mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2024-12-28 02:26:07 +00:00
game_list and game grid are now working
This commit is contained in:
parent
9962cf333c
commit
07c7152d54
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@ -133,8 +133,6 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> gui_settings, QWi
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m_game_data.clear();
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m_games.clear();
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});
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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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gui::utils::stop_future_watcher(m_repaint_watcher, true);
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@ -144,34 +142,23 @@ game_list_frame::~game_list_frame() {
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void game_list_frame::OnRefreshFinished()
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{
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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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gui::utils::stop_future_watcher(m_repaint_watcher, true);
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for (auto&& g : m_games)
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{
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// If no settings exist, resize to contents.
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ResizeColumnsToContents();
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m_game_data.push_back(g);
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}
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for (int col = 0; col < m_columnActs.count(); ++col)
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m_games.clear();
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// Sort by name at the very least.
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std::sort(m_game_data.begin(), m_game_data.end(), [&](const game_info& game1, const game_info& game2)
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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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const QString title1 = m_titles.value(QString::fromStdString(game1->info.serial), QString::fromStdString(game1->info.name));
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const QString title2 = m_titles.value(QString::fromStdString(game2->info.serial), QString::fromStdString(game2->info.name));
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return title1.toLower() < title2.toLower();
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});
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m_game_list->horizontalHeader()->restoreState(m_game_list->horizontalHeader()->saveState());
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m_path_list.clear();
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Refresh();
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}
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void game_list_frame::OnRepaintFinished()
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@ -191,19 +178,114 @@ void game_list_frame::OnRepaintFinished()
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else
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{
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// The game grid needs to be recreated from scratch
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//TODO !!
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int games_per_row = 0;
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if (m_icon_size.width() > 0 && m_icon_size.height() > 0)
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{
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games_per_row = width() / (m_icon_size.width() + m_icon_size.width() * m_game_grid->getMarginFactor() * 2);
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}
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const int scroll_position = m_game_grid->verticalScrollBar()->value();
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//TODO add connections
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PopulateGameGrid(games_per_row, m_icon_size, m_icon_color);
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m_central_widget->addWidget(m_game_grid);
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m_central_widget->setCurrentWidget(m_game_grid);
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m_game_grid->verticalScrollBar()->setValue(scroll_position);
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}
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}
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void game_list_frame::SaveSettings()
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bool game_list_frame::IsEntryVisible(const game_info& game)
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{
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for (int col = 0; col < m_columnActs.count(); ++col)
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const QString serial = QString::fromStdString(game->info.serial);
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return SearchMatchesApp(QString::fromStdString(game->info.name), serial);
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}
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void game_list_frame::PopulateGameGrid(int maxCols, const QSize& image_size, const QColor& image_color)
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{
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int r = 0;
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int c = 0;
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const std::string selected_item = CurrentSelectionPath();
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// Release old data
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m_game_list->clear_list();
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m_game_grid->deleteLater();
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const bool show_text = m_icon_size_index > gui::game_list_max_slider_pos * 2 / 5;
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if (m_icon_size_index < gui::game_list_max_slider_pos * 2 / 3)
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{
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m_gui_settings->SetGamelistColVisibility(col, m_columnActs[col]->isChecked());
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m_game_grid = new game_list_grid(image_size, image_color, m_margin_factor, m_text_factor * 2, show_text);
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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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else
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{
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m_game_grid = new game_list_grid(image_size, image_color, m_margin_factor, m_text_factor, show_text);
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}
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// Get list of matching apps
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QList<game_info> matching_apps;
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for (const auto& app : m_game_data)
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{
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if (IsEntryVisible(app))
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{
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matching_apps.push_back(app);
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}
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}
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const int entries = matching_apps.count();
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// Edge cases!
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if (entries == 0)
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{ // For whatever reason, 0%x is division by zero. Absolute nonsense by definition of modulus. But, I'll acquiesce.
