DATABASE SUPPORT, ARTWORK, and a title display
This commit is contained in:
@@ -5,13 +5,19 @@ project(nomad-shell VERSION 0.1 LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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find_package(Qt6 REQUIRED COMPONENTS Quick)
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find_package(Qt6 REQUIRED COMPONENTS Quick Sql)
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qt_standard_project_setup()
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qt_add_executable(nomad-shell
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src/main.cpp
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src/input/InputManager.cpp
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src/library/LibraryDatabase.cpp
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src/library/GameRecord.h
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src/library/GameRepository.h
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src/library/GameRepository.cpp
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src/library/GameLibraryModel.h
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src/library/GameLibraryModel.cpp
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)
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qt_add_qml_module(nomad-shell
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@@ -24,5 +30,5 @@ qt_add_qml_module(nomad-shell
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)
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target_link_libraries(nomad-shell
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PRIVATE Qt6::Quick
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PRIVATE Qt6::Quick Qt6::Sql
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)
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@@ -4,6 +4,8 @@ Item {
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id: root
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property bool highlighted: false
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property string title: ""
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property url artwork
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width: 120
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height: 180
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@@ -20,5 +22,12 @@ Item {
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Rectangle {
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anchors.fill: parent
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color: "white"
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Image {
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anchors.fill: parent
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source: root.artwork
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fillMode: Image.PreserveAspectCrop
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}
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}
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}
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+85
-14
@@ -80,17 +80,6 @@ QtObject {
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anchors.fill: parent
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color: "#181818"
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// top text where a menu dock will probably be eventually
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Text {
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anchors.top: parent.top
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anchors.topMargin: 30
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anchors.horizontalCenter: parent.horizontalCenter
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text: "top placeholder"
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color: "white"
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font.pixelSize: 24
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}
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// this is the game carousel. mostly self explanatory, but I wanna point out that the local index for this listView does probably still matter.
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// I got rid of dedicated menu indexing for the dock, but I think it still matters here, for the sake of auto-scrolling
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ListView {
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@@ -117,17 +106,47 @@ QtObject {
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leftMargin: 16
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rightMargin: 16
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model: 20 // this is a placeholder for now, I don't know how I really want to handle max game carousel size yet. another time.
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model: gameLibraryModel
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// provides the smoothing animation for game selection
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// TODO: tune this to make it as nice as possible !!!
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NumberAnimation {
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id: scrollAnimation
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target: gamesList
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property: "contentX"
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duration: 200
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duration: 300
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easing.type: Easing.OutCubic
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}
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function selectCentermostGame() {
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let viewCenter = gamesList.width / 2
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let bestItem = null
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let bestDistance = Infinity
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for (let i = 0; i < gamesList.count; i++) {
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let item = gamesList.itemAtIndex(i)
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// I think offscreen items do not exist
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if (!item) {
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continue
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}
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let itemCenter = item.x - gamesList.contentX + item.width / 2
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let distance = Math.abs(itemCenter - viewCenter)
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if (distance < bestDistance) {
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bestDistance = distance
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bestItem = item
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}
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}
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if (bestItem) {
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navigationManager.focusItem(bestItem)
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}
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}
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// used to scroll to a new game on the game list
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function scrollTo(targetX) {
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if (Math.abs(targetX - gamesList.contentX) < 0.5) {
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@@ -220,12 +239,16 @@ QtObject {
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// after flicking, we re-snap the carousel wherever it landed
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onMovementEnded: {
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gamesList.scrollTo(gamesList.snappedContentX(gamesList.contentX))
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gamesList.selectCentermostGame()
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}
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delegate: GameCard {
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id: gameTile
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highlighted: navigationManager.currentItem === gameTile
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title: model.title
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artwork: model.gridArtwork
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highlighted: navigationManager.currentItem === gameTile && !gamesList.moving
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function onNavigationFocused() {
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gamesList.currentIndex = index
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@@ -292,6 +315,54 @@ QtObject {
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}
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}
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}
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Text {
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id: selectedGameTitle
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text: gamesList.currentItem ? gamesList.currentItem.title : ""
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opacity: (navigationManager.currentItem === gamesList.currentItem && !gamesList.moving) ? 1 : 0
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Behavior on opacity {
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NumberAnimation {
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duration: 300
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easing.type: Easing.OutCubic
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}
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}
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color: "white"
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font.pixelSize: 18
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elide: Text.ElideRight
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horizontalAlignment: Text. AlignHCenter
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width: Math.min(implicitWidth, bottomRoot.width - 32)
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x: { // we wanna make sure that it centers above the game, except when it's at rest and it's close enough to the edge of the screen that it wont fit
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if (!gamesList.currentItem) {
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return 16
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}
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let cardCenter = gamesList.x + gamesList.currentItem.x - gamesList.contentX + gamesList.currentItem.width / 2
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let desiredX = cardCenter - width / 2
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let minimumX = 16
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let maximumX = bottomRoot.width - width - 16
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return Math.max(minimumX, Math.min(desiredX, maximumX))
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}
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Behavior on x {
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enabled: !gamesList.moving && !scrollAnimation.running
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NumberAnimation {
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duration: 100
