ok we can display icons in columns now
This commit is contained in:
parent
86be793306
commit
8b9f094420
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@ -2,6 +2,7 @@
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#include "gui_settings.h"
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#include "gui_settings.h"
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#include "custom_table_widget_item.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 "../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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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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: QWidget(parent)
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@ -323,7 +324,7 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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const int scroll_position = m_game_list->verticalScrollBar()->value();
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const int scroll_position = m_game_list->verticalScrollBar()->value();
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PopulateGameList();
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PopulateGameList();
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SortGameList();
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SortGameList();
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//RepaintIcons();
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RepaintIcons();
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if (scroll_after)
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if (scroll_after)
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{
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{
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@ -336,7 +337,7 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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}
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}
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else
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else
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{
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{
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//RepaintIcons();
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RepaintIcons();
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}
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}
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@ -367,6 +368,7 @@ void game_list_frame::PopulateGameList()
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int row = 0;
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int row = 0;
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int index = -1;
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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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for (const auto& game : m_game_data)
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{
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{
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index++;
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index++;
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@ -374,6 +376,7 @@ void game_list_frame::PopulateGameList()
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// Icon
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// Icon
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custom_table_widget_item* icon_item = new custom_table_widget_item;
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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(Qt::UserRole, index, true);
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icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
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icon_item->setData(gui::custom_roles::game_role, QVariant::fromValue(game));
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@ -441,4 +444,72 @@ std::string game_list_frame::CurrentSelectionPath()
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m_old_layout_is_list = m_is_list_layout;
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m_old_layout_is_list = m_is_list_layout;
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return selection;
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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.
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if (icon_size.width() != 320 || icon_size.height() != 176)
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{
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constexpr double target_ratio = 320.0 / 176.0; // aspect ratio 20:11
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if ((icon_size.width() / static_cast<double>(icon_size.height())) > target_ratio)
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{
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canvas_size.setHeight(std::ceil(icon_size.width() / target_ratio));
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}
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else
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{
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canvas_size.setWidth(std::ceil(icon_size.height() * target_ratio));
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}
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target_pos.setX(std::max<int>(0, (canvas_size.width() - icon_size.width()) / 2.0));
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target_pos.setY(std::max<int>(0, (canvas_size.height() - icon_size.height()) / 2.0));
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}
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}
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// Create a canvas large enough to fit our entire scaled icon
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QPixmap canvas(canvas_size * device_pixel_ratio);
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canvas.setDevicePixelRatio(device_pixel_ratio);
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canvas.fill(m_icon_color);
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// Create a painter for our canvas
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QPainter painter(&canvas);
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painter.setRenderHint(QPainter::SmoothPixmapTransform);
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// Draw the icon onto our canvas
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if (!icon.isNull())
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{
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painter.drawPixmap(target_pos.x(), target_pos.y(), icon_size.width(), icon_size.height(), icon);
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}
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// Finish the painting
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painter.end();
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// Scale and return our final image
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return canvas.scaled(m_icon_size * device_pixel_ratio, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation);
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}
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}
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@ -30,9 +30,14 @@ public :
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/** Refresh the gamelist with/without loading game data from files. Public so that main frame can refresh after vfs or install */
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/** Refresh the gamelist with/without loading game data from files. Public so that main frame can refresh after vfs or install */
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void Refresh(const bool from_drive = false, const bool scroll_after = true);
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void Refresh(const bool from_drive = false, const bool scroll_after = true);
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/** Repaint Gamelist Icons with new background color */
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void RepaintIcons(const bool& from_settings = false);
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private Q_SLOTS:
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private Q_SLOTS:
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void OnHeaderColumnClicked(int col);
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void OnHeaderColumnClicked(int col);
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private:
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private:
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QPixmap PaintedPixmap(const QPixmap& icon) const;
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void SortGameList() const;
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void SortGameList() const;
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std::string CurrentSelectionPath();
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std::string CurrentSelectionPath();
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void PopulateGameList();
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void PopulateGameList();
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@ -6,9 +6,9 @@ visibility_column_serial=true
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visibility_column_firmware=true
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visibility_column_firmware=true
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visibility_column_version=true
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visibility_column_version=true
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visibility_column_category=true
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visibility_column_category=true
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sortCol=4
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sortCol=1
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sortAsc=false
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sortAsc=true
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state="@ByteArray(\0\0\0\xff\0\0\0\0\0\0\0\x1\0\0\0\x1\0\0\0\x4\x1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\x3\xfe\0\0\0\a\0\x1\0\x1\0\0\0\0\0\0\0\0\0\0\0\0\x96\xff\xff\xff\xff\0\0\0\x1\0\0\0\0\0\0\0\a\0\0\0'\0\0\0\x1\0\0\0\x2\0\0\0\xbc\0\0\0\x1\0\0\0\0\0\0\0\x42\0\0\0\x1\0\0\0\0\0\0\0=\0\0\0\x1\0\0\0\0\0\0\0\x96\0\0\0\x1\0\0\0\0\0\0\0\x96\0\0\0\x1\0\0\0\0\0\0\x1p\0\0\0\x1\0\0\0\0\0\0\x3\xe8\x1\0\0\0\x42\0\0\0\0)"
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state="@ByteArray(\0\0\0\xff\0\0\0\0\0\0\0\x1\0\0\0\0\0\0\0\x1\x1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\x2\xe1\0\0\0\a\0\x1\0\x1\0\0\0\0\0\0\0\0\0\0\0\0\x96\xff\xff\xff\xff\0\0\0\x1\0\0\0\0\0\0\0\a\0\0\0.\0\0\0\x1\0\0\0\x2\0\0\0\xc6\0\0\0\x1\0\0\0\0\0\0\0\x42\0\0\0\x1\0\0\0\0\0\0\0=\0\0\0\x1\0\0\0\0\0\0\0\x96\0\0\0\x1\0\0\0\0\0\0\0\x96\0\0\0\x1\0\0\0\0\0\0\0\x42\0\0\0\x1\0\0\0\0\0\0\x3\xe8\x1\0\0\0\x42\0\0\0\0)"
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iconColor=@Variant(\0\0\0\x43\x1\xff\xff\xf0\xf0\xf0\xf0\xf0\xf0\0\0)
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iconColor=@Variant(\0\0\0\x43\x1\xff\xff\xf0\xf0\xf0\xf0\xf0\xf0\0\0)
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marginFactor=0.09
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marginFactor=0.09
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textFactor=2
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textFactor=2
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