aboutsummaryrefslogtreecommitdiff
path: root/src/yuzu/game_list.cpp
blob: d13530a5b3c22198ae68f0421d9fc085b4cb7c5b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <regex>
#include <QApplication>
#include <QDir>
#include <QFileInfo>
#include <QHeaderView>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QList>
#include <QMenu>
#include <QThreadPool>
#include <QToolButton>
#include <fmt/format.h>
#include "common/common_types.h"
#include "common/logging/log.h"
#include "core/core.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/registered_cache.h"
#include "yuzu/compatibility_list.h"
#include "yuzu/game_list.h"
#include "yuzu/game_list_p.h"
#include "yuzu/game_list_worker.h"
#include "yuzu/main.h"
#include "yuzu/uisettings.h"
#include "yuzu/util/controller_navigation.h"

GameListSearchField::KeyReleaseEater::KeyReleaseEater(GameList* gamelist, QObject* parent)
    : QObject(parent), gamelist{gamelist} {}

// EventFilter in order to process systemkeys while editing the searchfield
bool GameListSearchField::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);
    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.clear();
            }
            break;
        }
        // Return and Enter
        // If the enter key gets pressed first checks how many and which entry is visible
        // If there is only one result launch this game
        case Qt::Key_Return:
        case Qt::Key_Enter: {
            if (gamelist->search_field->visible == 1) {
                const QString file_path = gamelist->GetLastFilterResultItem();

                // To avoid loading error dialog loops while confirming them using enter
                // Also users usually want to run a different game after closing one
                gamelist->search_field->edit_filter->clear();
                edit_filter_text.clear();
                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 GameListSearchField::setFilterResult(int visible, int total) {
    this->visible = visible;
    this->total = total;

    label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
}

QString GameListSearchField::filterText() const {
    return edit_filter->text();
}

QString GameList::GetLastFilterResultItem() const {
    QString file_path;

    for (int i = 1; i < item_model->rowCount() - 1; ++i) {
        const QStandardItem* folder = item_model->item(i, 0);
        const QModelIndex folder_index = folder->index();
        const int children_count = folder->rowCount();

        for (int j = 0; j < children_count; ++j) {
            if (tree_view->isRowHidden(j, folder_index)) {
                continue;
            }

            const QStandardItem* child = folder->child(j, 0);
            file_path = child->data(GameListItemPath::FullPathRole).toString();
        }
    }

    return file_path;
}

void GameListSearchField::clear() {
    edit_filter->clear();
}

void GameListSearchField::setFocus() {
    if (edit_filter->isVisible()) {
        edit_filter->setFocus();
    }
}

GameListSearchField::GameListSearchField(GameList* parent) : QWidget{parent} {
    auto* const key_release_eater = new KeyReleaseEater(parent, this);
    layout_filter = new QHBoxLayout;
    layout_filter->setContentsMargins(8, 8, 8, 8);
    label_filter = new QLabel;
    label_filter->setText(tr("Filter:"));
    edit_filter = new QLineEdit;
    edit_filter->clear();
    edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
    edit_filter->installEventFilter(key_release_eater);
    edit_filter->setClearButtonEnabled(true);
    connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::OnTextChanged);
    label_filter_result = new QLabel;
    button_filter_close = new QToolButton(this);
    button_filter_close->setText(QStringLiteral("X"));
    button_filter_close->setCursor(Qt::ArrowCursor);
    button_filter_close->setStyleSheet(
        QStringLiteral("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, &QToolButton::clicked, parent, &GameList::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 haystack String that gets checked if it contains all words of the userinput string
 * @param userinput String containing all words getting checked
 * @return true if the haystack contains all words of userinput
 */
static bool ContainsAllWords(const QString& haystack, const QString& userinput) {
    const QStringList userinput_split = userinput.split(QLatin1Char{' '}, Qt::SkipEmptyParts);

    return std::all_of(userinput_split.begin(), userinput_split.end(),
                       [&haystack](const QString& s) { return haystack.contains(s); });
}

