// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #include #include #include "common/progress_callback.h" #include "common/timer.h" class GameListRefreshThread; class AsyncRefreshProgressCallback : public BaseProgressCallback { public: AsyncRefreshProgressCallback(GameListRefreshThread* parent); void Cancel(); void SetStatusText(const char* text) override; void SetProgressRange(u32 range) override; void SetProgressValue(u32 value) override; void SetTitle(const char* title) override; void DisplayError(const char* message) override; void DisplayWarning(const char* message) override; void DisplayInformation(const char* message) override; void DisplayDebugMessage(const char* message) override; void ModalError(const char* message) override; bool ModalConfirmation(const char* message) override; void ModalInformation(const char* message) override; private: void fireUpdate(); GameListRefreshThread* m_parent; Common::Timer m_last_update_time; QString m_status_text; int m_last_range = 1; int m_last_value = 0; }; class GameListRefreshThread final : public QThread { Q_OBJECT public: GameListRefreshThread(bool invalidate_cache); ~GameListRefreshThread(); void cancel(); Q_SIGNALS: void refreshProgress(const QString& status, int current, int total); void refreshComplete(); protected: void run(); private: AsyncRefreshProgressCallback m_progress; bool m_invalidate_cache; };