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dolphin/Source/Core/DolphinQt/Config/ARCodeWidget.cpp
Lioncash 4d8d2acae7 DolphinQt/Config/ARCodeWidget: Avoid unnecessary disk operations
If a user indicates that they want to clone and edit an AR code, then
click cancel on the following dialog, we shouldn't actually clone the
code.

We also shouldn't resave the codes if the edit dialog is opened and then
closed again via cancel, as there's nothing that actually changed. This
way we don't perform disk accesses unless they're actually necessary.
2019-07-31 09:01:38 -04:00

251 lines
6.3 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt/Config/ARCodeWidget.h"
#include <QButtonGroup>
#include <QCursor>
#include <QHBoxLayout>
#include <QListWidget>
#include <QMenu>
#include <QPushButton>
#include <QVBoxLayout>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Core/ActionReplay.h"
#include "Core/ConfigManager.h"
#include "DolphinQt/Config/CheatCodeEditor.h"
#include "DolphinQt/Config/CheatWarningWidget.h"
#include "UICommon/GameFile.h"
ARCodeWidget::ARCodeWidget(const UICommon::GameFile& game, bool restart_required)
: m_game(game), m_game_id(game.GetGameID()), m_game_revision(game.GetRevision()),
m_restart_required(restart_required)
{
CreateWidgets();
ConnectWidgets();
IniFile game_ini_local;
// We don't use LoadLocalGameIni() here because user cheat codes that are installed via the UI
// will always be stored in GS/${GAMEID}.ini
game_ini_local.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
IniFile game_ini_default = SConfig::GetInstance().LoadDefaultGameIni(m_game_id, m_game_revision);
m_ar_codes = ActionReplay::LoadCodes(game_ini_default, game_ini_local);
UpdateList();
OnSelectionChanged();
}
void ARCodeWidget::CreateWidgets()
{
m_warning = new CheatWarningWidget(m_game_id, m_restart_required, this);
m_code_list = new QListWidget;
m_code_add = new QPushButton(tr("&Add New Code..."));
m_code_edit = new QPushButton(tr("&Edit Code..."));
m_code_remove = new QPushButton(tr("&Remove Code"));
m_code_list->setContextMenuPolicy(Qt::CustomContextMenu);
auto* button_layout = new QHBoxLayout;
button_layout->addWidget(m_code_add);
button_layout->addWidget(m_code_edit);
button_layout->addWidget(m_code_remove);
QVBoxLayout* layout = new QVBoxLayout;
layout->addWidget(m_warning);
layout->addWidget(m_code_list);
layout->addLayout(button_layout);
setLayout(layout);
}
void ARCodeWidget::ConnectWidgets()
{
connect(m_warning, &CheatWarningWidget::OpenCheatEnableSettings, this,
&ARCodeWidget::OpenGeneralSettings);
connect(m_code_list, &QListWidget::itemChanged, this, &ARCodeWidget::OnItemChanged);
connect(m_code_list, &QListWidget::itemSelectionChanged, this, &ARCodeWidget::OnSelectionChanged);
connect(m_code_list->model(), &QAbstractItemModel::rowsMoved, this,
&ARCodeWidget::OnListReordered);
connect(m_code_list, &QListWidget::customContextMenuRequested, this,
&ARCodeWidget::OnContextMenuRequested);
connect(m_code_add, &QPushButton::clicked, this, &ARCodeWidget::OnCodeAddClicked);
connect(m_code_edit, &QPushButton::clicked, this, &ARCodeWidget::OnCodeEditClicked);
connect(m_code_remove, &QPushButton::clicked, this, &ARCodeWidget::OnCodeRemoveClicked);
}
void ARCodeWidget::OnItemChanged(QListWidgetItem* item)