// Syncs the expanded state of Game Directories with settings to persist across sessions
void GameList::OnItemExpanded(const QModelIndex& item) {
    const auto type = item.data(GameListItem::TypeRole).value<GameListItemType>();
    const bool is_dir = type == GameListItemType::CustomDir || type == GameListItemType::SdmcDir ||
                        type == GameListItemType::UserNandDir ||
                        type == GameListItemType::SysNandDir;
    const bool is_fave = type == GameListItemType::Favorites;
    if (!is_dir && !is_fave) {
        return;
    }
    const bool is_expanded = tree_view->isExpanded(item);
    if (is_fave) {
        UISettings::values.favorites_expanded = is_expanded;
        return;
    }
    const int item_dir_index = item.data(GameListDir::GameDirRole).toInt();
    UISettings::values.game_dirs[item_dir_index].expanded = is_expanded;
}

// Event in order to filter the gamelist after editing the searchfield
void GameList::OnTextChanged(const QString& new_text) {
    QString edit_filter_text = new_text.toLower();
    QStandardItem* folder;
    int children_total = 0;

    // If the searchfield is empty every item is visible
    // Otherwise the filter gets applied
    if (edit_filter_text.isEmpty()) {
        tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
                                UISettings::values.favorited_ids.size() == 0);
        for (int i = 1; i < item_model->rowCount() - 1; ++i) {
            folder = item_model->item(i, 0);
            const QModelIndex folder_index = folder->index();
            const int children_count = folder->rowCount();
            for (int j = 0; j < children_count; ++j) {
                ++children_total;
                tree_view->setRowHidden(j, folder_index, false);
            }
        }
        search_field->setFilterResult(children_total, children_total);
    } else {
        tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
        int result_count = 0;
        for (int i = 1; i < item_model->rowCount() - 1; ++i) {
            folder = item_model->item(i, 0);
            const QModelIndex folder_index = folder->index();
            const int children_count = folder->rowCount();
            for (int j = 0; j < children_count; ++j) {
                ++children_total;
                const QStandardItem* child = folder->child(j, 0);
                const QString file_path =
                    child->data(GameListItemPath::FullPathRole).toString().toLower();
                const QString file_title =
                    child->data(GameListItemPath::TitleRole).toString().toLower();
                const QString file_program_id =
                    child->data(GameListItemPath::ProgramIdRole).toString().toLower();

                // Only items which filename in combination with its title contains all words
                // that are in the searchfield 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
                const QString file_name =
                    file_path.mid(file_path.lastIndexOf(QLatin1Char{'/'}) + 1) + QLatin1Char{' '} +
                    file_title;
                if (ContainsAllWords(file_name, edit_filter_text) ||
                    (file_program_id.count() == 16 && edit_filter_text.contains(file_program_id))) {
                    tree_view->setRowHidden(j, folder_index, false);
                    ++result_count;
                } else {
                    tree_view->setRowHidden(j, folder_index, true);
                }
            }
        }
        search_field->setFilterResult(result_count, children_total);
    }
}

void GameList::OnUpdateThemedIcons() {
    for (int i = 0; i < item_model->invisibleRootItem()->rowCount(); i++) {
        QStandardItem* child = item_model->invisibleRootItem()->child(i);

        const int icon_size = UISettings::values.folder_icon_size.GetValue();

        switch (child->data(GameListItem::TypeRole).value<GameListItemType>()) {
        case GameListItemType::SdmcDir:
            child->setData(
                QIcon::fromTheme(QStringLiteral("sd_card"))
                    .pixmap(icon_size)
                    .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        case GameListItemType::UserNandDir:
            child->setData(
                QIcon::fromTheme(QStringLiteral("chip"))
                    .pixmap(icon_size)
                    .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        case GameListItemType::SysNandDir:
            child->setData(
                QIcon::fromTheme(QStringLiteral("chip"))
                    .pixmap(icon_size)
                    .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        case GameListItemType::CustomDir: {
            const UISettings::GameDir& game_dir =
                UISettings::values.game_dirs[child->data(GameListDir::GameDirRole).toInt()];
            const QString icon_name = QFileInfo::exists(game_dir.path)
                                          ? QStringLiteral("folder")
                                          : QStringLiteral("bad_folder");
            child->setData(
                QIcon::fromTheme(icon_name).pixmap(icon_size).scaled(
                    icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        }
        case GameListItemType::AddDir:
            child->setData(
                QIcon::fromTheme(QStringLiteral("plus"))
                    .pixmap(icon_size)
                    .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        case GameListItemType::Favorites:
            child->setData(
                QIcon::fromTheme(QStringLiteral("star"))
                    .pixmap(icon_size)
                    .scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
                Qt::DecorationRole);
            break;
        default:
            break;
        }
    }
}

