mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Fixed an issue where enabling an auto collection that contained a hidden game could crash the application.
Also fixed an issue where the view style would not change when adding or removing games from collections.
This commit is contained in:
parent
c9c5e53066
commit
f84570705e
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@ -289,7 +289,8 @@ void CollectionSystemsManager::updateSystemsList()
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}
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}
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}
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}
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void CollectionSystemsManager::refreshCollectionSystems(FileData* file)
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void CollectionSystemsManager::refreshCollectionSystems(FileData* file,
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bool refreshDisabledAutoCollections)
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{
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{
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if (!file->getSystem()->isGameSystem() || file->getType() != GAME)
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if (!file->getSystem()->isGameSystem() || file->getType() != GAME)
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return;
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return;
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@ -315,7 +316,8 @@ void CollectionSystemsManager::refreshCollectionSystems(FileData* file)
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for (auto sysDataIt = allCollections.cbegin();
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for (auto sysDataIt = allCollections.cbegin();
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sysDataIt != allCollections.cend(); sysDataIt++) {
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sysDataIt != allCollections.cend(); sysDataIt++) {
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if (sysDataIt->second.isEnabled)
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if (sysDataIt->second.isEnabled || (refreshDisabledAutoCollections &&
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!sysDataIt->second.system->isGroupedCustomCollection()))
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updateCollectionSystem(file, sysDataIt->second);
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updateCollectionSystem(file, sysDataIt->second);
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}
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}
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}
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}
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@ -674,9 +676,7 @@ bool CollectionSystemsManager::toggleGameInCollection(FileData* file)
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systemViewToUpdate->getRootFolder()->sort(rootFolder->getSortTypeFromString(
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systemViewToUpdate->getRootFolder()->sort(rootFolder->getSortTypeFromString(
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rootFolder->getSortTypeString()),
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rootFolder->getSortTypeString()),
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Settings::getInstance()->getBool("FavFirstCustom"));
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Settings::getInstance()->getBool("FavFirstCustom"));
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if (rootFolder->getChildren().size() == 0) {
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ViewController::get()->reloadGameListView(systemViewToUpdate);
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ViewController::get()->reloadGameListView(systemViewToUpdate);
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}
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updateCollectionFolderMetadata(systemViewToUpdate);
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updateCollectionFolderMetadata(systemViewToUpdate);
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}
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}
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@ -712,6 +712,10 @@ bool CollectionSystemsManager::toggleGameInCollection(FileData* file)
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file->getSourceFileData()->getSystem()->getIndex()->addToIndex(file);
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file->getSourceFileData()->getSystem()->getIndex()->addToIndex(file);
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file->getSourceFileData()->getSystem()->onMetaDataSavePoint();
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file->getSourceFileData()->getSystem()->onMetaDataSavePoint();
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refreshCollectionSystems(file->getSourceFileData());
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refreshCollectionSystems(file->getSourceFileData());
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if (mAutoCollectionSystemsData["favorites"].isEnabled)
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ViewController::get()->
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reloadGameListView(mAutoCollectionSystemsData["favorites"].system);
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}
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}
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if (adding)
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if (adding)
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s = new GuiInfoPopup(mWindow, "ADDED '" +
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s = new GuiInfoPopup(mWindow, "ADDED '" +
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@ -947,6 +951,10 @@ void CollectionSystemsManager::repopulateCollection(SystemData* sysData)
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std::vector<FileData*> systemEntries =
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std::vector<FileData*> systemEntries =
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autoSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
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autoSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
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// Flag the collection as not populated so it gets repopulated.
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autoSystem->isPopulated = false;
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populateAutoCollection(autoSystem);
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if (systemEntries.empty())
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if (systemEntries.empty())
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return;
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return;
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@ -957,19 +965,23 @@ void CollectionSystemsManager::repopulateCollection(SystemData* sysData)
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delete entry;
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delete entry;
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}
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}
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// Flag the collection as not populated so it gets repopulated.
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autoSystem->isPopulated = false;
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autoSystem->isPopulated = false;
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populateAutoCollection(autoSystem);
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populateAutoCollection(autoSystem);
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// The cursor value is now pointing to some random memory address so we need to set
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// The cursor value is now pointing to some random memory address so we need to set
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// it to something valid, as done here by selecting the first child. This does however
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// it to something valid. For empty collections we need to first create a placeholder
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// not mean it's the first row of the gamelist, so we follow up with selecting the
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// and then point to this, and for collections with games in them we select the first
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// first entry after that. If doing this second step without the first step we would
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// entry.
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// crash the application as it would try to access the old (now invalid) pointer.
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auto autoView = ViewController::get()->getGameListView(autoSystem->system).get();
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auto autoView = ViewController::get()->getGameListView(autoSystem->system).get();
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autoView->setCursor(autoSystem->system->getRootFolder()->
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if (autoSystem->system->getRootFolder()->getChildren().size() == 0) {
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getChildrenRecursive().front());
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autoView->addPlaceholder(autoSystem->system->getRootFolder());
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autoView->setCursor(autoView->getFirstEntry());
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autoView->setCursor(autoView->getLastEntry());
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}
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else {
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autoView->setCursor(autoSystem->system->getRootFolder()->
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getChildrenRecursive().front());
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autoView->setCursor(autoView->getFirstEntry());
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}
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}
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}
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}
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}
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@ -83,7 +83,7 @@ public:
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// Functions to manage collection files related to a source FileData:
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// Functions to manage collection files related to a source FileData:
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// Update all collection files related to the source file.
