mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-17 17:05:02 +00:00
515 lines
No EOL
16 KiB
C++
515 lines
No EOL
16 KiB
C++
#include "game_list_frame.h"
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#include "gui_settings.h"
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#include "custom_table_widget_item.h"
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#include "../emulator/fileFormat/PSF.h"
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#include <QPainter>
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game_list_frame::game_list_frame(std::shared_ptr<gui_settings> gui_settings, QWidget* parent)
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: QWidget(parent)
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, m_gui_settings(std::move(gui_settings))
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{
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m_icon_size = gui::game_list_icon_size_min; // ensure a valid size
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m_is_list_layout = m_gui_settings->GetValue(gui::game_list_listMode).toBool();
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m_margin_factor = m_gui_settings->GetValue(gui::game_list_marginFactor).toReal();
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m_text_factor = m_gui_settings->GetValue(gui::game_list_textFactor).toReal();
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m_icon_color = m_gui_settings->GetValue(gui::game_list_iconColor).value<QColor>();
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m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool() ? Qt::AscendingOrder : Qt::DescendingOrder;
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m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
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m_old_layout_is_list = m_is_list_layout;
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// Save factors for first setup
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m_gui_settings->SetValue(gui::game_list_iconColor, m_icon_color);
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m_gui_settings->SetValue(gui::game_list_marginFactor, m_margin_factor);
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m_gui_settings->SetValue(gui::game_list_textFactor, m_text_factor);
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m_game_list = new game_list_table();
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m_game_list->setShowGrid(false);
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m_game_list->setEditTriggers(QAbstractItemView::NoEditTriggers);
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m_game_list->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_game_list->setSelectionMode(QAbstractItemView::SingleSelection);
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m_game_list->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_list->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_list->verticalScrollBar()->installEventFilter(this);
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m_game_list->verticalScrollBar()->setSingleStep(20);
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m_game_list->horizontalScrollBar()->setSingleStep(20);
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m_game_list->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
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m_game_list->verticalHeader()->setVisible(false);
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m_game_list->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu);
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m_game_list->horizontalHeader()->setHighlightSections(false);
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m_game_list->horizontalHeader()->setSortIndicatorShown(true);
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m_game_list->horizontalHeader()->setStretchLastSection(true);
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m_game_list->horizontalHeader()->setDefaultSectionSize(150);
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m_game_list->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
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m_game_list->setContextMenuPolicy(Qt::CustomContextMenu);
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m_game_list->setAlternatingRowColors(true);
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m_game_list->installEventFilter(this);
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m_game_list->setColumnCount(gui::column_count);
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//temp code
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QVBoxLayout* layout = new QVBoxLayout;
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layout->setContentsMargins(0, 0, 0, 0);
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QSpacerItem* item = new QSpacerItem(100, 1, QSizePolicy::Expanding, QSizePolicy::Fixed);
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layout->addWidget(m_game_list);
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setLayout(layout);
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//endof temp code
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// Actions regarding showing/hiding columns
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auto add_column = [this](gui::game_list_columns col, const QString& header_text, const QString& action_text)
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{
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m_game_list->setHorizontalHeaderItem(col, new QTableWidgetItem(header_text));
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m_columnActs.append(new QAction(action_text, this));
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};
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add_column(gui::column_icon, tr("Icon"), tr("Show Icons"));
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add_column(gui::column_name, tr("Name"), tr("Show Names"));
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add_column(gui::column_serial, tr("Serial"), tr("Show Serials"));
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add_column(gui::column_firmware, tr("Firmware"), tr("Show Firmwares"));
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add_column(gui::column_version, tr("Version"), tr("Show Versions"));
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add_column(gui::column_category, tr("Category"), tr("Show Categories"));
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add_column(gui::column_path, tr("Path"), tr("Show Paths"));
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for (int col = 0; col < m_columnActs.count(); ++col)
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{
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m_columnActs[col]->setCheckable(true);
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connect(m_columnActs[col], &QAction::triggered, this, [this, col](bool checked)
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{
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if (!checked) // be sure to have at least one column left so you can call the context menu at all time
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{
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int c = 0;
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for (int i = 0; i < m_columnActs.count(); ++i)
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{
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if (m_gui_settings->GetGamelistColVisibility(i) && ++c > 1)
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break;
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}
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if (c < 2)
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{
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m_columnActs[col]->setChecked(true); // re-enable the checkbox if we don't change the actual state
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return;
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}
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}
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m_game_list->setColumnHidden(col, !checked); // Negate because it's a set col hidden and we have menu say show.
