game_list: Minor for loop optimizations
There's no need to check the first and last rows since they'll always be the Favorites and AddDir rows. Also change the name of the clear_all variable for consistency.
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@ -91,9 +91,8 @@ QString GameListSearchField::filterText() const {
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QString GameList::GetLastFilterResultItem() const {
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QString GameList::GetLastFilterResultItem() const {
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QString file_path;
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QString file_path;
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const int folder_count = item_model->rowCount();
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for (int i = 0; i < folder_count; ++i) {
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for (int i = 1; i < item_model->rowCount() - 1; ++i) {
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const QStandardItem* folder = item_model->item(i, 0);
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const QStandardItem* folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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const int children_count = folder->rowCount();
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@ -184,7 +183,6 @@ void GameList::OnItemExpanded(const QModelIndex& item) {
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// Event in order to filter the gamelist after editing the searchfield
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// Event in order to filter the gamelist after editing the searchfield
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void GameList::OnTextChanged(const QString& new_text) {
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void GameList::OnTextChanged(const QString& new_text) {
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const int folder_count = tree_view->model()->rowCount();
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QString edit_filter_text = new_text.toLower();
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QString edit_filter_text = new_text.toLower();
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QStandardItem* folder;
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QStandardItem* folder;
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int children_total = 0;
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int children_total = 0;
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@ -194,7 +192,7 @@ void GameList::OnTextChanged(const QString& new_text) {
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if (edit_filter_text.isEmpty()) {
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if (edit_filter_text.isEmpty()) {
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tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
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tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(),
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UISettings::values.favorited_ids.size() == 0);
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UISettings::values.favorited_ids.size() == 0);
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for (int i = 1; i < folder_count; ++i) {
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for (int i = 1; i < item_model->rowCount() - 1; ++i) {
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folder = item_model->item(i, 0);
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folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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const int children_count = folder->rowCount();
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@ -207,7 +205,7 @@ void GameList::OnTextChanged(const QString& new_text) {
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} else {
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} else {
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tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
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tree_view->setRowHidden(0, item_model->invisibleRootItem()->index(), true);
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int result_count = 0;
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int result_count = 0;
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for (int i = 1; i < folder_count; ++i) {
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for (int i = 1; i < item_model->rowCount() - 1; ++i) {
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folder = item_model->item(i, 0);
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folder = item_model->item(i, 0);
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const QModelIndex folder_index = folder->index();
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const QModelIndex folder_index = folder->index();
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const int children_count = folder->rowCount();
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const int children_count = folder->rowCount();
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@ -466,9 +464,8 @@ void GameList::DonePopulating(const QStringList& watch_list) {
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QCoreApplication::processEvents();
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QCoreApplication::processEvents();
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}
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}
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tree_view->setEnabled(true);
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tree_view->setEnabled(true);
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const int folder_count = tree_view->model()->rowCount();
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int children_total = 0;
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int children_total = 0;
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for (int i = 1; i < folder_count; ++i) {
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for (int i = 1; i < item_model->rowCount() - 1; ++i) {
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children_total += item_model->item(i, 0)->rowCount();
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children_total += item_model->item(i, 0)->rowCount();
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}
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}
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search_field->setFilterResult(children_total, children_total);
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search_field->setFilterResult(children_total, children_total);
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@ -649,9 +646,9 @@ void GameList::AddPermDirPopup(QMenu& context_menu, QModelIndex selected) {
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}
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}
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void GameList::AddFavoritesPopup(QMenu& context_menu) {
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void GameList::AddFavoritesPopup(QMenu& context_menu) {
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QAction* clear_all = context_menu.addAction(tr("Clear"));
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QAction* clear = context_menu.addAction(tr("Clear"));
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connect(clear_all, &QAction::triggered, [this] {
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connect(clear, &QAction::triggered, [this] {
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for (const auto id : UISettings::values.favorited_ids) {
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for (const auto id : UISettings::values.favorited_ids) {
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RemoveFavorite(id);
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RemoveFavorite(id);
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}
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}
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