnSort called. Type Value:%d", idx);
if ((idx < m_sort_type_count) && (idx >= 0))
{
m_sort_type = idx;
if (m_sort_type == m_sortColumn)
{
m_sortAscending ^= true;
}
else
{
m_sortAscending = true;
}
// someSort(m_sort_type, m_sortAscending)
// look at game_list_frame sortGameData for reference
}
}
//Copy a existing save, need to get more arguments. maybe a new dialog.
void save_data_list_dialog::OnEntryCopy()
{
int idx = m_list->currentRow();
if (idx != -1)
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnEntryCopy called.");
//Some Operations?
UpdateList();
}
}
//Remove a save file, need to be confirmed.
void save_data_list_dialog::OnEntryRemove()
{
int idx = m_list->currentRow();
if (idx != -1)
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnEntryRemove called.");
//Some Operations?
UpdateList();
}
}
//Display info dialog directly.
void save_data_list_dialog::OnEntryInfo()
{
int idx = m_list->currentRow();
if (idx != -1)
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnEntryInfo called.");
save_data_information info; //Only a stub now.
save_data_info_dialog* infoDialog = new save_data_info_dialog(this, info);
infoDialog->setModal(true);
infoDialog->show();
}
}
//Display info dialog directly.
void save_data_list_dialog::OnManage()
{
int idx = m_list->currentRow();
if (idx != -1)
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnManage called.");
save_data_entry save; //Only a stub now.
save_data_manage_dialog* manageDialog = new save_data_manage_dialog(this, &m_sort_type, save);
manageDialog->setModal(true);
manageDialog->show();
}
}
//When you press that select button in the Chooser mode.
void save_data_list_dialog::OnSelect()
{
int idx = m_list->currentRow();
if (idx != -1)
{
LOG_WARNING(HLE, "Stub - save_data_utility: save_data_list_dialog: OnSelect called.");
setModal(false);
}
}
//Pop-up a small context-menu, being a replacement for save_data_manage_dialog
void save_data_list_dialog::ShowContextMenu(const QPoint &pos)
{
QPoint globalPos = m_list->mapToGlobal(pos);
QMenu* menu = new QMenu();
int idx = m_list->currentRow();
userIDAct = new QAction(tr("UserID"), this);
titleAct = new QAction(tr("Title"), this);
subtitleAct = new QAction(tr("Subtitle"), this);
copyAct = new QAction(tr("&Copy"), this);
removeAct = new QAction(tr("&Remove"), this);
infoAct = new QAction(tr("&Info"), this);
//This is also a stub for the sort setting. Ids is set according to their sort-type integer.
m_sort_options = new QMenu(tr("&Sort"));
m_sort_options->addAction(userIDAct);
m_sort_options->addAction(titleAct);
m_sort_options->addAction(subtitleAct);
m_sort_type_count = 3; // set this !!!
menu->addMenu(m_sort_options);
menu->addSeparator();
menu->addAction(copyAct);
menu->addAction(removeAct);
menu->addSeparator();
menu->addAction(infoAct);
copyAct->setEnabled(idx != -1);
removeAct->setEnabled(idx != -1);
//Events
connect(copyAct, &QAction::triggered, this, &save_data_list_dialog::OnEntryCopy);
connect(removeAct, &QAction::triggered, this, &save_data_list_dialog::OnEntryRemove);
connect(infoAct, &QAction::triggered, this, &save_data_list_dialog::OnEntryInfo);
connect(userIDAct, &QAction::triggered, this, [=] {OnSort(0); });
connect(titleAct, &QAction::triggered, this, [=] {OnSort(1); });
connect(subtitleAct, &QAction::triggered, this, [=] {OnSort(2); });
menu->exec(globalPos);
}
//This is intended to load the save data list from a way. However that is not certain for a stub. Does nothing now.
void save_data_list_dialog::LoadEntries(void)
{
}
//Setup some static items just for display.
void save_data_list_dialog::UpdateList(void)
{
m_list->clearContents();
m_list->setRowCount(2); // set this to number of entries
m_list->setItem(0, 0, new QTableWidgetItem("TEST00000"));
m_list->setItem(0, 1, new QTableWidgetItem("00"));
m_list->setItem(0, 2, new QTableWidgetItem("Final battle"));
m_list->setItem(1, 0, new QTableWidgetItem("XXXX99876"));
m_list->setItem(1, 1, new QTableWidgetItem("30"));
m_list->setItem(1, 2, new QTableWidgetItem("This is a fake game"));
m_list->horizontalHeader()->setSectionResizeMode(QHeaderView::ResizeToContents);
}