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// Update all collection files related to the source file.
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void refreshCollectionSystems(FileData* file);
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void refreshCollectionSystems(FileData* file, bool refreshDisabledAutoCollections = false);
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// Update the collections, such as when marking or unmarking a game as favorite.
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// Update the collections, such as when marking or unmarking a game as favorite.
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void updateCollectionSystem(FileData* file, CollectionSystemData sysData);
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void updateCollectionSystem(FileData* file, CollectionSystemData sysData);
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// Delete all collection files from all collection systems related to the source file.
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// Delete all collection files from all collection systems related to the source file.
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@ -436,8 +436,15 @@ void GuiMetaDataEd::save()
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mSavedCallback();
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mSavedCallback();
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// Update all collections where the game is present.
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// Update all collections where the game is present.
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if (mScraperParams.game->getType() == GAME)
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if (mScraperParams.game->getType() == GAME) {
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CollectionSystemsManager::get()->refreshCollectionSystems(mScraperParams.game);
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// Update disabled auto collections as well when hiding a game, as otherwise these
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// collections could get invalid gamelist cursor positions. A cursor pointing to a
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// removed game would crash the application upon enabling the collections.
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if (hideGameWhileHidden)
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CollectionSystemsManager::get()->refreshCollectionSystems(mScraperParams.game, true);
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else
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CollectionSystemsManager::get()->refreshCollectionSystems(mScraperParams.game);
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}
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// If game counting was re-enabled for the game, then reactivate it in any custom collections
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// If game counting was re-enabled for the game, then reactivate it in any custom collections
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// where it may exist.
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// where it may exist.
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@ -40,6 +40,7 @@ public:
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virtual const std::vector<std::string>& getFirstLetterIndex() override
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virtual const std::vector<std::string>& getFirstLetterIndex() override
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{ return mFirstLetterIndex; };
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{ return mFirstLetterIndex; };
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virtual void addPlaceholder(FileData* firstEntry = nullptr) override;
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protected:
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protected:
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virtual std::string getQuickSystemSelectRightButton() override;
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virtual std::string getQuickSystemSelectRightButton() override;
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@ -47,7 +48,6 @@ protected:
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virtual void populateList(const std::vector<FileData*>& files, FileData* firstEntry) override;
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virtual void populateList(const std::vector<FileData*>& files, FileData* firstEntry) override;
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virtual void remove(FileData* game, bool deleteFile) override;
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virtual void remove(FileData* game, bool deleteFile) override;
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virtual void removeMedia(FileData* game) override;
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virtual void removeMedia(FileData* game) override;
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virtual void addPlaceholder(FileData* firstEntry = nullptr);
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TextListComponent<FileData*> mList;
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TextListComponent<FileData*> mList;
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// Points to the first game in the list, i.e. the first entry which is of the type 'GAME'.
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// Points to the first game in the list, i.e. the first entry which is of the type 'GAME'.
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@ -50,6 +50,7 @@ public:
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virtual const std::vector<std::string>& getFirstLetterIndex() override
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virtual const std::vector<std::string>& getFirstLetterIndex() override
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{ return mFirstLetterIndex; };
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{ return mFirstLetterIndex; };
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virtual void addPlaceholder(FileData* firstEntry = nullptr) override;
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protected:
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protected:
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virtual void update(int deltaTime) override;
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virtual void update(int deltaTime) override;
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@ -58,7 +59,6 @@ protected:
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virtual void populateList(const std::vector<FileData*>& files, FileData* firstEntry) override;
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virtual void populateList(const std::vector<FileData*>& files, FileData* firstEntry) override;
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virtual void remove(FileData* game, bool deleteFile) override;
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virtual void remove(FileData* game, bool deleteFile) override;
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virtual void removeMedia(FileData* game) override;
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virtual void removeMedia(FileData* game) override;
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virtual void addPlaceholder(FileData* firstEntry = nullptr);
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ImageGridComponent<FileData*> mGrid;
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ImageGridComponent<FileData*> mGrid;
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// Points to the first game in the list, i.e. the first entry which is of the type 'GAME'.
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// Points to the first game in the list, i.e. the first entry which is of the type 'GAME'.
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@ -45,6 +45,7 @@ public:
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virtual FileData* getLastEntry() = 0;
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virtual FileData* getLastEntry() = 0;
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virtual FileData* getFirstGameEntry() = 0;
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virtual FileData* getFirstGameEntry() = 0;
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virtual const std::vector<std::string>& getFirstLetterIndex() = 0;
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virtual const std::vector<std::string>& getFirstLetterIndex() = 0;
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virtual void addPlaceholder(FileData*) = 0;
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virtual void copyCursorHistory(std::vector<FileData*>& cursorHistory) = 0;
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virtual void copyCursorHistory(std::vector<FileData*>& cursorHistory) = 0;
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virtual void populateCursorHistory(std::vector<FileData*>& cursorHistory) = 0;
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virtual void populateCursorHistory(std::vector<FileData*>& cursorHistory) = 0;
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@ -29,6 +29,7 @@ public:
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virtual FileData* getCursor() override = 0;
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virtual FileData* getCursor() override = 0;
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virtual void setCursor(FileData*) override = 0;
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virtual void setCursor(FileData*) override = 0;
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virtual void addPlaceholder(FileData*) override = 0;
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virtual bool input(InputConfig* config, Input input) override;
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virtual bool input(InputConfig* config, Input input) override;
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virtual void launch(FileData* game) override = 0;
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virtual void launch(FileData* game) override = 0;
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