file formats and qt (#88)

* added psf file format

* clang format fix

* crypto functions for pkg decryption

* pkg decryption

* initial add of qt gui , not yet usable

* renamed ini for qt gui settings into shadps4qt.ini

* file detection and loader support

* option to build QT qui

* clang format fix

* fixed reuse

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/loader.h

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/loader.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* uppercase fix

* clang format fix

* small fixes

* let's try windows qt build ci

* some more fixes for ci

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/pkg.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update .github/workflows/windows-qt.yml

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/loader.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* Update src/core/file_format/psf.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* loader namespace

* Update src/core/loader.cpp

Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>

* constexpr magic

* linux qt ci by qurious

* fix for linux qt

* Make script executable

* ci fix?

---------

Co-authored-by: raziel1000 <ckraziel@gmail.com>
Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com>
Co-authored-by: GPUCode <geoster3d@gmail.com>
This commit is contained in:
georgemoralis 2024-03-01 00:00:35 +02:00 committed by GitHub
parent 99d013f612
commit 02cbebbf78
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
53 changed files with 5781 additions and 42 deletions

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QDockWidget>
#include <QPainter>
#include <QStyleOption>
class CustomDockWidget : public QDockWidget {
private:
std::shared_ptr<QWidget> m_title_bar_widget;
bool m_is_title_bar_visible = true;
public:
explicit CustomDockWidget(const QString& title, QWidget* parent = Q_NULLPTR,
Qt::WindowFlags flags = Qt::WindowFlags())
: QDockWidget(title, parent, flags) {
m_title_bar_widget.reset(titleBarWidget());
connect(this, &QDockWidget::topLevelChanged, [this](bool /* topLevel*/) {
SetTitleBarVisible(m_is_title_bar_visible);
style()->unpolish(this);
style()->polish(this);
});
}
void SetTitleBarVisible(bool visible) {
if (visible || isFloating()) {
if (m_title_bar_widget.get() != titleBarWidget()) {
setTitleBarWidget(m_title_bar_widget.get());
QMargins margins = widget()->contentsMargins();
margins.setTop(0);
widget()->setContentsMargins(margins);
}
} else {
setTitleBarWidget(new QWidget());
QMargins margins = widget()->contentsMargins();
margins.setTop(1);
widget()->setContentsMargins(margins);
}
m_is_title_bar_visible = visible;
}
protected:
void paintEvent(QPaintEvent* event) override {
// We need to repaint the dock widgets as plain widgets in floating mode.
// Source:
// https://stackoverflow.com/questions/10272091/cannot-add-a-background-image-to-a-qdockwidget
if (isFloating()) {
QStyleOption opt;
opt.initFrom(this);
QPainter p(this);
style()->drawPrimitive(QStyle::PE_Widget, &opt, &p, this);
return;
}
// Use inherited method for docked mode because otherwise the dock would lose the title etc.
QDockWidget::paintEvent(event);
}
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QDateTime>
#include "custom_table_widget_item.h"
CustomTableWidgetItem::CustomTableWidgetItem(const std::string& text, int sort_role,
const QVariant& sort_value)
: GameListItem(
QString::fromStdString(text).simplified()) // simplified() forces single line text
{
if (sort_role != Qt::DisplayRole) {
setData(sort_role, sort_value, true);
}
}
CustomTableWidgetItem::CustomTableWidgetItem(const QString& text, int sort_role,
const QVariant& sort_value)
: GameListItem(text.simplified()) // simplified() forces single line text
{
if (sort_role != Qt::DisplayRole) {
setData(sort_role, sort_value, true);
}
}
bool CustomTableWidgetItem::operator<(const QTableWidgetItem& other) const {
if (m_sort_role == Qt::DisplayRole) {
return QTableWidgetItem::operator<(other);
}
const QVariant data_l = data(m_sort_role);
const QVariant data_r = other.data(m_sort_role);
const QVariant::Type type_l = data_l.type();
const QVariant::Type type_r = data_r.type();
switch (type_l) {
case QVariant::Type::Bool:
case QVariant::Type::Int:
return data_l.toInt() < data_r.toInt();
case QVariant::Type::UInt:
return data_l.toUInt() < data_r.toUInt();
case QVariant::Type::LongLong:
return data_l.toLongLong() < data_r.toLongLong();
case QVariant::Type::ULongLong:
return data_l.toULongLong() < data_r.toULongLong();
case QVariant::Type::Double:
return data_l.toDouble() < data_r.toDouble();
case QVariant::Type::Date:
return data_l.toDate() < data_r.toDate();
case QVariant::Type::Time:
return data_l.toTime() < data_r.toTime();
case QVariant::Type::DateTime:
return data_l.toDateTime() < data_r.toDateTime();
case QVariant::Type::Char:
case QVariant::Type::String:
return data_l.toString() < data_r.toString();
default:
throw std::runtime_error("unsupported type");
}
}
void CustomTableWidgetItem::setData(int role, const QVariant& value, bool assign_sort_role) {
if (assign_sort_role) {
m_sort_role = role;
}
QTableWidgetItem::setData(role, value);
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QTableWidgetItem>
#include "game_list_item.h"
class CustomTableWidgetItem : public GameListItem {
private:
int m_sort_role = Qt::DisplayRole;
public:
using QTableWidgetItem::setData;
CustomTableWidgetItem() = default;
CustomTableWidgetItem(const std::string& text, int sort_role = Qt::DisplayRole,
const QVariant& sort_value = 0);
CustomTableWidgetItem(const QString& text, int sort_role = Qt::DisplayRole,
const QVariant& sort_value = 0);
bool operator<(const QTableWidgetItem& other) const override;
void setData(int role, const QVariant& value, bool assign_sort_role);
};

