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Prevents progress bar briefly appearing, and the list scrolling to the top when you exit a game.
120 lines
3.0 KiB
C++
120 lines
3.0 KiB
C++
// 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 "gamelistrefreshthread.h"
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#include "qtutils.h"
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#include "core/game_list.h"
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#include "common/log.h"
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#include "common/progress_callback.h"
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#include "common/timer.h"
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#include <QtWidgets/QMessageBox>
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AsyncRefreshProgressCallback::AsyncRefreshProgressCallback(GameListRefreshThread* parent) : m_parent(parent)
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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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m_cancelled = true;
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}
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void AsyncRefreshProgressCallback::PushState()
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{
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ProgressCallback::PushState();
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}
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void AsyncRefreshProgressCallback::PopState()
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{
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ProgressCallback::PopState();
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if (static_cast<int>(m_progress_range) == m_last_range && static_cast<int>(m_progress_value) == m_last_value)
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return;
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m_last_range = static_cast<int>(m_progress_range);
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m_last_value = static_cast<int>(m_progress_value);
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetStatusText(const std::string_view text)
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{
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const QString new_text = QtUtils::StringViewToQString(text);
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if (new_text == m_status_text)
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return;
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m_status_text = new_text;
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetProgressRange(u32 range)
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{
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ProgressCallback::SetProgressRange(range);
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if (static_cast<int>(m_progress_range) == m_last_range)
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return;
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m_last_range = static_cast<int>(m_progress_range);
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::SetProgressValue(u32 value)
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{
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ProgressCallback::SetProgressValue(value);
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if (static_cast<int>(m_progress_value) == m_last_value)
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return;
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m_last_value = static_cast<int>(m_progress_value);
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fireUpdate();
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}
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void AsyncRefreshProgressCallback::ModalError(const std::string_view message)
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{
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QMessageBox::critical(nullptr, QStringLiteral("Error"), QtUtils::StringViewToQString(message));
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}
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bool AsyncRefreshProgressCallback::ModalConfirmation(const std::string_view message)
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{
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return QMessageBox::question(nullptr, QStringLiteral("Question"), QtUtils::StringViewToQString(message)) ==
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QMessageBox::Yes;
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}
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void AsyncRefreshProgressCallback::ModalInformation(const std::string_view message)
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{
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QMessageBox::information(nullptr, QStringLiteral("Information"), QtUtils::StringViewToQString(message));
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}
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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, m_start_time.GetTimeSeconds());
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}
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GameListRefreshThread::GameListRefreshThread(bool invalidate_cache)
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: QThread(), m_progress(this), m_invalidate_cache(invalidate_cache)
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{
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}
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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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}
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void GameListRefreshThread::run()
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{
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GameList::Refresh(m_invalidate_cache, false, &m_progress);
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emit refreshComplete();
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}
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