mirror of https://github.com/PCSX2/pcsx2.git
618 lines
20 KiB
C++
618 lines
20 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "common/Assertions.h"
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#include "common/StringUtil.h"
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#include "pcsx2/Frontend/GameList.h"
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#include "pcsx2/HostSettings.h"
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#include <QtCore/QSortFilterProxyModel>
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#include <QtGui/QPixmap>
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#include <QtGui/QWheelEvent>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QHeaderView>
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#include <QtWidgets/QMenu>
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#include <QtWidgets/QScrollBar>
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#include "GameListModel.h"
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#include "GameListRefreshThread.h"
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#include "GameListWidget.h"
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#include "QtHost.h"
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#include "QtUtils.h"
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static const char* SUPPORTED_FORMATS_STRING = QT_TRANSLATE_NOOP(GameListWidget,
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".bin/.iso (ISO Disc Images)\n"
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".chd (Compressed Hunks of Data)\n"
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".cso (Compressed ISO)\n"
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".gz (Gzip Compressed ISO)");
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static constexpr float MIN_SCALE = 0.1f;
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static constexpr float MAX_SCALE = 2.0f;
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class GameListSortModel final : public QSortFilterProxyModel
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{
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public:
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explicit GameListSortModel(GameListModel* parent)
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: QSortFilterProxyModel(parent)
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, m_model(parent)
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{
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}
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void setFilterType(GameList::EntryType type)
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{
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m_filter_type = type;
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invalidateRowsFilter();
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}
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void setFilterRegion(GameList::Region region)
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{
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m_filter_region = region;
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invalidateRowsFilter();
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}
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void setFilterName(const QString& name)
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{
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m_filter_name = name;
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invalidateRowsFilter();
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}
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bool filterAcceptsRow(int source_row, const QModelIndex& source_parent) const override
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{
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if (m_filter_type != GameList::EntryType::Count ||
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m_filter_region != GameList::Region::Count ||
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!m_filter_name.isEmpty())
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{
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const auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryByIndex(source_row);
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if (m_filter_type != GameList::EntryType::Count && entry->type != m_filter_type)
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return false;
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if (m_filter_region != GameList::Region::Count && entry->region != m_filter_region)
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return false;
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if (!m_filter_name.isEmpty() &&
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!QString::fromStdString(entry->path).contains(m_filter_name, Qt::CaseInsensitive) &&
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!QString::fromStdString(entry->serial).contains(m_filter_name, Qt::CaseInsensitive) &&
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!QString::fromStdString(entry->title).contains(m_filter_name, Qt::CaseInsensitive))
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return false;
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}
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return QSortFilterProxyModel::filterAcceptsRow(source_row, source_parent);
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}
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bool lessThan(const QModelIndex& source_left, const QModelIndex& source_right) const override
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{
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return m_model->lessThan(source_left, source_right, source_left.column());
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}
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private:
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GameListModel* m_model;
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GameList::EntryType m_filter_type = GameList::EntryType::Count;
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GameList::Region m_filter_region = GameList::Region::Count;
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QString m_filter_name;
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};
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GameListWidget::GameListWidget(QWidget* parent /* = nullptr */)
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: QWidget(parent)
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{
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}
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GameListWidget::~GameListWidget() = default;
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void GameListWidget::initialize()
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{
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m_model = new GameListModel(this);
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m_model->setCoverScale(Host::GetBaseFloatSettingValue("UI", "GameListCoverArtScale", 0.45f));
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m_model->setShowCoverTitles(Host::GetBaseBoolSettingValue("UI", "GameListShowCoverTitles", true));
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m_model->updateCacheSize(width(), height());
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m_sort_model = new GameListSortModel(m_model);
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m_sort_model->setSourceModel(m_model);
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m_ui.setupUi(this);
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for (u32 type = 0; type < static_cast<u32>(GameList::EntryType::Count); type++)
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{
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m_ui.filterType->addItem(GameListModel::getIconForType(static_cast<GameList::EntryType>(type)),
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qApp->translate("GameList", GameList::EntryTypeToDisplayString(static_cast<GameList::EntryType>(type))));
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}
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for (u32 region = 0; region < static_cast<u32>(GameList::Region::Count); region++)
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{
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m_ui.filterRegion->addItem(GameListModel::getIconForRegion(static_cast<GameList::Region>(region)),
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qApp->translate("GameList", GameList::RegionToString(static_cast<GameList::Region>(region))));
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}
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connect(m_ui.viewGameList, &QPushButton::clicked, this, &GameListWidget::showGameList);
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connect(m_ui.viewGameGrid, &QPushButton::clicked, this, &GameListWidget::showGameGrid);
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connect(m_ui.gridScale, &QSlider::valueChanged, this, &GameListWidget::gridIntScale);
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connect(m_ui.viewGridTitles, &QPushButton::toggled, this, &GameListWidget::setShowCoverTitles);
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connect(m_ui.filterType, &QComboBox::currentIndexChanged, this, [this](int index) {
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m_sort_model->setFilterType((index == 0) ? GameList::EntryType::Count : static_cast<GameList::EntryType>(index - 1));