20
src/qt_gui/game_info.h Normal file
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
struct GameInfo {
std::string path; // root path of game directory (normaly directory that contains eboot.bin)
std::string icon_path; // path of icon0.png
std::string pic_path; // path of pic1.png
// variables extracted from param.sfo
std::string name = "Unknown";
std::string serial = "Unknown";
std::string app_ver = "Unknown";
std::string version = "Unknown";
std::string category = "Unknown";
std::string fw = "Unknown";
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "game_install_dialog.h"
#include <QDialogButtonBox>
#include <QDir>
#include <QFileDialog>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QPushButton>
#include <QVBoxLayout>
#include "gui_settings.h"
GameInstallDialog::GameInstallDialog(std::shared_ptr<GuiSettings> gui_settings)
: m_gamesDirectory(nullptr), m_gui_settings(std::move(gui_settings)) {
auto layout = new QVBoxLayout(this);
layout->addWidget(SetupGamesDirectory());
layout->addStretch();
layout->addWidget(SetupDialogActions());
setWindowTitle("Shadps4 - Choose directory");
}
GameInstallDialog::~GameInstallDialog() {}
void GameInstallDialog::Browse() {
auto path = QFileDialog::getExistingDirectory(this, "Directory to install games");
if (!path.isEmpty()) {
m_gamesDirectory->setText(QDir::toNativeSeparators(path));
}
}
QWidget* GameInstallDialog::SetupGamesDirectory() {
auto group = new QGroupBox("Directory to install games");
auto layout = new QHBoxLayout(group);
// Input.
m_gamesDirectory = new QLineEdit();
m_gamesDirectory->setText(m_gui_settings->GetValue(gui::settings_install_dir).toString());
m_gamesDirectory->setMinimumWidth(400);
layout->addWidget(m_gamesDirectory);
// Browse button.
auto browse = new QPushButton("...");
connect(browse, &QPushButton::clicked, this, &GameInstallDialog::Browse);
layout->addWidget(browse);
return group;
}
QWidget* GameInstallDialog::SetupDialogActions() {
auto actions = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
connect(actions, &QDialogButtonBox::accepted, this, &GameInstallDialog::Save);
connect(actions, &QDialogButtonBox::rejected, this, &GameInstallDialog::reject);
return actions;
}
void GameInstallDialog::Save() {
// Check games directory.
auto gamesDirectory = m_gamesDirectory->text();
if (gamesDirectory.isEmpty() || !QDir(gamesDirectory).exists() ||
!QDir::isAbsolutePath(gamesDirectory)) {
QMessageBox::critical(this, "Error",
"The value for location to install games is not valid.");
return;
}
m_gui_settings->SetValue(gui::settings_install_dir, QDir::toNativeSeparators(gamesDirectory));
accept();
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QDialog>
#include "gui_settings.h"
class QLineEdit;
class GameInstallDialog final : public QDialog {
public:
GameInstallDialog(std::shared_ptr<GuiSettings> gui_settings);
~GameInstallDialog();
private slots:
void Browse();
private:
QWidget* SetupGamesDirectory();
QWidget* SetupDialogActions();
void Save();
private:
QLineEdit* m_gamesDirectory;
std::shared_ptr<GuiSettings> m_gui_settings;
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <unordered_set>
#include <QDesktopServices>
#include <QMainWindow>
#include <QMenu>
#include <QPainter>
#include <QScrollBar>
#include "core/file_format/psf.h"
#include "custom_table_widget_item.h"
#include "game_list_frame.h"
#include "gui_settings.h"
#include "qt_utils.h"
GameListFrame::GameListFrame(std::shared_ptr<GuiSettings> gui_settings, QWidget* parent)
: CustomDockWidget(tr("Game List"), parent), m_gui_settings(std::move(gui_settings)) {
m_icon_size = gui::game_list_icon_size_min; // ensure a valid size
m_is_list_layout = m_gui_settings->GetValue(gui::game_list_listMode).toBool();
m_margin_factor = m_gui_settings->GetValue(gui::game_list_marginFactor).toReal();
m_text_factor = m_gui_settings->GetValue(gui::game_list_textFactor).toReal();
m_icon_color = m_gui_settings->GetValue(gui::game_list_iconColor).value<QColor>();
m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool()
? Qt::AscendingOrder
: Qt::DescendingOrder;
m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
m_old_layout_is_list = m_is_list_layout;
// Save factors for first setup
m_gui_settings->SetValue(gui::game_list_iconColor, m_icon_color);
m_gui_settings->SetValue(gui::game_list_marginFactor, m_margin_factor);
m_gui_settings->SetValue(gui::game_list_textFactor, m_text_factor);
m_game_dock = new QMainWindow(this);
m_game_dock->setWindowFlags(Qt::Widget);
setWidget(m_game_dock);
m_game_grid = new GameListGrid(QSize(), m_icon_color, m_margin_factor, m_text_factor, false);
m_game_list = new GameListTable();
m_game_list->setShowGrid(false);
m_game_list->setEditTriggers(QAbstractItemView::NoEditTriggers);
m_game_list->setSelectionBehavior(QAbstractItemView::SelectRows);
m_game_list->setSelectionMode(QAbstractItemView::SingleSelection);
m_game_list->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
m_game_list->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
m_game_list->verticalScrollBar()->installEventFilter(this);
m_game_list->verticalScrollBar()->setSingleStep(20);
m_game_list->horizontalScrollBar()->setSingleStep(20);
m_game_list->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
m_game_list->verticalHeader()->setVisible(false);
m_game_list->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu);
m_game_list->horizontalHeader()->setHighlightSections(false);
m_game_list->horizontalHeader()->setSortIndicatorShown(true);
m_game_list->horizontalHeader()->setStretchLastSection(true);
m_game_list->setContextMenuPolicy(Qt::CustomContextMenu);
m_game_list->installEventFilter(this);
m_game_list->setColumnCount(gui::column_count);
m_game_list->setColumnWidth(1, 250);
m_game_list->setColumnWidth(2, 110);
m_game_list->setColumnWidth(3, 80);
m_game_list->setColumnWidth(4, 90);
m_game_list->setColumnWidth(5, 80);
m_game_list->setColumnWidth(6, 80);
QPalette palette;
palette.setColor(QPalette::Base, QColor(230, 230, 230, 80));
QColor transparentColor = QColor(135, 206, 235, 40);
palette.setColor(QPalette::Highlight, transparentColor);
m_game_list->setPalette(palette);
m_central_widget = new QStackedWidget(this);
m_central_widget->addWidget(m_game_list);
m_central_widget->addWidget(m_game_grid);
m_central_widget->setCurrentWidget(m_is_list_layout ? m_game_list : m_game_grid);
m_game_dock->setCentralWidget(m_central_widget);
// Actions regarding showing/hiding columns
auto add_column = [this](gui::game_list_columns col, const QString& header_text,
const QString& action_text) {
QTableWidgetItem* item_ = new QTableWidgetItem(header_text);
item_->setTextAlignment(Qt::AlignCenter); // Center-align text
m_game_list->setHorizontalHeaderItem(col, item_);
m_columnActs.append(new QAction(action_text, this));
};
add_column(gui::column_icon, tr("Icon"), tr("Show Icons"));
add_column(gui::column_name, tr("Name"), tr("Show Names"));
add_column(gui::column_serial, tr("Serial"), tr("Show Serials"));
add_column(gui::column_firmware, tr("Firmware"), tr("Show Firmwares"));
add_column(gui::column_size, tr("Size"), tr("Show Size"));
add_column(gui::column_version, tr("Version"), tr("Show Versions"));
add_column(gui::column_category, tr("Category"), tr("Show Categories"));
add_column(gui::column_path, tr("Path"), tr("Show Paths"));
for (int col = 0; col < m_columnActs.count(); ++col) {
m_columnActs[col]->setCheckable(true);
connect(m_columnActs[col], &QAction::triggered, this, [this, col](bool checked) {
if (!checked) // be sure to have at least one column left so you can call the context
// menu at all time
{
int c = 0;
for (int i = 0; i < m_columnActs.count(); ++i) {
if (m_gui_settings->GetGamelistColVisibility(i) && ++c > 1)
break;
}
if (c < 2) {
m_columnActs[col]->setChecked(
true); // re-enable the checkbox if we don't change the actual state
return;
}
}
m_game_list->setColumnHidden(
col, !checked); // Negate because it's a set col hidden and we have menu say show.
m_gui_settings->SetGamelistColVisibility(col, checked);
if (checked) // handle hidden columns that have zero width after showing them (stuck
// between others)
{
FixNarrowColumns();
}
});
}
// events
connect(m_game_list->horizontalHeader(), &QHeaderView::customContextMenuRequested, this,
[this](const QPoint& pos) {
QMenu* configure = new QMenu(this);
configure->addActions(m_columnActs);
configure->exec(m_game_list->horizontalHeader()->viewport()->mapToGlobal(pos));
});
connect(m_game_list->horizontalHeader(), &QHeaderView::sectionClicked, this,
&GameListFrame::OnHeaderColumnClicked);
connect(&m_repaint_watcher, &QFutureWatcher<GameListItem*>::resultReadyAt, this,
[this](int index) {
if (!m_is_list_layout)
return;
if (GameListItem* item = m_repaint_watcher.resultAt(index)) {
item->call_icon_func();
}
});
connect(&m_repaint_watcher, &QFutureWatcher<GameListItem*>::finished, this,
&GameListFrame::OnRepaintFinished);
connect(&m_refresh_watcher, &QFutureWatcher<void>::finished, this,
&GameListFrame::OnRefreshFinished);
connect(&m_refresh_watcher, &QFutureWatcher<void>::canceled, this, [this]() {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
m_path_list.clear();
m_game_data.clear();
m_games.clear();
});
connect(m_game_list, &QTableWidget::customContextMenuRequested, this,
&GameListFrame::RequestGameMenu);
connect(m_game_grid, &QTableWidget::customContextMenuRequested, this,
&GameListFrame::RequestGameMenu);
connect(m_game_list, &QTableWidget::itemClicked, this, &GameListFrame::SetListBackgroundImage);
connect(this, &GameListFrame::ResizedWindow, this, &GameListFrame::SetListBackgroundImage);
connect(m_game_list->verticalScrollBar(), &QScrollBar::valueChanged, this,
&GameListFrame::RefreshListBackgroundImage);
connect(m_game_list->horizontalScrollBar(), &QScrollBar::valueChanged, this,
&GameListFrame::RefreshListBackgroundImage);
}
GameListFrame::~GameListFrame() {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
gui::utils::stop_future_watcher(m_refresh_watcher, true);
SaveSettings();
}
void GameListFrame::OnRefreshFinished() {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
for (auto&& g : m_games) {
m_game_data.push_back(g);
}
m_games.clear();
// Sort by name at the very least.
std::sort(m_game_data.begin(), m_game_data.end(),
[&](const game_info& game1, const game_info& game2) {
const QString title1 = m_titles.value(QString::fromStdString(game1->info.serial),
QString::fromStdString(game1->info.name));
const QString title2 = m_titles.value(QString::fromStdString(game2->info.serial),
QString::fromStdString(game2->info.name));
return title1.toLower() < title2.toLower();
});
m_path_list.clear();
Refresh();
}
void GameListFrame::RequestGameMenu(const QPoint& pos) {
QPoint global_pos;
game_info gameinfo;
if (m_is_list_layout) {
QTableWidgetItem* item = m_game_list->item(
m_game_list->indexAt(pos).row(), static_cast<int>(gui::game_list_columns::column_icon));
global_pos = m_game_list->viewport()->mapToGlobal(pos);
gameinfo = GetGameInfoFromItem(item);
} else {
const QModelIndex mi = m_game_grid->indexAt(pos);
QTableWidgetItem* item = m_game_grid->item(mi.row(), mi.column());
global_pos = m_game_grid->viewport()->mapToGlobal(pos);
gameinfo = GetGameInfoFromItem(item);
}
if (!gameinfo) {
return;
}
// Setup menu.
QMenu menu(this);
QAction openFolder("Open Game Folder", this);
QAction openSfoViewer("SFO Viewer", this);
menu.addAction(&openFolder);
menu.addAction(&openSfoViewer);
// Show menu.
auto selected = menu.exec(global_pos);
if (!selected) {
return;
}
if (selected == &openFolder) {
QString folderPath = QString::fromStdString(gameinfo->info.path);
QDesktopServices::openUrl(QUrl::fromLocalFile(folderPath));
}
if (selected == &openSfoViewer) {
PSF psf;
if (psf.open(gameinfo->info.path + "/sce_sys/param.sfo")) {
int rows = psf.map_strings.size() + psf.map_integers.size();
QTableWidget* tableWidget = new QTableWidget(rows, 2);
tableWidget->verticalHeader()->setVisible(false); // Hide vertical header
int row = 0;
for (const auto& pair : psf.map_strings) {
QTableWidgetItem* keyItem =
new QTableWidgetItem(QString::fromStdString(pair.first));
QTableWidgetItem* valueItem =
new QTableWidgetItem(QString::fromStdString(pair.second));
tableWidget->setItem(row, 0, keyItem);
tableWidget->setItem(row, 1, valueItem);
keyItem->setFlags(keyItem->flags() & ~Qt::ItemIsEditable);
valueItem->setFlags(valueItem->flags() & ~Qt::ItemIsEditable);
row++;
}
for (const auto& pair : psf.map_integers) {
QTableWidgetItem* keyItem =
new QTableWidgetItem(QString::fromStdString(pair.first));
QTableWidgetItem* valueItem = new QTableWidgetItem(QString::number(pair.second));
tableWidget->setItem(row, 0, keyItem);
tableWidget->setItem(row, 1, valueItem);
keyItem->setFlags(keyItem->flags() & ~Qt::ItemIsEditable);
valueItem->setFlags(valueItem->flags() & ~Qt::ItemIsEditable);
row++;
}
tableWidget->resizeColumnsToContents();
tableWidget->resizeRowsToContents();
int width = tableWidget->horizontalHeader()->sectionSize(0) +
tableWidget->horizontalHeader()->sectionSize(1) + 2;
int height = (rows + 1) * (tableWidget->rowHeight(0));
tableWidget->setFixedSize(width, height);
tableWidget->sortItems(0, Qt::AscendingOrder);
tableWidget->horizontalHeader()->setVisible(false);
tableWidget->horizontalHeader()->setSectionResizeMode(QHeaderView::Fixed);
tableWidget->setWindowTitle("SFO Viewer");
tableWidget->show();
}
}
}
void GameListFrame::RefreshListBackgroundImage() {
QPixmap blurredPixmap = QPixmap::fromImage(backgroundImage);
QPalette palette;
palette.setBrush(QPalette::Base, QBrush(blurredPixmap.scaled(size(), Qt::IgnoreAspectRatio)));
QColor transparentColor = QColor(135, 206, 235, 40);
palette.setColor(QPalette::Highlight, transparentColor);
m_game_list->setPalette(palette);
}
void GameListFrame::SetListBackgroundImage(QTableWidgetItem* item) {
if (!item) {
// handle case where no item was clicked
return;
}
QTableWidgetItem* iconItem =
m_game_list->item(item->row(), static_cast<int>(gui::game_list_columns::column_icon));
if (!iconItem) {
// handle case where icon item does not exist
return;
}
game_info gameinfo = GetGameInfoFromItem(iconItem);
QString pic1Path = QString::fromStdString(gameinfo->info.pic_path);
QString blurredPic1Path =
qApp->applicationDirPath() +
QString::fromStdString("/game_data/" + gameinfo->info.serial + "/pic1.png");
backgroundImage = QImage(blurredPic1Path);
if (backgroundImage.isNull()) {
QImage image(pic1Path);
backgroundImage = m_game_list_utils.BlurImage(image, image.rect(), 18);
std::filesystem::path img_path =
std::filesystem::path("game_data/") / gameinfo->info.serial;
std::filesystem::create_directories(img_path);
if (!backgroundImage.save(blurredPic1Path, "PNG")) {
// qDebug() << "Error: Unable to save image.";
}
}
QPixmap blurredPixmap = QPixmap::fromImage(backgroundImage);
QPalette palette;
palette.setBrush(QPalette::Base, QBrush(blurredPixmap.scaled(size(), Qt::IgnoreAspectRatio)));
QColor transparentColor = QColor(135, 206, 235, 40);
palette.setColor(QPalette::Highlight, transparentColor);
