Game list: save and load column sizes, sort order, to QSettings
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parent
797b91a449
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0fae76c741
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@ -100,6 +100,23 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan)
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current_worker = std::move(worker);
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}
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void GameList::SaveInterfaceLayout(QSettings& settings)
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{
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settings.beginGroup("UILayout");
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settings.setValue("gameListHeaderState", tree_view->header()->saveState());
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settings.endGroup();
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}
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void GameList::LoadInterfaceLayout(QSettings& settings)
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{
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auto header = tree_view->header();
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settings.beginGroup("UILayout");
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header->restoreState(settings.value("gameListHeaderState").toByteArray());
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settings.endGroup();
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item_model->sort(header->sortIndicatorSection(), header->sortIndicatorOrder());
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}
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan)
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{
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const auto callback = [&](const std::string& directory,
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@ -5,6 +5,7 @@
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#pragma once
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#include <QModelIndex>
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#include <QSettings>
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#include <QStandardItem>
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#include <QStandardItemModel>
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#include <QString>
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@ -30,6 +31,9 @@ public:
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void PopulateAsync(const QString& dir_path, bool deep_scan);
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void SaveInterfaceLayout(QSettings& settings);
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void LoadInterfaceLayout(QSettings& settings);
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public slots:
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void AddEntry(QList<QStandardItem*> entry_items);
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@ -141,6 +141,8 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
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microProfileDialog->setVisible(settings.value("microProfileDialogVisible").toBool());
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settings.endGroup();
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game_list->LoadInterfaceLayout(settings);
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ui.action_Use_Hardware_Renderer->setChecked(Settings::values.use_hw_renderer);
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SetHardwareRendererEnabled(ui.action_Use_Hardware_Renderer->isChecked());
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@ -490,6 +492,7 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
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settings.setValue("singleWindowMode", ui.action_Single_Window_Mode->isChecked());
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settings.setValue("displayTitleBars", ui.actionDisplay_widget_title_bars->isChecked());
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settings.setValue("firstStart", false);
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game_list->SaveInterfaceLayout(settings);
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SaveHotkeys(settings);
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// Shutdown session if the emu thread is active...
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