mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-07-11 01:34:17 +02:00
896e0b82c2
Added UI element with new icon to toggle showing full game titles by wrapping around to the next line.
1104 lines
37 KiB
C++
1104 lines
37 KiB
C++
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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#include "GameListModel.h"
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#include "GameListRefreshThread.h"
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#include "GameListWidget.h"
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#include "QtHost.h"
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#include "QtUtils.h"
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#include "Settings/InterfaceSettingsWidget.h"
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#include "pcsx2/GameList.h"
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#include "pcsx2/Host.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include "common/FileSystem.h"
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#include "common/Path.h"
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#include "common/StringUtil.h"
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#include "fmt/format.h"
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#include <QtCore/QSortFilterProxyModel>
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#include <QtCore/QDir>
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#include <QtCore/QString>
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#include <QtGui/QColor>
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#include <QtGui/QImage>
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#include <QtGui/QPainter>
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#include <QtGui/QPalette>
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#include <QtGui/QPixmap>
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#include <QtGui/QPixmapCache>
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#include <QtGui/QWheelEvent>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QFileDialog>
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#include <QtWidgets/QHeaderView>
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#include <QtWidgets/QMenu>
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#include <QtWidgets/QScrollBar>
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#include <QtWidgets/QStyledItemDelegate>
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#include <QShortcut>
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static const char* SUPPORTED_FORMATS_STRING = QT_TRANSLATE_NOOP(GameListWidget,
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".bin/.iso (ISO Disc Images)\n"
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".mdf (Media Descriptor File)\n"
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".chd (Compressed Hunks of Data)\n"
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".cso (Compressed ISO)\n"
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".zso (Compressed ISO)\n"
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".gz (Gzip Compressed ISO)");
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static constexpr float MIN_SCALE = 0.1f;
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static constexpr float MAX_SCALE = 2.0f;
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static constexpr GameListModel::Column DEFAULT_SORT_COLUMN = GameListModel::Column_Title;
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static constexpr int DEFAULT_SORT_INDEX = static_cast<int>(DEFAULT_SORT_COLUMN);
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static constexpr Qt::SortOrder DEFAULT_SORT_ORDER = Qt::AscendingOrder;
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static constexpr std::array<int, GameListModel::Column_Count> DEFAULT_COLUMN_WIDTHS = {{
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55, // type
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85, // code
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-1, // title
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-1, // file title
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75, // crc
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95, // time played
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90, // last played
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80, // size
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60, // region
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120 // compatibility
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}};
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static_assert(static_cast<int>(DEFAULT_COLUMN_WIDTHS.size()) <= GameListModel::Column_Count,
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"Game List: More default column widths than column types.");
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class GameListSortModel final : public QSortFilterProxyModel
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{
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public:
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explicit GameListSortModel(GameListModel* parent)
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: QSortFilterProxyModel(parent)
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, m_model(parent)
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{
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}
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void setFilterType(GameList::EntryType type)
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{
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beginFilterChange();
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m_filter_type = type;
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endFilterChange(Direction::Rows);
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}
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void setFilterRegion(GameList::Region region)
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{
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beginFilterChange();
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m_filter_region = region;
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endFilterChange(Direction::Rows);
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}
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void setFilterName(const QString& name)
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{
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beginFilterChange();
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m_filter_name = name;
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endFilterChange(Direction::Rows);
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}
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bool filterAcceptsRow(int source_row, const QModelIndex& source_parent) const override
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{
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if (m_filter_type != GameList::EntryType::Count ||
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m_filter_region != GameList::Region::Count ||
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!m_filter_name.isEmpty())
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{
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const auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryByIndex(source_row);
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if (m_filter_type != GameList::EntryType::Count && entry->type != m_filter_type)
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return false;
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if (m_filter_region != GameList::Region::Count && entry->region != m_filter_region)
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return false;
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if (!m_filter_name.isEmpty() &&
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!QString::fromStdString(entry->path).contains(m_filter_name, Qt::CaseInsensitive) &&
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!QString::fromStdString(entry->serial).contains(m_filter_name, Qt::CaseInsensitive) &&
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!QString::fromStdString(entry->title).contains(m_filter_name, Qt::CaseInsensitive) &&
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!QString::fromStdString(entry->title_en).contains(m_filter_name, Qt::CaseInsensitive))
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return false;
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}
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return QSortFilterProxyModel::filterAcceptsRow(source_row, source_parent);
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}
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bool lessThan(const QModelIndex& source_left, const QModelIndex& source_right) const override
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{
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return m_model->lessThan(source_left, source_right, source_left.column());
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}
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private:
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GameListModel* m_model;
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GameList::EntryType m_filter_type = GameList::EntryType::Count;
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GameList::Region m_filter_region = GameList::Region::Count;
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QString m_filter_name;
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};
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namespace
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{
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// Used for Type, Region, and Compatibility columns to center icons; Qt::AlignCenter only works on DisplayRole (text).
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class GameListIconStyleDelegate final : public QStyledItemDelegate
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{
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public:
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GameListIconStyleDelegate(QWidget* parent)
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: QStyledItemDelegate(parent)
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{
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}
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~GameListIconStyleDelegate() = default;
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// See: QStyledItemDelegate::paint(), QItemDelegate::drawDecoration(), and Qt::QStyleOptionViewItem.
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void paint(QPainter* painter, const QStyleOptionViewItem& option, const QModelIndex& index) const override
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{
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Q_ASSERT(index.isValid());
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// Draw highlight for cell.
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QApplication::style()->drawControl(QStyle::CE_ItemViewItem, &option, painter, option.widget);
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// Fetch icon pixmap and stop if no icon exists
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const QPixmap icon = qvariant_cast<QPixmap>(index.data(Qt::DecorationRole));
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if (icon.isNull())
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return;
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// Save painter state and restore later so clip setting doesn't persist across cell draws.
