dolphin/Source/Core/DolphinWX/GameListCtrl.h
JosJuice 04cefc6ed3 DolphinWX: Use vector instead of list for game list cache
The advantage of std::list is that elements can be removed from the
middle efficiently, but we don't actually need that, because the
ordering of the elements doesn't matter for us. We can just replace the
element we want to remove with the last element and then call pop_back.

Replacing list with vector should speed up looping through the elements.
2018-01-04 17:14:35 +01:00

145 lines
4 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <memory>
#include <string>
#include <thread>
#include <vector>
#include <wx/listctrl.h>
#include <wx/tipwin.h>
#include "Common/ChunkFile.h"
#include "Common/Event.h"
#include "Common/Flag.h"
#include "DolphinWX/ISOFile.h"
class wxEmuStateTip : public wxTipWindow
{
public:
wxEmuStateTip(wxWindow* parent, const wxString& text, wxEmuStateTip** windowPtr)
: wxTipWindow(parent, text, 70, (wxTipWindow**)windowPtr)
{
Bind(wxEVT_KEY_DOWN, &wxEmuStateTip::OnKeyDown, this);
}
// wxTipWindow doesn't correctly handle KeyEvents and crashes... we must overload that.
void OnKeyDown(wxKeyEvent& event)
{
event.StopPropagation();
Close();
}
};
wxDECLARE_EVENT(DOLPHIN_EVT_REFRESH_GAMELIST, wxCommandEvent);
wxDECLARE_EVENT(DOLPHIN_EVT_RESCAN_GAMELIST, wxCommandEvent);
class GameListCtrl : public wxListCtrl
{
public:
GameListCtrl(bool disable_scanning, wxWindow* parent, const wxWindowID id, const wxPoint& pos,
const wxSize& size, long style);
~GameListCtrl();
void BrowseForDirectory();
const GameListItem* GetISO(size_t index) const;
const GameListItem* GetSelectedISO() const;
static bool IsHidingItems();
enum
{
COLUMN_DUMMY = 0,
FIRST_COLUMN_WITH_CONTENT,
COLUMN_PLATFORM = FIRST_COLUMN_WITH_CONTENT,
COLUMN_BANNER,
COLUMN_TITLE,
COLUMN_MAKER,
COLUMN_FILENAME,
COLUMN_ID,
COLUMN_COUNTRY,
COLUMN_SIZE,
COLUMN_EMULATION_STATE,
NUMBER_OF_COLUMN
};
#ifdef __WXMSW__
bool MSWOnNotify(int id, WXLPARAM lparam, WXLPARAM* result) override;
#endif
private:
struct ColumnInfo;
void InitBitmaps();
void UpdateItemAtColumn(long index, int column);
void InsertItemInReportView(long index);
void SetColors();
void RefreshList();
void RescanList();
void DoState(PointerWrap* p, u32 size = 0);
bool SyncCacheFile(bool write);
std::vector<const GameListItem*> GetAllSelectedISOs() const;
// events
void OnRefreshGameList(wxCommandEvent& event);
void OnRescanGameList(wxCommandEvent& event);
void OnLeftClick(wxMouseEvent& event);
void OnRightClick(wxMouseEvent& event);
void OnMouseMotion(wxMouseEvent& event);
void OnColumnClick(wxListEvent& event);
void OnColBeginDrag(wxListEvent& event);
void OnKeyPress(wxListEvent& event);
void OnSize(wxSizeEvent& event);
void OnProperties(wxCommandEvent& event);
void OnWiki(wxCommandEvent& event);
void OnNetPlayHost(wxCommandEvent& event);
void OnOpenContainingFolder(wxCommandEvent& event);
void OnOpenSaveFolder(wxCommandEvent& event);
void OnExportSave(wxCommandEvent& event);
void OnSetDefaultISO(wxCommandEvent& event);
void OnDeleteISO(wxCommandEvent& event);
void OnCompressISO(wxCommandEvent& event);
void OnMultiCompressISO(wxCommandEvent& event);
void OnMultiDecompressISO(wxCommandEvent& event);
void OnChangeDisc(wxCommandEvent& event);
void OnLocalIniModified(wxCommandEvent& event);
void CompressSelection(bool _compress);
void AutomaticColumnWidth();
void UnselectAll();
static bool CompressCB(const std::string& text, float percent, void* arg);
static bool MultiCompressCB(const std::string& text, float percent, void* arg);
static bool WiiCompressWarning();
struct
{
std::vector<int> flag;
std::vector<int> platform;
std::vector<int> utility_banner;
std::vector<int> emu_state;
} m_image_indexes;
// Actual backing GameListItems are maintained in a background thread and cached to file
std::vector<std::shared_ptr<GameListItem>> m_cached_files;
// Locks the list, not the contents
std::mutex m_cache_mutex;
Core::TitleDatabase m_title_database;
std::mutex m_title_database_mutex;
std::thread m_scan_thread;
Common::Event m_scan_trigger;
Common::Flag m_scan_exiting;
// UI thread's view into the cache
std::vector<std::shared_ptr<GameListItem>> m_shown_files;
int m_last_column;
int m_last_sort;
wxSize m_lastpos;
wxEmuStateTip* m_tooltip;
std::vector<ColumnInfo> m_columns;
};