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m_gui_settings->SetGamelistColVisibility(col, checked);
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if (checked) // handle hidden columns that have zero width after showing them (stuck between others)
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{
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FixNarrowColumns();
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}
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});
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}
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//events
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connect(m_game_list->horizontalHeader(), &QHeaderView::customContextMenuRequested, this, [this](const QPoint& pos)
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{
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QMenu* configure = new QMenu(this);
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configure->addActions(m_columnActs);
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configure->exec(m_game_list->horizontalHeader()->viewport()->mapToGlobal(pos));
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});
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connect(m_game_list->horizontalHeader(), &QHeaderView::sectionClicked, this, &game_list_frame::OnHeaderColumnClicked);
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Refresh();//TODO remove when watchers added
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}
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game_list_frame::~game_list_frame() {
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SaveSettings();
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}
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void game_list_frame::FixNarrowColumns() const
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{
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qApp->processEvents();
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// handle columns (other than the icon column) that have zero width after showing them (stuck between others)
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for (int col = 1; col < m_columnActs.count(); ++col)
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{
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if (m_game_list->isColumnHidden(col))
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{
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continue;
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}
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if (m_game_list->columnWidth(col) <= m_game_list->horizontalHeader()->minimumSectionSize())
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{
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m_game_list->setColumnWidth(col, m_game_list->horizontalHeader()->minimumSectionSize());
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}
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}
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}
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void game_list_frame::ResizeColumnsToContents(int spacing) const
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{
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if (!m_game_list)
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{
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return;
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}
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m_game_list->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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m_game_list->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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// Make non-icon columns slighty bigger for better visuals
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for (int i = 1; i < m_game_list->columnCount(); i++)
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{
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if (m_game_list->isColumnHidden(i))
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{
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continue;
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}
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const int size = m_game_list->horizontalHeader()->sectionSize(i) + spacing;
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m_game_list->horizontalHeader()->resizeSection(i, size);
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}
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}
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void game_list_frame::SortGameList() const
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{
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// Back-up old header sizes to handle unwanted column resize in case of zero search results
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QList<int> column_widths;
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const int old_row_count = m_game_list->rowCount();
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const int old_game_count = m_game_data.count();
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for (int i = 0; i < m_game_list->columnCount(); i++)
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{
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column_widths.append(m_game_list->columnWidth(i));
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}
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// Sorting resizes hidden columns, so unhide them as a workaround
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QList<int> columns_to_hide;
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for (int i = 0; i < m_game_list->columnCount(); i++)
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{
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if (m_game_list->isColumnHidden(i))
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{
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m_game_list->setColumnHidden(i, false);
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columns_to_hide << i;
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}
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}
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// Sort the list by column and sort order
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m_game_list->sortByColumn(m_sort_column, m_col_sort_order);
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// Hide columns again
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for (auto i : columns_to_hide)
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{
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m_game_list->setColumnHidden(i, true);
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}
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// Don't resize the columns if no game is shown to preserve the header settings
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if (!m_game_list->rowCount())
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{
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for (int i = 0; i < m_game_list->columnCount(); i++)
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{
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m_game_list->setColumnWidth(i, column_widths[i]);
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}
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m_game_list->horizontalHeader()->setSectionResizeMode(gui::column_icon, QHeaderView::Fixed);
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return;
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}
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// Fixate vertical header and row height
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m_game_list->verticalHeader()->setMinimumSectionSize(m_icon_size.height());
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m_game_list->verticalHeader()->setMaximumSectionSize(m_icon_size.height());
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m_game_list->resizeRowsToContents();
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// Resize columns if the game list was empty before
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if (!old_row_count && !old_game_count)
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{
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ResizeColumnsToContents();
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}
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else
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{
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m_game_list->resizeColumnToContents(gui::column_icon);
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}
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// Fixate icon column
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m_game_list->horizontalHeader()->setSectionResizeMode(gui::column_icon, QHeaderView::Fixed);
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// Shorten the last section to remove horizontal scrollbar if possible
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m_game_list->resizeColumnToContents(gui::column_count - 1);
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}
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void game_list_frame::OnHeaderColumnClicked(int col)
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{
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if (col == 0) return; // Don't "sort" icons.
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if (col == m_sort_column)
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{
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m_col_sort_order = (m_col_sort_order == Qt::AscendingOrder) ? Qt::DescendingOrder : Qt::AscendingOrder;
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}
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else
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{
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m_col_sort_order = Qt::AscendingOrder;
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}
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m_sort_column = col;
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m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
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m_gui_settings->SetValue(gui::game_list_sortCol, col);
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SortGameList();
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}
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void game_list_frame::LoadSettings()
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{
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m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool() ? Qt::AscendingOrder : Qt::DescendingOrder;
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m_sort_column = m_gui_settings->GetValue(gui::game_list_sortCol).toInt();
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Refresh(true);
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const QByteArray state = m_gui_settings->GetValue(gui::game_list_state).toByteArray();
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if (!m_game_list->horizontalHeader()->restoreState(state) && m_game_list->rowCount())
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{
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// If no settings exist, resize to contents.
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ResizeColumnsToContents();
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}
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for (int col = 0; col < m_columnActs.count(); ++col)
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{
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const bool vis = m_gui_settings->GetGamelistColVisibility(col);
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m_columnActs[col]->setChecked(vis);
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m_game_list->setColumnHidden(col, !vis);
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}
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SortGameList();
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FixNarrowColumns();
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m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState());
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}
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void game_list_frame::SaveSettings()
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{
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for (int col = 0; col < m_columnActs.count(); ++col)
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{
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m_gui_settings->SetGamelistColVisibility(col, m_columnActs[col]->isChecked());
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}
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m_gui_settings->SetValue(gui::game_list_sortCol, m_sort_column);
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m_gui_settings->SetValue(gui::game_list_sortAsc, m_col_sort_order == Qt::AscendingOrder);
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m_gui_settings->SetValue(gui::game_list_state, m_game_list->horizontalHeader()->saveState());
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}
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void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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{
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if (from_drive)
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{
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m_path_list.clear();
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m_game_data.clear();
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//TODO better ATM manually add path from 1 dir to m_paths_list
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m_path_list.emplace_back(QDir::currentPath().toStdString() + "/game/");
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QDir parent_folder(QString::fromStdString(m_path_list.at(0)));
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QFileInfoList fList = parent_folder.entryInfoList(QDir::AllDirs | QDir::NoDotAndDotDot, QDir::DirsFirst);
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foreach(QFileInfo item, fList)
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{
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PSF psf;
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if (!psf.open(item.absoluteFilePath().toStdString() + "/sce_sys/PARAM.SFO"))
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continue;//if we can't open param.sfo go to the next entry
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//TODO std::string test = psf.get_string("TITLE_ID");
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QString iconpath(item.absoluteFilePath() + "/sce_sys/ICON0.PNG");
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GameInfo game{};
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game.icon_path = iconpath.toStdString();
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game.name = psf.get_string("TITLE");
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game.serial = psf.get_string("TITLE_ID");
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game.fw = (QString("%1").arg(psf.get_integer("SYSTEM_VER"), 8, 16, QLatin1Char('0'))).mid(1, 3).insert(1, '.').toStdString();
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game.version = psf.get_string("APP_VER");
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game.category = psf.get_string("CATEGORY");
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game.path = item.fileName().toStdString();
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gui_game_info info{};
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info.info = game;
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m_games.push_back(std::make_shared<gui_game_info>(std::move(info)));
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}
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}
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// Fill Game List / Game Grid
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if (m_is_list_layout)
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{
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const int scroll_position = m_game_list->verticalScrollBar()->value();
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PopulateGameList();
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SortGameList();
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RepaintIcons();
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if (scroll_after)
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{
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m_game_list->scrollTo(m_game_list->currentIndex(), QAbstractItemView::PositionAtCenter);
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}
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else
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{
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m_game_list->verticalScrollBar()->setValue(scroll_position);
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}
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}
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else
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{
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RepaintIcons();
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}
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}
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/**
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Cleans and readds entries to table widget in UI.