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painter->save();
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// Clip pixmap so it doesn't extend outside the cell.
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const QRect rect = option.rect;
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painter->setClipRect(rect);
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// Determine starting location of icon (Qt uses top-left origin).
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const int icon_width = static_cast<int>(static_cast<qreal>(icon.width()) / icon.devicePixelRatio());
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const int icon_height = static_cast<int>(static_cast<qreal>(icon.height()) / icon.devicePixelRatio());
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const QPoint icon_top_left = QPoint((rect.width() - icon_width) / 2, (rect.height() - icon_height) / 2);
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// Change palette if the item is selected.
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if (option.state & QStyle::State_Selected)
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{
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// Set color based on whether cell is enabled.
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const bool enabled = option.state & QStyle::State_Enabled;
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QColor color = option.palette.color(enabled ? QPalette::Normal : QPalette::Disabled, QPalette::Highlight);
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color.setAlphaF(0.3f);
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// Fetch pixmap from cache or construct a new one.
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const QString key = QString::fromStdString(fmt::format("{:016X}-{:d}-{:08X}", icon.cacheKey(), enabled, color.rgba()));
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QPixmap highlighted_icon;
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if (!QPixmapCache::find(key, &highlighted_icon))
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{
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QImage img = icon.toImage().convertToFormat(QImage::Format_ARGB32_Premultiplied);
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QPainter tinted_painter(&img);
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tinted_painter.setCompositionMode(QPainter::CompositionMode_SourceAtop);
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tinted_painter.fillRect(0, 0, img.width(), img.height(), color);
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tinted_painter.end();
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highlighted_icon = QPixmap(QPixmap::fromImage(img));
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QPixmapCache::insert(key, highlighted_icon);
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}
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painter->drawPixmap(rect.topLeft() + icon_top_left, highlighted_icon);
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}
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// Recolor the icon based on the custom background color
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else if (index.column() == GameListModel::Column_Type)
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{
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// Fetch pixmap from cache or construct a new one.
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const QColor color = option.palette.color(QPalette::Text);
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const QString key = QString::fromStdString(fmt::format("type-{:016X}-{:08X}", icon.cacheKey(), color.rgba()));
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QPixmap tinted_icon;
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if (!QPixmapCache::find(key, &tinted_icon))
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{
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QImage img = icon.toImage().convertToFormat(QImage::Format_ARGB32_Premultiplied);
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QPainter tinted_painter(&img);
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tinted_painter.setCompositionMode(QPainter::CompositionMode_SourceAtop);
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tinted_painter.fillRect(0, 0, img.width(), img.height(), color);
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tinted_painter.end();
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tinted_icon = QPixmap(QPixmap::fromImage(img));
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QPixmapCache::insert(key, tinted_icon);
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}
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painter->drawPixmap(rect.topLeft() + icon_top_left, tinted_icon);
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}
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else
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{
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painter->drawPixmap(rect.topLeft() + icon_top_left, icon);
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}
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// Restore the old clip path.
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painter->restore();
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}
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};
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} // namespace
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GameListWidget::GameListWidget(QWidget* parent /* = nullptr */)
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: QWidget(parent)
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{
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}
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GameListWidget::~GameListWidget() = default;
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void GameListWidget::initialize()
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{
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const float cover_scale = Host::GetBaseFloatSettingValue("UI", "GameListCoverArtScale", 0.45f);
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const bool show_cover_titles = Host::GetBaseBoolSettingValue("UI", "GameListShowCoverTitles", true);
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const bool show_full_cover_titles = Host::GetBaseBoolSettingValue("UI", "GameListShowFullCoverTitles", true);
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m_model = new GameListModel(cover_scale, show_cover_titles, show_full_cover_titles, devicePixelRatioF(), this);
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m_model->updateCacheSize(width(), height());
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m_sort_model = new GameListSortModel(m_model);
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m_sort_model->setSourceModel(m_model);
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m_ui.setupUi(this);
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m_ui.stack->installEventFilter(this);
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m_ui.stack->setAutoFillBackground(false);
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for (u32 type = 0; type < static_cast<u32>(GameList::EntryType::Count); type++)
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{
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if (type != static_cast<u32>(GameList::EntryType::Invalid))
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{
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m_ui.filterType->addItem(GameListModel::getIconForType(static_cast<GameList::EntryType>(type)),
