/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2023 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "PrecompiledHeader.h" #include "GameListModel.h" #include "GameListRefreshThread.h" #include "GameListWidget.h" #include "QtHost.h" #include "QtUtils.h" #include "pcsx2/GameList.h" #include "pcsx2/Host.h" #include "common/Assertions.h" #include "common/StringUtil.h" #include "fmt/format.h" #include #include #include #include #include #include #include static const char* SUPPORTED_FORMATS_STRING = QT_TRANSLATE_NOOP(GameListWidget, ".bin/.iso (ISO Disc Images)\n" ".mdf (Media Descriptor File)\n" ".chd (Compressed Hunks of Data)\n" ".cso (Compressed ISO)\n" ".gz (Gzip Compressed ISO)"); static constexpr float MIN_SCALE = 0.1f; static constexpr float MAX_SCALE = 2.0f; class GameListSortModel final : public QSortFilterProxyModel { public: explicit GameListSortModel(GameListModel* parent) : QSortFilterProxyModel(parent) , m_model(parent) { } void setFilterType(GameList::EntryType type) { m_filter_type = type; invalidateRowsFilter(); } void setFilterRegion(GameList::Region region) { m_filter_region = region; invalidateRowsFilter(); } void setFilterName(const QString& name) { m_filter_name = name; invalidateRowsFilter(); } bool filterAcceptsRow(int source_row, const QModelIndex& source_parent) const override { if (m_filter_type != GameList::EntryType::Count || m_filter_region != GameList::Region::Count || !m_filter_name.isEmpty()) { const auto lock = GameList::GetLock(); const GameList::Entry* entry = GameList::GetEntryByIndex(source_row); if (m_filter_type != GameList::EntryType::Count && entry->type != m_filter_type) return false; if (m_filter_region != GameList::Region::Count && entry->region != m_filter_region) return false; if (!m_filter_name.isEmpty() && !QString::fromStdString(entry->path).contains(m_filter_name, Qt::CaseInsensitive) && !QString::fromStdString(entry->serial).contains(m_filter_name, Qt::CaseInsensitive) && !QString::fromStdString(entry->title).contains(m_filter_name, Qt::CaseInsensitive) && !QString::fromStdString(entry->title_en).contains(m_filter_name, Qt::CaseInsensitive)) return false; } return QSortFilterProxyModel::filterAcceptsRow(source_row, source_parent); } bool lessThan(const QModelIndex& source_left, const QModelIndex& source_right) const override { return m_model->lessThan(source_left, source_right, source_left.column()); } private: GameListModel* m_model; GameList::EntryType m_filter_type = GameList::EntryType::Count; GameList::Region m_filter_region = GameList::Region::Count; QString m_filter_name; }; GameListWidget::GameListWidget(QWidget* parent /* = nullptr */) : QWidget(parent) { } GameListWidget::~GameListWidget() = default; void GameListWidget::initialize() { const float cover_scale = Host::GetBaseFloatSettingValue("UI", "GameListCoverArtScale", 0.45f); const bool show_cover_titles = Host::GetBaseBoolSettingValue("UI", "GameListShowCoverTitles", true); m_model = new GameListModel(cover_scale, show_cover_titles, this); m_model->updateCacheSize(width(), height()); m_sort_model = new GameListSortModel(m_model); m_sort_model->setSourceModel(m_model); m_ui.setupUi(this); for (u32 type = 0; type < static_cast(GameList::EntryType::Count); type++) { m_ui.filterType->addItem(GameListModel::getIconForType(static_cast(type)), qApp->translate("GameList", GameList::EntryTypeToDisplayString(static_cast(type)))); } for (u32 region = 0; region < static_cast(GameList::Region::Count); region++) { m_ui.filterRegion->addItem(GameListModel::getIconForRegion(static_cast(region)), qApp->translate("GameList", GameList::RegionToString(static_cast(region)))); } connect(m_ui.viewGameList, &QPushButton::clicked, this, &GameListWidget::showGameList); connect(m_ui.viewGameGrid, &QPushButton::clicked, this, &GameListWidget::showGameGrid); connect(m_ui.gridScale, &QSlider::valueChanged, this, &GameListWidget::gridIntScale); connect(m_ui.viewGridTitles, &QPushButton::toggled, this, &GameListWidget::setShowCoverTitles); connect(m_ui.filterType, &QComboBox::currentIndexChanged, this, [this](int index) { m_sort_model->setFilterType((index == 0) ? GameList::EntryType::Count : static_cast(index - 1)); }); connect(m_ui.filterRegion, &QComboBox::currentIndexChanged, this, [this](int index) { m_sort_model->setFilterRegion((index == 0) ? GameList::Region::Count : static_cast(index - 1)); }); connect(m_ui.searchText, &QLineEdit::textChanged, this, [this](const QString& text) { m_sort_model->setFilterName(text); }); m_table_view = new QTableView(m_ui.stack); m_table_view->setModel(m_sort_model); m_table_view->setSortingEnabled(true); m_table_view->setSelectionMode(QAbstractItemView::SingleSelection); m_table_view->setSelectionBehavior(QAbstractItemView::SelectRows); m_table_view->setContextMenuPolicy(Qt::CustomContextMenu); m_table_view->setAlternatingRowColors(true); m_table_view->setShowGrid(false); m_table_view->setCurrentIndex({}); m_table_view->horizontalHeader()->setHighlightSections(false); m_table_view->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); m_table_view->verticalHeader()->hide(); m_table_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOn); m_table_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel); loadTableViewColumnVisibilitySettings(); loadTableViewColumnSortSettings(); connect(m_table_view->selectionModel(), &QItemSelectionModel::currentChanged, this, &GameListWidget::onSelectionModelCurrentChanged); connect(m_table_view, &QTableView::activated, this, &GameListWidget::onTableViewItemActivated); connect(m_table_view, &QTableView::customContextMenuRequested, this, &GameListWidget::onTableViewContextMenuRequested); connect(m_table_view->horizontalHeader(), &QHeaderView::customContextMenuRequested, this, &GameListWidget::onTableViewHeaderContextMenuRequested); connect(m_table_view->horizontalHeader(), &QHeaderView::sortIndicatorChanged, this, &GameListWidget::onTableViewHeaderSortIndicatorChanged); m_ui.stack->insertWidget(0, m_table_view); m_list_view = new GameListGridListView(m_ui.stack); m_list_view->setModel(m_sort_model); m_list_view->setModelColumn(GameListModel::Column_Cover); m_list_view->setSelectionMode(QAbstractItemView::SingleSelection); m_list_view->setViewMode(QListView::IconMode); m_list_view->setResizeMode(QListView::Adjust); m_list_view->setUniformItemSizes(true); m_list_view->setItemAlignment(Qt::AlignHCenter); m_list_view->setContextMenuPolicy(Qt::CustomContextMenu); m_list_view->setFrameStyle(QFrame::NoFrame); m_list_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel); m_list_view->verticalScrollBar()->setSingleStep(15); onCoverScaleChanged(); connect(m_list_view->selectionModel(), &QItemSelectionModel::currentChanged, this, &GameListWidget::onSelectionModelCurrentChanged); connect(m_list_view, &GameListGridListView::zoomIn, this, &GameListWidget::gridZoomIn); connect(m_list_view, &GameListGridListView::zoomOut, this, &GameListWidget::gridZoomOut); connect(m_list_view, &QListView::activated, this, &GameListWidget::onListViewItemActivated); connect(m_list_view, &QListView::customContextMenuRequested, this, &GameListWidget::onListViewContextMenuRequested); connect(m_model, &GameListModel::coverScaleChanged, this, &GameListWidget::onCoverScaleChanged); m_ui.stack->insertWidget(1, m_list_view); m_empty_widget = new