void GameList::OnFilterCloseClicked() {
    main_window->filterBarSetChecked(false);
}

GameList::GameList(FileSys::VirtualFilesystem vfs, FileSys::ManualContentProvider* provider,
                   Core::System& system_, GMainWindow* parent)
    : QWidget{parent}, vfs(std::move(vfs)), provider(provider), system{system_} {
    watcher = new QFileSystemWatcher(this);
    connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);

    this->main_window = parent;
    layout = new QVBoxLayout;
    tree_view = new QTreeView;
    controller_navigation = new ControllerNavigation(system.HIDCore(), this);
    search_field = new GameListSearchField(this);
    item_model = new QStandardItemModel(tree_view);
    tree_view->setModel(item_model);

    tree_view->setAlternatingRowColors(true);
    tree_view->setSelectionMode(QHeaderView::SingleSelection);
    tree_view->setSelectionBehavior(QHeaderView::SelectRows);
    tree_view->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
    tree_view->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
    tree_view->setSortingEnabled(true);
    tree_view->setEditTriggers(QHeaderView::NoEditTriggers);
    tree_view->setContextMenuPolicy(Qt::CustomContextMenu);
    tree_view->setStyleSheet(QStringLiteral("QTreeView{ border: none; }"));

    item_model->insertColumns(0, COLUMN_COUNT);
    item_model->setHeaderData(COLUMN_NAME, Qt::Horizontal, tr("Name"));
    item_model->setHeaderData(COLUMN_COMPATIBILITY, Qt::Horizontal, tr("Compatibility"));

    item_model->setHeaderData(COLUMN_ADD_ONS, Qt::Horizontal, tr("Add-ons"));
    tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);
    item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, tr("File type"));
    item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, tr("Size"));
    item_model->setSortRole(GameListItemPath::SortRole);

    connect(main_window, &GMainWindow::UpdateThemedIcons, this, &GameList::OnUpdateThemedIcons);
    connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
    connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
    connect(tree_view, &QTreeView::expanded, this, &GameList::OnItemExpanded);
    connect(tree_view, &QTreeView::collapsed, this, &GameList::OnItemExpanded);
    connect(controller_navigation, &ControllerNavigation::TriggerKeyboardEvent,
            [this](Qt::Key key) {
                // Avoid pressing buttons while playing
                if (system.IsPoweredOn()) {
                    return;
                }
                if (!this->isActiveWindow()) {
                    return;
                }
                QKeyEvent* event = new QKeyEvent(QEvent::KeyPress, key, Qt::NoModifier);
                QCoreApplication::postEvent(tree_view, event);
            });

    // 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.
    qRegisterMetaType<QList<QStandardItem*>>("QList<QStandardItem*>");

    layout->setContentsMargins(0, 0, 0, 0);
    layout->setSpacing(0);
    layout->addWidget(tree_view);
    layout->addWidget(search_field);
    setLayout(layout);
}

void GameList::UnloadController() {
    controller_navigation->UnloadController();
}