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GameList::EntryTypeToString(static_cast<GameList::EntryType>(type), true));
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}
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}
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for (u32 region = 0; region < static_cast<u32>(GameList::Region::Count); region++)
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{
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m_ui.filterRegion->addItem(GameListModel::getIconForRegion(static_cast<GameList::Region>(region)),
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GameList::RegionToString(static_cast<GameList::Region>(region), true));
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}
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connect(m_ui.viewGameList, &QPushButton::clicked, this, &GameListWidget::showGameList);
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connect(m_ui.viewGameGrid, &QPushButton::clicked, this, &GameListWidget::showGameGrid);
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connect(m_ui.gridScale, &QSlider::valueChanged, this, &GameListWidget::gridIntScale);
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connect(m_ui.viewGridTitles, &QPushButton::toggled, this, &GameListWidget::setShowCoverTitles);
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connect(m_ui.viewFullGridTitles, &QPushButton::toggled, this, &GameListWidget::setShowFullCoverTitles);
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connect(m_ui.filterType, &QComboBox::currentIndexChanged, this, [this](int index) {
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m_sort_model->setFilterType((index == 0) ? GameList::EntryType::Count : static_cast<GameList::EntryType>(index - 1));
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});
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connect(m_ui.filterRegion, &QComboBox::currentIndexChanged, this, [this](int index) {
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m_sort_model->setFilterRegion((index == 0) ? GameList::Region::Count : static_cast<GameList::Region>(index - 1));
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});
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connect(m_ui.searchText, &QLineEdit::textChanged, this, [this](const QString& text) {
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m_sort_model->setFilterName(text);
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});
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connect(new QShortcut(QKeySequence::Find, this), &QShortcut::activated, [this]() {
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m_ui.searchText->setFocus();
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});
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m_table_view = new QTableView(m_ui.stack);
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m_table_view->setModel(m_sort_model);
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m_table_view->setSelectionMode(QAbstractItemView::SingleSelection);
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m_table_view->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_table_view->setContextMenuPolicy(Qt::CustomContextMenu);
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m_table_view->setAlternatingRowColors(true);
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m_table_view->setMouseTracking(true);
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m_table_view->setShowGrid(false);
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m_table_view->setCurrentIndex(QModelIndex());
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m_table_view->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu);
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m_table_view->horizontalHeader()->setHighlightSections(false);
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m_table_view->horizontalHeader()->setSectionsMovable(true);
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m_table_view->verticalHeader()->hide();
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m_table_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);
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// Custom painter to center-align DisplayRoles (icons)
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m_table_view->setItemDelegateForColumn(0, new GameListIconStyleDelegate(this));
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m_table_view->setItemDelegateForColumn(8, new GameListIconStyleDelegate(this));
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m_table_view->setItemDelegateForColumn(9, new GameListIconStyleDelegate(this));
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connect(m_table_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
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&GameListWidget::onSelectionModelCurrentChanged);
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connect(m_table_view, &QTableView::activated, this, &GameListWidget::onTableViewItemActivated);
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connect(m_table_view, &QTableView::customContextMenuRequested, this,
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&GameListWidget::onTableViewContextMenuRequested);
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connect(m_table_view->horizontalHeader(), &QHeaderView::customContextMenuRequested, this,
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&GameListWidget::onTableViewHeaderContextMenuRequested);
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// Save state when header state changes (hiding and showing handled within onTableViewHeaderContextMenuRequested).
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connect(m_table_view->horizontalHeader(), &QHeaderView::sectionMoved, this, &GameListWidget::onTableHeaderStateChanged);
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connect(m_table_view->horizontalHeader(), &QHeaderView::sectionResized, this, &GameListWidget::onTableHeaderStateChanged);
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connect(m_table_view->horizontalHeader(), &QHeaderView::sortIndicatorChanged, this,
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[this](const int column, const Qt::SortOrder sort_order) { GameListWidget::saveSortSettings(column, sort_order); GameListWidget::onTableHeaderStateChanged(); });
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// Load the last session's header state or create a new one.
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if (Host::ContainsBaseSettingValue("GameListTableView", "HeaderState"))
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{
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loadTableHeaderState();
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}
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else
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{
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applyTableHeaderDefaults();
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}
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// After header state load to account for user-specified sort.
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m_table_view->setSortingEnabled(true);
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// Safety Fallback: Ensure the header is actually visible and
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// force it to stretch correctly on the first launch. This is an edgecase in case it already broke for some people or broke on older versions
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m_table_view->horizontalHeader()->show();
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resizeTableViewColumnsToFit();
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m_ui.stack->insertWidget(0, m_table_view);