m_game_list->setPalette(palette);
}
void GameListFrame::OnRepaintFinished() {
if (m_is_list_layout) {
// Fixate vertical header and row height
m_game_list->verticalHeader()->setMinimumSectionSize(m_icon_size.height());
m_game_list->verticalHeader()->setMaximumSectionSize(m_icon_size.height());
// Resize the icon column
m_game_list->resizeColumnToContents(gui::column_icon);
// Shorten the last section to remove horizontal scrollbar if possible
m_game_list->resizeColumnToContents(gui::column_count - 1);
} else {
// The game grid needs to be recreated from scratch
int games_per_row = 0;
if (m_icon_size.width() > 0 && m_icon_size.height() > 0) {
games_per_row = width() / (m_icon_size.width() +
m_icon_size.width() * m_game_grid->getMarginFactor() * 2);
}
const int scroll_position = m_game_grid->verticalScrollBar()->value();
// TODO add connections
PopulateGameGrid(games_per_row, m_icon_size, m_icon_color);
m_central_widget->addWidget(m_game_grid);
m_central_widget->setCurrentWidget(m_game_grid);
m_game_grid->verticalScrollBar()->setValue(scroll_position);
connect(m_game_grid, &QTableWidget::customContextMenuRequested, this,
&GameListFrame::RequestGameMenu);
}
}
bool GameListFrame::IsEntryVisible(const game_info& game) {
const QString serial = QString::fromStdString(game->info.serial);
return SearchMatchesApp(QString::fromStdString(game->info.name), serial);
}
game_info GameListFrame::GetGameInfoFromItem(const QTableWidgetItem* item) {
if (!item) {
return nullptr;
}
const QVariant var = item->data(gui::game_role);
if (!var.canConvert<game_info>()) {
return nullptr;
}
return var.value<game_info>();
}
void GameListFrame::PopulateGameGrid(int maxCols, const QSize& image_size,
const QColor& image_color) {
int r = 0;
int c = 0;
const std::string selected_item = CurrentSelectionPath();
// Release old data
m_game_list->clear_list();
m_game_grid->deleteLater();
const bool show_text = m_icon_size_index > gui::game_list_max_slider_pos * 2 / 5;
if (m_icon_size_index < gui::game_list_max_slider_pos * 2 / 3) {
m_game_grid = new GameListGrid(image_size, image_color, m_margin_factor, m_text_factor * 2,
show_text);
} else {
m_game_grid =
new GameListGrid(image_size, image_color, m_margin_factor, m_text_factor, show_text);
}
// Get list of matching apps
QList<game_info> matching_apps;
for (const auto& app : m_game_data) {
if (IsEntryVisible(app)) {
matching_apps.push_back(app);
}
}
const int entries = matching_apps.count();
// Edge cases!
if (entries == 0) { // For whatever reason, 0%x is division by zero. Absolute nonsense by
// definition of modulus. But, I'll acquiesce.
return;
}
maxCols = std::clamp(maxCols, 1, entries);
const int needs_extra_row = (entries % maxCols) != 0;
const int max_rows = needs_extra_row + entries / maxCols;
m_game_grid->setRowCount(max_rows);
m_game_grid->setColumnCount(maxCols);
for (const auto& app : matching_apps) {
const QString serial = QString::fromStdString(app->info.serial);
const QString title = m_titles.value(serial, QString::fromStdString(app->info.name));
GameListItem* item = m_game_grid->addItem(app, title, r, c);
app->item = item;
item->setData(gui::game_role, QVariant::fromValue(app));
item->setToolTip(tr("%0 [%1]").arg(title).arg(serial));
if (selected_item == app->info.path + app->info.icon_path) {
m_game_grid->setCurrentItem(item);
}
if (++c >= maxCols) {
c = 0;
r++;
}
}
if (c != 0) { // if left over games exist -- if empty entries exist
for (int col = c; col < maxCols; ++col) {
GameListItem* empty_item = new GameListItem();
empty_item->setFlags(Qt::NoItemFlags);
m_game_grid->setItem(r, col, empty_item);
}
}
m_game_grid->resizeColumnsToContents();
m_game_grid->resizeRowsToContents();
m_game_grid->installEventFilter(this);
m_game_grid->verticalScrollBar()->installEventFilter(this);
}
void GameListFrame::Refresh(const bool from_drive, const bool scroll_after) {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
gui::utils::stop_future_watcher(m_refresh_watcher, from_drive);
if (from_drive) {
m_path_list.clear();
m_game_data.clear();
m_games.clear();
// TODO better ATM manually add path from 1 dir to m_paths_list
QDir parent_folder(m_gui_settings->GetValue(gui::settings_install_dir).toString() + '/');
QFileInfoList fList =
parent_folder.entryInfoList(QDir::Dirs | QDir::NoDotAndDotDot, QDir::DirsFirst);
foreach (QFileInfo item, fList) {
m_path_list.emplace_back(item.absoluteFilePath().toStdString());
}
m_refresh_watcher.setFuture(QtConcurrent::map(m_path_list, [this](const std::string& dir) {
GameInfo game{};
game.path = dir;
PSF psf;
if (psf.open(game.path + "/sce_sys/param.sfo")) {
QString iconpath(QString::fromStdString(game.path) + "/sce_sys/icon0.png");
QString picpath(QString::fromStdString(game.path) + "/sce_sys/pic1.png");
game.icon_path = iconpath.toStdString();
game.pic_path = picpath.toStdString();
game.name = psf.GetString("TITLE");
game.serial = psf.GetString("TITLE_ID");
game.fw = (QString("%1").arg(psf.GetInteger("SYSTEM_VER"), 8, 16, QLatin1Char('0')))
.mid(1, 3)
.insert(1, '.')
.toStdString();
game.version = psf.GetString("APP_VER");
game.category = psf.GetString("CATEGORY");
m_titles.insert(QString::fromStdString(game.serial),
QString::fromStdString(game.name));
GuiGameInfo info{};
info.info = game;
m_games.push_back(std::make_shared<GuiGameInfo>(std::move(info)));
}
}));
return;
}
// Fill Game List / Game Grid
if (m_is_list_layout) {
const int scroll_position = m_game_list->verticalScrollBar()->value();
PopulateGameList();
SortGameList();
RepaintIcons();
if (scroll_after) {
m_game_list->scrollTo(m_game_list->currentIndex(), QAbstractItemView::PositionAtCenter);
} else {
m_game_list->verticalScrollBar()->setValue(scroll_position);
}
} else {
RepaintIcons();
}
}
/**
Cleans and readds entries to table widget in UI.
*/
void GameListFrame::PopulateGameList() {
int selected_row = -1;
const std::string selected_item = CurrentSelectionPath();
// Release old data
m_game_grid->clear_list();
m_game_list->clear_list();
m_game_list->setRowCount(m_game_data.size());
int row = 0;
int index = -1;
for (const auto& game : m_game_data) {
index++;
if (!IsEntryVisible(game)) {
game->item = nullptr;
continue;
}
// Icon
CustomTableWidgetItem* icon_item = new CustomTableWidgetItem;
game->item = icon_item;
icon_item->set_icon_func([this, icon_item, game](int) {
icon_item->setData(Qt::DecorationRole, game->pxmap);
game->pxmap = {};
});
icon_item->setData(Qt::UserRole, index, true);
icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
m_game_list->setItem(row, gui::column_icon, icon_item);
SetTableItem(m_game_list, row, gui::column_name, QString::fromStdString(game->info.name));
SetTableItem(m_game_list, row, gui::column_serial,
QString::fromStdString(game->info.serial));
SetTableItem(m_game_list, row, gui::column_firmware, QString::fromStdString(game->info.fw));
SetTableItem(
m_game_list, row, gui::column_size,
m_game_list_utils.GetFolderSize(QDir(QString::fromStdString(game->info.path))));
SetTableItem(m_game_list, row, gui::column_version,
QString::fromStdString(game->info.version));
SetTableItem(m_game_list, row, gui::column_category,
QString::fromStdString(game->info.category));
SetTableItem(m_game_list, row, gui::column_path, QString::fromStdString(game->info.path));
if (selected_item == game->info.path + game->info.icon_path) {
selected_row = row;
}
row++;
}
m_game_list->setRowCount(row);
m_game_list->selectRow(selected_row);
}
std::string GameListFrame::CurrentSelectionPath() {
std::string selection;
QTableWidgetItem* item = nullptr;
if (m_old_layout_is_list) {
if (!m_game_list->selectedItems().isEmpty()) {
item = m_game_list->item(m_game_list->currentRow(), 0);
}
} else if (m_game_grid) {
if (!m_game_grid->selectedItems().isEmpty()) {
item = m_game_grid->currentItem();
}
}
if (item) {
if (const QVariant var = item->data(gui::game_role); var.canConvert<game_info>()) {
if (const game_info game = var.value<game_info>()) {
selection = game->info.path + game->info.icon_path;
}
}
}
m_old_layout_is_list = m_is_list_layout;
return selection;
}
void GameListFrame::RepaintIcons(const bool& from_settings) {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
if (from_settings) {
// TODO m_icon_color = gui::utils::get_label_color("gamelist_icon_background_color");
}
if (m_is_list_layout) {
QPixmap placeholder(m_icon_size);
placeholder.fill(Qt::transparent);
for (auto& game : m_game_data) {
game->pxmap = placeholder;
}
// Fixate vertical header and row height
m_game_list->verticalHeader()->setMinimumSectionSize(m_icon_size.height());
m_game_list->verticalHeader()->setMaximumSectionSize(m_icon_size.height());
// Resize the icon column
m_game_list->resizeColumnToContents(gui::column_icon);
// Shorten the last section to remove horizontal scrollbar if possible
m_game_list->resizeColumnToContents(gui::column_count - 1);
}
const std::function func = [this](const game_info& game) -> GameListItem* {
if (game->icon.isNull() &&
(game->info.icon_path.empty() ||
!game->icon.load(QString::fromStdString(game->info.icon_path)))) {
// TODO added warning message if no found
}
game->pxmap = PaintedPixmap(game->icon);
return game->item;
};
m_repaint_watcher.setFuture(QtConcurrent::mapped(m_game_data, func));
}
void GameListFrame::FixNarrowColumns() const {
qApp->processEvents();
// handle columns (other than the icon column) that have zero width after showing them (stuck
// between others)
for (int col = 1; col < m_columnActs.count(); ++col) {
if (m_game_list->isColumnHidden(col)) {
continue;
}
if (m_game_list->columnWidth(col) <=
m_game_list->horizontalHeader()->minimumSectionSize()) {
m_game_list->setColumnWidth(col, m_game_list->horizontalHeader()->minimumSectionSize());
}
}
}
void GameListFrame::ResizeColumnsToContents(int spacing) const {
if (!m_game_list) {
return;
}
m_game_list->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
m_game_list->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
// Make non-icon columns slighty bigger for better visuals
for (int i = 1; i < m_game_list->columnCount(); i++) {
if (m_game_list->isColumnHidden(i)) {
continue;
}
const int size = m_game_list->horizontalHeader()->sectionSize(i) + spacing;
m_game_list->horizontalHeader()->resizeSection(i, size);
}
}
void GameListFrame::OnHeaderColumnClicked(int col) {
if (col == 0)
return; // Don't "sort" icons.
if (col == m_sort_column) {
m_col_sort_order =
(m_col_sort_order == Qt::AscendingOrder) ? Qt::DescendingOrder : Qt::AscendingOrder;
} else {
m_col_sort_order = Qt::AscendingOrder;
}
m_sort_column = col;
m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
m_gui_settings->SetValue(gui::game_list_sortCol, col);
SortGameList();
}
void GameListFrame::SortGameList() const {
// Back-up old header sizes to handle unwanted column resize in case of zero search results
QList<int> column_widths;
const int old_row_count = m_game_list->rowCount();
const int old_game_count = m_game_data.count();
for (int i = 0; i < m_game_list->columnCount(); i++) {
column_widths.append(m_game_list->columnWidth(i));
}
// Sorting resizes hidden columns, so unhide them as a workaround
QList<int> columns_to_hide;
for (int i = 0; i < m_game_list->columnCount(); i++) {
if (m_game_list->isColumnHidden(i)) {
m_game_list->setColumnHidden(i, false);
columns_to_hide << i;
}
}
// Sort the list by column and sort order
m_game_list->sortByColumn(m_sort_column, m_col_sort_order);
// Hide columns again
for (auto i : columns_to_hide) {
m_game_list->setColumnHidden(i, true);
}
// Don't resize the columns if no game is shown to preserve the header settings
if (!m_game_list->rowCount()) {
for (int i = 0; i < m_game_list->columnCount(); i++) {
m_game_list->setColumnWidth(i, column_widths[i]);
}
m_game_list->horizontalHeader()->setSectionResizeMode(gui::column_icon, QHeaderView::Fixed);
return;
}
// Fixate vertical header and row height
m_game_list->verticalHeader()->setMinimumSectionSize(m_icon_size.height());
m_game_list->verticalHeader()->setMaximumSectionSize(m_icon_size.height());
m_game_list->resizeRowsToContents();
// Resize columns if the game list was empty before
if (!old_row_count && !old_game_count) {
ResizeColumnsToContents();
} else {
m_game_list->resizeColumnToContents(gui::column_icon);
}
// Fixate icon column
m_game_list->horizontalHeader()->setSectionResizeMode(gui::column_icon, QHeaderView::Fixed);
// Shorten the last section to remove horizontal scrollbar if possible
m_game_list->resizeColumnToContents(gui::column_count - 1);
}
QPixmap GameListFrame::PaintedPixmap(const QPixmap& icon) const {
const qreal device_pixel_ratio = devicePixelRatioF();
QSize canvas_size(512, 512);
QSize icon_size(icon.size());
QPoint target_pos;
if (!icon.isNull()) {
// Let's upscale the original icon to at least fit into the outer rect of the size of PS4's
// ICON0.PNG
if (icon_size.width() < 512 || icon_size.height() < 512) {
icon_size.scale(512, 512, Qt::KeepAspectRatio);
}
canvas_size = icon_size;
// Calculate the centered size and position of the icon on our canvas. not needed I believe.
if (icon_size.width() != 512 || icon_size.height() != 512) {
constexpr double target_ratio = 1.0; // aspect ratio 20:11
if ((icon_size.width() / static_cast<double>(icon_size.height())) > target_ratio) {
canvas_size.setHeight(std::ceil(icon_size.width() / target_ratio));
} else {
canvas_size.setWidth(std::ceil(icon_size.height() * target_ratio));
}
target_pos.setX(std::max<int>(0, (canvas_size.width() - icon_size.width()) / 2.0));
target_pos.setY(std::max<int>(0, (canvas_size.height() - icon_size.height()) / 2.0));
}
}
// Create a canvas large enough to fit our entire scaled icon
QPixmap canvas(canvas_size * device_pixel_ratio);
canvas.setDevicePixelRatio(device_pixel_ratio);
canvas.fill(m_icon_color);
// Create a painter for our canvas
QPainter painter(&canvas);
painter.setRenderHint(QPainter::SmoothPixmapTransform);
// Draw the icon onto our canvas
if (!icon.isNull()) {
painter.drawPixmap(target_pos.x(), target_pos.y(), icon_size.width(), icon_size.height(),
icon);
}
// Finish the painting
painter.end();
// Scale and return our final image
return canvas.scaled(m_icon_size * device_pixel_ratio, Qt::KeepAspectRatio,
Qt::TransformationMode::SmoothTransformation);
}
void GameListFrame::SetListMode(const bool& is_list) {
m_old_layout_is_list = m_is_list_layout;
m_is_list_layout = is_list;
m_gui_settings->SetValue(gui::game_list_listMode, is_list);
Refresh(true);
m_central_widget->setCurrentWidget(m_is_list_layout ? m_game_list : m_game_grid);
}
void GameListFrame::SetSearchText(const QString& text) {
m_search_text = text;
Refresh();
}
void GameListFrame::closeEvent(QCloseEvent* event) {
QDockWidget::closeEvent(event);
Q_EMIT GameListFrameClosed();
}
void GameListFrame::resizeEvent(QResizeEvent* event) {
if (!m_is_list_layout) {
Refresh(false, m_game_grid->selectedItems().count());
}
Q_EMIT ResizedWindow(m_game_list->currentItem());
QDockWidget::resizeEvent(event);
}