QWidget(m_ui.stack); m_empty_ui.setupUi(m_empty_widget); m_empty_ui.supportedFormats->setText(qApp->translate("GameListWidget", SUPPORTED_FORMATS_STRING)); connect(m_empty_ui.addGameDirectory, &QPushButton::clicked, this, [this]() { emit addGameDirectoryRequested(); }); connect(m_empty_ui.scanForNewGames, &QPushButton::clicked, this, [this]() { refresh(false); }); m_ui.stack->insertWidget(2, m_empty_widget); if (Host::GetBaseBoolSettingValue("UI", "GameListGridView", false)) m_ui.stack->setCurrentIndex(1); else m_ui.stack->setCurrentIndex(0); updateToolbar(); resizeTableViewColumnsToFit(); } bool GameListWidget::isShowingGameList() const { return m_ui.stack->currentIndex() == 0; } bool GameListWidget::isShowingGameGrid() const { return m_ui.stack->currentIndex() == 1; } bool GameListWidget::getShowGridCoverTitles() const { return m_model->getShowCoverTitles(); } void GameListWidget::refresh(bool invalidate_cache) { cancelRefresh(); m_refresh_thread = new GameListRefreshThread(invalidate_cache); connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress, Qt::QueuedConnection); connect(m_refresh_thread, &GameListRefreshThread::refreshComplete, this, &GameListWidget::onRefreshComplete, Qt::QueuedConnection); m_refresh_thread->start(); } void GameListWidget::cancelRefresh() { if (!m_refresh_thread) return; m_refresh_thread->cancel(); m_refresh_thread->wait(); // Cancelling might not be instant if we're say, scanning a gzip dump. Wait until it's done. while (m_refresh_thread) QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1); } void GameListWidget::reloadThemeSpecificImages() { m_model->reloadThemeSpecificImages(); } void GameListWidget::onRefreshProgress(const QString& status, int current, int total) { // switch away from the placeholder while we scan, in case we find anything if (m_ui.stack->currentIndex() == 2) m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0); m_model->refresh(); emit refreshProgress(status, current, total); } void GameListWidget::onRefreshComplete() { m_model->refresh(); emit refreshComplete(); pxAssertRel(m_refresh_thread, "Has a refresh thread"); m_refresh_thread->wait(); delete m_refresh_thread; m_refresh_thread = nullptr; // if we still had no games, switch to the helper widget if (m_model->rowCount() == 0) m_ui.stack->setCurrentIndex(2); } void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous) { const QModelIndex source_index = m_sort_model->mapToSource(current); if (!source_index.isValid() || source_index.row() >= static_cast(GameList::GetEntryCount())) return; emit selectionChanged(); } void GameListWidget::onTableViewItemActivated(const QModelIndex& index) { const QModelIndex source_index = m_sort_model->mapToSource(index); if (!source_index.isValid() || source_index.row() >= static_cast(GameList::GetEntryCount())) return; emit entryActivated(); } void GameListWidget::onTableViewContextMenuRequested(const QPoint& point) { emit entryContextMenuRequested(m_table_view->mapToGlobal(point)); } void GameListWidget::onListViewItemActivated(const QModelIndex& index) { const QModelIndex source_index = m_sort_model->mapToSource(index); if (!source_index.isValid() || source_index.row() >= static_cast(GameList::GetEntryCount())) return; emit entryActivated(); } void GameListWidget::onListViewContextMenuRequested(const QPoint& point) { emit entryContextMenuRequested(m_list_view->mapToGlobal(point)); } void GameListWidget::onTableViewHeaderContextMenuRequested(const QPoint& point) { QMenu menu; for (int column = 0; column < GameListModel::Column_Count; column++) { if (column == GameListModel::Column_Cover) continue; QAction* action = menu.addAction(m_model->getColumnDisplayName(column)); action->setCheckable(true); action->setChecked(!m_table_view->isColumnHidden(column)); connect(action, &QAction::toggled, [this, column](bool