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});
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connect(m_ui.filterRegion, &QComboBox::currentIndexChanged, this, [this](int index) {
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m_sort_model->setFilterRegion((index == 0) ? GameList::Region::Count : static_cast<GameList::Region>(index - 1));
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});
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connect(m_ui.searchText, &QLineEdit::textChanged, this, [this](const QString& text) {
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m_sort_model->setFilterName(text);
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});
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m_table_view = new QTableView(m_ui.stack);
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m_table_view->setModel(m_sort_model);
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m_table_view->setSortingEnabled(true);
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m_table_view->setSelectionMode(QAbstractItemView::SingleSelection);
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m_table_view->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_table_view->setContextMenuPolicy(Qt::CustomContextMenu);
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m_table_view->setAlternatingRowColors(true);
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m_table_view->setShowGrid(false);
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m_table_view->setCurrentIndex({});
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m_table_view->horizontalHeader()->setHighlightSections(false);
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m_table_view->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu);
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m_table_view->verticalHeader()->hide();
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m_table_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOn);
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m_table_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);
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loadTableViewColumnVisibilitySettings();
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loadTableViewColumnSortSettings();
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connect(m_table_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
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&GameListWidget::onSelectionModelCurrentChanged);
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connect(m_table_view, &QTableView::activated, this, &GameListWidget::onTableViewItemActivated);
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connect(m_table_view, &QTableView::customContextMenuRequested, this,
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&GameListWidget::onTableViewContextMenuRequested);
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connect(m_table_view->horizontalHeader(), &QHeaderView::customContextMenuRequested, this,
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&GameListWidget::onTableViewHeaderContextMenuRequested);
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connect(m_table_view->horizontalHeader(), &QHeaderView::sortIndicatorChanged, this,
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&GameListWidget::onTableViewHeaderSortIndicatorChanged);
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m_ui.stack->insertWidget(0, m_table_view);
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m_list_view = new GameListGridListView(m_ui.stack);
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m_list_view->setModel(m_sort_model);
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m_list_view->setModelColumn(GameListModel::Column_Cover);
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m_list_view->setSelectionMode(QAbstractItemView::ExtendedSelection);
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m_list_view->setViewMode(QListView::IconMode);
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m_list_view->setResizeMode(QListView::Adjust);
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m_list_view->setUniformItemSizes(true);
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m_list_view->setItemAlignment(Qt::AlignHCenter);
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m_list_view->setContextMenuPolicy(Qt::CustomContextMenu);
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m_list_view->setFrameStyle(QFrame::NoFrame);
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m_list_view->setSpacing(m_model->getCoverArtSpacing());
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m_list_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);
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m_list_view->verticalScrollBar()->setSingleStep(15);
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updateListFont();
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connect(m_list_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
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&GameListWidget::onSelectionModelCurrentChanged);
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connect(m_list_view, &GameListGridListView::zoomIn, this, &GameListWidget::gridZoomIn);
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connect(m_list_view, &GameListGridListView::zoomOut, this, &GameListWidget::gridZoomOut);
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connect(m_list_view, &QListView::activated, this, &GameListWidget::onListViewItemActivated);
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connect(m_list_view, &QListView::customContextMenuRequested, this, &GameListWidget::onListViewContextMenuRequested);
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m_ui.stack->insertWidget(1, m_list_view);
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m_empty_widget = new QWidget(m_ui.stack);
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m_empty_ui.setupUi(m_empty_widget);
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m_empty_ui.supportedFormats->setText(qApp->translate("GameListWidget", SUPPORTED_FORMATS_STRING));
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connect(m_empty_ui.addGameDirectory, &QPushButton::clicked, this, [this]() { emit addGameDirectoryRequested(); });
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connect(m_empty_ui.scanForNewGames, &QPushButton::clicked, this, [this]() { refresh(false); });
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m_ui.stack->insertWidget(2, m_empty_widget);
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if (Host::GetBaseBoolSettingValue("UI", "GameListGridView", false))
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m_ui.stack->setCurrentIndex(1);
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else
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m_ui.stack->setCurrentIndex(0);
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updateToolbar();
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resizeTableViewColumnsToFit();
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}
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bool GameListWidget::isShowingGameList() const
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{
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return m_ui.stack->currentIndex() == 0;
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}
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bool GameListWidget::isShowingGameGrid() const
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{
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return m_ui.stack->currentIndex() == 1;
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}
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bool GameListWidget::getShowGridCoverTitles() const
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{
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return m_model->getShowCoverTitles();
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}
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void GameListWidget::refresh(bool invalidate_cache)
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{
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cancelRefresh();
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m_refresh_thread = new GameListRefreshThread(invalidate_cache);
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connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress,
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Qt::QueuedConnection);
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connect(m_refresh_thread, &GameListRefreshThread::refreshComplete, this, &GameListWidget::onRefreshComplete,
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Qt::QueuedConnection);
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m_refresh_thread->start();
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}
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void GameListWidget::cancelRefresh()
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{
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if (!m_refresh_thread)
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return;
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m_refresh_thread->cancel();
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m_refresh_thread->wait();
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// Cancelling might not be instant if we're say, scanning a gzip dump. Wait until it's done.
