mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 23:25:41 +00:00
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:
parent
3a83c4265c
commit
9a626caad9
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@ -119,15 +119,15 @@ static std::string GetCustomPropertiesFile();
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static FileSystem::ManagedCFilePtr OpenMemoryCardTimestampCache(bool for_write);
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static bool UpdateMemcardTimestampCache(const MemcardTimestampCacheEntry& entry);
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} // namespace GameList
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static std::vector<GameList::Entry> s_entries;
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static EntryList s_entries;
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static std::recursive_mutex s_mutex;
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static GameList::CacheMap s_cache_map;
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static std::vector<GameList::MemcardTimestampCacheEntry> s_memcard_timestamp_cache_entries;
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static CacheMap s_cache_map;
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static std::vector<MemcardTimestampCacheEntry> s_memcard_timestamp_cache_entries;
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static bool s_game_list_loaded = false;
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} // namespace GameList
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const char* GameList::GetEntryTypeName(EntryType type)
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{
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static std::array<const char*, static_cast<int>(EntryType::Count)> names = {
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@ -823,6 +823,13 @@ void GameList::Refresh(bool invalidate_cache, bool only_cache, ProgressCallback*
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CreateDiscSetEntries(played_time);
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}
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GameList::EntryList GameList::TakeEntryList()
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{
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EntryList ret = std::move(s_entries);
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s_entries = {};
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return ret;
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}
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void GameList::CreateDiscSetEntries(const PlayedTimeMap& played_time_map)
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{
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std::unique_lock lock(s_mutex);
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@ -71,6 +71,8 @@ struct Entry
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ALWAYS_INLINE EntryType GetSortType() const { return (type == EntryType::DiscSet) ? EntryType::Disc : type; }
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};
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using EntryList = std::vector<Entry>;
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const char* GetEntryTypeName(EntryType type);
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const char* GetEntryTypeDisplayName(EntryType type);
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@ -97,6 +99,10 @@ bool IsGameListLoaded();
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/// If only_cache is set, no new files will be scanned, only those present in the cache.
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void Refresh(bool invalidate_cache, bool only_cache = false, ProgressCallback* progress = nullptr);
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/// Moves the current game list, which can be temporarily displayed in the UI until refresh completes.
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/// The caller **must** call Refresh() afterward, otherwise it will be permanently lost.
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EntryList TakeEntryList();
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/// Add played time for the specified serial.
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void AddPlayedTimeForSerial(const std::string& serial, std::time_t last_time, std::time_t add_time);
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void ClearPlayedTimeForSerial(const std::string& serial);
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@ -8,7 +8,6 @@
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#include "core/system.h"
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#include "common/file_system.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/string_util.h"
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@ -21,8 +20,6 @@
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#include <QtGui/QIcon>
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#include <QtGui/QPainter>
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Log_SetChannel(GameList);
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static constexpr std::array<const char*, GameListModel::Column_Count> s_column_names = {
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{"Icon", "Serial", "Title", "File Title", "Developer", "Publisher", "Genre", "Year", "Players", "Time Played",
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"Last Played", "Size", "File Size", "Region", "Compatibility", "Cover"}};
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@ -334,9 +331,13 @@ int GameListModel::getCoverArtSpacing() const
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int GameListModel::rowCount(const QModelIndex& parent) const
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{
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if (parent.isValid())
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if (parent.isValid()) [[unlikely]]
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return 0;
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if (m_taken_entries.has_value())
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return static_cast<int>(m_taken_entries->size());
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const auto lock = GameList::GetLock();
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return static_cast<int>(GameList::GetEntryCount());
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}
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@ -350,18 +351,32 @@ int GameListModel::columnCount(const QModelIndex& parent) const
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QVariant GameListModel::data(const QModelIndex& index, int role) const
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{
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if (!index.isValid())
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if (!index.isValid()) [[unlikely]]
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return {};
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const int row = index.row();
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if (row < 0 || row >= static_cast<int>(GameList::GetEntryCount()))
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DebugAssert(row >= 0);
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if (m_taken_entries.has_value())
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{
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if (static_cast<u32>(row) >= m_taken_entries->size())
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return {};
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return data(index, role, &m_taken_entries.value()[row]);
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}
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else
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{
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const auto lock = GameList::GetLock();
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const GameList::Entry* ge = GameList::GetEntryByIndex(row);
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const GameList::Entry* ge = GameList::GetEntryByIndex(static_cast<u32>(row));
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if (!ge)
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return {};
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return data(index, role, ge);
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}
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}
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QVariant GameListModel::data(const QModelIndex& index, int role, const GameList::Entry* ge) const
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{
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switch (role)
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{
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case Qt::DisplayRole:
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@ -544,10 +559,27 @@ QVariant GameListModel::headerData(int section, Qt::Orientation orientation, int
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return m_column_display_names[section];
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}
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bool GameListModel::hasTakenGameList() const
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{
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return m_taken_entries.has_value();
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}
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void GameListModel::takeGameList()
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{
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const auto lock = GameList::GetLock();
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m_taken_entries = GameList::TakeEntryList();
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// If it's empty (e.g. first boot), don't use it.