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m_list_view = new GameListGridListView(m_ui.stack);
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m_list_view->setModel(m_sort_model);
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m_list_view->setModelColumn(GameListModel::Column_Cover);
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m_list_view->setSelectionMode(QAbstractItemView::SingleSelection);
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m_list_view->setViewMode(QListView::IconMode);
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m_list_view->setResizeMode(QListView::Adjust);
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m_list_view->setUniformItemSizes(true);
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m_list_view->setItemAlignment(Qt::AlignHCenter);
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m_list_view->setContextMenuPolicy(Qt::CustomContextMenu);
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m_list_view->setFrameStyle(QFrame::NoFrame);
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m_list_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);
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m_list_view->verticalScrollBar()->setSingleStep(15);
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m_list_view->setWordWrap(show_full_cover_titles);
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onCoverScaleChanged();
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connect(m_list_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
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&GameListWidget::onSelectionModelCurrentChanged);
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connect(m_list_view, &GameListGridListView::zoomIn, this, &GameListWidget::gridZoomIn);
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connect(m_list_view, &GameListGridListView::zoomOut, this, &GameListWidget::gridZoomOut);
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connect(m_list_view, &QListView::activated, this, &GameListWidget::onListViewItemActivated);
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connect(m_list_view, &QListView::customContextMenuRequested, this, &GameListWidget::onListViewContextMenuRequested);
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connect(m_model, &GameListModel::coverScaleChanged, this, &GameListWidget::onCoverScaleChanged);
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m_ui.stack->insertWidget(1, m_list_view);
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m_empty_widget = new QWidget(m_ui.stack);
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m_empty_ui.setupUi(m_empty_widget);
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m_empty_ui.supportedFormats->setText(qApp->translate("GameListWidget", SUPPORTED_FORMATS_STRING));
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connect(m_empty_ui.addGameDirectory, &QPushButton::clicked, this, [this]() { emit addGameDirectoryRequested(); });
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connect(m_empty_ui.scanForNewGames, &QPushButton::clicked, this, [this]() { refresh(false, true); });
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connect(qApp, &QGuiApplication::applicationStateChanged, this, [this]() { GameListWidget::updateCustomBackgroundState(); });
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m_ui.stack->insertWidget(2, m_empty_widget);
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if (Host::GetBaseBoolSettingValue("UI", "GameListGridView", false))
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m_ui.stack->setCurrentIndex(1);
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else
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m_ui.stack->setCurrentIndex(0);
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setFocusProxy(m_ui.stack->currentWidget());
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updateToolbar();
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resizeTableViewColumnsToFit();
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setCustomBackground();
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}
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void GameListWidget::setCustomBackground()
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{
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// Cleanup old animation if it still exists on gamelist
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if (m_background_movie != nullptr)
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{
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m_background_movie->disconnect(this);
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delete m_background_movie;
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m_background_movie = nullptr;
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}
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// Get the path to the custom background
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std::string path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath");
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if (!Path::IsAbsolute(path))
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path = Path::Combine(EmuFolders::DataRoot, path);
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// Only try to create background if path are valid
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if (!path.empty() && FileSystem::FileExists(path.c_str()))
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{
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QString img_path = QString::fromStdString(path);
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const QByteArray format = (img_path.endsWith(".png", Qt::CaseInsensitive)) ? QByteArray("apng") : QByteArray();
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m_background_movie = new QMovie(img_path, format, this);
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if (!m_background_movie->isValid())
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{
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Console.Warning("Failed to load background movie from: %s", path.c_str());
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delete m_background_movie;
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m_background_movie = nullptr;
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}
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// Cache all frames for small images so loops don't keep re-decoding
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else if (const s64 file_size = FileSystem::GetPathFileSize(path.c_str()); file_size > 0 && file_size < 64 * 1024 * 1024)
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m_background_movie->setCacheMode(QMovie::CacheAll);
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}
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// Invalidate frame cache so the next animated frame triggers full reprocessing
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m_background_last_size = QSize();
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// If there is no valid background then reset fallback to default UI state
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if (!m_background_movie)
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{
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m_background_pixmap = QPixmap();
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m_ui.stack->setAutoFillBackground(true);
|
|
m_table_view->viewport()->setAutoFillBackground(true);
|
|
m_list_view->viewport()->setAutoFillBackground(true);
|
|
|
|
m_ui.stack->setPalette(QPalette());
|
|
m_background_text_color = QColor();
|
|
m_empty_widget->setPalette(QPalette());
|
|