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while (m_refresh_thread)
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
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}
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void GameListWidget::refreshImages()
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{
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m_model->refreshImages();
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}
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void GameListWidget::onRefreshProgress(const QString& status, int current, int total)
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{
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// switch away from the placeholder while we scan, in case we find anything
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if (m_ui.stack->currentIndex() == 2)
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m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0);
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m_model->refresh();
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emit refreshProgress(status, current, total);
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}
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void GameListWidget::onRefreshComplete()
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{
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m_model->refresh();
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emit refreshComplete();
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pxAssertRel(m_refresh_thread, "Has a refresh thread");
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m_refresh_thread->wait();
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delete m_refresh_thread;
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m_refresh_thread = nullptr;
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// if we still had no games, switch to the helper widget
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if (m_model->rowCount() == 0)
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m_ui.stack->setCurrentIndex(2);
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}
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void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous)
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{
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const QModelIndex source_index = m_sort_model->mapToSource(current);
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if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
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return;
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emit selectionChanged();
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}
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void GameListWidget::onTableViewItemActivated(const QModelIndex& index)
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{
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const QModelIndex source_index = m_sort_model->mapToSource(index);
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if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
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return;
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emit entryActivated();
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}
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void GameListWidget::onTableViewContextMenuRequested(const QPoint& point)
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{
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emit entryContextMenuRequested(m_table_view->mapToGlobal(point));
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}
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void GameListWidget::onListViewItemActivated(const QModelIndex& index)
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{
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const QModelIndex source_index = m_sort_model->mapToSource(index);
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if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
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return;
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emit entryActivated();
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}
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void GameListWidget::onListViewContextMenuRequested(const QPoint& point)
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{
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emit entryContextMenuRequested(m_list_view->mapToGlobal(point));
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}
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void GameListWidget::onTableViewHeaderContextMenuRequested(const QPoint& point)
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{
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QMenu menu;
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for (int column = 0; column < GameListModel::Column_Count; column++)
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{
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if (column == GameListModel::Column_Cover)
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continue;
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QAction* action = menu.addAction(m_model->getColumnDisplayName(column));
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action->setCheckable(true);
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action->setChecked(!m_table_view->isColumnHidden(column));
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connect(action, &QAction::toggled, [this, column](bool enabled) {
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m_table_view->setColumnHidden(column, !enabled);
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saveTableViewColumnVisibilitySettings(column);
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resizeTableViewColumnsToFit();
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});
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}
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menu.exec(m_table_view->mapToGlobal(point));
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}
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void GameListWidget::onTableViewHeaderSortIndicatorChanged(int, Qt::SortOrder)
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{
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saveTableViewColumnSortSettings();
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}
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void GameListWidget::listZoom(float delta)
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{
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const float new_scale = std::clamp(m_model->getCoverScale() + delta, MIN_SCALE, MAX_SCALE);
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Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
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Host::CommitBaseSettingChanges();
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m_model->setCoverScale(new_scale);
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m_model->updateCacheSize(width(), height());
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updateListFont();
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updateToolbar();
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}
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void GameListWidget::gridZoomIn()
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{
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listZoom(0.05f);
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}
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void GameListWidget::gridZoomOut()
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{
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listZoom(-0.05f);
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}
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void GameListWidget::gridIntScale(int int_scale)
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{
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const float new_scale = std::clamp(static_cast<float>(int_scale) / 100.0f, MIN_SCALE, MAX_SCALE);
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Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
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Host::CommitBaseSettingChanges();
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m_model->setCoverScale(new_scale);
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m_model->updateCacheSize(width(), height());
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updateListFont();
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updateToolbar();
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}
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void GameListWidget::refreshGridCovers()
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{
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m_model->refreshCovers();
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}
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void GameListWidget::showGameList()
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{
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if (m_ui.stack->currentIndex() == 0 || m_model->rowCount() == 0)
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{
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// We can click the toolbar multiple times, so keep it correct.
