game_list and game grid are now working

This commit is contained in:
georgemoralis 2023-03-17 11:35:44 +02:00
parent 9962cf333c
commit 07c7152d54
6 changed files with 219 additions and 74 deletions

View File

@ -133,8 +133,6 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> gui_settings, QWi
m_game_data.clear(); m_game_data.clear();
m_games.clear(); m_games.clear();
}); });
Refresh();//TODO remove when watchers added
} }
game_list_frame::~game_list_frame() { game_list_frame::~game_list_frame() {
gui::utils::stop_future_watcher(m_repaint_watcher, true); gui::utils::stop_future_watcher(m_repaint_watcher, true);
@ -144,34 +142,23 @@ game_list_frame::~game_list_frame() {
void game_list_frame::OnRefreshFinished() void game_list_frame::OnRefreshFinished()
{ {
gui::utils::stop_future_watcher(m_repaint_watcher, true);
} for (auto&& g : m_games)
void game_list_frame::LoadSettings()
{ {
m_col_sort_order = m_gui_settings->GetValue(gui::game_list_sortAsc).toBool() ? Qt::AscendingOrder : Qt::DescendingOrder; m_game_data.push_back(g);
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();
} }
m_games.clear();
for (int col = 0; col < m_columnActs.count(); ++col) // 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 bool vis = m_gui_settings->GetGamelistColVisibility(col); const QString title1 = m_titles.value(QString::fromStdString(game1->info.serial), QString::fromStdString(game1->info.name));
m_columnActs[col]->setChecked(vis); const QString title2 = m_titles.value(QString::fromStdString(game2->info.serial), QString::fromStdString(game2->info.name));
m_game_list->setColumnHidden(col, !vis); return title1.toLower() < title2.toLower();
} });
SortGameList();
FixNarrowColumns();
m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState()); m_path_list.clear();
Refresh();
} }
void game_list_frame::OnRepaintFinished() void game_list_frame::OnRepaintFinished()
@ -191,19 +178,114 @@ void game_list_frame::OnRepaintFinished()
else else
{ {
// The game grid needs to be recreated from scratch // The game grid needs to be recreated from scratch
//TODO !! 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);
} }
} }
void game_list_frame::SaveSettings() bool game_list_frame::IsEntryVisible(const game_info& game)
{ {
for (int col = 0; col < m_columnActs.count(); ++col) const QString serial = QString::fromStdString(game->info.serial);
{ return SearchMatchesApp(QString::fromStdString(game->info.name), serial);
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); void game_list_frame::PopulateGameGrid(int maxCols, const QSize& image_size, const QColor& image_color)
m_gui_settings->SetValue(gui::game_list_state, m_game_list->horizontalHeader()->saveState()); {
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 game_list_grid(image_size, image_color, m_margin_factor, m_text_factor * 2, show_text);
}
else
{
m_game_grid = new game_list_grid(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));
game_list_item* 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)
{
game_list_item* empty_item = new game_list_item();
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 game_list_frame::Refresh(const bool from_drive, const bool scroll_after) void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
{ {
@ -214,38 +296,41 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
{ {
m_path_list.clear(); m_path_list.clear();
m_game_data.clear(); m_game_data.clear();
m_games.clear();
//TODO better ATM manually add path from 1 dir to m_paths_list //TODO better ATM manually add path from 1 dir to m_paths_list
m_path_list.emplace_back(QDir::currentPath().toStdString() + "/game/"); QDir parent_folder(QString::fromStdString(QDir::currentPath().toStdString() + "/game/"));
QDir parent_folder(QString::fromStdString(m_path_list.at(0)));
QFileInfoList fList = parent_folder.entryInfoList(QDir::AllDirs | QDir::NoDotAndDotDot, QDir::DirsFirst); QFileInfoList fList = parent_folder.entryInfoList(QDir::AllDirs | QDir::NoDotAndDotDot, QDir::DirsFirst);
foreach(QFileInfo item, fList) foreach(QFileInfo item, fList)
{ {
PSF psf; m_path_list.emplace_back(item.absoluteFilePath().toStdString());
if (!psf.open(item.absoluteFilePath().toStdString() + "/sce_sys/PARAM.SFO")) }
continue;//if we can't open param.sfo go to the next entry
//TODO std::string test = psf.get_string("TITLE_ID");
QString iconpath(item.absoluteFilePath() + "/sce_sys/ICON0.PNG");
m_refresh_watcher.setFuture(QtConcurrent::map(m_path_list, [this](const std::string& dir)
{
GameInfo game{}; 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");
game.icon_path = iconpath.toStdString(); game.icon_path = iconpath.toStdString();
game.name = psf.get_string("TITLE"); game.name = psf.get_string("TITLE");
game.serial = psf.get_string("TITLE_ID"); game.serial = psf.get_string("TITLE_ID");
game.fw = (QString("%1").arg(psf.get_integer("SYSTEM_VER"), 8, 16, QLatin1Char('0'))).mid(1, 3).insert(1, '.').toStdString(); game.fw = (QString("%1").arg(psf.get_integer("SYSTEM_VER"), 8, 16, QLatin1Char('0'))).mid(1, 3).insert(1, '.').toStdString();
game.version = psf.get_string("APP_VER"); game.version = psf.get_string("APP_VER");
game.category = psf.get_string("CATEGORY"); game.category = psf.get_string("CATEGORY");
game.path = item.fileName().toStdString();
m_titles.insert(QString::fromStdString(game.serial), QString::fromStdString(game.name));
gui_game_info info{}; gui_game_info info{};
info.info = game; info.info = game;
m_games.push_back(std::make_shared<gui_game_info>(std::move(info))); m_games.push_back(std::make_shared<gui_game_info>(std::move(info)));
} }
}));
return;
} }
// Fill Game List / Game Grid // Fill Game List / Game Grid
@ -279,11 +364,11 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
void game_list_frame::PopulateGameList() void game_list_frame::PopulateGameList()
{ {
//hackinsh //hackinsh TODO remove
for (auto&& g : m_games) //for (auto&& g : m_games)
{ //{
m_game_data.push_back(g); // m_game_data.push_back(g);
} //}
//end of hackinsh //end of hackinsh
int selected_row = -1; int selected_row = -1;
@ -291,18 +376,25 @@ void game_list_frame::PopulateGameList()
const std::string selected_item = CurrentSelectionPath(); const std::string selected_item = CurrentSelectionPath();
// Release old data // Release old data
//TODO m_game_grid->clear_list(); m_game_grid->clear_list();
//TODO m_game_list->clear_list(); m_game_list->clear_list();
m_game_list->setRowCount(m_game_data.size()); m_game_list->setRowCount(m_game_data.size());
int row = 0; int row = 0;
int index = -1; int index = -1;
//RepaintIcons();//hackish
for (const auto& game : m_game_data) for (const auto& game : m_game_data)
{ {
index++; index++;
if (!IsEntryVisible(game))
{
game->item = nullptr;
continue;
}
const QString serial = QString::fromStdString(game->info.serial);
const QString title = m_titles.value(serial, QString::fromStdString(game->info.name));
// Icon // Icon
custom_table_widget_item* icon_item = new custom_table_widget_item; custom_table_widget_item* icon_item = new custom_table_widget_item;
@ -317,10 +409,10 @@ void game_list_frame::PopulateGameList()
icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game)); icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
// Title // Title
custom_table_widget_item* title_item = new custom_table_widget_item(game->info.name); custom_table_widget_item* title_item = new custom_table_widget_item(title);
// Serial // Serial
custom_table_widget_item* serial_item = new custom_table_widget_item(game->info.serial); custom_table_widget_item* serial_item = new custom_table_widget_item(serial);
// Version // Version
QString app_version = QString::fromStdString(game->info.version); QString app_version = QString::fromStdString(game->info.version);
@ -646,3 +738,54 @@ void game_list_frame::ResizeIcons(const int& slider_pos)
RepaintIcons(); RepaintIcons();
} }
void game_list_frame::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 game_list_frame::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 game_list_frame::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;
}