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if (m_taken_entries->empty())
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m_taken_entries.reset();
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}
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void GameListModel::refresh()
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{
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beginResetModel();
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m_taken_entries.reset();
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// Invalidate memcard LRU cache, forcing a re-query of the memcard timestamps.
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m_memcard_pixmap_cache.Clear();
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@ -56,6 +56,9 @@ public:
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ALWAYS_INLINE const QString& getColumnDisplayName(int column) { return m_column_display_names[column]; }
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bool hasTakenGameList() const;
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void takeGameList();
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void refresh();
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void reloadThemeSpecificImages();
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@ -98,6 +101,8 @@ private:
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};
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#pragma pack(pop)
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QVariant data(const QModelIndex& index, int role, const GameList::Entry* ge) const;
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void loadCommonImages();
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void loadThemeSpecificImages();
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void setColumnDisplayNames();
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@ -109,6 +114,8 @@ private:
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static QString formatTimespan(time_t timespan);
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std::optional<GameList::EntryList> m_taken_entries;
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float m_cover_scale = 0.0f;
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bool m_show_titles_for_covers = false;
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bool m_show_game_icons = false;
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@ -16,6 +16,11 @@ AsyncRefreshProgressCallback::AsyncRefreshProgressCallback(GameListRefreshThread
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{
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}
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float AsyncRefreshProgressCallback::timeSinceStart() const
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{
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return m_start_time.GetTimeSeconds();
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}
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void AsyncRefreshProgressCallback::Cancel()
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{
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// Not atomic, but we don't need to cancel immediately.
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@ -87,7 +92,7 @@ void AsyncRefreshProgressCallback::ModalInformation(const std::string_view messa
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void AsyncRefreshProgressCallback::fireUpdate()
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{
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m_parent->refreshProgress(m_status_text, m_last_value, m_last_range);
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m_parent->refreshProgress(m_status_text, m_last_value, m_last_range, m_start_time.GetTimeSeconds());
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}
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GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
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@ -97,6 +102,11 @@ GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
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GameListRefreshThread::~GameListRefreshThread() = default;
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float GameListRefreshThread::timeSinceStart() const
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{
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return m_progress.timeSinceStart();
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}
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void GameListRefreshThread::cancel()
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{
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m_progress.Cancel();
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@ -16,6 +16,8 @@ class AsyncRefreshProgressCallback : public ProgressCallback
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public:
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AsyncRefreshProgressCallback(GameListRefreshThread* parent);
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float timeSinceStart() const;
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void Cancel();
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void PushState() override;
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@ -33,7 +35,7 @@ private:
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void fireUpdate();
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GameListRefreshThread* m_parent;
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Common::Timer m_last_update_time;
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Common::Timer m_start_time;
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QString m_status_text;
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int m_last_range = 1;
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int m_last_value = 0;
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@ -47,10 +49,12 @@ public:
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GameListRefreshThread(bool invalidate_cache);
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~GameListRefreshThread();
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float timeSinceStart() const;
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void cancel();
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Q_SIGNALS:
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void refreshProgress(const QString& status, int current, int total);
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void refreshProgress(const QString& status, int current, int total, float time);
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void refreshComplete();
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protected:
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "gamelistwidget.h"
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@ -182,9 +182,6 @@ void GameListWidget::initialize()
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connect(m_ui.searchText, &QLineEdit::textChanged, this,
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[this](const QString& text) { m_sort_model->setFilterName(text); });
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// Works around a strange bug where after hiding the game list, the cursor for the whole window changes to a beam..
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// m_ui.searchText->setCursor(QCursor(Qt::ArrowCursor));
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m_table_view = new QTableView(m_ui.stack);
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m_table_view->setModel(m_sort_model);
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m_table_view->setSortingEnabled(true);
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@ -285,6 +282,9 @@ void GameListWidget::refresh(bool invalidate_cache)
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{
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cancelRefresh();
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if (!invalidate_cache)
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m_model->takeGameList();
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m_refresh_thread = new GameListRefreshThread(invalidate_cache);
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connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress,
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Qt::QueuedConnection);
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@ -314,13 +314,18 @@ void GameListWidget::reloadThemeSpecificImages()
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m_model->reloadThemeSpecificImages();
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}
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void GameListWidget::onRefreshProgress(const QString& status, int current, int total)
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void GameListWidget::onRefreshProgress(const QString& status, int current, int total, float time)
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{
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// Avoid spamming the UI on very short refresh (e.g. game exit).
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static constexpr float SHORT_REFRESH_TIME = 0.5f;
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if (!m_model->hasTakenGameList())
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m_model->refresh();
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// switch away from the placeholder while we scan, in case we find anything
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if (m_ui.stack->currentIndex() == 2)
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m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0);
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m_model->refresh();
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if (!m_model->hasTakenGameList() || time >= SHORT_REFRESH_TIME)
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emit refreshProgress(status, current, total);
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}
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@ -69,7 +69,7 @@ Q_SIGNALS:
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void layoutChange();
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private Q_SLOTS:
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void onRefreshProgress(const QString& status, int current, int total);
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void onRefreshProgress(const QString& status, int current, int total, float time);
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void onRefreshComplete();
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void onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous);
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