m_empty_widget->setAutoFillBackground(false);
|
|
|
|
m_ui.stack->update();
|
|
m_table_view->setAlternatingRowColors(true);
|
|
return;
|
|
}
|
|
|
|
// Retrieve scaling setting
|
|
m_background_scaling = QtUtils::ScalingMode::Fit;
|
|
const std::string ar_value = Host::GetBaseStringSettingValue("UI", "GameListBackgroundMode", InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[static_cast<u8>(QtUtils::ScalingMode::Fit)]);
|
|
for (u8 i = 0; i < static_cast<u8>(QtUtils::ScalingMode::MaxCount); i++)
|
|
{
|
|
if (InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i] != nullptr)
|
|
{
|
|
if (ar_value == InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i])
|
|
{
|
|
m_background_scaling = static_cast<QtUtils::ScalingMode>(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Retrieve opacity setting
|
|
m_background_opacity = Host::GetBaseFloatSettingValue("UI", "GameListBackgroundOpacity", 100.0f);
|
|
|
|
// Selected Custom background is valid, connect the signals and start animation in gamelist
|
|
connect(m_background_movie, &QMovie::frameChanged, this, &GameListWidget::processBackgroundFrames);
|
|
m_ui.stack->setAutoFillBackground(false);
|
|
|
|
m_table_view->viewport()->setAutoFillBackground(false);
|
|
m_list_view->viewport()->setAutoFillBackground(false);
|
|
m_background_movie->start();
|
|
updateCustomBackgroundState();
|
|
m_table_view->setAlternatingRowColors(false);
|
|
processBackgroundFrames();
|
|
}
|
|
|
|
void GameListWidget::updateCustomBackgroundState()
|
|
{
|
|
if (m_background_movie && m_background_movie->isValid())
|
|
m_background_movie->setPaused(!(isVisible() && qGuiApp->applicationState() == Qt::ApplicationActive));
|
|
}
|
|
|
|
void GameListWidget::processBackgroundFrames()
|
|
{
|
|
if (!m_background_movie || !m_background_movie->isValid() || !isVisible())
|
|
return;
|
|
|
|
const QSize widget_size(m_ui.stack->width(), m_ui.stack->height());
|
|
if (widget_size.isEmpty())
|
|
return;
|
|
|
|
const int frame_number = m_background_movie->currentFrameNumber();
|
|
const qreal dpr = devicePixelRatioF();
|
|
|
|
if (frame_number == m_background_last_frame && widget_size == m_background_last_size && qFuzzyCompare(dpr, m_background_last_dpr))
|
|
return;
|
|
|
|
QPixmap pm = m_background_movie->currentPixmap();
|
|
updateBackgroundTextColor(pm);
|
|
QtUtils::resizeAndScalePixmap(&pm, widget_size.width(), widget_size.height(), dpr, m_background_scaling, m_background_opacity);
|
|
|
|
m_background_pixmap = std::move(pm);
|
|
m_background_last_frame = frame_number;
|
|
m_background_last_size = widget_size;
|
|
m_background_last_dpr = dpr;
|
|
m_ui.stack->update();
|
|
}
|
|
|
|
void GameListWidget::updateBackgroundTextColor(const QPixmap& frame)
|
|
{
|
|
if (frame.isNull())
|
|
return;
|
|
|
|
const QImage sampled = frame.scaled(32, 32, Qt::IgnoreAspectRatio, Qt::FastTransformation).toImage();
|
|
const QColor average = sampled.scaled(1, 1, Qt::IgnoreAspectRatio, Qt::SmoothTransformation).pixelColor(0, 0);
|
|
const QColor base = qApp->palette().color(QPalette::Base);
|
|
const qreal coverage = average.alphaF() * std::clamp(m_background_opacity / 100.0f, 0.0f, 1.0f);
|
|
const qreal brightness = qGray(average.rgb()) * coverage + qGray(base.rgb()) * (1.0 - coverage);
|
|
const QColor text_color = (brightness > 127.5) ? Qt::black : Qt::white;
|
|
|
|
if (m_background_text_color == text_color)
|
|
return;
|
|
m_background_text_color = text_color;
|
|
|
|
QColor highlight_color = qApp->palette().color(QPalette::Highlight);
|
|
highlight_color.setAlpha(128);
|
|
const QColor empty_backdrop_color = (text_color == Qt::black) ? QColor(255, 255, 255, 128) : QColor(0, 0, 0, 128);
|
|
|
|
QPalette palette;
|
|
palette.setColor(QPalette::Text, text_color);
|
|
palette.setColor(QPalette::WindowText, text_color);
|
|
palette.setColor(QPalette::Highlight, highlight_color);
|
|
m_ui.stack->setPalette(palette);
|
|
|
|
QPalette empty_palette;
|
|
empty_palette.setColor(QPalette::Window, empty_backdrop_color);
|
|
m_empty_widget->setPalette(empty_palette);
|
|
m_empty_widget->setAutoFillBackground(true);
|
|
}
|
|
|
|
bool GameListWidget::isShowingGameList() const
|
|
{
|
|
return m_ui.stack->currentIndex() == 0;
|
|
}
|
|
|
|
bool GameListWidget::isShowingGameGrid() const
|
|
{
|
|
return m_ui.stack->currentIndex() == 1;
|
|
}
|
|
|
|
bool GameListWidget::getShowGridCoverTitles() const
|
|
{
|
|
return m_model->getShowCoverTitles();
|
|
}
|
|
|
|
bool GameListWidget::getShowGridFullCoverTitles() const
|
|
{
|
|
return m_model->getShowFullCoverTitles();
|
|
}
|
|
|
|
void GameListWidget::refresh(bool invalidate_cache, bool popup_on_error)
|
|
{
|
|
cancelRefresh();
|
|
|
|
m_refresh_thread = new GameListRefreshThread(invalidate_cache, popup_on_error);
|
|
connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress,
|
|
Qt::QueuedConnection);
|
|
connect(m_refresh_thread, &GameListRefreshThread::refreshComplete, this, &GameListWidget::onRefreshComplete,
|
|
Qt::QueuedConnection);
|
|
m_refresh_thread->start();
|
|
}
|
|
|
|
void GameListWidget::cancelRefresh()
|
|
{
|
|
if (!m_refresh_thread)
|
|
return;
|
|
|
|
m_refresh_thread->cancel();
|
|
m_refresh_thread->wait();
|
|
|
|
// Cancelling might not be instant if we're say, scanning a gzip dump. Wait until it's done.
|
|
while (m_refresh_thread)
|
|
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
|
|
}
|
|
|
|
void GameListWidget::reloadThemeSpecificImages()
|
|
{
|
|
m_model->reloadThemeSpecificImages();
|
|
m_background_last_size = QSize();
|
|
processBackgroundFrames();
|
|
}
|
|
|
|
void GameListWidget::onRefreshProgress(const QString& status, int current, int total)
|
|
{
|
|
// switch away from the placeholder while we scan, in case we find anything
|
|
if (m_ui.stack->currentIndex() == 2)
|
|
{
|
|
m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0);
|
|
setFocusProxy(m_ui.stack->currentWidget());
|
|
}
|
|
|
|
m_model->refresh();
|
|
emit refreshProgress(status, current, total);
|
|
}
|
|
|
|
void GameListWidget::onRefreshComplete()
|
|
{
|
|
m_model->refresh();
|
|
emit refreshComplete();
|
|
|
|
pxAssertRel(m_refresh_thread, "Has a refresh thread");
|
|
m_refresh_thread->wait();
|
|
delete m_refresh_thread;
|
|
m_refresh_thread = nullptr;
|
|
|
|
// if we still had no games, switch to the helper widget
|
|
if (m_model->rowCount() == 0)
|
|
{
|
|
m_ui.stack->setCurrentIndex(2);
|
|
setFocusProxy(nullptr);
|
|
}
|
|
}
|
|
|
|
void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous)
|
|
{
|
|
const QModelIndex source_index = m_sort_model->mapToSource(current);
|
|
if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
|
|
return;
|
|
|
|
emit selectionChanged();
|
|
}
|
|
|
|
void GameListWidget::onTableViewItemActivated(const QModelIndex& index)
|
|
{
|
|
const QModelIndex source_index = m_sort_model->mapToSource(index);
|
|
if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
|
|
return;
|
|
|
|
emit entryActivated();
|
|
}
|
|
|
|
void GameListWidget::onTableViewContextMenuRequested(const QPoint& point)
|
|
{
|
|
emit entryContextMenuRequested(m_table_view->mapToGlobal(point));
|
|
}
|
|
|
|
void GameListWidget::onListViewItemActivated(const QModelIndex& index)
|
|
{
|
|
const QModelIndex source_index = m_sort_model->mapToSource(index);
|
|
if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
|
|
return;
|
|
|
|
emit entryActivated();
|
|
}
|
|
|
|
void GameListWidget::onListViewContextMenuRequested(const QPoint& point)
|
|
{
|
|
emit entryContextMenuRequested(m_list_view->mapToGlobal(point));
|
|
}
|
|
|
|
void GameListWidget::onTableViewHeaderContextMenuRequested(const QPoint& point)
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
|
|
QMenu* menu = new QMenu(this);
|
|
menu->setAttribute(Qt::WA_DeleteOnClose);
|
|
|
|
// Iterate through all available columns defined in the model.