View File

@ -58,6 +58,9 @@ private:
void SortGameList() const; void SortGameList() const;
std::string CurrentSelectionPath(); std::string CurrentSelectionPath();
void PopulateGameList(); 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);
// Which widget we are displaying depends on if we are in grid or list mode. // Which widget we are displaying depends on if we are in grid or list mode.
QMainWindow* m_game_dock = nullptr; QMainWindow* m_game_dock = nullptr;
@ -71,6 +74,7 @@ private:
QList<QAction*> m_columnActs; QList<QAction*> m_columnActs;
Qt::SortOrder m_col_sort_order; Qt::SortOrder m_col_sort_order;
int m_sort_column; int m_sort_column;
QMap<QString, QString> m_titles;
// List Mode // List Mode
bool m_is_list_layout = true; bool m_is_list_layout = true;

View File

@ -56,7 +56,7 @@ void game_list_grid::setIconSize(const QSize& size) const
} }
} }
QTableWidgetItem* game_list_grid::addItem(const game_info& app, const QString& name, const QString& movie_path, const int& row, const int& col) game_list_item* game_list_grid::addItem(const game_info& app, const QString& name,const int& row, const int& col)
{ {
game_list_item* item = new game_list_item; game_list_item* item = new game_list_item;
item->set_icon_func([this, app, item](int) item->set_icon_func([this, app, item](int)

View File

@ -19,7 +19,7 @@ public:
void enableText(const bool& enabled); void enableText(const bool& enabled);
void setIconSize(const QSize& size) const; void setIconSize(const QSize& size) const;
QTableWidgetItem* addItem(const game_info& app, const QString& name, const QString& movie_path, const int& row, const int& col); game_list_item* addItem(const game_info& app, const QString& name,const int& row, const int& col);
[[nodiscard]] qreal getMarginFactor() const; [[nodiscard]] qreal getMarginFactor() const;

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@ -8,8 +8,6 @@ int main(int argc, char* argv[])
QApplication a(argc, argv); QApplication a(argc, argv);
std::shared_ptr<gui_settings> m_gui_settings; std::shared_ptr<gui_settings> m_gui_settings;
m_gui_settings.reset(new gui_settings()); m_gui_settings.reset(new gui_settings());
//shadps4gui w(m_gui_settings,nullptr);
//w.show();
main_window* m_main_window = new main_window(m_gui_settings, nullptr); main_window* m_main_window = new main_window(m_gui_settings, nullptr);
m_main_window->Init(); m_main_window->Init();

View File

@ -92,7 +92,7 @@
<Filter>Form Files</Filter> <Filter>Form Files</Filter>
</QtUic> </QtUic>
<QtUic Include="gui\main_window.ui"> <QtUic Include="gui\main_window.ui">
<Filter>Form Files</Filter> <Filter>gui\main window</Filter>
</QtUic> </QtUic>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>