GameList::~GameList() {
    UnloadController();
    emit ShouldCancelWorker();
}

void GameList::SetFilterFocus() {
    if (tree_view->model()->rowCount() > 0) {
        search_field->setFocus();
    }
}

void GameList::SetFilterVisible(bool visibility) {
    search_field->setVisible(visibility);
}

void GameList::ClearFilter() {
    search_field->clear();
}

void GameList::AddDirEntry(GameListDir* entry_items) {
    item_model->invisibleRootItem()->appendRow(entry_items);
    tree_view->setExpanded(
        entry_items->index(),
        UISettings::values.game_dirs[entry_items->data(GameListDir::GameDirRole).toInt()].expanded);
}

void GameList::AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent) {
    parent->appendRow(entry_items);
}

void GameList::ValidateEntry(const QModelIndex& item) {
    const auto selected = item.sibling(item.row(), 0);

    switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
    case GameListItemType::Game: {
        const QString file_path = selected.data(GameListItemPath::FullPathRole).toString();
        if (file_path.isEmpty())
            return;
        const QFileInfo file_info(file_path);
        if (!file_info.exists())
            return;

        if (file_info.isDir()) {
            const QDir dir{file_path};
            const QStringList matching_main = dir.entryList({QStringLiteral("main")}, QDir::Files);
            if (matching_main.size() == 1) {
                emit GameChosen(dir.path() + QDir::separator() + matching_main[0]);
            }
            return;
        }

        const auto title_id = selected.data(GameListItemPath::ProgramIdRole).toULongLong();

        // Users usually want to run a different game after closing one
        search_field->clear();
        emit GameChosen(file_path, title_id);
        break;
    }
    case GameListItemType::AddDir:
        emit AddDirectory();
        break;
    default:
        break;
    }
}

bool GameList::IsEmpty() const {
    for (int i = 0; i < item_model->rowCount(); i++) {
        const QStandardItem* child = item_model->invisibleRootItem()->child(i);
        const auto type = static_cast<GameListItemType>(child->type());

        if (!child->hasChildren() &&
            (type == GameListItemType::SdmcDir || type == GameListItemType::UserNandDir ||
             type == GameListItemType::SysNandDir)) {
            item_model->invisibleRootItem()->removeRow(child->row());
            i--;
        }
    }

    return !item_model->invisibleRootItem()->hasChildren();
}

void GameList::DonePopulating(const QStringList& watch_list) {
    emit ShowList(!IsEmpty());

    item_model->invisibleRootItem()->appendRow(new GameListAddDir());

    // Add favorites row
    item_model->invisibleRootItem()->insertRow(0, new GameListFavorites());
    tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
                            UISettings::values.favorited_ids.size() == 0);
    tree_view->setExpanded(item_model->invisibleRootItem()->child(0)->index(),
                           UISettings::values.favorites_expanded.GetValue());
    for (const auto id : UISettings::values.favorited_ids) {
        AddFavorite(id);
    }

    // Clear out the old directories to watch for changes and add the new ones
    auto watch_dirs = watcher->directories();
    if (!watch_dirs.isEmpty()) {
        watcher->removePaths(watch_dirs);
    }
    // Workaround: Add the watch paths in chunks to allow the gui to refresh
    // This prevents the UI from stalling when a large number of watch paths are added
    // Also artificially caps the watcher to a certain number of directories
    constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
    constexpr int SLICE_SIZE = 25;
    int len = std::min(static_cast<int>(watch_list.size()), LIMIT_WATCH_DIRECTORIES);
    for (int i = 0; i < len; i += SLICE_SIZE) {
        watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
        QCoreApplication::processEvents();
    }
    tree_view->setEnabled(true);
    int children_total = 0;
    for (int i = 1; i < item_model->rowCount() - 1; ++i) {
        children_total += item_model->item(i, 0)->rowCount();
    }
    search_field->setFilterResult(children_total, children_total);
    if (children_total > 0) {
        search_field->setFocus();
    }
    item_model->sort(tree_view->header()->sortIndicatorSection(),
                     tree_view->header()->sortIndicatorOrder());
}

void GameList::PopupContextMenu(const QPoint& menu_location) {
    QModelIndex item = tree_view->indexAt(menu_location);
    if (!item.isValid())
        return;

    const auto selected = item.sibling(item.row(), 0);
    QMenu context_menu;
    switch (selected.data(GameListItem::TypeRole).value<GameListItemType>()) {
    case GameListItemType::Game:
        AddGamePopup(context_menu, selected.data(GameListItemPath::ProgramIdRole).toULongLong(),
                     selected.data(GameListItemPath::FullPathRole).toString().toStdString());
        break;
    case GameListItemType::CustomDir:
        AddPermDirPopup(context_menu, selected);
        AddCustomDirPopup(context_menu, selected);
        break;
    case GameListItemType::SdmcDir:
    case GameListItemType::UserNandDir:
    case GameListItemType::SysNandDir:
        AddPermDirPopup(context_menu, selected);
        break;
    case GameListItemType::Favorites:
        AddFavoritesPopup(context_menu);
        break;
    default:
        break;
    }
    context_menu.exec(tree_view->viewport()->mapToGlobal(menu_location));
}

void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
    QAction* favorite = context_menu.addAction(tr("Favorite"));
    context_menu.addSeparator();
    QAction* start_game = context_menu.addAction(tr("Start Game"));
    QAction* start_game_global =
        context_menu.addAction(tr("Start Game without Custom Configuration"));
    context_menu.addSeparator();
    QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
    QAction* open_mod_location = context_menu.addAction(tr("Open Mod Data Location"));
    QAction* open_transferable_shader_cache =
        context_menu.addAction(tr("Open Transferable Pipeline Cache"));
    context_menu.addSeparator();
    QMenu* remove_menu = context_menu.addMenu(tr("Remove"));
    QAction* remove_update = remove_menu->addAction(tr("Remove Installed Update"));
    QAction* remove_dlc = remove_menu->addAction(tr("Remove All Installed DLC"));
    QAction* remove_custom_config = remove_menu->addAction(tr("Remove Custom Configuration"));
    QAction* remove_gl_shader_cache = remove_menu->addAction(tr("Remove OpenGL Pipeline Cache"));
    QAction* remove_vk_shader_cache = remove_menu->addAction(tr("Remove Vulkan Pipeline Cache"));
    remove_menu->addSeparator();
    QAction* remove_shader_cache = remove_menu->addAction(tr("Remove All Pipeline Caches"));
    QAction* remove_all_content = remove_menu->addAction(tr("Remove All Installed Contents"));
    QMenu* dump_romfs_menu = context_menu.addMenu(tr("Dump RomFS"));
    QAction* dump_romfs = dump_romfs_menu->addAction(tr("Dump RomFS"));
    QAction* dump_romfs_sdmc = dump_romfs_menu->addAction(tr("Dump RomFS to SDMC"));
    QAction* copy_tid = context_menu.addAction(tr("Copy Title ID to Clipboard"));
    QAction* navigate_to_gamedb_entry = context_menu.addAction(tr("Navigate to GameDB entry"));
    context_menu.addSeparator();
    QAction* properties = context_menu.addAction(tr("Properties"));

    favorite->setVisible(program_id != 0);
    favorite->setCheckable(true);
    favorite->setChecked(UISettings::values.favorited_ids.contains(program_id));
    open_save_location->setVisible(program_id != 0);
    open_mod_location->setVisible(program_id != 0);
    open_transferable_shader_cache->setVisible(program_id != 0);
    remove_update->setVisible(program_id != 0);
    remove_dlc->setVisible(program_id != 0);
    remove_gl_shader_cache->setVisible(program_id != 0);
    remove_vk_shader_cache->setVisible(program_id != 0);
    remove_shader_cache->setVisible(program_id != 0);
    remove_all_content->setVisible(program_id != 0);
    auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
    navigate_to_gamedb_entry->setVisible(it != compatibility_list.end() && program_id != 0);

