Qt: Reduce game list jank after shutting down VM

Prevents progress bar briefly appearing, and the list scrolling to the
top when you exit a game.
This commit is contained in:
Stenzek 2024-08-03 00:50:02 +10:00
parent 3a83c4265c
commit 9a626caad9
No known key found for this signature in database
8 changed files with 98 additions and 27 deletions

View file

@ -119,15 +119,15 @@ static std::string GetCustomPropertiesFile();
static FileSystem::ManagedCFilePtr OpenMemoryCardTimestampCache(bool for_write);
static bool UpdateMemcardTimestampCache(const MemcardTimestampCacheEntry& entry);
} // namespace GameList
static std::vector<GameList::Entry> s_entries;
static EntryList s_entries;
static std::recursive_mutex s_mutex;
static GameList::CacheMap s_cache_map;
static std::vector<GameList::MemcardTimestampCacheEntry> s_memcard_timestamp_cache_entries;
static CacheMap s_cache_map;
static std::vector<MemcardTimestampCacheEntry> s_memcard_timestamp_cache_entries;
static bool s_game_list_loaded = false;
} // namespace GameList
const char* GameList::GetEntryTypeName(EntryType type)
{
static std::array<const char*, static_cast<int>(EntryType::Count)> names = {
@ -823,6 +823,13 @@ void GameList::Refresh(bool invalidate_cache, bool only_cache, ProgressCallback*
CreateDiscSetEntries(played_time);
}
GameList::EntryList GameList::TakeEntryList()
{
EntryList ret = std::move(s_entries);
s_entries = {};
return ret;
}
void GameList::CreateDiscSetEntries(const PlayedTimeMap& played_time_map)
{
std::unique_lock lock(s_mutex);

View file

@ -71,6 +71,8 @@ struct Entry
ALWAYS_INLINE EntryType GetSortType() const { return (type == EntryType::DiscSet) ? EntryType::Disc : type; }
};
using EntryList = std::vector<Entry>;
const char* GetEntryTypeName(EntryType type);
const char* GetEntryTypeDisplayName(EntryType type);
@ -97,6 +99,10 @@ bool IsGameListLoaded();
/// If only_cache is set, no new files will be scanned, only those present in the cache.
void Refresh(bool invalidate_cache, bool only_cache = false, ProgressCallback* progress = nullptr);
/// Moves the current game list, which can be temporarily displayed in the UI until refresh completes.
/// The caller **must** call Refresh() afterward, otherwise it will be permanently lost.
EntryList TakeEntryList();
/// Add played time for the specified serial.
void AddPlayedTimeForSerial(const std::string& serial, std::time_t last_time, std::time_t add_time);
void ClearPlayedTimeForSerial(const std::string& serial);

View file

@ -8,7 +8,6 @@
#include "core/system.h"
#include "common/file_system.h"
#include "common/log.h"
#include "common/path.h"
#include "common/string_util.h"
@ -21,8 +20,6 @@
#include <QtGui/QIcon>
#include <QtGui/QPainter>
Log_SetChannel(GameList);
static constexpr std::array<const char*, GameListModel::Column_Count> s_column_names = {
{"Icon", "Serial", "Title", "File Title", "Developer", "Publisher", "Genre", "Year", "Players", "Time Played",
"Last Played", "Size", "File Size", "Region", "Compatibility", "Cover"}};
@ -334,9 +331,13 @@ int GameListModel::getCoverArtSpacing() const
int GameListModel::rowCount(const QModelIndex& parent) const
{
if (parent.isValid())
if (parent.isValid()) [[unlikely]]
return 0;
if (m_taken_entries.has_value())
return static_cast<int>(m_taken_entries->size());
const auto lock = GameList::GetLock();
return static_cast<int>(GameList::GetEntryCount());
}
@ -350,18 +351,32 @@ int GameListModel::columnCount(const QModelIndex& parent) const
QVariant GameListModel::data(const QModelIndex& index, int role) const
{
if (!index.isValid())
if (!index.isValid()) [[unlikely]]
return {};
const int row = index.row();
if (row < 0 || row >= static_cast<int>(GameList::GetEntryCount()))
DebugAssert(row >= 0);
if (m_taken_entries.has_value())
{
if (static_cast<u32>(row) >= m_taken_entries->size())
return {};
return data(index, role, &m_taken_entries.value()[row]);
}
else
{
const auto lock = GameList::GetLock();
const GameList::Entry* ge = GameList::GetEntryByIndex(row);
const GameList::Entry* ge = GameList::GetEntryByIndex(static_cast<u32>(row));
if (!ge)
return {};
return data(index, role, ge);
}
}
QVariant GameListModel::data(const QModelIndex& index, int role, const GameList::Entry* ge) const
{
switch (role)
{
case Qt::DisplayRole:
@ -544,10 +559,27 @@ QVariant GameListModel::headerData(int section, Qt::Orientation orientation, int
return m_column_display_names[section];
}
bool GameListModel::hasTakenGameList() const
{
return m_taken_entries.has_value();
}
void GameListModel::takeGameList()
{
const auto lock = GameList::GetLock();
m_taken_entries = GameList::TakeEntryList();
// If it's empty (e.g. first boot), don't use it.
if (m_taken_entries->empty())
m_taken_entries.reset();
}
void GameListModel::refresh()
{
beginResetModel();
m_taken_entries.reset();
// Invalidate memcard LRU cache, forcing a re-query of the memcard timestamps.
m_memcard_pixmap_cache.Clear();