|
|
for (int column = 0; column < GameListModel::Column_Count; column++)
|
|
{
|
|
// Skip the cover art column as it shouldn't be toggled manually.
|
|
if (column == GameListModel::Column_Cover)
|
|
continue;
|
|
// Create a checkable menu item for each column title.
|
|
const QString title = m_model->headerData(column, Qt::Horizontal, Qt::DisplayRole).toString();
|
|
QAction* const action = menu->addAction(title);
|
|
action->setCheckable(true);
|
|
action->setChecked(!header->isSectionHidden(column));
|
|
// Update the GUI when the user toggles a column with left-click actions in the right-click menu on the column.
|
|
connect(action, &QAction::triggered, [this, header, column, action]() {
|
|
header->setSectionHidden(column, !action->isChecked());
|
|
// Safety check: prevent the user from hiding every single column.
|
|
ensureMinimumOneColumnVisible();
|
|
// Lastly push the new header state to settings.
|
|
onTableHeaderStateChanged();
|
|
});
|
|
}
|
|
|
|
menu->addSeparator();
|
|
|
|
// Add a "panic button" that fully restores the default column layout.
|
|
// This allows users to recover without editing configuration files such as [GameListTableView] has a key with
|
|
// and variable HeaderState which you can remove the line to also do the same effect but old method is not user-friendly.
|
|
menu->addAction(tr("Reset All Columns"), this, &GameListWidget::resetTableHeaderToDefault);
|
|
|
|
menu->popup(header->mapToGlobal(point));
|
|
}
|
|
|
|
void GameListWidget::onCoverScaleChanged()
|
|
{
|
|
m_model->updateCacheSize(width(), height());
|
|
|
|
m_list_view->setSpacing(m_model->getCoverArtSpacing());
|
|
|
|
QFont font;
|
|
font.setPointSizeF(20.0f * m_model->getCoverScale());
|
|
m_list_view->setFont(font);
|
|
}
|
|
|
|
void GameListWidget::listZoom(float delta)
|
|
{
|
|
const float new_scale = std::clamp(m_model->getCoverScale() + delta, MIN_SCALE, MAX_SCALE);
|
|
Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
|
|
Host::CommitBaseSettingChanges();
|
|
m_model->setCoverScale(new_scale);
|
|
updateToolbar();
|
|
}
|
|
|
|
void GameListWidget::gridZoomIn()
|
|
{
|
|
listZoom(0.05f);
|
|
}
|
|
|
|
void GameListWidget::gridZoomOut()
|
|
{
|
|
listZoom(-0.05f);
|
|
}
|
|
|
|
void GameListWidget::gridIntScale(int int_scale)
|
|
{
|
|
const float new_scale = std::clamp(static_cast<float>(int_scale) / 100.0f, MIN_SCALE, MAX_SCALE);
|
|
|
|
Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
|
|
Host::CommitBaseSettingChanges();
|
|
m_model->setCoverScale(new_scale);
|
|
updateToolbar();
|
|
}
|
|
|
|
void GameListWidget::refreshGridCovers()
|
|
{
|
|
m_model->refreshCovers();
|
|
}
|
|
|
|
void GameListWidget::showGameList()
|
|
{
|
|
Host::SetBaseBoolSettingValue("UI", "GameListGridView", false);
|
|
Host::CommitBaseSettingChanges();
|
|
|
|
if (m_ui.stack->currentIndex() == 0 || m_model->rowCount() == 0)
|
|
{
|
|
// We can click the toolbar multiple times, so keep it correct.
|
|
updateToolbar();
|
|
return;
|
|
}
|
|
|
|
m_ui.stack->setCurrentIndex(0);
|
|
setFocusProxy(m_ui.stack->currentWidget());
|
|
resizeTableViewColumnsToFit();
|
|
updateToolbar();
|
|
emit layoutChange();
|
|
}
|
|
|
|
void GameListWidget::showGameGrid()
|
|
{
|
|
Host::SetBaseBoolSettingValue("UI", "GameListGridView", true);
|
|
Host::CommitBaseSettingChanges();
|
|
|
|
if (m_ui.stack->currentIndex() == 1 || m_model->rowCount() == 0)
|
|
{
|
|
// We can click the toolbar multiple times, so keep it correct.