    connect(favorite, &QAction::triggered, [this, program_id]() { ToggleFavorite(program_id); });
    connect(open_save_location, &QAction::triggered, [this, program_id, path]() {
        emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
    });
    connect(start_game, &QAction::triggered, [this, path]() {
        emit BootGame(QString::fromStdString(path), 0, 0, StartGameType::Normal);
    });
    connect(start_game_global, &QAction::triggered, [this, path]() {
        emit BootGame(QString::fromStdString(path), 0, 0, StartGameType::Global);
    });
    connect(open_mod_location, &QAction::triggered, [this, program_id, path]() {
        emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
    });
    connect(open_transferable_shader_cache, &QAction::triggered,
            [this, program_id]() { emit OpenTransferableShaderCacheRequested(program_id); });
    connect(remove_all_content, &QAction::triggered, [this, program_id]() {
        emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Game);
    });
    connect(remove_update, &QAction::triggered, [this, program_id]() {
        emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::Update);
    });
    connect(remove_dlc, &QAction::triggered, [this, program_id]() {
        emit RemoveInstalledEntryRequested(program_id, InstalledEntryType::AddOnContent);
    });
    connect(remove_gl_shader_cache, &QAction::triggered, [this, program_id, path]() {
        emit RemoveFileRequested(program_id, GameListRemoveTarget::GlShaderCache, path);
    });
    connect(remove_vk_shader_cache, &QAction::triggered, [this, program_id, path]() {
        emit RemoveFileRequested(program_id, GameListRemoveTarget::VkShaderCache, path);
    });
    connect(remove_shader_cache, &QAction::triggered, [this, program_id, path]() {
        emit RemoveFileRequested(program_id, GameListRemoveTarget::AllShaderCache, path);
    });
    connect(remove_custom_config, &QAction::triggered, [this, program_id, path]() {
        emit RemoveFileRequested(program_id, GameListRemoveTarget::CustomConfiguration, path);
    });
    connect(dump_romfs, &QAction::triggered, [this, program_id, path]() {
        emit DumpRomFSRequested(program_id, path, DumpRomFSTarget::Normal);
    });
    connect(dump_romfs_sdmc, &QAction::triggered, [this, program_id, path]() {
        emit DumpRomFSRequested(program_id, path, DumpRomFSTarget::SDMC);
    });
    connect(copy_tid, &QAction::triggered,
            [this, program_id]() { emit CopyTIDRequested(program_id); });
    connect(navigate_to_gamedb_entry, &QAction::triggered, [this, program_id]() {
        emit NavigateToGamedbEntryRequested(program_id, compatibility_list);
    });
    connect(properties, &QAction::triggered,
            [this, path]() { emit OpenPerGameGeneralRequested(path); });
};

void GameList::AddCustomDirPopup(QMenu& context_menu, QModelIndex selected) {
    UISettings::GameDir& game_dir =
        UISettings::values.game_dirs[selected.data(GameListDir::GameDirRole).toInt()];

    QAction* deep_scan = context_menu.addAction(tr("Scan Subfolders"));
    QAction* delete_dir = context_menu.addAction(tr("Remove Game Directory"));

    deep_scan->setCheckable(true);
    deep_scan->setChecked(game_dir.deep_scan);

    connect(deep_scan, &QAction::triggered, [this, &game_dir] {
        game_dir.deep_scan = !game_dir.deep_scan;
        PopulateAsync(UISettings::values.game_dirs);
    });
    connect(delete_dir, &QAction::triggered, [this, &game_dir, selected] {
        UISettings::values.game_dirs.removeOne(game_dir);
        item_model->invisibleRootItem()->removeRow(selected.row());
        OnTextChanged(search_field->filterText());
    });
}

void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
    const int game_dir_index = selected.data(GameListDir::GameDirRole).toInt();