void GameListFrame::ResizeIcons(const int& slider_pos) {
m_icon_size_index = slider_pos;
m_icon_size = GuiSettings::SizeFromSlider(slider_pos);
RepaintIcons();
}
void GameListFrame::LoadSettings() {
m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool()
? Qt::AscendingOrder
: Qt::DescendingOrder;
m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
Refresh(true);
const QByteArray state = m_gui_settings->GetValue(gui::game_list_state).toByteArray();
if (!m_game_list->horizontalHeader()->restoreState(state) && m_game_list->rowCount()) {
// If no settings exist, resize to contents.
ResizeColumnsToContents();
}
for (int col = 0; col < m_columnActs.count(); ++col) {
const bool vis = m_gui_settings->GetGamelistColVisibility(col);
m_columnActs[col]->setChecked(vis);
m_game_list->setColumnHidden(col, !vis);
}
SortGameList();
FixNarrowColumns();
m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState());
}
void GameListFrame::SaveSettings() {
for (int col = 0; col < m_columnActs.count(); ++col) {
m_gui_settings->SetGamelistColVisibility(col, m_columnActs[col]->isChecked());
}
m_gui_settings->SetValue(gui::game_list_sortCol, m_sort_column);
m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
m_gui_settings->SetValue(gui::game_list_state, m_game_list->horizontalHeader()->saveState());
}
/**
* Returns false if the game should be hidden because it doesn't match search term in toolbar.
*/
bool GameListFrame::SearchMatchesApp(const QString& name, const QString& serial) const {
if (!m_search_text.isEmpty()) {
const QString search_text = m_search_text.toLower();
return m_titles.value(serial, name).toLower().contains(search_text) ||
serial.toLower().contains(search_text);
}
return true;
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QFutureWatcher>
#include <QGraphicsBlurEffect>
#include <QHeaderView>
#include <QLabel>
#include <QStackedWidget>
#include <QVBoxLayout>
#include <QWidget>
#include <QtConcurrent>
#include "custom_dock_widget.h"
#include "game_list_grid.h"
#include "game_list_item.h"
#include "game_list_table.h"
#include "game_list_utils.h"
#include "gui_settings.h"
class GameListFrame : public CustomDockWidget {
Q_OBJECT
public:
explicit GameListFrame(std::shared_ptr<GuiSettings> gui_settings, QWidget* parent = nullptr);
~GameListFrame();
/** Fix columns with width smaller than the minimal section size */
void FixNarrowColumns() const;
/** Loads from settings. Public so that main frame can easily reset these settings if needed. */
void LoadSettings();
/** Saves settings. Public so that main frame can save this when a caching of column widths is
* needed for settings backup */
void SaveSettings();
/** Resizes the columns to their contents and adds a small spacing */
void ResizeColumnsToContents(int spacing = 20) const;
/** Refresh the gamelist with/without loading game data from files. Public so that main frame
* can refresh after vfs or install */
void Refresh(const bool from_drive = false, const bool scroll_after = true);
/** Repaint Gamelist Icons with new background color */
void RepaintIcons(const bool& from_settings = false);
/** Resize Gamelist Icons to size given by slider position */
void ResizeIcons(const int& slider_pos);
public Q_SLOTS:
void SetSearchText(const QString& text);
void SetListMode(const bool& is_list);
private Q_SLOTS:
void OnHeaderColumnClicked(int col);
void OnRepaintFinished();
void OnRefreshFinished();
void RequestGameMenu(const QPoint& pos);
void SetListBackgroundImage(QTableWidgetItem* item);
void RefreshListBackgroundImage();
Q_SIGNALS:
void GameListFrameClosed();
void RequestIconSizeChange(const int& val);
void ResizedWindow(QTableWidgetItem* item);
protected:
void closeEvent(QCloseEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
private:
QPixmap PaintedPixmap(const QPixmap& icon) const;
void SortGameList() const;
std::string CurrentSelectionPath();
void PopulateGameList();
void PopulateGameGrid(int maxCols, const QSize& image_size, const QColor& image_color);
bool SearchMatchesApp(const QString& name, const QString& serial) const;
bool IsEntryVisible(const game_info& game);
static game_info GetGameInfoFromItem(const QTableWidgetItem* item);
// Which widget we are displaying depends on if we are in grid or list mode.
QMainWindow* m_game_dock = nullptr;
QStackedWidget* m_central_widget = nullptr;
// Game Grid
GameListGrid* m_game_grid = nullptr;
// Game List
GameListTable* m_game_list = nullptr;
QList<QAction*> m_columnActs;
Qt::SortOrder m_col_sort_order;
int m_sort_column;
QMap<QString, QString> m_titles;
// Game List Utils
GameListUtils m_game_list_utils;
// List Mode
bool m_is_list_layout = true;
bool m_old_layout_is_list = true;
// data
std::shared_ptr<GuiSettings> m_gui_settings;
QList<game_info> m_game_data;
std::vector<std::string> m_path_list;
std::vector<game_info> m_games;
QFutureWatcher<GameListItem*> m_repaint_watcher;
QFutureWatcher<void> m_refresh_watcher;
// Search
QString m_search_text;
// Icon Size
int m_icon_size_index = 0;
// Icons
QSize m_icon_size;
QColor m_icon_color;
qreal m_margin_factor;
qreal m_text_factor;
// Background Image
QImage backgroundImage;
void SetTableItem(GameListTable* game_list, int row, int column, QString itemStr) {
QWidget* widget = new QWidget();
QVBoxLayout* layout = new QVBoxLayout();
QLabel* label = new QLabel(itemStr);
QTableWidgetItem* item = new QTableWidgetItem();
label->setStyleSheet("color: white; font-size: 15px; font-weight: bold;");
// Create shadow effect
QGraphicsDropShadowEffect* shadowEffect = new QGraphicsDropShadowEffect();
shadowEffect->setBlurRadius(5); // Set the blur radius of the shadow
shadowEffect->setColor(QColor(0, 0, 0, 160)); // Set the color and opacity of the shadow
shadowEffect->setOffset(2, 2); // Set the offset of the shadow
label->setGraphicsEffect(shadowEffect); // Apply shadow effect to the QLabel
layout->addWidget(label);
if (column != 7 && column != 1)
layout->setAlignment(Qt::AlignCenter);
widget->setLayout(layout);
game_list->setItem(row, column, item);
game_list->setCellWidget(row, column, widget);
}
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QHeaderView>
#include <QScrollBar>
#include "game_list_grid.h"
#include "game_list_grid_delegate.h"
#include "game_list_item.h"
GameListGrid::GameListGrid(const QSize& icon_size, QColor icon_color, const qreal& margin_factor,
const qreal& text_factor, const bool& showText)
: m_icon_size(icon_size), m_icon_color(std::move(icon_color)), m_margin_factor(margin_factor),
m_text_factor(text_factor), m_text_enabled(showText) {
setObjectName("game_grid");
QSize item_size;
if (m_text_enabled) {
item_size =
m_icon_size + QSize(m_icon_size.width() * m_margin_factor * 2,
m_icon_size.height() * m_margin_factor * (m_text_factor + 1));
} else {
item_size = m_icon_size + m_icon_size * m_margin_factor * 2;
}
grid_item_delegate = new GameListGridDelegate(item_size, m_margin_factor, m_text_factor, this);
setItemDelegate(grid_item_delegate);
setEditTriggers(QAbstractItemView::NoEditTriggers);
setSelectionBehavior(QAbstractItemView::SelectItems);
setSelectionMode(QAbstractItemView::SingleSelection);
setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
verticalScrollBar()->setSingleStep(20);
horizontalScrollBar()->setSingleStep(20);
setContextMenuPolicy(Qt::CustomContextMenu);
verticalHeader()->setVisible(false);
horizontalHeader()->setVisible(false);
setShowGrid(false);
QPalette palette;
palette.setColor(QPalette::Base, QColor(230, 230, 230, 80));
setPalette(palette);
connect(this, &GameListTable::itemClicked, this, &GameListGrid::SetGridBackgroundImage);
connect(this, &GameListGrid::ResizedWindowGrid, this, &GameListGrid::SetGridBackgroundImage);
connect(this->verticalScrollBar(), &QScrollBar::valueChanged, this,
&GameListGrid::RefreshBackgroundImage);
connect(this->horizontalScrollBar(), &QScrollBar::valueChanged, this,
&GameListGrid::RefreshBackgroundImage);
}
void GameListGrid::enableText(const bool& enabled) {
m_text_enabled = enabled;
}
void GameListGrid::setIconSize(const QSize& size) const {
if (m_text_enabled) {
grid_item_delegate->setItemSize(
size + QSize(size.width() * m_margin_factor * 2,
size.height() * m_margin_factor * (m_text_factor + 1)));
} else {
grid_item_delegate->setItemSize(size + size * m_margin_factor * 2);
}
}
GameListItem* GameListGrid::addItem(const game_info& app, const QString& name, const int& row,
const int& col) {
GameListItem* item = new GameListItem;
item->set_icon_func([this, app, item](int) {
const qreal device_pixel_ratio = devicePixelRatioF();
// define size of expanded image, which is raw image size + margins
QSizeF exp_size_f;
if (m_text_enabled) {
exp_size_f =
m_icon_size + QSizeF(m_icon_size.width() * m_margin_factor * 2,
m_icon_size.height() * m_margin_factor * (m_text_factor + 1));
} else {
exp_size_f = m_icon_size + m_icon_size * m_margin_factor * 2;
}
// define offset for raw image placement
QPoint offset(m_icon_size.width() * m_margin_factor,
m_icon_size.height() * m_margin_factor);
const QSize exp_size = (exp_size_f * device_pixel_ratio).toSize();
// create empty canvas for expanded image
QImage exp_img(exp_size, QImage::Format_ARGB32);
exp_img.setDevicePixelRatio(device_pixel_ratio);
exp_img.fill(Qt::transparent);
// create background for image
QImage bg_img(app->pxmap.size(), QImage::Format_ARGB32);
bg_img.setDevicePixelRatio(device_pixel_ratio);
bg_img.fill(m_icon_color);
// place raw image inside expanded image
QPainter painter(&exp_img);
painter.setRenderHint(QPainter::SmoothPixmapTransform);
painter.drawImage(offset, bg_img);
painter.drawPixmap(offset, app->pxmap);
app->pxmap = {};
painter.end();
// create item with expanded image, title and position
item->setData(Qt::ItemDataRole::DecorationRole, QPixmap::fromImage(exp_img));
});
if (m_text_enabled) {
item->setData(Qt::ItemDataRole::DisplayRole, name);
}
setItem(row, col, item);
return item;
}
qreal GameListGrid::getMarginFactor() const {
return m_margin_factor;
}
void GameListGrid::RefreshBackgroundImage() {
QPixmap blurredPixmap = QPixmap::fromImage(backgroundImage);
QPalette palette;
palette.setBrush(QPalette::Base, QBrush(blurredPixmap.scaled(size(), Qt::IgnoreAspectRatio)));
QColor transparentColor = QColor(135, 206, 235, 40);
palette.setColor(QPalette::Highlight, transparentColor);
this->setPalette(palette);
}
void GameListGrid::SetGridBackgroundImage(QTableWidgetItem* item) {
if (!item) {
// handle case where icon item does not exist
return;
}
QTableWidgetItem* iconItem = this->item(item->row(), item->column());
if (!iconItem) {
// handle case where icon item does not exist
return;
}
game_info gameinfo = GetGameInfoFromItem(iconItem);
QString pic1Path = QString::fromStdString(gameinfo->info.pic_path);
QString blurredPic1Path =
qApp->applicationDirPath() +
QString::fromStdString("/game_data/" + gameinfo->info.serial + "/pic1.png");
backgroundImage = QImage(blurredPic1Path);
if (backgroundImage.isNull()) {
QImage image(pic1Path);
backgroundImage = m_game_list_utils.BlurImage(image, image.rect(), 18);
std::filesystem::path img_path =
std::filesystem::path("game_data/") / gameinfo->info.serial;
std::filesystem::create_directories(img_path);
if (!backgroundImage.save(blurredPic1Path, "PNG")) {
// qDebug() << "Error: Unable to save image.";
}
}
QPixmap blurredPixmap = QPixmap::fromImage(backgroundImage);
QPalette palette;
palette.setBrush(QPalette::Base, QBrush(blurredPixmap.scaled(size(), Qt::IgnoreAspectRatio)));
QColor transparentColor = QColor(135, 206, 235, 40);
palette.setColor(QPalette::Highlight, transparentColor);
this->setPalette(palette);
}
void GameListGrid::resizeEvent(QResizeEvent* event) {
Q_EMIT ResizedWindowGrid(this->currentItem());
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QCoreApplication>
#include "custom_dock_widget.h"
#include "game_list_table.h"
#include "game_list_utils.h"
#include "gui_settings.h"
class GameListGridDelegate;
class GameListGrid : public GameListTable {
Q_OBJECT
QSize m_icon_size;
QColor m_icon_color;
qreal m_margin_factor;
qreal m_text_factor;
bool m_text_enabled = true;
Q_SIGNALS:
void ResizedWindowGrid(QTableWidgetItem* item);
protected:
void resizeEvent(QResizeEvent* event) override;
public:
explicit GameListGrid(const QSize& icon_size, QColor icon_color, const qreal& margin_factor,
const qreal& text_factor, const bool& showText);
void enableText(const bool& enabled);
void setIconSize(const QSize& size) const;
GameListItem* addItem(const game_info& app, const QString& name, const int& row,
const int& col);
[[nodiscard]] qreal getMarginFactor() const;
game_info GetGameInfoFromItem(const QTableWidgetItem* item) {
if (!item) {
return nullptr;
}
const QVariant var = item->data(gui::game_role);
if (!var.canConvert<game_info>()) {
return nullptr;
}
return var.value<game_info>();
}
private:
void SetGridBackgroundImage(QTableWidgetItem* item);
void RefreshBackgroundImage();
GameListGridDelegate* grid_item_delegate;
GameListUtils m_game_list_utils;
// Background Image
QImage backgroundImage;
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "game_list_grid_delegate.h"
GameListGridDelegate::GameListGridDelegate(const QSize& size, const qreal& margin_factor,
const qreal& text_factor, QObject* parent)
: QStyledItemDelegate(parent), m_size(size), m_margin_factor(margin_factor),
m_text_factor(text_factor) {}
void GameListGridDelegate::initStyleOption(QStyleOptionViewItem* option,
const QModelIndex& index) const {
Q_UNUSED(index)
// Remove the focus frame around selected items
option->state &= ~QStyle::State_HasFocus;
// Call initStyleOption without a model index, since we want to paint the relevant data
// ourselves
QStyledItemDelegate::initStyleOption(option, QModelIndex());
}
void GameListGridDelegate::paint(QPainter* painter, const QStyleOptionViewItem& option,
const QModelIndex& index) const {
const QRect r = option.rect;
painter->setRenderHints(QPainter::TextAntialiasing | QPainter::SmoothPixmapTransform);
painter->eraseRect(r);
// Get title and image
const QPixmap image = qvariant_cast<QPixmap>(index.data(Qt::DecorationRole));
const QString title = index.data(Qt::DisplayRole).toString();
// Paint from our stylesheet
QStyledItemDelegate::paint(painter, option, index);
// image
if (image.isNull() == false) {
painter->drawPixmap(option.rect, image);
}
const int h = r.height() / (1 + m_margin_factor + m_margin_factor * m_text_factor);
const int height = r.height() - h - h * m_margin_factor;
const int top = r.bottom() - height;
// title
if (option.state & QStyle::State_Selected) {
painter->setPen(QPen(option.palette.color(QPalette::HighlightedText), 1, Qt::SolidLine));
} else {
painter->setPen(QPen(option.palette.color(QPalette::WindowText), 1, Qt::SolidLine));
}
painter->setFont(option.font);
painter->drawText(QRect(r.left(), top, r.width(), height), +Qt::TextWordWrap | +Qt::AlignCenter,
title);
}
QSize GameListGridDelegate::sizeHint(const QStyleOptionViewItem& option,
const QModelIndex& index) const {
Q_UNUSED(option)
Q_UNUSED(index)
return m_size;
