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citra-qt: game list search function fixed minor mistakes
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parent
06d4654966
commit
f447dfc36b
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@ -45,7 +45,7 @@ bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* e
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break;
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}
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// Return and Enter
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// If the enter key gets pressed first checks how many and which entry is visable
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// If the enter key gets pressed first checks how many and which entry is visible
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// If there is only one result launch this game
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case Qt::Key_Return:
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case Qt::Key_Enter: {
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@ -80,7 +80,7 @@ bool GameList::SearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* e
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return QObject::eventFilter(obj, event);
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}
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void GameList::SearchField::setFilterResult(int visable, int total) {
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void GameList::SearchField::setFilterResult(int visible, int total) {
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QString result_of_text = tr("of");
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QString result_text;
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if (total == 1) {
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@ -89,7 +89,7 @@ void GameList::SearchField::setFilterResult(int visable, int total) {
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result_text = tr("results");
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}
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label_filter_result->setText(
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QString("%1 %2 %3 %4").arg(visable).arg(result_of_text).arg(total).arg(result_text));
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QString("%1 %2 %3 %4").arg(visible).arg(result_of_text).arg(total).arg(result_text));
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}
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void GameList::SearchField::clear() {
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@ -133,13 +133,13 @@ GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
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}
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/**
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param String that gets checked if it contains all words of the userinput string
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* @param String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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* Checks if all words separated by spaces are contained in another string
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* This offers a word order insensitive search function
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*
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* @param String that gets checked if it contains all words of the userinput string
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* @param String containing all words getting checked
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* @return true if the haystack contains all words of userinput
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*/
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bool GameList::containsAllWords(QString haystack, QString userinput) {
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QStringList userinput_split = userinput.split(" ", QString::SplitBehavior::SkipEmptyParts);
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return std::all_of(userinput_split.begin(), userinput_split.end(),
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@ -295,6 +295,8 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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if (!FileUtil::Exists(dir_path.toStdString()) ||
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!FileUtil::IsDirectory(dir_path.toStdString())) {
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LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data());
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search_field->setFilterResult(0, 0);
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search_field->setFocus();
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return;
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}
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@ -355,20 +357,20 @@ void GameList::RefreshGameDirectory() {
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}
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/**
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* Adds the game list folder to the QFileSystemWatcher to check for updates.
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*
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* The file watcher will fire off an update to the game list when a change is detected in the game
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* list folder.
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*
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* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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* this function is fast enough to not stall the UI thread. If performance is an issue, it should
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* be moved to another thread and properly locked to prevent concurrency issues.
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*
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* @param dir folder to check for changes in
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* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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* directory recursively to the watcher and will update the file list if any of the folders
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* change. The number determines how deep the recursion should traverse.
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*/
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* Adds the game list folder to the QFileSystemWatcher to check for updates.
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*
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* The file watcher will fire off an update to the game list when a change is detected in the game
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* list folder.
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*
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* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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* this function is fast enough to not stall the UI thread. If performance is an issue, it should
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* be moved to another thread and properly locked to prevent concurrency issues.
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*
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* @param dir folder to check for changes in
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* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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* directory recursively to the watcher and will update the file list if any of the folders
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* change. The number determines how deep the recursion should traverse.
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*/
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void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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