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easing.type: Easing.OutCubic
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}
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}
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anchors.top: gamesList.bottom
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anchors.topMargin: 10
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}
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}
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}
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}
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@@ -0,0 +1,109 @@
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#include <QDebug>
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#include <QDir>
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#include <QFileInfo>
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#include <QStandardPaths>
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#include "GameLibraryModel.h"
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GameLibraryModel::GameLibraryModel(GameRepository &repository, QObject *parent) : QAbstractListModel(parent), m_repository(repository) {
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refresh();
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}
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int GameLibraryModel::rowCount(const QModelIndex &parent) const {
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// our database is flat, so return 0 if it's asking for children
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if (parent.isValid()) {
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return 0;
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}
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return m_games.size();
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}
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// fetches artwork based on the game's UUID
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QUrl GameLibraryModel::gridArtworkUrl(const QString &gameId) const {
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QString dataDirectory = QStandardPaths::writableLocation(QStandardPaths::AppDataLocation);
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QDir artworkDirectory(QDir(dataDirectory).filePath("artwork/" + gameId));
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const QStringList extensions = {
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"png",
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"jpg",
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"jpeg",
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"webp"
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};
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for (const QString &extension : extensions) {
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QString artworkPath = artworkDirectory.filePath("grid." + extension);
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if (QFileInfo::exists(artworkPath)) {
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return QUrl::fromLocalFile(artworkPath);
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}
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}
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return {};
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}
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// returns whatever data is requested
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QVariant GameLibraryModel::data(const QModelIndex &index, int role) const {
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if (!index.isValid()) {
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return {};
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}
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if (index.row() < 0 || index.row() >= m_games.size()) {
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return {};
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}
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const GameRecord &game = m_games.at(index.row());
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switch (role) {
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case GameIdRole:
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return game.id;
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case TitleRole:
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return game.title;
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case PlatformRole:
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return game.platform;
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case RunnerRole:
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return game.runner;
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case SourceRole:
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return game.source;
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case GridArtworkRole:
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return gridArtworkUrl(game.id);
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default:
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return {};
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}
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}
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QHash<int, QByteArray> GameLibraryModel::roleNames() const {
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return {
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{ GameIdRole, "gameId" },
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{ TitleRole, "title" },
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{ PlatformRole, "platform" },
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{ RunnerRole, "runner" },
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{ SourceRole, "source" },
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{ GridArtworkRole, "gridArtwork" }
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};
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}
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// Reload all games from the repository safely
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bool GameLibraryModel::refresh() {
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QString error;
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QList<GameRecord> games = m_repository.allGames(&error);
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if (!error.isEmpty()) {
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qWarning() << "could not load game library:" << error;
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return false;
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}
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beginResetModel();
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m_games = games;
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endResetModel();
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return true;
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}
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@@ -0,0 +1,38 @@
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#pragma once
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#include <QAbstractListModel>
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#include <QList>
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#include <QUrl>
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#include "GameRecord.h"
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#include "GameRepository.h"
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class GameLibraryModel : public QAbstractListModel {
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Q_OBJECT
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public:
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// lays out the individual bits of data that this can expose
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enum Role {
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GameIdRole = Qt::UserRole + 1,
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TitleRole,
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PlatformRole,
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RunnerRole,
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SourceRole,
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GridArtworkRole
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};
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// make sure we get a GameRepository
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explicit GameLibraryModel(GameRepository &repository, QObject *parent = nullptr);
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int rowCount(const QModelIndex &parent = QModelIndex()) const override;
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QVariant data(const QModelIndex &index, int role = Qt::DisplayRole) const override;
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QHash<int, QByteArray> roleNames() const override;
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bool refresh();
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private:
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GameRepository &m_repository;
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QList<GameRecord> m_games;
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QUrl gridArtworkUrl(const QString &gameId) const;
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};
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@@ -0,0 +1,12 @@
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#pragma once
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#include <QString>
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struct GameRecord
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{
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QString id;
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QString title;
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QString platform;
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QString runner;
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QString source;
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};
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@@ -0,0 +1,52 @@
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#include <QSqlError>
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#include <QSqlQuery>
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#include "GameRepository.h"
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// GameRepository is here to handle queries against the games stored in nomad's library database
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// We don't wanna let QML touch our database directly, so database logic goes here
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// store a handle to the database connection we got
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GameRepository::GameRepository(QSqlDatabase database) : m_database(database) {}
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QList<GameRecord> GameRepository::allGames(QString *error) const {
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// this list will be populated with a bunch of GameRecords for each row of the query
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QList<GameRecord> games;
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QSqlQuery query(m_database);
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// fetches every game in the library. for now, it's sorted by title's alphabetically.