enabled) { m_table_view->setColumnHidden(column, !enabled); saveTableViewColumnVisibilitySettings(column); resizeTableViewColumnsToFit(); }); } menu.exec(m_table_view->mapToGlobal(point)); } void GameListWidget::onTableViewHeaderSortIndicatorChanged(int, Qt::SortOrder) { saveTableViewColumnSortSettings(); } void GameListWidget::onCoverScaleChanged() { m_model->updateCacheSize(width(), height()); m_list_view->setSpacing(m_model->getCoverArtSpacing()); QFont font; font.setPointSizeF(16.0f * m_model->getCoverScale()); m_list_view->setFont(font); } void GameListWidget::listZoom(float delta) { const float new_scale = std::clamp(m_model->getCoverScale() + delta, MIN_SCALE, MAX_SCALE); Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale); Host::CommitBaseSettingChanges(); m_model->setCoverScale(new_scale); updateToolbar(); } void GameListWidget::gridZoomIn() { listZoom(0.05f); } void GameListWidget::gridZoomOut() { listZoom(-0.05f); } void GameListWidget::gridIntScale(int int_scale) { const float new_scale = std::clamp(static_cast(int_scale) / 100.0f, MIN_SCALE, MAX_SCALE); Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale); Host::CommitBaseSettingChanges(); m_model->setCoverScale(new_scale); updateToolbar(); } void GameListWidget::refreshGridCovers() { m_model->refreshCovers(); } void GameListWidget::showGameList() { if (m_ui.stack->currentIndex() == 0 || m_model->rowCount() == 0) { // We can click the toolbar multiple times, so keep it correct. updateToolbar(); return; } Host::SetBaseBoolSettingValue("UI", "GameListGridView", false); Host::CommitBaseSettingChanges(); m_ui.stack->setCurrentIndex(0); resizeTableViewColumnsToFit(); updateToolbar(); emit layoutChange(); } void GameListWidget::showGameGrid() { if (m_ui.stack->currentIndex() == 1 || m_model->rowCount() == 0) { // We can click the toolbar multiple times, so keep it correct. updateToolbar(); return; } Host::SetBaseBoolSettingValue("UI", "GameListGridView", true); Host::CommitBaseSettingChanges(); m_ui.stack->setCurrentIndex(1); updateToolbar(); emit layoutChange(); } void GameListWidget::setShowCoverTitles(bool enabled) { if (m_model->getShowCoverTitles() == enabled) return; Host::SetBaseBoolSettingValue("UI", "GameListShowCoverTitles", enabled); Host::CommitBaseSettingChanges(); m_model->setShowCoverTitles(enabled); if (isShowingGameGrid()) m_model->refresh(); updateToolbar(); emit layoutChange(); } void GameListWidget::updateToolbar() { const bool grid_view = isShowingGameGrid(); { QSignalBlocker sb(m_ui.viewGameGrid); m_ui.viewGameGrid->setChecked(grid_view); } { QSignalBlocker sb(m_ui.viewGameList); m_ui.viewGameList->setChecked(!grid_view); } { QSignalBlocker sb(m_ui.viewGridTitles); m_ui.viewGridTitles->setChecked(m_model->getShowCoverTitles()); } { QSignalBlocker sb(m_ui.gridScale); m_ui.gridScale->setValue(static_cast(m_model->getCoverScale() * 100.0f)); } m_ui.viewGridTitles->setEnabled(grid_view); m_ui.gridScale->setEnabled(grid_view); } void GameListWidget::resizeEvent(QResizeEvent* event) { QWidget::resizeEvent(event); resizeTableViewColumnsToFit(); m_model->updateCacheSize(width(), height()); } void GameListWidget::resizeTableViewColumnsToFit() { QtUtils::ResizeColumnsForTableView(m_table_view, { 45, // type 80, // code -1, // title -1, // file title 65, // crc 80, // time played 80, // last played 80, // size 60, // region 120 // compatibility }); } static std::string getColumnVisibilitySettingsKeyName(int column) { return StringUtil::StdStringFromFormat("Show%s", GameListModel::getColumnName(static_cast(column))); } void GameListWidget::loadTableViewColumnVisibilitySettings() { static