}
void GameListGridDelegate::setItemSize(const QSize& size) {
m_size = size;
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QPainter>
#include <QStyledItemDelegate>
class GameListGridDelegate : public QStyledItemDelegate {
public:
GameListGridDelegate(const QSize& imageSize, const qreal& margin_factor,
const qreal& margin_ratio, QObject* parent = nullptr);
void initStyleOption(QStyleOptionViewItem* option, const QModelIndex& index) const override;
void paint(QPainter* painter, const QStyleOptionViewItem& option,
const QModelIndex& index) const override;
QSize sizeHint(const QStyleOptionViewItem& option, const QModelIndex& index) const override;
void setItemSize(const QSize& size);
private:
QSize m_size;
qreal m_margin_factor;
qreal m_text_factor;
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <functional>
#include <QObject>
#include <QTableWidgetItem>
using icon_callback_t = std::function<void(int)>;
class GameListItem : public QTableWidgetItem {
public:
GameListItem() : QTableWidgetItem() {}
GameListItem(const QString& text, int type = Type) : QTableWidgetItem(text, type) {}
GameListItem(const QIcon& icon, const QString& text, int type = Type)
: QTableWidgetItem(icon, text, type) {}
~GameListItem() {}
void call_icon_func() const {
if (m_icon_callback) {
m_icon_callback(0);
}
}
void set_icon_func(const icon_callback_t& func) {
m_icon_callback = func;
call_icon_func();
}
private:
icon_callback_t m_icon_callback = nullptr;
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "game_list_table.h"
void GameListTable::clear_list() {
clearSelection();
clearContents();
}
void GameListTable::mousePressEvent(QMouseEvent* event) {
if (QTableWidgetItem* item = itemAt(event->pos());
!item || !item->data(Qt::UserRole).isValid()) {
clearSelection();
setCurrentItem(nullptr); // Needed for currentItemChanged
}
QTableWidget::mousePressEvent(event);
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QMouseEvent>
#include <QTableWidget>
#include "game_info.h"
#include "game_list_item.h"
struct GuiGameInfo {
GameInfo info{};
QPixmap icon;
QPixmap pxmap;
GameListItem* item = nullptr;
};
typedef std::shared_ptr<GuiGameInfo> game_info;
Q_DECLARE_METATYPE(game_info)
class GameListTable : public QTableWidget {
public:
void clear_list();
protected:
void mousePressEvent(QMouseEvent* event) override;
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QDir>
#include <QDirIterator>
#include <QImage>
#include <QString>
class GameListUtils {
public:
static QString FormatSize(qint64 size) {
static const QStringList suffixes = {"B", "KB", "MB", "GB", "TB"};
int suffixIndex = 0;
while (size >= 1024 && suffixIndex < suffixes.size() - 1) {
size /= 1024;
++suffixIndex;
}
return QString("%1 %2").arg(size).arg(suffixes[suffixIndex]);
}
static QString GetFolderSize(const QDir& dir) {
QDirIterator it(dir.absolutePath(), QDirIterator::Subdirectories);
qint64 total = 0;
while (it.hasNext()) {
// check if entry is file
if (it.fileInfo().isFile()) {
total += it.fileInfo().size();
}
it.next();
}
// if there is a file left "at the end" get it's size
if (it.fileInfo().isFile()) {
total += it.fileInfo().size();
}
return FormatSize(total);
}
QImage BlurImage(const QImage& image, const QRect& rect, int radius) {
int tab[] = {14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2};
int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius - 1];
QImage result = image.convertToFormat(QImage::Format_ARGB32);
int r1 = rect.top();
int r2 = rect.bottom();
int c1 = rect.left();
int c2 = rect.right();
int bpl = result.bytesPerLine();
int rgba[4];
unsigned char* p;
int i1 = 0;
int i2 = 3;
for (int col = c1; col <= c2; col++) {
p = result.scanLine(r1) + col * 4;
for (int i = i1; i <= i2; i++)
rgba[i] = p[i] << 4;
p += bpl;
for (int j = r1; j < r2; j++, p += bpl)
for (int i = i1; i <= i2; i++)
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
}
for (int row = r1; row <= r2; row++) {
p = result.scanLine(row) + c1 * 4;
for (int i = i1; i <= i2; i++)
rgba[i] = p[i] << 4;
p += 4;
for (int j = c1; j < c2; j++, p += 4)
for (int i = i1; i <= i2; i++)
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
}
for (int col = c1; col <= c2; col++) {
p = result.scanLine(r2) + col * 4;
for (int i = i1; i <= i2; i++)
rgba[i] = p[i] << 4;
p -= bpl;
for (int j = r1; j < r2; j++, p -= bpl)
for (int i = i1; i <= i2; i++)
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
}
for (int row = r1; row <= r2; row++) {
p = result.scanLine(row) + c2 * 4;
for (int i = i1; i <= i2; i++)
rgba[i] = p[i] << 4;
p -= 4;
for (int j = c1; j < c2; j++, p -= 4)
for (int i = i1; i <= i2; i++)
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
}
return result;
}
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QString>
#include <QVariant>
struct GuiSave {
QString key;
QString name;
QVariant def;
GuiSave() {
key = "";
name = "";
def = QVariant();
}
GuiSave(const QString& k, const QString& n, const QVariant& d) {
key = k;
name = n;
def = d;
}
bool operator==(const GuiSave& rhs) const noexcept {
return key == rhs.key && name == rhs.name && def == rhs.def;
}
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "gui_settings.h"
GuiSettings::GuiSettings(QObject* parent) {
m_settings.reset(new QSettings("shadps4qt.ini", QSettings::Format::IniFormat,
parent)); // TODO make the path configurable
}
void GuiSettings::SetGamelistColVisibility(int col, bool val) const {
SetValue(GetGuiSaveForColumn(col), val);
}
bool GuiSettings::GetGamelistColVisibility(int col) const {
return GetValue(GetGuiSaveForColumn(col)).toBool();
}
GuiSave GuiSettings::GetGuiSaveForColumn(int col) {
return GuiSave{gui::game_list,
"visibility_" +
gui::get_game_list_column_name(static_cast<gui::game_list_columns>(col)),
true};
}
QSize GuiSettings::SizeFromSlider(int pos) {
return gui::game_list_icon_size_min +
(gui::game_list_icon_size_max - gui::game_list_icon_size_min) *
(1.f * pos / gui::game_list_max_slider_pos);
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QColor>
#include "settings.h"
namespace gui {
enum custom_roles {
game_role = Qt::UserRole + 1337,
};
enum game_list_columns {
column_icon,
column_name,
column_serial,
column_firmware,
column_size,
column_version,
column_category,
column_path,
column_count
};
inline QString get_game_list_column_name(game_list_columns col) {
switch (col) {
case column_icon:
return "column_icon";
case column_name:
return "column_name";
case column_serial:
return "column_serial";
case column_firmware:
return "column_firmware";
case column_size:
return "column_size";
case column_version:
return "column_version";
case column_category:
return "column_category";
case column_path:
return "column_path";
case column_count:
return "";
}
throw std::runtime_error("get_game_list_column_name: Invalid column");
}
const QSize game_list_icon_size_min = QSize(28, 28);
const QSize game_list_icon_size_small = QSize(56, 56);
const QSize game_list_icon_size_medium = QSize(128, 128);
const QSize game_list_icon_size_max =
QSize(256, 256); // let's do 256, 512 is too big (that's what she said)
const int game_list_max_slider_pos = 100;
inline int get_Index(const QSize& current) {
const int size_delta = game_list_icon_size_max.width() - game_list_icon_size_min.width();
const int current_delta = current.width() - game_list_icon_size_min.width();
return game_list_max_slider_pos * current_delta / size_delta;
}
const QString main_window = "main_window";
const QString game_list = "GameList";
const QString settings = "Settings";
const QString themes = "Themes";
const QColor game_list_icon_color = QColor(240, 240, 240, 255);
const GuiSave main_window_gamelist_visible = GuiSave(main_window, "gamelistVisible", true);
const GuiSave main_window_geometry = GuiSave(main_window, "geometry", QByteArray());
const GuiSave main_window_windowState = GuiSave(main_window, "windowState", QByteArray());
const GuiSave main_window_mwState = GuiSave(main_window, "mwState", QByteArray());
const GuiSave game_list_sortAsc = GuiSave(game_list, "sortAsc", true);
const GuiSave game_list_sortCol = GuiSave(game_list, "sortCol", 1);
const GuiSave game_list_state = GuiSave(game_list, "state", QByteArray());
const GuiSave game_list_iconSize =
GuiSave(game_list, "iconSize", get_Index(game_list_icon_size_small));
const GuiSave game_list_iconSizeGrid =
GuiSave(game_list, "iconSizeGrid", get_Index(game_list_icon_size_small));
const GuiSave game_list_iconColor = GuiSave(game_list, "iconColor", game_list_icon_color);
const GuiSave game_list_listMode = GuiSave(game_list, "listMode", true);
const GuiSave game_list_textFactor = GuiSave(game_list, "textFactor", qreal{2.0});
const GuiSave game_list_marginFactor = GuiSave(game_list, "marginFactor", qreal{0.09});
const GuiSave settings_install_dir = GuiSave(settings, "installDirectory", "");
const GuiSave mw_themes = GuiSave(themes, "Themes", 0);
} // namespace gui
class GuiSettings : public Settings {
Q_OBJECT
public:
explicit GuiSettings(QObject* parent = nullptr);
bool GetGamelistColVisibility(int col) const;
public Q_SLOTS:
void SetGamelistColVisibility(int col, bool val) const;
static GuiSave GetGuiSaveForColumn(int col);
static QSize SizeFromSlider(int pos);
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QtWidgets/QApplication>
#include "qt_gui/game_install_dialog.h"
#include "qt_gui/gui_settings.h"
#include "qt_gui/main_window.h"
int main(int argc, char* argv[]) {
QApplication a(argc, argv);
auto m_gui_settings = std::make_shared<GuiSettings>();
if (m_gui_settings->GetValue(gui::settings_install_dir) == "") {
GameInstallDialog dlg(m_gui_settings);
dlg.exec();
}
MainWindow* m_main_window = new MainWindow(m_gui_settings, nullptr);
m_main_window->Init();
return a.exec();
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QDir>
#include <QFileDialog>
#include <QMessageBox>
#include <QProgressDialog>
#include "common/io_file.h"
#include "core/file_format/pkg.h"
#include "core/loader.h"
#include "game_install_dialog.h"
#include "game_list_frame.h"
#include "gui_settings.h"
#include "main_window.h"
MainWindow::MainWindow(std::shared_ptr<GuiSettings> gui_settings, QWidget* parent)
: QMainWindow(parent), ui(new Ui::MainWindow), m_gui_settings(std::move(gui_settings)) {
ui->setupUi(this);
setAttribute(Qt::WA_DeleteOnClose);
}
MainWindow::~MainWindow() {
SaveWindowState();
}
bool MainWindow::Init() {
// add toolbar widgets
QApplication::setStyle("Fusion");
ui->toolBar->setObjectName("mw_toolbar");
ui->sizeSlider->setRange(0, gui::game_list_max_slider_pos);
ui->toolBar->addWidget(ui->sizeSliderContainer);
ui->toolBar->addWidget(ui->mw_searchbar);
CreateActions();
CreateDockWindows();
CreateConnects();
SetLastUsedTheme();
setMinimumSize(350, minimumSizeHint().height());
setWindowTitle(QString::fromStdString("ShadPS4 v0.0.2"));
ConfigureGuiFromSettings();
show();
// Fix possible hidden game list columns. The game list has to be visible already. Use this
// after show()
m_game_list_frame->FixNarrowColumns();
return true;
}
void MainWindow::CreateActions() {
// create action group for icon size
m_icon_size_act_group = new QActionGroup(this);
m_icon_size_act_group->addAction(ui->setIconSizeTinyAct);
m_icon_size_act_group->addAction(ui->setIconSizeSmallAct);
m_icon_size_act_group->addAction(ui->setIconSizeMediumAct);
m_icon_size_act_group->addAction(ui->setIconSizeLargeAct);
// create action group for list mode
m_list_mode_act_group = new QActionGroup(this);
m_list_mode_act_group->addAction(ui->setlistModeListAct);
m_list_mode_act_group->addAction(ui->setlistModeGridAct);
// create action group for themes
m_theme_act_group = new QActionGroup(this);
m_theme_act_group->addAction(ui->setThemeLight);
m_theme_act_group->addAction(ui->setThemeDark);
m_theme_act_group->addAction(ui->setThemeGreen);
m_theme_act_group->addAction(ui->setThemeBlue);
m_theme_act_group->addAction(ui->setThemeViolet);
}
void MainWindow::CreateDockWindows() {
m_main_window = new QMainWindow();
m_main_window->setContextMenuPolicy(Qt::PreventContextMenu);
m_game_list_frame = new GameListFrame(m_gui_settings, m_main_window);
m_game_list_frame->setObjectName("gamelist");
m_main_window->addDockWidget(Qt::LeftDockWidgetArea, m_game_list_frame);
m_main_window->setDockNestingEnabled(true);
setCentralWidget(m_main_window);
connect(m_game_list_frame, &GameListFrame::GameListFrameClosed, this, [this]() {
if (ui->showGameListAct->isChecked()) {
ui->showGameListAct->setChecked(false);
m_gui_settings->SetValue(gui::main_window_gamelist_visible, false);
}
});
}
void MainWindow::CreateConnects() {
connect(ui->exitAct, &QAction::triggered, this, &QWidget::close);
connect(ui->showGameListAct, &QAction::triggered, this, [this](bool checked) {
checked ? m_game_list_frame->show() : m_game_list_frame->hide();
m_gui_settings->SetValue(gui::main_window_gamelist_visible, checked);
});
connect(ui->refreshGameListAct, &QAction::triggered, this,
[this] { m_game_list_frame->Refresh(true); });
connect(m_icon_size_act_group, &QActionGroup::triggered, this, [this](QAction* act) {
static const int index_small = gui::get_Index(gui::game_list_icon_size_small);
static const int index_medium = gui::get_Index(gui::game_list_icon_size_medium);
int index;
if (act == ui->setIconSizeTinyAct)
index = 0;
else if (act == ui->setIconSizeSmallAct)
index = index_small;
else if (act == ui->setIconSizeMediumAct)
index = index_medium;
else
index = gui::game_list_max_slider_pos;
m_save_slider_pos = true;
ResizeIcons(index);
});
connect(m_game_list_frame, &GameListFrame::RequestIconSizeChange, this, [this](const int& val) {
const int idx = ui->sizeSlider->value() + val;
m_save_slider_pos = true;
ResizeIcons(idx);
});
connect(m_list_mode_act_group, &QActionGroup::triggered, this, [this](QAction* act) {
const bool is_list_act = act == ui->setlistModeListAct;
if (is_list_act == m_is_list_mode)
return;
const int slider_pos = ui->sizeSlider->sliderPosition();
ui->sizeSlider->setSliderPosition(m_other_slider_pos);
SetIconSizeActions(m_other_slider_pos);
m_other_slider_pos = slider_pos;
m_is_list_mode = is_list_act;
m_game_list_frame->SetListMode(m_is_list_mode);
});
connect(ui->sizeSlider, &QSlider::valueChanged, this, &MainWindow::ResizeIcons);
connect(ui->sizeSlider, &QSlider::sliderReleased, this, [this] {
const int index = ui->sizeSlider->value();
m_gui_settings->SetValue(
m_is_list_mode ? gui::game_list_iconSize : gui::game_list_iconSizeGrid, index);
SetIconSizeActions(index);
});
connect(ui->sizeSlider, &QSlider::actionTriggered, this, [this](int action) {
if (action != QAbstractSlider::SliderNoAction &&
action !=
QAbstractSlider::SliderMove) { // we only want to save on mouseclicks or slider
// release (the other connect handles this)
m_save_slider_pos = true; // actionTriggered happens before the value was changed
}
});
connect(ui->mw_searchbar, &QLineEdit::textChanged, m_game_list_frame,
&GameListFrame::SetSearchText);
connect(ui->bootInstallPkgAct, &QAction::triggered, this, [this] { InstallPkg(); });