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return;
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}
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maxCols = std::clamp(maxCols, 1, entries);
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const int needs_extra_row = (entries % maxCols) != 0;
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const int max_rows = needs_extra_row + entries / maxCols;
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m_game_grid->setRowCount(max_rows);
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m_game_grid->setColumnCount(maxCols);
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for (const auto& app : matching_apps)
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{
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const QString serial = QString::fromStdString(app->info.serial);
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const QString title = m_titles.value(serial, QString::fromStdString(app->info.name));
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game_list_item* item = m_game_grid->addItem(app, title, r, c);
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app->item = item;
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item->setData(gui::game_role, QVariant::fromValue(app));
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item->setToolTip(tr("%0 [%1]").arg(title).arg(serial));
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if (selected_item == app->info.path + app->info.icon_path)
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{
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m_game_grid->setCurrentItem(item);
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}
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if (++c >= maxCols)
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{
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c = 0;
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r++;
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}
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}
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if (c != 0)
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{ // if left over games exist -- if empty entries exist
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for (int col = c; col < maxCols; ++col)
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{
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game_list_item* empty_item = new game_list_item();
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empty_item->setFlags(Qt::NoItemFlags);
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m_game_grid->setItem(r, col, empty_item);
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}
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}
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m_game_grid->resizeColumnsToContents();
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m_game_grid->resizeRowsToContents();
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m_game_grid->installEventFilter(this);
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m_game_grid->verticalScrollBar()->installEventFilter(this);
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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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@ -214,38 +296,41 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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{
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m_path_list.clear();
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m_game_data.clear();
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m_games.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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QDir parent_folder(QString::fromStdString(QDir::currentPath().toStdString() + "/game/"));
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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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m_path_list.emplace_back(item.absoluteFilePath().toStdString());
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}
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m_refresh_watcher.setFuture(QtConcurrent::map(m_path_list, [this](const std::string& dir)
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{
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GameInfo game{};
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game.path = dir;
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PSF psf;
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if (psf.open(game.path + "/sce_sys/PARAM.SFO"))
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{
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QString iconpath(QString::fromStdString(game.path) + "/sce_sys/ICON0.PNG");
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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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m_titles.insert(QString::fromStdString(game.serial), QString::fromStdString(game.name));
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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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return;
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}
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// Fill Game List / Game Grid
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@ -279,11 +364,11 @@ void game_list_frame::Refresh(const bool from_drive, const bool scroll_after)
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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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//hackinsh TODO remove
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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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@ -291,18 +376,25 @@ void game_list_frame::PopulateGameList()
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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_grid->clear_list();
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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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if (!IsEntryVisible(game))
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{
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game->item = nullptr;
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continue;
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}
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const QString serial = QString::fromStdString(game->info.serial);
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const QString title = m_titles.value(serial, QString::fromStdString(game->info.name));
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// Icon
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custom_table_widget_item* icon_item = new custom_table_widget_item;
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@ -317,10 +409,10 @@ void game_list_frame::PopulateGameList()
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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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custom_table_widget_item* title_item = new custom_table_widget_item(title);
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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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custom_table_widget_item* serial_item = new custom_table_widget_item(serial);
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// Version
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QString app_version = QString::fromStdString(game->info.version);
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@ -645,4 +737,55 @@ void game_list_frame::ResizeIcons(const int& slider_pos)
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m_icon_size = gui_settings::SizeFromSlider(slider_pos);
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RepaintIcons();
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}
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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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/**
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* Returns false if the game should be hidden because it doesn't match search term in toolbar.
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*/
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bool game_list_frame::SearchMatchesApp(const QString& name, const QString& serial) const
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{
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if (!m_search_text.isEmpty())
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{
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const QString search_text = m_search_text.toLower();
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return m_titles.value(serial, name).toLower().contains(search_text) || serial.toLower().contains(search_text);
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}
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return true;
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}
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@ -58,6 +58,9 @@ private:
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void SortGameList() const;
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std::string CurrentSelectionPath();
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void PopulateGameList();
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void PopulateGameGrid(int maxCols, const QSize& image_size, const QColor& image_color);
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bool SearchMatchesApp(const QString& name, const QString& serial) const;
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bool IsEntryVisible(const game_info& game);
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// Which widget we are displaying depends on if we are in grid or list mode.
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QMainWindow* m_game_dock = nullptr;
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@ -71,6 +74,7 @@ private:
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QList<QAction*> m_columnActs;
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Qt::SortOrder m_col_sort_order;
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int m_sort_column;
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QMap<QString, QString> m_titles;
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// List Mode
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bool m_is_list_layout = true;
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@ -56,7 +56,7 @@ void game_list_grid::setIconSize(const QSize& size) const
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}
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}
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QTableWidgetItem* game_list_grid::addItem(const game_info& app, const QString& name, const QString& movie_path, const int& row, const int& col)
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game_list_item* game_list_grid::addItem(const game_info& app, const QString& name,const int& row, const int& col)
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{
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game_list_item* item = new game_list_item;
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item->set_icon_func([this, app, item](int)
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@ -19,7 +19,7 @@ public:
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void enableText(const bool& enabled);
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void setIconSize(const QSize& size) const;
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QTableWidgetItem* addItem(const game_info& app, const QString& name, const QString& movie_path, const int& row, const int& col);
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game_list_item* addItem(const game_info& app, const QString& name,const int& row, const int& col);
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[[nodiscard]] qreal getMarginFactor() const;
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@ -8,8 +8,6 @@ int main(int argc, char* argv[])
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QApplication a(argc, argv);
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std::shared_ptr<gui_settings> m_gui_settings;
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m_gui_settings.reset(new gui_settings());
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//shadps4gui w(m_gui_settings,nullptr);
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//w.show();
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main_window* m_main_window = new main_window(m_gui_settings, nullptr);
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m_main_window->Init();
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@ -92,7 +92,7 @@
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<Filter>Form Files</Filter>
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</QtUic>
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<QtUic Include="gui\main_window.ui">
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<Filter>Form Files</Filter>
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<Filter>gui\main window</Filter>
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</QtUic>
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</ItemGroup>
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<ItemGroup>
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