|
|
updateToolbar();
|
|
return;
|
|
}
|
|
|
|
m_ui.stack->setCurrentIndex(1);
|
|
setFocusProxy(m_ui.stack->currentWidget());
|
|
updateToolbar();
|
|
emit layoutChange();
|
|
}
|
|
|
|
void GameListWidget::setShowCoverTitles(bool enabled)
|
|
{
|
|
if (m_model->getShowCoverTitles() == enabled)
|
|
return;
|
|
|
|
Host::SetBaseBoolSettingValue("UI", "GameListShowCoverTitles", enabled);
|
|
Host::CommitBaseSettingChanges();
|
|
m_model->setShowCoverTitles(enabled);
|
|
if (isShowingGameGrid())
|
|
m_model->refresh();
|
|
updateToolbar();
|
|
emit layoutChange();
|
|
}
|
|
|
|
void GameListWidget::setShowFullCoverTitles(bool enabled)
|
|
{
|
|
if (m_model->getShowFullCoverTitles() == enabled)
|
|
return;
|
|
|
|
Host::SetBaseBoolSettingValue("UI", "GameListShowFullCoverTitles", enabled);
|
|
Host::CommitBaseSettingChanges();
|
|
m_model->setShowFullCoverTitles(enabled);
|
|
m_list_view->setWordWrap(enabled);
|
|
if (isShowingGameGrid())
|
|
m_model->refresh();
|
|
updateToolbar();
|
|
emit layoutChange();
|
|
}
|
|
|
|
void GameListWidget::updateToolbar()
|
|
{
|
|
const bool grid_view = Host::GetBaseBoolSettingValue("UI", "GameListGridView", false);
|
|
{
|
|
QSignalBlocker sb(m_ui.viewGameGrid);
|
|
m_ui.viewGameGrid->setChecked(grid_view);
|
|
}
|
|
{
|
|
QSignalBlocker sb(m_ui.viewGameList);
|
|
m_ui.viewGameList->setChecked(!grid_view);
|
|
}
|
|
{
|
|
QSignalBlocker sb(m_ui.viewGridTitles);
|
|
m_ui.viewGridTitles->setChecked(m_model->getShowCoverTitles());
|
|
}
|
|
{
|
|
QSignalBlocker sb(m_ui.viewFullGridTitles);
|
|
m_ui.viewFullGridTitles->setChecked(m_model->getShowFullCoverTitles());
|
|
}
|
|
{
|
|
QSignalBlocker sb(m_ui.gridScale);
|
|
m_ui.gridScale->setValue(static_cast<int>(m_model->getCoverScale() * 100.0f));
|
|
}
|
|
|
|
m_ui.viewGridTitles->setEnabled(grid_view);
|
|
m_ui.viewFullGridTitles->setEnabled(grid_view && m_model->getShowCoverTitles());
|
|
m_ui.gridScale->setEnabled(grid_view);
|
|
}
|
|
|
|
void GameListWidget::showEvent(QShowEvent* event)
|
|
{
|
|
QWidget::showEvent(event);
|
|
updateCustomBackgroundState();
|
|
processBackgroundFrames();
|
|
}
|
|
|
|
void GameListWidget::hideEvent(QHideEvent* event)
|
|
{
|
|
QWidget::hideEvent(event);
|
|
updateCustomBackgroundState();
|
|
}
|
|
|
|
void GameListWidget::resizeEvent(QResizeEvent* event)
|
|
{
|
|
QWidget::resizeEvent(event);
|
|
resizeTableViewColumnsToFit();
|
|
m_model->updateCacheSize(width(), height());
|
|
processBackgroundFrames();
|
|
}
|
|
|
|
bool GameListWidget::event(QEvent* event)
|
|
{
|
|
if (event->type() == QEvent::DevicePixelRatioChange)
|
|
{
|
|
m_model->setDevicePixelRatio(devicePixelRatioF());
|
|
processBackgroundFrames();
|
|
QWidget::event(event);
|
|
return true;
|
|
}
|
|
|
|
return QWidget::event(event);
|
|
}
|
|
|
|
bool GameListWidget::eventFilter(QObject* watched, QEvent* event)
|
|
{
|
|
if (watched == m_ui.stack && event->type() == QEvent::Paint)
|
|
{
|
|
if (!m_background_pixmap.isNull())
|
|
{
|
|
QPainter painter(m_ui.stack);
|
|
painter.setClipRect(static_cast<QPaintEvent*>(event)->rect());
|
|
painter.drawPixmap(0, 0, m_background_pixmap);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return QWidget::eventFilter(watched, event);
|
|
}
|
|
|
|
void GameListWidget::resizeTableViewColumnsToFit()
|
|
{
|
|
QtUtils::ResizeColumnsForTableView(m_table_view, {
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Type],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Serial],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Title],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_FileTitle],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_CRC],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_TimePlayed],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_LastPlayed],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Size],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Region],
|
|
DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Compatibility],
|
|
});
|
|
}
|
|
|
|
void GameListWidget::loadTableHeaderState()
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
if (!header)
|
|
return;
|
|
|
|
// Decode Base64 string from settings to QByteArray state.
|
|
const std::string state_setting = Host::GetBaseStringSettingValue("GameListTableView", "HeaderState");
|
|
if (state_setting.empty())
|
|
return;
|
|
|
|
QSignalBlocker blocker(header);
|
|
header->restoreState(QByteArray::fromBase64(QByteArray::fromStdString(state_setting)));
|
|
|
|
header->setSectionHidden(GameListModel::Column_Cover, true);
|
|
|
|
// Enforce at least one column is visible immediately after loading.
|
|
// This handles cases where a config (perhaps from an older version) has 0 columns and
|
|
// no games are visible to be changed (such as per-game config) or played as you can't click on any.
|
|
// Will automatically repair a broken header state from config (PCSX2.ini) file.
|
|
ensureMinimumOneColumnVisible();
|
|
}
|
|
|
|
void GameListWidget::ensureMinimumOneColumnVisible()
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
if (!header)
|
|
return;
|
|
|
|
bool any_visible = false;
|
|
for (int column = 0; column < GameListModel::Column_Count; column++)
|
|
{
|
|
if (column != GameListModel::Column_Cover && !header->isSectionHidden(column))
|
|
{
|
|
any_visible = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If absolutely everything is hidden, force the Title column to be visible.
|
|
// This ensures there is always a right-click menu on the column available to restore
|
|
// other columns or access the "Reset All Columns" option or even re-order them with drag and drop.
|
|
// By default Qt will hide everything if it sees 0 viable columns, so just enforce atleast 1 column.
|
|
// Adding ghost columns would be hacky and ugly so let's not do that.
|
|
if (!any_visible)
|
|
{
|
|
header->setSectionHidden(GameListModel::Column_Title, false);
|
|
onTableHeaderStateChanged();
|
|
}
|
|
}
|
|
|
|
void GameListWidget::onTableHeaderStateChanged()
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
if (!header)
|
|
return;
|
|
|
|
// Encode QByteArray state as Base64 string for storage.