constexpr std::array DEFAULT_VISIBILITY = {{ true, // type true, // code true, // title false, // file title false, // crc true, // time played true, // last played true, // size true, // region true // compatibility }}; for (int column = 0; column < GameListModel::Column_Count; column++) { const bool visible = Host::GetBaseBoolSettingValue( "GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), DEFAULT_VISIBILITY[column]); m_table_view->setColumnHidden(column, !visible); } } void GameListWidget::saveTableViewColumnVisibilitySettings() { for (int column = 0; column < GameListModel::Column_Count; column++) { const bool visible = !m_table_view->isColumnHidden(column); Host::SetBaseBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), visible); Host::CommitBaseSettingChanges(); } } void GameListWidget::saveTableViewColumnVisibilitySettings(int column) { const bool visible = !m_table_view->isColumnHidden(column); Host::SetBaseBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), visible); Host::CommitBaseSettingChanges(); } void GameListWidget::loadTableViewColumnSortSettings() { const GameListModel::Column DEFAULT_SORT_COLUMN = GameListModel::Column_Type; const bool DEFAULT_SORT_DESCENDING = false; const GameListModel::Column sort_column = GameListModel::getColumnIdForName(Host::GetBaseStringSettingValue("GameListTableView", "SortColumn")) .value_or(DEFAULT_SORT_COLUMN); const bool sort_descending = Host::GetBaseBoolSettingValue("GameListTableView", "SortDescending", DEFAULT_SORT_DESCENDING); m_table_view->sortByColumn(sort_column, sort_descending ? Qt::DescendingOrder : Qt::AscendingOrder); } void GameListWidget::saveTableViewColumnSortSettings() { const int sort_column = m_table_view->horizontalHeader()->sortIndicatorSection(); const bool sort_descending = (m_table_view->horizontalHeader()->sortIndicatorOrder() == Qt::DescendingOrder); if (sort_column >= 0 && sort_column < GameListModel::Column_Count) { Host::SetBaseStringSettingValue( "GameListTableView", "SortColumn", GameListModel::getColumnName(static_cast(sort_column))); } Host::SetBaseBoolSettingValue("GameListTableView", "SortDescending", sort_descending); Host::CommitBaseSettingChanges(); } const GameList::Entry* GameListWidget::getSelectedEntry() const { if (m_ui.stack->currentIndex() == 0) { const QItemSelectionModel* selection_model = m_table_view->selectionModel(); if (!selection_model->hasSelection()) return nullptr; const QModelIndexList selected_rows = selection_model->selectedRows(); if (selected_rows.empty()) return nullptr; const QModelIndex source_index = m_sort_model->mapToSource(selected_rows[0]); if (!source_index.isValid()) return nullptr; return GameList::GetEntryByIndex(source_index.row()); } else { const QItemSelectionModel* selection_model = m_list_view->selectionModel(); if (!selection_model->hasSelection()) return nullptr; const QModelIndex source_index = m_sort_model->mapToSource(selection_model->currentIndex()); if (!source_index.isValid()) return nullptr; return GameList::GetEntryByIndex(source_index.row()); } } void GameListWidget::rescanFile(const std::string& path) { // We can't do this while there's a VM running, because of CDVD state... ugh. if (QtHost::IsVMValid()) { Console.Error(fmt::format("Can't re-scan ELF at '{}' because we have a VM running.", path)); return; } GameList::RescanPath(path); m_model->refresh(); } GameListGridListView::GameListGridListView(QWidget* parent /*= nullptr*/) : QListView(parent) { } void GameListGridListView::wheelEvent(QWheelEvent* e) { if (e->modifiers() & Qt::ControlModifier) { int dy = e->angleDelta().y(); if (dy != 0) { if (dy < 0) zoomOut(); else zoomIn(); return; } } QListView::wheelEvent(e); }