shadPS4/src/qt_gui/game_list_grid.cpp

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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>
2024-02-29 23:00:35 +01:00
// 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());
}