connect(ui->gameInstallPathAct, &QAction::triggered, this, [this] { InstallDirectory(); });
// Themes
connect(ui->setThemeLight, &QAction::triggered, &m_window_themes, [this]() {
m_window_themes.SetWindowTheme(Theme::Light, ui->mw_searchbar);
m_gui_settings->SetValue(gui::mw_themes, static_cast<int>(Theme::Light));
});
connect(ui->setThemeDark, &QAction::triggered, &m_window_themes, [this]() {
m_window_themes.SetWindowTheme(Theme::Dark, ui->mw_searchbar);
m_gui_settings->SetValue(gui::mw_themes, static_cast<int>(Theme::Dark));
});
connect(ui->setThemeGreen, &QAction::triggered, &m_window_themes, [this]() {
m_window_themes.SetWindowTheme(Theme::Green, ui->mw_searchbar);
m_gui_settings->SetValue(gui::mw_themes, static_cast<int>(Theme::Green));
});
connect(ui->setThemeBlue, &QAction::triggered, &m_window_themes, [this]() {
m_window_themes.SetWindowTheme(Theme::Blue, ui->mw_searchbar);
m_gui_settings->SetValue(gui::mw_themes, static_cast<int>(Theme::Blue));
});
connect(ui->setThemeViolet, &QAction::triggered, &m_window_themes, [this]() {
m_window_themes.SetWindowTheme(Theme::Violet, ui->mw_searchbar);
m_gui_settings->SetValue(gui::mw_themes, static_cast<int>(Theme::Violet));
});
}
void MainWindow::SetIconSizeActions(int idx) const {
static const int threshold_tiny =
gui::get_Index((gui::game_list_icon_size_small + gui::game_list_icon_size_min) / 2);
static const int threshold_small =
gui::get_Index((gui::game_list_icon_size_medium + gui::game_list_icon_size_small) / 2);
static const int threshold_medium =
gui::get_Index((gui::game_list_icon_size_max + gui::game_list_icon_size_medium) / 2);
if (idx < threshold_tiny)
ui->setIconSizeTinyAct->setChecked(true);
else if (idx < threshold_small)
ui->setIconSizeSmallAct->setChecked(true);
else if (idx < threshold_medium)
ui->setIconSizeMediumAct->setChecked(true);
else
ui->setIconSizeLargeAct->setChecked(true);
}
void MainWindow::ResizeIcons(int index) {
if (ui->sizeSlider->value() != index) {
ui->sizeSlider->setSliderPosition(index);
return; // ResizeIcons will be triggered again by setSliderPosition, so return here
}
if (m_save_slider_pos) {
m_save_slider_pos = false;
m_gui_settings->SetValue(
m_is_list_mode ? gui::game_list_iconSize : gui::game_list_iconSizeGrid, index);
// this will also fire when we used the actions, but i didn't want to add another boolean
// member
SetIconSizeActions(index);
}
m_game_list_frame->ResizeIcons(index);
}
void MainWindow::ConfigureGuiFromSettings() {
// Restore GUI state if needed. We need to if they exist.
if (!restoreGeometry(m_gui_settings->GetValue(gui::main_window_geometry).toByteArray())) {
resize(QGuiApplication::primaryScreen()->availableSize() * 0.7);
}
restoreState(m_gui_settings->GetValue(gui::main_window_windowState).toByteArray());
m_main_window->restoreState(m_gui_settings->GetValue(gui::main_window_mwState).toByteArray());
ui->showGameListAct->setChecked(
m_gui_settings->GetValue(gui::main_window_gamelist_visible).toBool());
m_game_list_frame->setVisible(ui->showGameListAct->isChecked());
// handle icon size options
m_is_list_mode = m_gui_settings->GetValue(gui::game_list_listMode).toBool();
if (m_is_list_mode)
ui->setlistModeListAct->setChecked(true);
else
ui->setlistModeGridAct->setChecked(true);
const int icon_size_index =
m_gui_settings
->GetValue(m_is_list_mode ? gui::game_list_iconSize : gui::game_list_iconSizeGrid)
.toInt();
m_other_slider_pos =
m_gui_settings
->GetValue(!m_is_list_mode ? gui::game_list_iconSize : gui::game_list_iconSizeGrid)
.toInt();
ui->sizeSlider->setSliderPosition(icon_size_index);
SetIconSizeActions(icon_size_index);
// Gamelist
m_game_list_frame->LoadSettings();
}
void MainWindow::SaveWindowState() const {
// Save gui settings
m_gui_settings->SetValue(gui::main_window_geometry, saveGeometry());
m_gui_settings->SetValue(gui::main_window_windowState, saveState());
m_gui_settings->SetValue(gui::main_window_mwState, m_main_window->saveState());
// Save column settings
m_game_list_frame->SaveSettings();
}
void MainWindow::InstallPkg() {
QStringList fileNames = QFileDialog::getOpenFileNames(
this, tr("Install PKG Files"), QDir::currentPath(), tr("PKG File (*.PKG)"));
int nPkg = fileNames.size();
int pkgNum = 0;
for (const QString& file : fileNames) {
pkgNum++;
MainWindow::InstallDragDropPkg(file.toStdString(), pkgNum, nPkg);
}
}
void MainWindow::InstallDragDropPkg(std::string file, int pkgNum, int nPkg) {
if (Loader::DetectFileType(file) == Loader::FileTypes::Pkg) {
PKG pkg;
pkg.Open(file);
std::string failreason;
const auto extract_path =
std::filesystem::path(
m_gui_settings->GetValue(gui::settings_install_dir).toString().toStdString()) /
pkg.GetTitleID();
if (!pkg.Extract(file, extract_path, failreason)) {
QMessageBox::critical(this, "PKG ERROR", QString::fromStdString(failreason),
QMessageBox::Ok, 0);
} else {
int nfiles = pkg.GetNumberOfFiles();
QList<int> indices;
for (int i = 0; i < nfiles; i++) {
indices.append(i);
}
QProgressDialog dialog;
dialog.setWindowTitle("PKG Extraction");
QString extractmsg = QString("Extracting PKG %1/%2").arg(pkgNum).arg(nPkg);
dialog.setLabelText(extractmsg);
// Create a QFutureWatcher and connect signals and slots.
QFutureWatcher<void> futureWatcher;
QObject::connect(&futureWatcher, SIGNAL(finished()), &dialog, SLOT(reset()));
QObject::connect(&dialog, SIGNAL(canceled()), &futureWatcher, SLOT(cancel()));
QObject::connect(&futureWatcher, SIGNAL(progressRangeChanged(int, int)), &dialog,
SLOT(setRange(int, int)));
QObject::connect(&futureWatcher, SIGNAL(progressValueChanged(int)), &dialog,
SLOT(setValue(int)));
futureWatcher.setFuture(QtConcurrent::map(
indices, std::bind(&PKG::ExtractFiles, pkg, std::placeholders::_1)));
// Display the dialog and start the event loop.
dialog.exec();
futureWatcher.waitForFinished();
auto path = m_gui_settings->GetValue(gui::settings_install_dir).toString();
if (pkgNum == nPkg) {
QMessageBox::information(this, "Extraction Finished",
"Game successfully installed at " + path, QMessageBox::Ok,
0);
m_game_list_frame->Refresh(true);
}
}
} else {
QMessageBox::critical(this, "PKG ERROR", "File doesn't appear to be a valid PKG file",
QMessageBox::Ok, 0);
}
}
void MainWindow::InstallDirectory() {
GameInstallDialog dlg(m_gui_settings);
dlg.exec();
}
void MainWindow::SetLastUsedTheme() {
Theme lastTheme = static_cast<Theme>(m_gui_settings->GetValue(gui::mw_themes).toInt());
m_window_themes.SetWindowTheme(lastTheme, ui->mw_searchbar);
switch (lastTheme) {
case Theme::Light:
ui->setThemeLight->setChecked(true);
break;
case Theme::Dark:
ui->setThemeDark->setChecked(true);
break;
case Theme::Green:
ui->setThemeGreen->setChecked(true);
break;
case Theme::Blue:
ui->setThemeBlue->setChecked(true);
break;
case Theme::Violet:
ui->setThemeViolet->setChecked(true);
break;
}
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QActionGroup>
#include <QDragEnterEvent>
#include <QMainWindow>
#include <QMimeData>
#include "main_window_themes.h"
#include "main_window_ui.h"
class GuiSettings;
class GameListFrame;
class MainWindow : public QMainWindow {
Q_OBJECT
std::unique_ptr<Ui_MainWindow> ui;
bool m_is_list_mode = true;
bool m_save_slider_pos = false;
int m_other_slider_pos = 0;
public:
explicit MainWindow(std::shared_ptr<GuiSettings> gui_settings, QWidget* parent = nullptr);
~MainWindow();
bool Init();
void InstallPkg();
void InstallDragDropPkg(std::string file, int pkgNum, int nPkg);
void InstallDirectory();
private Q_SLOTS:
void ConfigureGuiFromSettings();
void SetIconSizeActions(int idx) const;
void ResizeIcons(int index);
void SaveWindowState() const;
private:
void CreateActions();
void CreateDockWindows();
void CreateConnects();
void SetLastUsedTheme();
QActionGroup* m_icon_size_act_group = nullptr;
QActionGroup* m_list_mode_act_group = nullptr;
QActionGroup* m_theme_act_group = nullptr;
// Dockable widget frames
QMainWindow* m_main_window = nullptr;
GameListFrame* m_game_list_frame = nullptr;
WindowThemes m_window_themes;
std::shared_ptr<GuiSettings> m_gui_settings;
protected:
void dragEnterEvent(QDragEnterEvent* event1) override {
if (event1->mimeData()->hasUrls()) {
event1->acceptProposedAction();
}
}
void dropEvent(QDropEvent* event1) override {
const QMimeData* mimeData = event1->mimeData();
if (mimeData->hasUrls()) {
QList<QUrl> urlList = mimeData->urls();
int pkgNum = 0;
int nPkg = urlList.size();
for (const QUrl& url : urlList) {
pkgNum++;
InstallDragDropPkg(url.toLocalFile().toStdString(), pkgNum, nPkg);
}
}
}
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "main_window_themes.h"
void WindowThemes::SetWindowTheme(Theme theme, QLineEdit* mw_searchbar) {
QPalette themePalette;
switch (theme) {
case Theme::Light:
mw_searchbar->setStyleSheet("background-color: #ffffff; /* Light gray background */"
"color: #000000; /* Black text */"
"padding: 5px;");
themePalette.setColor(QPalette::Window, QColor(240, 240, 240)); // Light gray
themePalette.setColor(QPalette::WindowText, Qt::black); // Black
themePalette.setColor(QPalette::Base, QColor(230, 230, 230, 80)); // Grayish
themePalette.setColor(QPalette::ToolTipBase, Qt::black); // Black
themePalette.setColor(QPalette::ToolTipText, Qt::black); // Black
themePalette.setColor(QPalette::Text, Qt::black); // Black
themePalette.setColor(QPalette::Button, QColor(240, 240, 240)); // Light gray
themePalette.setColor(QPalette::ButtonText, Qt::black); // Black
themePalette.setColor(QPalette::BrightText, Qt::red); // Red
themePalette.setColor(QPalette::Link, QColor(42, 130, 218)); // Blue
themePalette.setColor(QPalette::Highlight, QColor(42, 130, 218)); // Blue
themePalette.setColor(QPalette::HighlightedText, Qt::white); // White
qApp->setPalette(themePalette);
break;
case Theme::Dark:
mw_searchbar->setStyleSheet("background-color: #1e1e1e; /* Dark background */"
"color: #ffffff; /* White text */"
"border: 1px solid #ffffff; /* White border */"
"padding: 5px;");
themePalette.setColor(QPalette::Window, QColor(53, 53, 53));
themePalette.setColor(QPalette::WindowText, Qt::white);
themePalette.setColor(QPalette::Base, QColor(25, 25, 25));
themePalette.setColor(QPalette::AlternateBase, QColor(25, 25, 25));
themePalette.setColor(QPalette::AlternateBase, QColor(53, 53, 53));
themePalette.setColor(QPalette::ToolTipBase, Qt::white);
themePalette.setColor(QPalette::ToolTipText, Qt::white);
themePalette.setColor(QPalette::Text, Qt::white);
themePalette.setColor(QPalette::Button, QColor(53, 53, 53));
themePalette.setColor(QPalette::ButtonText, Qt::white);
themePalette.setColor(QPalette::BrightText, Qt::red);
themePalette.setColor(QPalette::Link, QColor(42, 130, 218));
themePalette.setColor(QPalette::Highlight, QColor(42, 130, 218));
themePalette.setColor(QPalette::HighlightedText, Qt::black);
qApp->setPalette(themePalette);
break;
case Theme::Green:
mw_searchbar->setStyleSheet("background-color: #354535; /* Dark green background */"
"color: #ffffff; /* White text */"
"border: 1px solid #ffffff; /* White border */"
"padding: 5px;");
themePalette.setColor(QPalette::Window, QColor(53, 69, 53)); // Dark green background
themePalette.setColor(QPalette::WindowText, Qt::white); // White text
themePalette.setColor(QPalette::Base, QColor(25, 40, 25)); // Darker green base
themePalette.setColor(QPalette::AlternateBase,
QColor(53, 69, 53)); // Dark green alternate base
themePalette.setColor(QPalette::ToolTipBase, Qt::white); // White tooltip background
themePalette.setColor(QPalette::ToolTipText, Qt::white); // White tooltip text
themePalette.setColor(QPalette::Text, Qt::white); // White text
themePalette.setColor(QPalette::Button, QColor(53, 69, 53)); // Dark green button
themePalette.setColor(QPalette::ButtonText, Qt::white); // White button text
themePalette.setColor(QPalette::BrightText, Qt::red); // Bright red text for alerts
themePalette.setColor(QPalette::Link, QColor(42, 130, 218)); // Light blue links
themePalette.setColor(QPalette::Highlight, QColor(42, 130, 218)); // Light blue highlight
themePalette.setColor(QPalette::HighlightedText, Qt::black); // Black highlighted text
qApp->setPalette(themePalette);
break;
case Theme::Blue:
mw_searchbar->setStyleSheet("background-color: #283c5a; /* Dark blue background */"
"color: #ffffff; /* White text */"
"border: 1px solid #ffffff; /* White border */"
"padding: 5px;");
themePalette.setColor(QPalette::Window, QColor(40, 60, 90)); // Dark blue background
themePalette.setColor(QPalette::WindowText, Qt::white); // White text
themePalette.setColor(QPalette::Base, QColor(20, 40, 60)); // Darker blue base
themePalette.setColor(QPalette::AlternateBase,
QColor(40, 60, 90)); // Dark blue alternate base
themePalette.setColor(QPalette::ToolTipBase, Qt::white); // White tooltip background
themePalette.setColor(QPalette::ToolTipText, Qt::white); // White tooltip text
themePalette.setColor(QPalette::Text, Qt::white); // White text
themePalette.setColor(QPalette::Button, QColor(40, 60, 90)); // Dark blue button
themePalette.setColor(QPalette::ButtonText, Qt::white); // White button text
themePalette.setColor(QPalette::BrightText, Qt::red); // Bright red text for alerts
themePalette.setColor(QPalette::Link, QColor(42, 130, 218)); // Light blue links
themePalette.setColor(QPalette::Highlight, QColor(42, 130, 218)); // Light blue highlight
themePalette.setColor(QPalette::HighlightedText, Qt::black); // Black highlighted text
qApp->setPalette(themePalette);
break;
case Theme::Violet:
mw_searchbar->setStyleSheet("background-color: #643278; /* Violet background */"
"color: #ffffff; /* White text */"
"border: 1px solid #ffffff; /* White border */"
"padding: 5px;");
themePalette.setColor(QPalette::Window, QColor(100, 50, 120)); // Violet background
themePalette.setColor(QPalette::WindowText, Qt::white); // White text
themePalette.setColor(QPalette::Base, QColor(80, 30, 90)); // Darker violet base
themePalette.setColor(QPalette::AlternateBase,
QColor(100, 50, 120)); // Violet alternate base
themePalette.setColor(QPalette::ToolTipBase, Qt::white); // White tooltip background
themePalette.setColor(QPalette::ToolTipText, Qt::white); // White tooltip text
themePalette.setColor(QPalette::Text, Qt::white); // White text
themePalette.setColor(QPalette::Button, QColor(100, 50, 120)); // Violet button
themePalette.setColor(QPalette::ButtonText, Qt::white); // White button text
themePalette.setColor(QPalette::BrightText, Qt::red); // Bright red text for alerts
themePalette.setColor(QPalette::Link, QColor(42, 130, 218)); // Light blue links
themePalette.setColor(QPalette::Highlight, QColor(42, 130, 218)); // Light blue highlight
themePalette.setColor(QPalette::HighlightedText, Qt::black); // Black highlighted text
qApp->setPalette(themePalette);
break;
}
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QApplication>
#include <QLineEdit>
#include <QWidget>
enum class Theme : int {
Light,
Dark,
Green,
Blue,
Violet,
};
class WindowThemes : public QObject {
Q_OBJECT
public Q_SLOTS:
void SetWindowTheme(Theme theme, QLineEdit* mw_searchbar);
};