    QAction* move_up = context_menu.addAction(tr("\u25B2 Move Up"));
    QAction* move_down = context_menu.addAction(tr("\u25bc Move Down"));
    QAction* open_directory_location = context_menu.addAction(tr("Open Directory Location"));

    const int row = selected.row();

    move_up->setEnabled(row > 1);
    move_down->setEnabled(row < item_model->rowCount() - 2);

    connect(move_up, &QAction::triggered, [this, selected, row, game_dir_index] {
        const int other_index = selected.sibling(row - 1, 0).data(GameListDir::GameDirRole).toInt();
        // swap the items in the settings
        std::swap(UISettings::values.game_dirs[game_dir_index],
                  UISettings::values.game_dirs[other_index]);
        // swap the indexes held by the QVariants
        item_model->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
        item_model->setData(selected.sibling(row - 1, 0), QVariant(game_dir_index),
                            GameListDir::GameDirRole);
        // move the treeview items
        QList<QStandardItem*> item = item_model->takeRow(row);
        item_model->invisibleRootItem()->insertRow(row - 1, item);
        tree_view->setExpanded(selected.sibling(row - 1, 0),
                               UISettings::values.game_dirs[other_index].expanded);
    });

    connect(move_down, &QAction::triggered, [this, selected, row, game_dir_index] {
        const int other_index = selected.sibling(row + 1, 0).data(GameListDir::GameDirRole).toInt();
        // swap the items in the settings
        std::swap(UISettings::values.game_dirs[game_dir_index],
                  UISettings::values.game_dirs[other_index]);
        // swap the indexes held by the QVariants
        item_model->setData(selected, QVariant(other_index), GameListDir::GameDirRole);
        item_model->setData(selected.sibling(row + 1, 0), QVariant(game_dir_index),
                            GameListDir::GameDirRole);
        // move the treeview items
        const QList<QStandardItem*> item = item_model->takeRow(row);
        item_model->invisibleRootItem()->insertRow(row + 1, item);
        tree_view->setExpanded(selected.sibling(row + 1, 0),
                               UISettings::values.game_dirs[other_index].expanded);
    });

    connect(open_directory_location, &QAction::triggered, [this, game_dir_index] {
        emit OpenDirectory(UISettings::values.game_dirs[game_dir_index].path);
    });
}

void GameList::AddFavoritesPopup(QMenu& context_menu) {
    QAction* clear = context_menu.addAction(tr("Clear"));

    connect(clear, &QAction::triggered, [this] {
        for (const auto id : UISettings::values.favorited_ids) {
            RemoveFavorite(id);
        }
        UISettings::values.favorited_ids.clear();
        tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
    });
}

void GameList::LoadCompatibilityList() {
    QFile compat_list{QStringLiteral(":compatibility_list/compatibility_list.json")};

    if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
        LOG_ERROR(Frontend, "Unable to open game compatibility list");
        return;
    }

    if (compat_list.size() == 0) {
        LOG_WARNING(Frontend, "Game compatibility list is empty");
        return;
    }

    const QByteArray content = compat_list.readAll();
    if (content.isEmpty()) {
        LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
        return;
    }

    const QJsonDocument json = QJsonDocument::fromJson(content);
    const QJsonArray arr = json.array();

    for (const QJsonValue value : arr) {
        const QJsonObject game = value.toObject();
        const QString compatibility_key = QStringLiteral("compatibility");

        if (!game.contains(compatibility_key) || !game[compatibility_key].isDouble()) {
            continue;
        }

        const int compatibility = game[compatibility_key].toInt();
        const QString directory = game[QStringLiteral("directory")].toString();
        const QJsonArray ids = game[QStringLiteral("releases")].toArray();

        for (const QJsonValue id_ref : ids) {
            const QJsonObject id_object = id_ref.toObject();
            const QString id = id_object[QStringLiteral("id")].toString();

            compatibility_list.emplace(id.toUpper().toStdString(),
                                       std::make_pair(QString::number(compatibility), directory));
        }
    }
}

void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
    tree_view->setEnabled(false);

    // Update the columns in case UISettings has changed
    tree_view->setColumnHidden(COLUMN_ADD_ONS, !UISettings::values.show_add_ons);

    // Delete any rows that might already exist if we're repopulating
    item_model->removeRows(0, item_model->rowCount());
    search_field->clear();

    emit ShouldCancelWorker();

    GameListWorker* worker =
        new GameListWorker(vfs, provider, game_dirs, compatibility_list, system);

    connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
    connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
            Qt::QueuedConnection);
    connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
            Qt::QueuedConnection);
    // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
    // cancel without delay.
    connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
            Qt::DirectConnection);

