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path: root/src/yuzu/game/game_list.cpp
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* Merge remote-tracking branch 'origin/nx2' into codex/upstream-loading-hotkeyskraibse39 hours1-0/+14
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| * file_sys: add a deterministic NUP packer, Convert to NUP in Qt and eden-cli ↵Jonas46 hours1-0/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --pack-nup (#271) * file_sys: add a NUP packer for loose dumps Packs a loose dump (exefs/romfs, base/, updates/<version>/ and dlc/<titleid>/<n>/) into a NUP v1 container with the aligned record layout. Every package is kept, files are deduplicated by SHA-256 and compressed with zstd unless that does not shrink them, and files over 256 MiB are stored raw. Output is byte-identical on every platform: compression is single-threaded with every frame parameter set explicitly, and zstd is always bundled so all builds use the same version. A low-storage mode deletes each source file once its extent is synced and journaled, and an interrupted run resumes from the journal. Assisted-by: Claude Opus 5.5 (wrote the packer, its EdenPack-free dump detection, the aligned record layout and the deterministic zstd setup; ran the Raiders and Donkey Kong Bananza packs and boot checks) * tests: cover the NUP packer Round-trips a dump through NupContainer, checks standalone updates, a bare exefs/romfs dump, low-storage resume and overwrite rejection, and pins the hash of a packed dump so changes to the output are deliberate. Assisted-by: Claude Opus 5.5 (wrote the tests, including the pinned output hash) * qt: add Convert to NUP to the game list Shown for loose dumps. Asks for confirmation with the estimated space, offers low-storage mode, runs in the background with progress and cancel, and resumes an interrupted low-storage conversion. Assisted-by: Claude Opus 5.5 (wrote the Convert to NUP action and its progress and resume handling) * cli: add --pack-nup <dump> [out.nup] Assisted-by: Claude Opus 5.5 (wrote the --pack-nup option)
* | game_list: discover loose dumps without walking their RomFS payloadssnowstormxd2 days1-0/+4
|/ | | | | | Defer RomFS construction, reuse one discovery result, omit recursive folder sizing, and release rows discarded by cancellation. Add scan suspension and regression coverage for extracted layouts and Unicode paths. Assisted-by: Codex (implementation, selective integration and automated validation)
* Fix game list crash, unresponsive macOS menu, and missing SDL gamepad input ↵QuantumDriftDev4 days1-1/+0
| | | | | | | | | | | | | | | | | | | | | | (#100) * game_list: fix crash when scanning games by removing nested event processing Assisted-by: DeepSeek V4 Pro (root cause diagnosis and fix) Signed-off-by: QuantumDriftDev <350698041+QuantumDriftDev@users.noreply.github.com> * macos: fix unresponsive application menu by removing the SDL/Qt event loop conflict Assisted-by: GPT-6.1 Sol (root cause diagnosis and implementation) Signed-off-by: QuantumDriftDev <350698041+QuantumDriftDev@users.noreply.github.com> * input_common: handle SDL gamepad button and axis events Assisted-by: DeepSeek V4 Pro (implementation) Signed-off-by: QuantumDriftDev <350698041+QuantumDriftDev@users.noreply.github.com> --------- Signed-off-by: QuantumDriftDev <350698041+QuantumDriftDev@users.noreply.github.com>
* [qt] nuke game compat list (again) (#4201)lizzie2026-07-121-12/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | we have no use for it it's dead code most of the time users just complain about how the list isn't updated ok so what if we update it? great now its more noise added to the git, awesome even if we constantly update it, we introduce new breakage that makes keeping track of things extremely difficult either we integrate with emuready (would violate self containment principles) or we integrate with emuready in a similar fashion to eden news outlet (where we cache the list with some TTL of like 60 mins or whatever) that would be better respecting of "self containment" but would probably require having a quick way to update the list additively, probably filtered to the user's device instead of a global thing, and i dont think emuready has that granularity nor we have the "connect this to that" for the api stuffs another (which is what i propose here) is throw everything out of the window until someone can come up with something better Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [desktop] Add basic carousel view (#4112)crueter2026-06-221-13/+58
| | | | | | | | | | | | | | Adds a basic carousel view, or essentially a horizontal list a la Android/Qt Quick. Lacks a lot of niceties like autoscroll, smooth shifts, etc. Will work on those later Also fixed a bug introduced recently that capped game icon size to 8 at the low end, breaking the None option Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4112 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [desktop] Clean up game list code, fix external watcher crash, and fix macOS ↵crueter2026-06-191-74/+52
| | | | | | | | | | | | | | | | | | flickering (#4106) - Remove unnecessary icon update code (the UI reloads this stuff anyways); test on Windows please - Cleaned up a bunch of duplicated/unused code within the game list - Fix the game list constantly reloading on macOS * When you reconstruct the entire directory list on the watcher the directoryChanged signal fires on macOS--seems like a behavioral change that occurred somewhere in the 6.8 release cycle--and it would enter an infinite loop very quickly * To fix this, only the differences between the current and old watch list are accounted for on both ends. * Since this bug is now fixed, macOS uses Qt 6.11.1 now. Should theoretically improve our situation. - Fix the external content watcher crashing; the worker would attempt to read files that didn't exist without any bounds since its cache was still pointing to that file. This supersedes and replaces #4099. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4106 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [game_list] fix crash and flashing from the directory watcher (#4099)BoiledElectricity2026-06-161-13/+32