View file

@ -56,6 +56,9 @@ public:
ALWAYS_INLINE const QString& getColumnDisplayName(int column) { return m_column_display_names[column]; }
bool hasTakenGameList() const;
void takeGameList();
void refresh();
void reloadThemeSpecificImages();
@ -98,6 +101,8 @@ private:
};
#pragma pack(pop)
QVariant data(const QModelIndex& index, int role, const GameList::Entry* ge) const;
void loadCommonImages();
void loadThemeSpecificImages();
void setColumnDisplayNames();
@ -109,6 +114,8 @@ private:
static QString formatTimespan(time_t timespan);
std::optional<GameList::EntryList> m_taken_entries;
float m_cover_scale = 0.0f;
bool m_show_titles_for_covers = false;
bool m_show_game_icons = false;

View file

@ -16,6 +16,11 @@ AsyncRefreshProgressCallback::AsyncRefreshProgressCallback(GameListRefreshThread
{
}
float AsyncRefreshProgressCallback::timeSinceStart() const
{
return m_start_time.GetTimeSeconds();
}
void AsyncRefreshProgressCallback::Cancel()
{
// Not atomic, but we don't need to cancel immediately.
@ -87,7 +92,7 @@ void AsyncRefreshProgressCallback::ModalInformation(const std::string_view messa
void AsyncRefreshProgressCallback::fireUpdate()
{
m_parent->refreshProgress(m_status_text, m_last_value, m_last_range);
m_parent->refreshProgress(m_status_text, m_last_value, m_last_range, m_start_time.GetTimeSeconds());
}
GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
@ -97,6 +102,11 @@ GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
GameListRefreshThread::~GameListRefreshThread() = default;
float GameListRefreshThread::timeSinceStart() const
{
return m_progress.timeSinceStart();
}
void GameListRefreshThread::cancel()
{
m_progress.Cancel();

View file

@ -16,6 +16,8 @@ class AsyncRefreshProgressCallback : public ProgressCallback
public:
AsyncRefreshProgressCallback(GameListRefreshThread* parent);
float timeSinceStart() const;
void Cancel();
void PushState() override;
@ -33,7 +35,7 @@ private:
void fireUpdate();
GameListRefreshThread* m_parent;
Common::Timer m_last_update_time;
Common::Timer m_start_time;
QString m_status_text;
int m_last_range = 1;
int m_last_value = 0;
@ -47,10 +49,12 @@ public:
GameListRefreshThread(bool invalidate_cache);
~GameListRefreshThread();
float timeSinceStart() const;
void cancel();
Q_SIGNALS:
void refreshProgress(const QString& status, int current, int total);
void refreshProgress(const QString& status, int current, int total, float time);
void refreshComplete();
protected:

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "gamelistwidget.h"
@ -182,9 +182,6 @@ void GameListWidget::initialize()
connect(m_ui.searchText, &QLineEdit::textChanged, this,
[this](const QString& text) { m_sort_model->setFilterName(text); });
// Works around a strange bug where after hiding the game list, the cursor for the whole window changes to a beam..
// m_ui.searchText->setCursor(QCursor(Qt::ArrowCursor));
m_table_view = new QTableView(m_ui.stack);
m_table_view->setModel(m_sort_model);
m_table_view->setSortingEnabled(true);
@ -285,6 +282,9 @@ void GameListWidget::refresh(bool invalidate_cache)
{
cancelRefresh();
if (!invalidate_cache)
m_model->takeGameList();
m_refresh_thread = new GameListRefreshThread(invalidate_cache);
connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress,
Qt::QueuedConnection);
@ -314,13 +314,18 @@ void GameListWidget::reloadThemeSpecificImages()
m_model->reloadThemeSpecificImages();
}
void GameListWidget::onRefreshProgress(const QString& status, int current, int total)
void GameListWidget::onRefreshProgress(const QString& status, int current, int total, float time)
{
// Avoid spamming the UI on very short refresh (e.g. game exit).
static constexpr float SHORT_REFRESH_TIME = 0.5f;
if (!m_model->hasTakenGameList())
m_model->refresh();
// switch away from the placeholder while we scan, in case we find anything
if (m_ui.stack->currentIndex() == 2)
m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0);
m_model->refresh();
if (!m_model->hasTakenGameList() || time >= SHORT_REFRESH_TIME)
emit refreshProgress(status, current, total);
}

View file

@ -69,7 +69,7 @@ Q_SIGNALS:
void layoutChange();
private Q_SLOTS:
void onRefreshProgress(const QString& status, int current, int total);
void onRefreshProgress(const QString& status, int current, int total, float time);
void onRefreshComplete();
void onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous);