rpcsx/rpcs3/rpcs3qt/game_list_grid.cpp
Megamouse f115032095 Qt: implement flow layout game grid
This will allow us to properly style the grid and also remove the need to refresh the whole grid on a window resize
2023-05-06 06:31:58 +02:00

213 lines
4.9 KiB
C++

#include "stdafx.h"
#include "game_list_grid.h"
#include "game_list_grid_item.h"
#include "movie_item.h"
#include "gui_settings.h"
#include "qt_utils.h"
#include "Utilities/File.h"
#include <QApplication>
#include <QStringBuilder>
game_list_grid::game_list_grid()
: flow_widget(nullptr), game_list_base()
{
setObjectName("game_list_grid");
setContextMenuPolicy(Qt::CustomContextMenu);
m_icon_ready_callback = [this](const game_info& game)
{
Q_EMIT IconReady(game);
};
connect(this, &game_list_grid::IconReady, this, [this](const game_info& game)
{
if (!game || !game->item) return;
game->item->call_icon_func();
}, Qt::QueuedConnection); // The default 'AutoConnection' doesn't seem to work in this specific case...
connect(this, &flow_widget::ItemSelectionChanged, this, [this](int index)
{
if (game_list_grid_item* item = static_cast<game_list_grid_item*>(::at32(items(), index)))
{
Q_EMIT ItemSelectionChanged(item->game());
}
});
}
void game_list_grid::clear_list()
{
clear();
}
void game_list_grid::populate(
const std::vector<game_info>& game_data,
const QMap<QString, QString>& notes_map,
const QMap<QString, QString>& title_map,
const std::string& selected_item_id,
bool play_hover_movies)
{
clear_list();
const QString game_icon_path = play_hover_movies ? QString::fromStdString(fs::get_config_dir() + "/Icons/game_icons/") : "";
game_list_grid_item* selected_item = nullptr;
blockSignals(true);
for (const auto& game : game_data)
{
const QString serial = QString::fromStdString(game->info.serial);
const QString title = title_map.value(serial, QString::fromStdString(game->info.name)).simplified();
const QString notes = notes_map.value(serial);
game_list_grid_item* item = new game_list_grid_item(this, game, title);
item->installEventFilter(this);
item->setFocusPolicy(Qt::StrongFocus);
game->item = item;
if (notes.isEmpty())
{
item->setToolTip(tr("%0 [%1]").arg(title).arg(serial));
}
else
{
item->setToolTip(tr("%0 [%1]\n\nNotes:\n%2").arg(title).arg(serial).arg(notes));
}
item->set_icon_func([this, item, game](int)
{
if (!item || !game)
{
return;
}
if (std::shared_ptr<QMovie> movie = item->movie(); movie && item->get_active())
{
item->set_icon(gui::utils::get_centered_pixmap(movie->currentPixmap(), m_icon_size, 0, 0, 1.0, Qt::FastTransformation));
}
else
{
std::lock_guard lock(item->pixmap_mutex);
item->set_icon(game->pxmap);
if (!game->has_hover_gif)
{
game->pxmap = {};
}
if (movie)
{
movie->stop();
}
}
});
if (play_hover_movies && game->has_hover_gif)
{
item->init_movie(game_icon_path % serial % "/hover.gif");
}
if (selected_item_id == game->info.path + game->info.icon_path)
{
selected_item = item;
}
add_widget(item);
}
blockSignals(false);
// Update layout before setting focus on the selected item
show();
QApplication::processEvents();
select_item(selected_item);
}
void game_list_grid::repaint_icons(QList<game_info>& game_data, const QColor& icon_color, const QSize& icon_size, qreal device_pixel_ratio)
{
m_icon_size = icon_size;
m_icon_color = icon_color;
QPixmap placeholder(icon_size * device_pixel_ratio);
placeholder.setDevicePixelRatio(device_pixel_ratio);
placeholder.fill(Qt::transparent);
const bool show_title = m_icon_size.width() > (gui::gl_icon_size_medium.width() + gui::gl_icon_size_small.width()) / 2;
for (game_info& game : game_data)
{
if (game_list_grid_item* item = static_cast<game_list_grid_item*>(game->item))
{
if (item->icon_loading())
{
// We already have an icon. Simply set the icon size to let the label scale itself in a quick and dirty fashion.
item->set_icon_size(m_icon_size);
}
else
{
// We don't have an icon. Set a placeholder to initialize the layout.
game->pxmap = placeholder;
item->call_icon_func();
}
item->set_icon_load_func([this, game, device_pixel_ratio, cancel = item->icon_loading_aborted()](int)
{
IconLoadFunction(game, device_pixel_ratio, cancel);
});
item->adjust_size();
item->show_title(show_title);
item->got_visible = false;
}
}
}
void game_list_grid::FocusAndSelectFirstEntryIfNoneIs()
{
if (items().empty() == false)
{
items().first()->setFocus();
}
}
bool game_list_grid::eventFilter(QObject* watched, QEvent* event)
{
if (!event)
{
return false;
}
if (event->type() == QEvent::MouseButtonDblClick && static_cast<QMouseEvent*>(event)->button() == Qt::LeftButton)
{
if (game_list_grid_item* item = static_cast<game_list_grid_item*>(watched))
{
Q_EMIT ItemDoubleClicked(item->game());
return true;
}
}
return false;
}
void game_list_grid::keyPressEvent(QKeyEvent* event)
{
if (!event)
{
return;
}
const auto modifiers = event->modifiers();
if (modifiers == Qt::ControlModifier && event->key() == Qt::Key_F && !event->isAutoRepeat())
{
Q_EMIT FocusToSearchBar();
return;
}
flow_widget::keyPressEvent(event);
}