| | | | | | | | | | | | | | | | | | | | | | So the game list watcher could rebuild the content providers (CreateFactories) while the populate worker was still scanning them, and the worker would walk a torn-down RegisteredCache and segfault in OpenFileOrDirectoryConcat. Fixed by stopping and joining the worker before rebuilding. On macOS the watcher also re-armed itself every populate. Re-adding the same paths makes QFileSystemWatcher re-emit directoryChanged (the FSEvent comes in async, so the blockSignals guard misses it), so it just kept refreshing and the list flashed forever. Now it only re-arms when the watched dirs actually changed. Also null-guarded OpenFileOrDirectoryConcat so a torn-down cache cant null-deref there. Related: https://github.com/eden-emulator/Issue-Reports/issues/336 Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4099 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [qt] fix various crashes due to invalid/corrupted/outdated settings (#4070)lizzie2026-06-141-5/+3
| | | | | | | | | | lots of "out of index" errors :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4070 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [desktop] Rework game list to use MVP architecture (#4042)crueter2026-06-021-820/+249
| | | | | | | | | | | | | | | | | | | | Closes #3480 moves the game list model/worker/private stuff to qt_common for later use in QML - `qt_common/game_list/model.{cpp,h}` is the model - `yuzu/game/game_{grid,tree}.*` are the views - `yuzu/game/game_list.cpp` is the presenter This was done very lazily in a manner that "works" while largely maintaining existing structure as much as possible. Most of it is copy-paste, with some bonus reworks/cleanups thrown in. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4042 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [desktop] More qt_common reorganization (#3916)crueter2026-05-201-4/+0
| | | | | | | | | | | | Ported from QML branch. Main "big" change is that EmuThread is now a shared state in QtCommon, not individually managed/passed around by GRenderWindow and MainWindow. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3916 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [desktop] "Fix" card auto-alignment (#3829)crueter2026-04-071-4/+4
| | | | | | | | | | | | | | Closes #3707 All this does is anchor the left and right-most cards to their respective edges, and then equally distributes the gaps between cards thereafter. Don't even bother trying to figure out what the hell I just wrote. I'm a UI designer, not a mathematician. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3829
* [common/logging] Simplify logging logic and fix issues when logging before ↵lizzie2026-03-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | system is created (#3688) - our logging code was bigger than spdlog itself, why???? just keep it simple - fix issues when logging before logging system is even started - removes the "initialized logging twice" issue - removes uneeded indirection in file logging - uses direct formatting instead of jumping hoopla-around the fmt::format() ressult - code duplication and dead code removal as usual I did explore dup2() but I think it's not worth the hassle I did try `fwopen()` but it's better if things are just kept as-is. there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <chimera@dravee.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [meta] clang-format literally all of the Qt code (#3706)crueter2026-03-101-11/+14
| | | | | | | | I'm tired of dealing with this tbh Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3706 Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [desktop] Fix game list name column starting out super small by default (#3610)crueter2026-02-231-3/+4
| | | | | | | | | | Unsure why but geometry is at 100x30 when this func is called. For now just use sane ish default of 840 Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3610 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [desktop] Add icon-only mode to grid and improve design (#3485)crueter2026-02-071-48/+95
| | | | | | | | | | | | | | | | | | | | | | | | | | - Move Game Icon Size to the main toolbar. It's cleaner that way - Add a "Show Game Name" toggle that does as it says. Disabling it basically creates an "icons-only" mode. Useful for controller-only nav with big icons (TODO: maybe make a 192 size?) - Fixed a crash with controller nav. Oops - Rounded corners of the game icon in grid mode - Fixed the scroll bar creating extra clamping range on the grid icons - Item can be deselected if user clicks on the blank space outside of the view As a bonus fixed a crash on mod manager Future TODOs for design: - [ ] Row 1 type. Not sure what to do here tbh. - [ ] Move around game list settings in configure_ui to make it clear that nothing there affects the grid view. - [ ] 192x192 size? 256 feels too big on my 1440p screen whereas 128 feels too small. - Set text space as a function of fontMetrics. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3485 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com>
* [desktop] Basic grid view implementation (#3479)crueter2026-02-061-0/+1282
Closes #3441 Basic impl of a grid view on the game list. The ideal solution here would be to use QSortFilterProxyModel and abstract the game list model out to a QStandardItemModel, but that is too much effort for me rn. Adapted the "card" design from QML, can 1000% be improved but QPainter is just such a pain to deal with. Implanting a Qt Quick scene into there would legitimately be easier. Anyways, margins and text sizes lgtm at all sizes, though please give feedback on both that and the general card design. Future TODOs: - [ ] Auto size mode - [ ] Refactor to use models Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3479