|
|
Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64());
|
|
Host::CommitBaseSettingChanges();
|
|
}
|
|
|
|
void GameListWidget::applyTableHeaderDefaults()
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
if (!header)
|
|
return;
|
|
|
|
{
|
|
QSignalBlocker blocker(header);
|
|
header->hideSection(GameListModel::Column_FileTitle);
|
|
header->hideSection(GameListModel::Column_CRC);
|
|
header->hideSection(GameListModel::Column_Cover);
|
|
for (int column = 0; column < GameListModel::Column_Count; column++)
|
|
{
|
|
if (column == GameListModel::Column_Cover)
|
|
continue;
|
|
|
|
header->resizeSection(column, DEFAULT_COLUMN_WIDTHS[column]);
|
|
}
|
|
header->setSortIndicator(DEFAULT_SORT_INDEX, DEFAULT_SORT_ORDER);
|
|
}
|
|
|
|
Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64());
|
|
Host::CommitBaseSettingChanges();
|
|
}
|
|
|
|
// TODO (Tech): Create a button for this in the minibar. Currently unused.
|
|
// TODO (Red): Not sure if I should integrate it in the minibar for now when I made sure they can't break their order and there is a reset function now when you right-click the column.
|
|
// They could accidentaly press on it when they didn't want to, could be revised later still because people without mouses can't do it such as controller mode on the TV.
|
|
void GameListWidget::resetTableHeaderToDefault()
|
|
{
|
|
QHeaderView* header = m_table_view->horizontalHeader();
|
|
if (!header)
|
|
return;
|
|
|
|
{
|
|
QSignalBlocker blocker(header);
|
|
for (int column = 0; column < GameListModel::Column_Count; column++)
|
|
{
|
|
if (column == GameListModel::Column_Cover)
|
|
continue;
|
|
|
|
// Reset size, position, and visibility.
|
|
header->resizeSection(column, DEFAULT_COLUMN_WIDTHS[column]);
|
|
header->moveSection(header->visualIndex(column), column);
|
|
header->setSectionHidden(column,
|
|
column == GameListModel::Column_CRC || column == GameListModel::Column_FileTitle);
|
|
}
|
|
header->hideSection(GameListModel::Column_Cover);
|
|
header->setSortIndicator(DEFAULT_SORT_INDEX, DEFAULT_SORT_ORDER);
|
|
}
|
|
|
|
Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64());
|
|
Host::CommitBaseSettingChanges();
|
|
|
|
// This makes the columns expand to fill the window right now.
|
|
resizeTableViewColumnsToFit();
|
|
}
|
|
|
|
void GameListWidget::saveSortSettings(const int column, const Qt::SortOrder sort_order)
|
|
{
|
|
Host::SetBaseStringSettingValue("GameListTableView", "SortColumn",
|
|
GameListModel::getColumnName(static_cast<GameListModel::Column>(column)));
|
|
Host::SetBaseBoolSettingValue("GameListTableView", "SortDescending", static_cast<bool>(sort_order));
|
|
Host::CommitBaseSettingChanges();
|
|
}
|
|
|
|
std::optional<GameList::Entry> GameListWidget::getSelectedEntry() const
|
|
{
|
|
auto lock = GameList::GetLock();
|
|
|
|
const GameList::Entry* entry;
|
|
if (m_ui.stack->currentIndex() == 0)
|
|
{
|
|
const QItemSelectionModel* selection_model = m_table_view->selectionModel();
|
|
if (!selection_model->hasSelection())
|
|
return std::nullopt;
|
|
|
|
const QModelIndexList selected_rows = selection_model->selectedRows();
|
|
if (selected_rows.empty())
|
|
return std::nullopt;
|
|
|
|
const QModelIndex source_index = m_sort_model->mapToSource(selected_rows[0]);
|
|
if (!source_index.isValid())
|
|
return std::nullopt;
|
|
|
|
entry = GameList::GetEntryByIndex(source_index.row());
|
|
}
|
|
else
|
|
{
|
|
const QItemSelectionModel* selection_model = m_list_view->selectionModel();
|
|
if (!selection_model->hasSelection())
|
|
return std::nullopt;
|
|
|
|
const QModelIndex source_index = m_sort_model->mapToSource(selection_model->currentIndex());
|
|
if (!source_index.isValid())
|
|
return std::nullopt;
|
|
|
|
entry = GameList::GetEntryByIndex(source_index.row());
|
|
}
|
|
|
|
if (!entry)
|
|
return std::nullopt;
|
|
|
|
// Copy the entry here instead of keeping the lock held to avoid deadlocks.
|
|
return *entry;
|
|
}
|
|
|
|
void GameListWidget::rescanFile(const std::string& path)
|
|
{
|
|
// We can't do this while there's a VM running, because of CDVD state... ugh.
|
|
if (QtHost::IsVMValid())
|
|
{
|
|
Console.Error(fmt::format("Can't re-scan ELF at '{}' because we have a VM running.", path));
|
|
return;
|
|
}
|
|
|
|
GameList::RescanPath(path);
|
|
m_model->refresh();
|
|
}
|
|
|
|
GameListGridListView::GameListGridListView(QWidget* parent /*= nullptr*/)
|
|
: QListView(parent)
|
|
{
|
|
}
|
|
|
|
void GameListGridListView::wheelEvent(QWheelEvent* e)
|
|
{
|
|
if (e->modifiers() & Qt::ControlModifier)
|
|
{
|
|
int dy = e->angleDelta().y();
|
|
if (dy != 0)
|
|
{
|
|
if (dy < 0)
|
|
zoomOut();
|
|
else
|
|
zoomIn();
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
QListView::wheelEvent(e);
|
|
}
|
|
|
|
#include "moc_GameListWidget.cpp"
|