    QThreadPool::globalInstance()->start(worker);
    current_worker = std::move(worker);
}

void GameList::SaveInterfaceLayout() {
    UISettings::values.gamelist_header_state = tree_view->header()->saveState();
}

void GameList::LoadInterfaceLayout() {
    auto* header = tree_view->header();

    if (header->restoreState(UISettings::values.gamelist_header_state)) {
        return;
    }

    // We are using the name column to display icons and titles
    // so make it as large as possible as default.
    header->resizeSection(COLUMN_NAME, header->width());
}

const QStringList GameList::supported_file_extensions = {
    QStringLiteral("nso"), QStringLiteral("nro"), QStringLiteral("nca"),
    QStringLiteral("xci"), QStringLiteral("nsp"), QStringLiteral("kip")};

void GameList::RefreshGameDirectory() {
    if (!UISettings::values.game_dirs.isEmpty() && current_worker != nullptr) {
        LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
        PopulateAsync(UISettings::values.game_dirs);
    }
}

void GameList::ToggleFavorite(u64 program_id) {
    if (!UISettings::values.favorited_ids.contains(program_id)) {
        tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
                                !search_field->filterText().isEmpty());
        UISettings::values.favorited_ids.append(program_id);
        AddFavorite(program_id);
        item_model->sort(tree_view->header()->sortIndicatorSection(),
                         tree_view->header()->sortIndicatorOrder());
    } else {
        UISettings::values.favorited_ids.removeOne(program_id);
        RemoveFavorite(program_id);
        if (UISettings::values.favorited_ids.size() == 0) {
            tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
        }
    }
}

void GameList::AddFavorite(u64 program_id) {
    auto* favorites_row = item_model->item(0);

    for (int i = 1; i < item_model->rowCount() - 1; i++) {
        const auto* folder = item_model->item(i);
        for (int j = 0; j < folder->rowCount(); j++) {
            if (folder->child(j)->data(GameListItemPath::ProgramIdRole).toULongLong() ==
                program_id) {
                QList<QStandardItem*> list;
                for (int k = 0; k < COLUMN_COUNT; k++) {
                    list.append(folder->child(j, k)->clone());
                }
                list[0]->setData(folder->child(j)->data(GameListItem::SortRole),
                                 GameListItem::SortRole);
                list[0]->setText(folder->child(j)->data(Qt::DisplayRole).toString());

                favorites_row->appendRow(list);
                return;
            }
        }
    }
}

void GameList::RemoveFavorite(u64 program_id) {
    auto* favorites_row = item_model->item(0);

    for (int i = 0; i < favorites_row->rowCount(); i++) {
        const auto* game = favorites_row->child(i);
        if (game->data(GameListItemPath::ProgramIdRole).toULongLong() == program_id) {
            favorites_row->removeRow(i);
            return;
        }
    }
}

GameListPlaceholder::GameListPlaceholder(GMainWindow* parent) : QWidget{parent} {
    connect(parent, &GMainWindow::UpdateThemedIcons, this,
            &GameListPlaceholder::onUpdateThemedIcons);

    layout = new QVBoxLayout;
    image = new QLabel;
    text = new QLabel;
    layout->setAlignment(Qt::AlignCenter);
    image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));

    text->setText(tr("Double-click to add a new folder to the game list"));
    QFont font = text->font();
    font.setPointSize(20);
    text->setFont(font);
    text->setAlignment(Qt::AlignHCenter);
    image->setAlignment(Qt::AlignHCenter);

    layout->addWidget(image);
    layout->addWidget(text);
    setLayout(layout);
}

GameListPlaceholder::~GameListPlaceholder() = default;

void GameListPlaceholder::onUpdateThemedIcons() {
    image->setPixmap(QIcon::fromTheme(QStringLiteral("plus_folder")).pixmap(200));
}

void GameListPlaceholder::mouseDoubleClickEvent(QMouseEvent* event) {
    emit GameListPlaceholder::AddDirectory();
}