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
/********************************************************************************
** Form generated from reading UI file 'main_window.ui'
**
** Created by: Qt User Interface Compiler version 6.6.1
**
** WARNING! All changes made in this file will be lost when recompiling UI file!
********************************************************************************/
#ifndef MAIN_WINDOW_UI_H
#define MAIN_WINDOW_UI_H
#include <QtCore/QVariant>
#include <QtGui/QAction>
#include <QtWidgets/QApplication>
#include <QtWidgets/QHBoxLayout>
#include <QtWidgets/QLineEdit>
#include <QtWidgets/QMainWindow>
#include <QtWidgets/QMenu>
#include <QtWidgets/QMenuBar>
#include <QtWidgets/QPushButton>
#include <QtWidgets/QSlider>
#include <QtWidgets/QToolBar>
#include <QtWidgets/QWidget>
QT_BEGIN_NAMESPACE
class Ui_MainWindow {
public:
QAction* bootInstallPkgAct;
QAction* exitAct;
QAction* showGameListAct;
QAction* refreshGameListAct;
QAction* setIconSizeTinyAct;
QAction* setIconSizeSmallAct;
QAction* setIconSizeMediumAct;
QAction* setIconSizeLargeAct;
QAction* setlistModeListAct;
QAction* setlistModeGridAct;
QAction* gameInstallPathAct;
QAction* setThemeLight;
QAction* setThemeDark;
QAction* setThemeGreen;
QAction* setThemeBlue;
QAction* setThemeViolet;
QWidget* centralWidget;
QLineEdit* mw_searchbar;
QWidget* sizeSliderContainer;
QHBoxLayout* sizeSliderContainer_layout;
QSlider* sizeSlider;
QMenuBar* menuBar;
QMenu* menuFile;
QMenu* menuView;
QMenu* menuGame_List_Icons;
QMenu* menuGame_List_Mode;
QMenu* menuSettings;
QMenu* menuThemes;
QToolBar* toolBar;
void setupUi(QMainWindow* MainWindow) {
if (MainWindow->objectName().isEmpty())
MainWindow->setObjectName("MainWindow");
MainWindow->resize(1058, 580);
QSizePolicy sizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
sizePolicy.setHorizontalStretch(0);
sizePolicy.setVerticalStretch(0);
sizePolicy.setHeightForWidth(MainWindow->sizePolicy().hasHeightForWidth());
MainWindow->setSizePolicy(sizePolicy);
MainWindow->setMinimumSize(QSize(4, 0));
MainWindow->setAutoFillBackground(false);
MainWindow->setAnimated(true);
MainWindow->setDockNestingEnabled(true);
MainWindow->setDockOptions(QMainWindow::AllowNestedDocks | QMainWindow::AllowTabbedDocks |
QMainWindow::AnimatedDocks | QMainWindow::GroupedDragging);
bootInstallPkgAct = new QAction(MainWindow);
bootInstallPkgAct->setObjectName("bootInstallPkgAct");
exitAct = new QAction(MainWindow);
exitAct->setObjectName("exitAct");
showGameListAct = new QAction(MainWindow);
showGameListAct->setObjectName("showGameListAct");
showGameListAct->setCheckable(true);
refreshGameListAct = new QAction(MainWindow);
refreshGameListAct->setObjectName("refreshGameListAct");
setIconSizeTinyAct = new QAction(MainWindow);
setIconSizeTinyAct->setObjectName("setIconSizeTinyAct");
setIconSizeTinyAct->setCheckable(true);
setIconSizeSmallAct = new QAction(MainWindow);
setIconSizeSmallAct->setObjectName("setIconSizeSmallAct");
setIconSizeSmallAct->setCheckable(true);
setIconSizeSmallAct->setChecked(true);
setIconSizeMediumAct = new QAction(MainWindow);
setIconSizeMediumAct->setObjectName("setIconSizeMediumAct");
setIconSizeMediumAct->setCheckable(true);
setIconSizeLargeAct = new QAction(MainWindow);
setIconSizeLargeAct->setObjectName("setIconSizeLargeAct");
setIconSizeLargeAct->setCheckable(true);
setlistModeListAct = new QAction(MainWindow);
setlistModeListAct->setObjectName("setlistModeListAct");
setlistModeListAct->setCheckable(true);
setlistModeListAct->setChecked(true);
setlistModeGridAct = new QAction(MainWindow);
setlistModeGridAct->setObjectName("setlistModeGridAct");
setlistModeGridAct->setCheckable(true);
gameInstallPathAct = new QAction(MainWindow);
gameInstallPathAct->setObjectName("gameInstallPathAct");
setThemeLight = new QAction(MainWindow);
setThemeLight->setObjectName("setThemeLight");
setThemeLight->setCheckable(true);
setThemeLight->setChecked(true);
setThemeDark = new QAction(MainWindow);
setThemeDark->setObjectName("setThemeDark");
setThemeDark->setCheckable(true);
setThemeGreen = new QAction(MainWindow);
setThemeGreen->setObjectName("setThemeGreen");
setThemeGreen->setCheckable(true);
setThemeBlue = new QAction(MainWindow);
setThemeBlue->setObjectName("setThemeBlue");
setThemeBlue->setCheckable(true);
setThemeViolet = new QAction(MainWindow);
setThemeViolet->setObjectName("setThemeViolet");
setThemeViolet->setCheckable(true);
centralWidget = new QWidget(MainWindow);
centralWidget->setObjectName("centralWidget");
sizePolicy.setHeightForWidth(centralWidget->sizePolicy().hasHeightForWidth());
centralWidget->setSizePolicy(sizePolicy);
mw_searchbar = new QLineEdit(centralWidget);
mw_searchbar->setObjectName("mw_searchbar");
mw_searchbar->setGeometry(QRect(480, 10, 150, 31));
sizePolicy.setHeightForWidth(mw_searchbar->sizePolicy().hasHeightForWidth());
mw_searchbar->setSizePolicy(sizePolicy);
mw_searchbar->setMaximumWidth(250);
QFont font;
font.setPointSize(10);
font.setBold(false);
mw_searchbar->setFont(font);
mw_searchbar->setFocusPolicy(Qt::ClickFocus);
mw_searchbar->setFrame(false);
mw_searchbar->setClearButtonEnabled(false);
sizeSliderContainer = new QWidget(centralWidget);
sizeSliderContainer->setObjectName("sizeSliderContainer");
sizeSliderContainer->setGeometry(QRect(280, 10, 181, 31));
QSizePolicy sizePolicy1(QSizePolicy::Fixed, QSizePolicy::Expanding);
sizePolicy1.setHorizontalStretch(0);
sizePolicy1.setVerticalStretch(0);
sizePolicy1.setHeightForWidth(sizeSliderContainer->sizePolicy().hasHeightForWidth());
sizeSliderContainer->setSizePolicy(sizePolicy1);
sizeSliderContainer_layout = new QHBoxLayout(sizeSliderContainer);
sizeSliderContainer_layout->setSpacing(0);
sizeSliderContainer_layout->setContentsMargins(11, 11, 11, 11);
sizeSliderContainer_layout->setObjectName("sizeSliderContainer_layout");
sizeSliderContainer_layout->setContentsMargins(14, 0, 14, 0);
sizeSlider = new QSlider(sizeSliderContainer);
sizeSlider->setObjectName("sizeSlider");
QSizePolicy sizePolicy2(QSizePolicy::Expanding, QSizePolicy::Preferred);
sizePolicy2.setHorizontalStretch(0);
sizePolicy2.setVerticalStretch(0);
sizePolicy2.setHeightForWidth(sizeSlider->sizePolicy().hasHeightForWidth());
sizeSlider->setSizePolicy(sizePolicy2);
sizeSlider->setFocusPolicy(Qt::ClickFocus);
sizeSlider->setAutoFillBackground(false);
sizeSlider->setOrientation(Qt::Horizontal);
sizeSlider->setTickPosition(QSlider::NoTicks);
sizeSliderContainer_layout->addWidget(sizeSlider);
MainWindow->setCentralWidget(centralWidget);
menuBar = new QMenuBar(MainWindow);
menuBar->setObjectName("menuBar");
menuBar->setGeometry(QRect(0, 0, 1058, 22));
menuBar->setContextMenuPolicy(Qt::PreventContextMenu);
menuFile = new QMenu(menuBar);
menuFile->setObjectName("menuFile");
menuView = new QMenu(menuBar);
menuView->setObjectName("menuView");
menuGame_List_Icons = new QMenu(menuView);
menuGame_List_Icons->setObjectName("menuGame_List_Icons");
menuGame_List_Mode = new QMenu(menuView);
menuGame_List_Mode->setObjectName("menuGame_List_Mode");
menuSettings = new QMenu(menuBar);
menuSettings->setObjectName("menuSettings");
menuThemes = new QMenu(menuView);
menuThemes->setObjectName("menuThemes");
MainWindow->setMenuBar(menuBar);
toolBar = new QToolBar(MainWindow);
toolBar->setObjectName("toolBar");
MainWindow->addToolBar(Qt::TopToolBarArea, toolBar);
menuBar->addAction(menuFile->menuAction());
menuBar->addAction(menuView->menuAction());
menuBar->addAction(menuSettings->menuAction());
menuFile->addAction(bootInstallPkgAct);
menuFile->addSeparator();
menuFile->addAction(exitAct);
menuView->addAction(showGameListAct);
menuView->addSeparator();
menuView->addAction(refreshGameListAct);
menuView->addAction(menuGame_List_Mode->menuAction());
menuView->addAction(menuGame_List_Icons->menuAction());
menuView->addAction(menuThemes->menuAction());
menuThemes->addAction(setThemeLight);
menuThemes->addAction(setThemeDark);
menuThemes->addAction(setThemeGreen);
menuThemes->addAction(setThemeBlue);
menuThemes->addAction(setThemeViolet);
menuGame_List_Icons->addAction(setIconSizeTinyAct);
menuGame_List_Icons->addAction(setIconSizeSmallAct);
menuGame_List_Icons->addAction(setIconSizeMediumAct);
menuGame_List_Icons->addAction(setIconSizeLargeAct);
menuGame_List_Mode->addAction(setlistModeListAct);
menuGame_List_Mode->addAction(setlistModeGridAct);
menuSettings->addAction(gameInstallPathAct);
retranslateUi(MainWindow);
QMetaObject::connectSlotsByName(MainWindow);
} // setupUi
void retranslateUi(QMainWindow* MainWindow) {
MainWindow->setWindowTitle(QCoreApplication::translate("MainWindow", "Shadps4", nullptr));
bootInstallPkgAct->setText(
QCoreApplication::translate("MainWindow", "Install Packages (PKG)", nullptr));
#if QT_CONFIG(tooltip)
bootInstallPkgAct->setToolTip(QCoreApplication::translate(
"MainWindow", "Install application from a .pkg file", nullptr));
#endif // QT_CONFIG(tooltip)
exitAct->setText(QCoreApplication::translate("MainWindow", "Exit", nullptr));
#if QT_CONFIG(tooltip)
exitAct->setToolTip(QCoreApplication::translate("MainWindow", "Exit Shadps4", nullptr));
#endif // QT_CONFIG(tooltip)
#if QT_CONFIG(statustip)
exitAct->setStatusTip(
QCoreApplication::translate("MainWindow", "Exit the application.", nullptr));
#endif // QT_CONFIG(statustip)
showGameListAct->setText(
QCoreApplication::translate("MainWindow", "Show Game List", nullptr));
refreshGameListAct->setText(
QCoreApplication::translate("MainWindow", "Game List Refresh", nullptr));
setIconSizeTinyAct->setText(QCoreApplication::translate("MainWindow", "Tiny", nullptr));
setIconSizeSmallAct->setText(QCoreApplication::translate("MainWindow", "Small", nullptr));
setIconSizeMediumAct->setText(QCoreApplication::translate("MainWindow", "Medium", nullptr));
setIconSizeLargeAct->setText(QCoreApplication::translate("MainWindow", "Large", nullptr));
setlistModeListAct->setText(
QCoreApplication::translate("MainWindow", "List View", nullptr));
setlistModeGridAct->setText(
QCoreApplication::translate("MainWindow", "Grid View", nullptr));
gameInstallPathAct->setText(
QCoreApplication::translate("MainWindow", "Game Install Directory", nullptr));
mw_searchbar->setPlaceholderText(
QCoreApplication::translate("MainWindow", "Search...", nullptr));
// darkModeSwitch->setText(
// QCoreApplication::translate("MainWindow", "Game", nullptr));
menuFile->setTitle(QCoreApplication::translate("MainWindow", "File", nullptr));
menuView->setTitle(QCoreApplication::translate("MainWindow", "View", nullptr));
menuGame_List_Icons->setTitle(
QCoreApplication::translate("MainWindow", "Game List Icons", nullptr));
menuGame_List_Mode->setTitle(
QCoreApplication::translate("MainWindow", "Game List Mode", nullptr));
menuSettings->setTitle(QCoreApplication::translate("MainWindow", "Settings", nullptr));
menuThemes->setTitle(QCoreApplication::translate("MainWindow", "Themes", nullptr));
setThemeLight->setText(QCoreApplication::translate("MainWindow", "Light", nullptr));
setThemeDark->setText(QCoreApplication::translate("MainWindow", "Dark", nullptr));
setThemeGreen->setText(QCoreApplication::translate("MainWindow", "Green", nullptr));
setThemeBlue->setText(QCoreApplication::translate("MainWindow", "Blue", nullptr));
setThemeViolet->setText(QCoreApplication::translate("MainWindow", "Violet", nullptr));
toolBar->setWindowTitle(QCoreApplication::translate("MainWindow", "toolBar", nullptr));
} // retranslateUi
};
namespace Ui {
class MainWindow : public Ui_MainWindow {};
} // namespace Ui
QT_END_NAMESPACE
#endif // MAIN_WINDOW_UI_H

