Fix game list ordering & Favorite checkbox (#163)

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bitscher 2022-09-03 16:32:32 -07:00 committed by GitHub
parent 33167196d9
commit f8297eeb44
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@ -275,23 +275,27 @@ void wxGameList::UpdateItemColors(sint32 startIndex)
}
}
static inline int strongorder_to_int(const std::strong_ordering &wo)
{
/* No easy conversion seems to exists in C++20 */
if (wo < 0)
return -1;
else if (wo > 0)
return 1;
return 0;
}
int wxGameList::SortComparator(uint64 titleId1, uint64 titleId2, SortData* sortData)
{
//if(sortData->column == ColumnGameStarted)
// return boost::ilexicographical_compare(name1, name2) ? 0 : 1;
const auto isFavoriteA = GetConfig().IsGameListFavorite(titleId1);
const auto isFavoriteB = GetConfig().IsGameListFavorite(titleId2);
const auto& name1 = GetNameByTitleId(titleId1);
const auto& name2 = GetNameByTitleId(titleId2);
bool isFavoriteA = GetConfig().IsGameListFavorite(titleId1);
bool isFavoriteB = GetConfig().IsGameListFavorite(titleId2);
if (isFavoriteA != isFavoriteB)
return isFavoriteB;
// default to name
std::string name1 = GetNameByTitleId(titleId1);
std::string name2 = GetNameByTitleId(titleId2);
if(sortData->dir)
return boost::ilexicographical_compare(name1, name2) ? 0 : 1;
return boost::ilexicographical_compare(name1, name2) ? 1 : 0;
if(sortData->dir > 0)
return strongorder_to_int(std::tie(isFavoriteB, name1) <=> std::tie(isFavoriteA, name2));
else
return strongorder_to_int(std::tie(isFavoriteB, name2) <=> std::tie(isFavoriteA, name1));
}
int wxGameList::SortFunction(wxIntPtr item1, wxIntPtr item2, wxIntPtr sortData)
@ -469,7 +473,7 @@ void wxGameList::OnContextMenu(wxContextMenuEvent& event)
menu.Append(kContextMenuStart, _("&Start"));
bool isFavorite = false;
bool isFavorite = GetConfig().IsGameListFavorite(title_id);
std::error_code ec;
menu.AppendSeparator();
@ -820,20 +824,13 @@ int wxGameList::FindInsertPosition(TitleId titleId)
if (itemCount == 0)
return 0;
// todo - optimize this with binary search
int linearScanIndex = 0;
if (SortComparator(titleId, (uint64)GetItemData(0), &data))
for (int i = 0; i < itemCount; i++)
{
linearScanIndex = itemCount;
for (int i = 1; i < itemCount - 1; i++)
{
if (!SortComparator(titleId, (uint64)GetItemData(i), &data))
{
linearScanIndex = i;
break;
}
}
if (SortComparator(titleId, (uint64)GetItemData(i), &data) <= 0)
return i;
}
return linearScanIndex;
return itemCount;
}
void wxGameList::OnGameEntryUpdatedByTitleId(wxTitleIdEvent& event)