{
m_ar_codes[m_code_list->row(item)].active = (item->checkState() == Qt::Checked);
if (!m_restart_required)
ActionReplay::ApplyCodes(m_ar_codes);
UpdateList();
SaveCodes();
}
void ARCodeWidget::OnContextMenuRequested()
{
QMenu menu;
menu.addAction(tr("Sort Alphabetically"), this, &ARCodeWidget::SortAlphabetically);
menu.exec(QCursor::pos());
}
void ARCodeWidget::SortAlphabetically()
{
m_code_list->sortItems();
OnListReordered();
}
void ARCodeWidget::OnListReordered()
{
// Reorder codes based on the indices of table item
std::vector<ActionReplay::ARCode> codes;
codes.reserve(m_ar_codes.size());
for (int i = 0; i < m_code_list->count(); i++)
{
const int index = m_code_list->item(i)->data(Qt::UserRole).toInt();
codes.push_back(std::move(m_ar_codes[index]));
}
m_ar_codes = std::move(codes);
SaveCodes();
}
void ARCodeWidget::OnSelectionChanged()
{
auto items = m_code_list->selectedItems();
if (items.empty())
return;
const auto* selected = items[0];
bool user_defined = m_ar_codes[m_code_list->row(selected)].user_defined;
m_code_remove->setEnabled(user_defined);
m_code_edit->setText(user_defined ? tr("&Edit Code...") : tr("Clone and &Edit Code..."));
}
void ARCodeWidget::UpdateList()
{
m_code_list->clear();
for (size_t i = 0; i < m_ar_codes.size(); i++)
{
const auto& ar = m_ar_codes[i];
auto* item = new QListWidgetItem(QString::fromStdString(ar.name)
.replace(QStringLiteral("&lt;"), QStringLiteral("<"))
.replace(QStringLiteral("&gt;"), QStringLiteral(">")));
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable |
Qt::ItemIsDragEnabled);
item->setCheckState(ar.active ? Qt::Checked : Qt::Unchecked);
item->setData(Qt::UserRole, static_cast<int>(i));
m_code_list->addItem(item);
}
m_code_list->setDragDropMode(QAbstractItemView::InternalMove);
}
void ARCodeWidget::SaveCodes()
{
const auto ini_path =
std::string(File::GetUserPath(D_GAMESETTINGS_IDX)).append(m_game_id).append(".ini");
IniFile game_ini_local;
game_ini_local.Load(ini_path);
ActionReplay::SaveCodes(&game_ini_local, m_ar_codes);
game_ini_local.Save(ini_path);
}
void ARCodeWidget::AddCode(ActionReplay::ARCode code)
{
m_ar_codes.push_back(std::move(code));
UpdateList();
SaveCodes();
}
void ARCodeWidget::OnCodeAddClicked()
{
ActionReplay::ARCode ar;
ar.active = true;
CheatCodeEditor ed(this);
ed.SetARCode(&ar);
if (ed.exec() == QDialog::Rejected)
return;
m_ar_codes.push_back(std::move(ar));
UpdateList();
SaveCodes();
}
void ARCodeWidget::OnCodeEditClicked()
{
const auto items = m_code_list->selectedItems();
if (items.empty())
return;
const auto* const selected = items[0];
auto& current_ar = m_ar_codes[m_code_list->row(selected)];
CheatCodeEditor ed(this);
if (current_ar.user_defined)
{
ed.SetARCode(&current_ar);
if (ed.exec() == QDialog::Rejected)
return;
}
else
{
ActionReplay::ARCode ar = current_ar;
ed.SetARCode(&ar);
if (ed.exec() == QDialog::Rejected)
return;
m_ar_codes.push_back(std::move(ar));
}
SaveCodes();
UpdateList();
}
void ARCodeWidget::OnCodeRemoveClicked()
{
auto items = m_code_list->selectedItems();
if (items.empty())
return;
const auto* selected = items[0];
m_ar_codes.erase(m_ar_codes.begin() + m_code_list->row(selected));
SaveCodes();
UpdateList();
m_code_remove->setEnabled(false);
}