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// I'll probably keep it this way and do all UI sorting and organization in-house
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if (!query.exec(R"(
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SELECT
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id,
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title,
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platform,
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runner,
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source
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FROM games
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ORDER BY title COLLATE NOCASE;
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)")) {
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if (error) {
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*error = query.lastError().text();
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}
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// return empty list if it fails
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return games;
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}
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// step through each row and convert it to a GameRecord, adding it to the list
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while (query.next()) {
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GameRecord game;
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// Columns are numbered in the same order as the SELECT statement above, starting at 0
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game.id = query.value(0).toString();
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game.title = query.value(1).toString();
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game.platform = query.value(2).toString();
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game.runner = query.value(3).toString();
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game.source = query.value(4).toString();
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games.append(game);
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}
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return games;
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}
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@@ -0,0 +1,16 @@
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#pragma once
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#include <QList>
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#include <QSqlDatabase>
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#include <QString>
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#include "GameRecord.h"
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class GameRepository {
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public:
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explicit GameRepository(QSqlDatabase database);
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QList<GameRecord> allGames(QString *error = nullptr) const;
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private:
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QSqlDatabase m_database;
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};
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@@ -0,0 +1,158 @@
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#include <QDir>
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#include <QSqlError>
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#include <QSqlQuery>
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#include <QStandardPaths>
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#include <QVariant>
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#include "LibraryDatabase.h"
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LibraryDatabase::~LibraryDatabase() {
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// close our database when LibraryDatabase is destroyed
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if (m_database.isOpen()) {
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m_database.close();
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}
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}
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bool LibraryDatabase::open() {
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// ask Qt for whatever platform-specific appdata directory we've got access to
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QString dataDirectory = QStandardPaths::writableLocation(QStandardPaths::AppDataLocation);
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if (dataDirectory.isEmpty()) {
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m_lastError = "could not find application directory";
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return false;
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}
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QDir directory;
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// ensure the directory exists before trying to open the database
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if (!directory.mkpath(dataDirectory)) {
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m_lastError = "could not create application data directory: " + dataDirectory;
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return false;
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}
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// just put the database at the root of our appdata directory
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m_databasePath = dataDirectory + "/library.db";
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// create a named Qt SQL connection with SQLITE
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m_database = QSqlDatabase::addDatabase("QSQLITE", "nomad-library");
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// tell the SQLite connection where it's database is
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m_database.setDatabaseName(m_databasePath);
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if (!m_database.open()) {
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m_lastError = "could not open library database: " + m_database.lastError().text();
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return false;
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}
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// make sure we've got a schema that this version of nomad understands
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if (!initializeSchema()) {
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m_database.close();
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return false;
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}
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||||
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return true;
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}
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||||
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||||
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bool LibraryDatabase::initializeSchema() {
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// newest database schema this version of nomad knows how to use
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constexpr int CurrentSchemaVersion = 1;
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// run queries against nomad's database connection
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QSqlQuery query(m_database);
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// SQLite's user_version is an application-controlled integer. we'll use it to
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||||
// keep track of which version of our schema the database is currently on
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||||
if (!query.exec("PRAGMA user_version;")) {
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||||
m_lastError = "could not read database schema version: " + query.lastError().text();
|
||||
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||||
return false;
|
||||
}
|
||||
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||||
// move to the first row returned by the query to read it's value, and set it if it's
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// read correctly
|
||||
if (!query.next()) {
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||||
m_lastError = "database didn't return a schema version.";
|
||||
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||||
return false;
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||||
}
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||||
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||||
int schemaVersion =
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query.value(0).toInt();
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||||
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||||
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||||
// SQLite inits user_version to 0, so version 0 means this database hasn't had the
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||||
// nomad initial schema created
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||||
if (schemaVersion == 0) {
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||||
// make schema creation atomic; if any of it fails, make sure the database is unchanged.