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*/
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void game_list_frame::PopulateGameList()
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{
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//hackinsh
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for (auto&& g : m_games)
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{
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m_game_data.push_back(g);
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}
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//end of hackinsh
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int selected_row = -1;
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const std::string selected_item = CurrentSelectionPath();
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// Release old data
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//TODO m_game_grid->clear_list();
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//TODO m_game_list->clear_list();
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m_game_list->setRowCount(m_game_data.size());
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int row = 0;
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int index = -1;
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RepaintIcons();//hackish
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for (const auto& game : m_game_data)
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{
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index++;
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// Icon
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custom_table_widget_item* icon_item = new custom_table_widget_item;
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icon_item->setData(Qt::DecorationRole, game->pxmap);
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icon_item->setData(Qt::UserRole, index, true);
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icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
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// Title
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custom_table_widget_item* title_item = new custom_table_widget_item(game->info.name);
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// Serial
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custom_table_widget_item* serial_item = new custom_table_widget_item(game->info.serial);
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// Version
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QString app_version = QString::fromStdString(game->info.version);
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m_game_list->setItem(row, gui::column_icon, icon_item);
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m_game_list->setItem(row, gui::column_name, title_item);
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m_game_list->setItem(row, gui::column_serial, serial_item);
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m_game_list->setItem(row, gui::column_firmware, new custom_table_widget_item(game->info.fw));
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m_game_list->setItem(row, gui::column_version, new custom_table_widget_item(app_version));
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m_game_list->setItem(row, gui::column_category, new custom_table_widget_item(game->info.category));
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m_game_list->setItem(row, gui::column_path, new custom_table_widget_item(game->info.path));
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if (selected_item == game->info.path + game->info.icon_path)
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{
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selected_row = row;
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}
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row++;
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}
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m_game_list->setRowCount(row);
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m_game_list->selectRow(selected_row);
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}
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std::string game_list_frame::CurrentSelectionPath()
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{
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std::string selection;
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QTableWidgetItem* item = nullptr;
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if (m_old_layout_is_list)
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{
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if (!m_game_list->selectedItems().isEmpty())
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{
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item = m_game_list->item(m_game_list->currentRow(), 0);
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}
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}
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else if (m_game_grid)
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{
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if (!m_game_grid->selectedItems().isEmpty())
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{
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item = m_game_grid->currentItem();
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}
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}
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if (item)
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{
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if (const QVariant var = item->data(gui::game_role); var.canConvert<game_info>())
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{
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if (const game_info game = var.value<game_info>())
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{
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selection = game->info.path + game->info.icon_path;
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}
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}
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}
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m_old_layout_is_list = m_is_list_layout;
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return selection;
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}
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void game_list_frame::RepaintIcons(const bool& from_settings)
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{
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for (auto& game : m_game_data)
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{
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game->icon.load(QString::fromStdString(game->info.icon_path));
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game->pxmap = PaintedPixmap(game->icon);
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}
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}
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QPixmap game_list_frame::PaintedPixmap(const QPixmap& icon) const
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{
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const qreal device_pixel_ratio = devicePixelRatioF();
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QSize canvas_size(320, 176);
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QSize icon_size(icon.size());
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QPoint target_pos;
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if (!icon.isNull())
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{
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// Let's upscale the original icon to at least fit into the outer rect of the size of PS3's ICON0.PNG
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if (icon_size.width() < 320 || icon_size.height() < 176)
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{
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icon_size.scale(320, 176, Qt::KeepAspectRatio);
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}
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canvas_size = icon_size;
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// Calculate the centered size and position of the icon on our canvas.
|
|
if (icon_size.width() != 320 || icon_size.height() != 176)
|
|
{
|
|
constexpr double target_ratio = 320.0 / 176.0; // 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);
|
|
} |