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QFutureWatcher>
namespace gui {
namespace utils {
template <typename T>
void stop_future_watcher(QFutureWatcher<T>& watcher, bool cancel) {
if (watcher.isStarted() || watcher.isRunning()) {
if (cancel) {
watcher.cancel();
}
watcher.waitForFinished();
}
}
} // namespace utils
} // namespace gui

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "settings.h"
Settings::Settings(QObject* parent) : QObject(parent), m_settings_dir(ComputeSettingsDir()) {}
Settings::~Settings() {
if (m_settings) {
m_settings->sync();
}
}
QString Settings::GetSettingsDir() const {
return m_settings_dir.absolutePath();
}
QString Settings::ComputeSettingsDir() {
return ""; // TODO currently we configure same dir , make it configurable
}
void Settings::RemoveValue(const QString& key, const QString& name) const {
if (m_settings) {
m_settings->beginGroup(key);
m_settings->remove(name);
m_settings->endGroup();
}
}
void Settings::RemoveValue(const GuiSave& entry) const {
RemoveValue(entry.key, entry.name);
}
QVariant Settings::GetValue(const QString& key, const QString& name, const QVariant& def) const {
return m_settings ? m_settings->value(key + "/" + name, def) : def;
}
QVariant Settings::GetValue(const GuiSave& entry) const {
return GetValue(entry.key, entry.name, entry.def);
}
QVariant Settings::List2Var(const q_pair_list& list) {
QByteArray ba;
QDataStream stream(&ba, QIODevice::WriteOnly);
stream << list;
return QVariant(ba);
}
q_pair_list Settings::Var2List(const QVariant& var) {
q_pair_list list;
QByteArray ba = var.toByteArray();
QDataStream stream(&ba, QIODevice::ReadOnly);
stream >> list;
return list;
}
void Settings::SetValue(const GuiSave& entry, const QVariant& value) const {
if (m_settings) {
m_settings->beginGroup(entry.key);
m_settings->setValue(entry.name, value);
m_settings->endGroup();
}
}
void Settings::SetValue(const QString& key, const QVariant& value) const {
if (m_settings) {
m_settings->setValue(key, value);
}
}
void Settings::SetValue(const QString& key, const QString& name, const QVariant& value) const {
if (m_settings) {
m_settings->beginGroup(key);
m_settings->setValue(name, value);
m_settings->endGroup();
}
}

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <QDir>
#include <QSettings>
#include <QSize>
#include <QVariant>
#include "gui_save.h"
typedef QPair<QString, QString> q_string_pair;
typedef QPair<QString, QSize> q_size_pair;
typedef QList<q_string_pair> q_pair_list;
typedef QList<q_size_pair> q_size_list;
// Parent Class for GUI settings
class Settings : public QObject {
Q_OBJECT
public:
explicit Settings(QObject* parent = nullptr);
~Settings();
QString GetSettingsDir() const;
QVariant GetValue(const QString& key, const QString& name, const QVariant& def) const;
QVariant GetValue(const GuiSave& entry) const;
static QVariant List2Var(const q_pair_list& list);
static q_pair_list Var2List(const QVariant& var);
public Q_SLOTS:
/** Remove entry */
void RemoveValue(const QString& key, const QString& name) const;
void RemoveValue(const GuiSave& entry) const;
/** Write value to entry */
void SetValue(const GuiSave& entry, const QVariant& value) const;
void SetValue(const QString& key, const QVariant& value) const;
void SetValue(const QString& key, const QString& name, const QVariant& value) const;
protected:
static QString ComputeSettingsDir();
std::unique_ptr<QSettings> m_settings;
QDir m_settings_dir;
};