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updateToolbar();
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return;
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}
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Host::SetBaseBoolSettingValue("UI", "GameListGridView", false);
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Host::CommitBaseSettingChanges();
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m_ui.stack->setCurrentIndex(0);
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resizeTableViewColumnsToFit();
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updateToolbar();
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emit layoutChange();
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}
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void GameListWidget::showGameGrid()
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{
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if (m_ui.stack->currentIndex() == 1 || m_model->rowCount() == 0)
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{
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// We can click the toolbar multiple times, so keep it correct.
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updateToolbar();
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return;
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}
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Host::SetBaseBoolSettingValue("UI", "GameListGridView", true);
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Host::CommitBaseSettingChanges();
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m_ui.stack->setCurrentIndex(1);
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updateToolbar();
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emit layoutChange();
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}
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void GameListWidget::setShowCoverTitles(bool enabled)
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{
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if (m_model->getShowCoverTitles() == enabled)
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return;
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Host::SetBaseBoolSettingValue("UI", "GameListShowCoverTitles", enabled);
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Host::CommitBaseSettingChanges();
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m_model->setShowCoverTitles(enabled);
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if (isShowingGameGrid())
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m_model->refresh();
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updateToolbar();
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emit layoutChange();
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}
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void GameListWidget::updateListFont()
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{
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QFont font;
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font.setPointSizeF(16.0f * m_model->getCoverScale());
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m_list_view->setFont(font);
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}
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void GameListWidget::updateToolbar()
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{
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const bool grid_view = isShowingGameGrid();
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{
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QSignalBlocker sb(m_ui.viewGameGrid);
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m_ui.viewGameGrid->setChecked(grid_view);
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}
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{
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QSignalBlocker sb(m_ui.viewGameList);
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m_ui.viewGameList->setChecked(!grid_view);
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}
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{
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QSignalBlocker sb(m_ui.viewGridTitles);
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m_ui.viewGridTitles->setChecked(m_model->getShowCoverTitles());
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}
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{
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QSignalBlocker sb(m_ui.gridScale);
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m_ui.gridScale->setValue(static_cast<int>(m_model->getCoverScale() * 100.0f));
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}
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m_ui.viewGridTitles->setEnabled(grid_view);
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m_ui.gridScale->setEnabled(grid_view);
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}
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void GameListWidget::resizeEvent(QResizeEvent* event)
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{
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QWidget::resizeEvent(event);
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resizeTableViewColumnsToFit();
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m_model->updateCacheSize(width(), height());
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}
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|
|
void GameListWidget::resizeTableViewColumnsToFit()
|
|
{
|
|
QtUtils::ResizeColumnsForTableView(m_table_view, {
|
|
45, // type
|
|
80, // code
|
|
-1, // title
|
|
-1, // file title
|
|
65, // crc
|
|
80, // size
|
|
60, // region
|
|
100 // compatibility
|
|
});
|
|
}
|
|
|
|
static std::string getColumnVisibilitySettingsKeyName(int column)
|
|
{
|
|
return StringUtil::StdStringFromFormat("Show%s",
|
|
GameListModel::getColumnName(static_cast<GameListModel::Column>(column)));
|
|
}
|
|
|
|
void GameListWidget::loadTableViewColumnVisibilitySettings()
|
|
{
|
|
static constexpr std::array<bool, GameListModel::Column_Count> DEFAULT_VISIBILITY = {{
|
|
true, // type
|
|
true, // code
|
|
true, // title
|
|
false, // file title
|
|
false, // crc
|
|
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<GameListModel::Column>(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());
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|