|
||||
if (!m_database.transaction()) {
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||||
m_lastError = "could not begin database initialization transaction.";
|
||||
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||||
return false;
|
||||
}
|
||||
|
||||
// initial games table
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||||
if (!query.exec(R"(
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||||
CREATE TABLE games (
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||||
id TEXT PRIMARY KEY,
|
||||
title TEXT NOT NULL,
|
||||
|
||||
platform TEXT NOT NULL,
|
||||
runner TEXT,
|
||||
source TEXT NOT NULL
|
||||
);
|
||||
)")) {
|
||||
m_lastError = "couldn't create games table: " + query.lastError().text();
|
||||
|
||||
m_database.rollback();
|
||||
return false;
|
||||
}
|
||||
|
||||
// schema creation successful, attempt to mark this database as version 1
|
||||
if (!query.exec("PRAGMA user_version = 1;")) {
|
||||
m_lastError = "could not set database schema version: " + query.lastError().text();
|
||||
|
||||
m_database.rollback();
|
||||
return false;
|
||||
}
|
||||
|
||||
// permanently apply this transaction, or attempt to
|
||||
if (!m_database.commit()) {
|
||||
m_lastError = "could not commit database initialization.";
|
||||
|
||||
m_database.rollback();
|
||||
return false;
|
||||
}
|
||||
|
||||
schemaVersion = 1;
|
||||
}
|
||||
|
||||
// don't attempt to use a database if it's created with a newer version.
|
||||
if (schemaVersion > CurrentSchemaVersion) {
|
||||
m_lastError = "library database schema is newer than this version of nomad supports.";
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
QSqlDatabase LibraryDatabase::database() const {
|
||||
return m_database;
|
||||
}
|
||||
|
||||
bool LibraryDatabase::isOpen() const {
|
||||
return m_database.isOpen();
|
||||
}
|
||||
|
||||
|
||||
QString LibraryDatabase::databasePath() const {
|
||||
return m_databasePath;
|
||||
}
|
||||
|
||||
|
||||
QString LibraryDatabase::lastError() const {
|
||||
return m_lastError;
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
|
||||
#include <QSqlDatabase>
|
||||
#include <QString>
|
||||
|
||||
class LibraryDatabase {
|
||||
public:
|
||||
LibraryDatabase() = default;
|
||||
~LibraryDatabase();
|
||||
|
||||
bool open();
|
||||
bool isOpen() const;
|
||||
|
||||
QSqlDatabase database() const;
|
||||
QString databasePath() const;
|
||||
QString lastError() const;
|
||||
|
||||
private:
|
||||
bool initializeSchema();
|
||||
|
||||
QSqlDatabase m_database;
|
||||
QString m_databasePath;
|
||||
QString m_lastError;
|
||||
};
|
||||
@@ -2,13 +2,35 @@
|
||||
#include <QQmlApplicationEngine>
|
||||
#include <QQmlContext>
|
||||
#include <QtQml>
|
||||
#include <QDebug>
|
||||
#include "input/InputManager.h"
|
||||
#include "library/LibraryDatabase.h"
|
||||
#include "library/GameRepository.h"
|
||||
#include "library/GameLibraryModel.h"
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// creates our Qt GUI app
|
||||
QGuiApplication app(argc, argv);
|
||||
|
||||
// opens nomad's persistent library database, ensures ready schema, etc
|
||||
LibraryDatabase libraryDatabase;
|
||||
|
||||
if (!libraryDatabase.open()) {
|
||||
qCritical() << "Failed to open nomad library:" << libraryDatabase.lastError();
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// GameRepository hadnles reading our game records from the database, while
|
||||
// GameLibraryModel exposes those records in a QML-friendly list model
|
||||
GameRepository gameRepository(libraryDatabase.database());
|
||||
GameLibraryModel gameLibraryModel(gameRepository);
|
||||
|
||||
// database diagnostics
|
||||
qDebug() << "Library database:" << libraryDatabase.databasePath();
|
||||
qDebug() << "Games loaded:" << gameLibraryModel.rowCount();
|
||||
|
||||
// creats InputManager and installs it as an application-wide event filter so it can observe input events before normal delivery
|
||||
InputManager inputManager;
|
||||
app.installEventFilter(&inputManager);
|
||||
@@ -22,6 +44,7 @@ int main(int argc, char *argv[])
|
||||
QQmlApplicationEngine engine;
|
||||
// make our InputManager instance available to QML for signals
|
||||
engine.rootContext()->setContextProperty("inputManager", &inputManager);
|
||||
engine.rootContext()->setContextProperty("gameLibraryModel", &gameLibraryModel);
|
||||
|
||||
// load our Main.qml into the engine to start things off
|
||||
engine.loadFromModule("nomad", "Main");
|
||||
|
||||
Reference in New Issue
Block a user