Qt: Delay showing game list refresh progress

Otherwise we spend more time updating the visuals than actually
scanning.
This commit is contained in:
Connor McLaughlin
2021-01-24 18:55:35 +10:00
parent a84bf0d8cf
commit ddcc29c8a6
3 changed files with 33 additions and 8 deletions

View File

@ -4,13 +4,13 @@
#include <QtWidgets/QMessageBox>
#include <array>
QtProgressCallback::QtProgressCallback(QWidget* parent_widget)
: QObject(parent_widget), m_dialog(QString(), QString(), 0, 1, parent_widget)
QtProgressCallback::QtProgressCallback(QWidget* parent_widget, float show_delay)
: QObject(parent_widget), m_dialog(QString(), QString(), 0, 1, parent_widget), m_show_delay(show_delay)
{
m_dialog.setWindowTitle(tr("DuckStation"));
m_dialog.setMinimumSize(QSize(500, 0));
m_dialog.setModal(parent_widget != nullptr);
m_dialog.show();
checkForDelayedShow();
}
QtProgressCallback::~QtProgressCallback() = default;
@ -37,20 +37,27 @@ void QtProgressCallback::SetTitle(const char* title)
void QtProgressCallback::SetStatusText(const char* text)
{
BaseProgressCallback::SetStatusText(text);
m_dialog.setLabelText(QString::fromUtf8(text));
checkForDelayedShow();
if (m_dialog.isVisible())
m_dialog.setLabelText(QString::fromUtf8(text));
}
void QtProgressCallback::SetProgressRange(u32 range)
{
BaseProgressCallback::SetProgressRange(range);
m_dialog.setRange(0, m_progress_range);
checkForDelayedShow();
if (m_dialog.isVisible())
m_dialog.setRange(0, m_progress_range);
}
void QtProgressCallback::SetProgressValue(u32 value)
{
BaseProgressCallback::SetProgressValue(value);
checkForDelayedShow();
if (static_cast<u32>(m_dialog.value()) == m_progress_range)
if (!m_dialog.isVisible() || static_cast<u32>(m_dialog.value()) == m_progress_range)
return;
m_dialog.setValue(m_progress_value);
@ -92,3 +99,16 @@ void QtProgressCallback::ModalInformation(const char* message)
{
QMessageBox::information(&m_dialog, tr("Information"), QString::fromUtf8(message));
}
void QtProgressCallback::checkForDelayedShow()
{
if (m_dialog.isVisible())
return;
if (m_show_timer.GetTimeSeconds() >= m_show_delay)
{
m_dialog.setRange(0, m_progress_range);
m_dialog.setValue(m_progress_value);
m_dialog.show();
}
}