// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "game_list_frame.h" GameListFrame::GameListFrame(std::shared_ptr game_info_get, QWidget* parent) : QTableWidget(parent), m_game_info(game_info_get) { icon_size = Config::getIconSize(); this->setShowGrid(false); this->setEditTriggers(QAbstractItemView::NoEditTriggers); this->setSelectionBehavior(QAbstractItemView::SelectRows); this->setSelectionMode(QAbstractItemView::SingleSelection); this->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel); this->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel); this->verticalScrollBar()->installEventFilter(this); this->verticalScrollBar()->setSingleStep(20); this->horizontalScrollBar()->setSingleStep(20); this->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed); this->verticalHeader()->setVisible(false); this->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); this->horizontalHeader()->setHighlightSections(false); this->horizontalHeader()->setSortIndicatorShown(true); this->horizontalHeader()->setStretchLastSection(true); this->setContextMenuPolicy(Qt::CustomContextMenu); this->setColumnCount(9); this->setColumnWidth(1, 250); this->setColumnWidth(2, 110); this->setColumnWidth(3, 80); this->setColumnWidth(4, 90); this->setColumnWidth(5, 80); this->setColumnWidth(6, 80); this->setColumnWidth(7, 80); QStringList headers; headers << "Icon" << "Name" << "Serial" << "Region" << "Firmware" << "Size" << "Version" << "Category" << "Path"; this->setHorizontalHeaderLabels(headers); this->horizontalHeader()->setSortIndicatorShown(true); this->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents); this->horizontalHeader()->setSectionResizeMode(2, QHeaderView::Fixed); this->horizontalHeader()->setSectionResizeMode(3, QHeaderView::Fixed); PopulateGameList(); connect(this, &QTableWidget::itemClicked, this, &GameListFrame::SetListBackgroundImage); connect(this->verticalScrollBar(), &QScrollBar::valueChanged, this, &GameListFrame::RefreshListBackgroundImage); connect(this->horizontalScrollBar(), &QScrollBar::valueChanged, this, &GameListFrame::RefreshListBackgroundImage); this->horizontalHeader()->setSortIndicatorShown(true); this->horizontalHeader()->setSectionsClickable(true); QObject::connect( this->horizontalHeader(), &QHeaderView::sectionClicked, this, [this](int columnIndex) { if (ListSortedAsc) { SortNameDescending(columnIndex); this->horizontalHeader()->setSortIndicator(columnIndex, Qt::DescendingOrder); ListSortedAsc = false; } else { SortNameAscending(columnIndex); this->horizontalHeader()->setSortIndicator(columnIndex, Qt::AscendingOrder); ListSortedAsc = true; } this->clearContents(); PopulateGameList(); }); connect(this, &QTableWidget::customContextMenuRequested, this, [=, this](const QPoint& pos) { m_gui_context_menus.RequestGameMenu(pos, m_game_info->m_games, this, true); }); } void GameListFrame::PopulateGameList() { this->setRowCount(m_game_info->m_games.size()); ResizeIcons(icon_size); for (int i = 0; i < m_game_info->m_games.size(); i++) { SetTableItem(i, 1, QString::fromStdString(m_game_info->m_games[i].name)); SetTableItem(i, 2, QString::fromStdString(m_game_info->m_games[i].serial)); SetRegionFlag(i, 3, QString::fromStdString(m_game_info->m_games[i].region)); SetTableItem(i, 4, QString::fromStdString(m_game_info->m_games[i].fw)); SetTableItem(i, 5, QString::fromStdString(m_game_info->m_games[i].size)); SetTableItem(i, 6, QString::fromStdString(m_game_info->m_games[i].version)); SetTableItem(i, 7, QString::fromStdString(m_game_info->m_games[i].category)); SetTableItem(i, 8, QString::fromStdString(m_game_info->m_games[i].path)); } } void GameListFrame::SetListBackgroundImage(QTableWidgetItem* item) { if (!item) { // handle case where no item was clicked return; } QString pic1Path = QString::fromStdString(m_game_info->m_games[item->row()].pic_path); QString blurredPic1Path = qApp->applicationDirPath() + QString::fromStdString("/game_data/" + m_game_info->m_games[item->row()].serial + "/pic1.png"); backgroundImage = QImage(blurredPic1Path); if (backgroundImage.isNull()) { QImage image(pic1Path); backgroundImage = m_game_list_utils.BlurImage(image, image.rect(), 16); std::filesystem::path img_path = std::filesystem::path("game_data/") / m_game_info->m_games[item->row()].serial; std::filesystem::create_directories(img_path); if (!backgroundImage.save(blurredPic1Path, "PNG")) { // qDebug() << "Error: Unable to save image."; } } RefreshListBackgroundImage(); } void GameListFrame::RefreshListBackgroundImage() { if (!backgroundImage.isNull()) { QPalette palette; palette.setBrush(QPalette::Base, QBrush(backgroundImage.scaled(size(), Qt::IgnoreAspectRatio))); QColor transparentColor = QColor(135, 206, 235, 40); palette.setColor(QPalette::Highlight, transparentColor); this->setPalette(palette); } } void GameListFrame::SortNameAscending(int columnIndex) { std::sort(m_game_info->m_games.begin(), m_game_info->m_games.end(), [columnIndex](const GameInfo& a, const GameInfo& b) { return CompareStringsAscending(a, b, columnIndex); }); } void GameListFrame::SortNameDescending(int columnIndex) { std::sort(m_game_info->m_games.begin(), m_game_info->m_games.end(), [columnIndex](const GameInfo& a, const GameInfo& b) { return CompareStringsDescending(a, b, columnIndex); }); } void GameListFrame::ResizeIcons(int iconSize) { for (int index = 0; auto& game : m_game_info->m_games) { QImage scaledPixmap = game.icon.scaled(QSize(iconSize, iconSize), Qt::KeepAspectRatio, Qt::SmoothTransformation); QTableWidgetItem* iconItem = new QTableWidgetItem(); this->verticalHeader()->resizeSection(index, scaledPixmap.height()); this->horizontalHeader()->resizeSection(0, scaledPixmap.width()); iconItem->setData(Qt::DecorationRole, scaledPixmap); this->setItem(index, 0, iconItem); index++; } this->horizontalHeader()->setSectionResizeMode(7, QHeaderView::ResizeToContents); } void GameListFrame::SetTableItem(int row, int column, QString itemStr) { QTableWidgetItem* item = new QTableWidgetItem(); QWidget* widget = new QWidget(this); QVBoxLayout* layout = new QVBoxLayout(widget); QLabel* label = new QLabel(itemStr, widget); label->setStyleSheet("color: white; font-size: 15px; font-weight: bold;"); // Create shadow effect QGraphicsDropShadowEffect* shadowEffect = new QGraphicsDropShadowEffect(); shadowEffect->setBlurRadius(5); // Set the blur radius of the shadow shadowEffect->setColor(QColor(0, 0, 0, 160)); // Set the color and opacity of the shadow shadowEffect->setOffset(2, 2); // Set the offset of the shadow label->setGraphicsEffect(shadowEffect); // Apply shadow effect to the QLabel layout->addWidget(label); if (column != 8 && column != 1) layout->setAlignment(Qt::AlignCenter); widget->setLayout(layout); this->setItem(row, column, item); this->setCellWidget(row, column, widget); } void GameListFrame::SetRegionFlag(int row, int column, QString itemStr) { QTableWidgetItem* item = new QTableWidgetItem(); QImage scaledPixmap; if (itemStr == "Japan") { scaledPixmap = QImage(":/images/flag_jp.png"); } else if (itemStr == "Europe") { scaledPixmap = QImage(":/images/flag_eu.png"); } else if (itemStr == "USA") { scaledPixmap = QImage(":/images/flag_us.png"); } else if (itemStr == "Asia") { scaledPixmap = QImage(":/images/flag_china.png"); } else if (itemStr == "World") { scaledPixmap = QImage(":/images/flag_world.png"); } else { scaledPixmap = QImage(":/images/flag_unk.png"); } QWidget* widget = new QWidget(this); QVBoxLayout* layout = new QVBoxLayout(widget); QLabel* label = new QLabel(widget); label->setPixmap(QPixmap::fromImage(scaledPixmap)); layout->setAlignment(Qt::AlignCenter); layout->addWidget(label); widget->setLayout(layout); this->setItem(row, column, item); this->setCellWidget(row, column, widget); }