// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ #include "GameListModel.h" #include "GameListRefreshThread.h" #include "GameListWidget.h" #include "QtHost.h" #include "QtUtils.h" #include "Settings/InterfaceSettingsWidget.h" #include "pcsx2/GameList.h" #include "pcsx2/Host.h" #include "common/Assertions.h" #include "common/Console.h" #include "common/FileSystem.h" #include "common/Path.h" #include "common/StringUtil.h" #include "fmt/format.h" #include #include #include #include #include #include #include #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" ".zso (Compressed ISO)\n" ".gz (Gzip Compressed ISO)"); static constexpr float MIN_SCALE = 0.1f; static constexpr float MAX_SCALE = 2.0f; static constexpr GameListModel::Column DEFAULT_SORT_COLUMN = GameListModel::Column_Title; static constexpr int DEFAULT_SORT_INDEX = static_cast(DEFAULT_SORT_COLUMN); static constexpr Qt::SortOrder DEFAULT_SORT_ORDER = Qt::AscendingOrder; static constexpr std::array DEFAULT_COLUMN_WIDTHS = {{ 55, // type 85, // code -1, // title -1, // file title 75, // crc 95, // time played 90, // last played 80, // size 60, // region 120 // compatibility }}; static_assert(static_cast(DEFAULT_COLUMN_WIDTHS.size()) <= GameListModel::Column_Count, "Game List: More default column widths than column types."); class GameListSortModel final : public QSortFilterProxyModel { public: explicit GameListSortModel(GameListModel* parent) : QSortFilterProxyModel(parent) , m_model(parent) { } void setFilterType(GameList::EntryType type) { beginFilterChange(); m_filter_type = type; endFilterChange(Direction::Rows); } void setFilterRegion(GameList::Region region) { beginFilterChange(); m_filter_region = region; endFilterChange(Direction::Rows); } void setFilterName(const QString& name) { beginFilterChange(); m_filter_name = name; endFilterChange(Direction::Rows); } 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; }; namespace { // Used for Type, Region, and Compatibility columns to center icons; Qt::AlignCenter only works on DisplayRole (text). class GameListIconStyleDelegate final : public QStyledItemDelegate { public: GameListIconStyleDelegate(QWidget* parent) : QStyledItemDelegate(parent) { } ~GameListIconStyleDelegate() = default; // See: QStyledItemDelegate::paint(), QItemDelegate::drawDecoration(), and Qt::QStyleOptionViewItem. void paint(QPainter* painter, const QStyleOptionViewItem& option, const QModelIndex& index) const override { Q_ASSERT(index.isValid()); // Draw highlight for cell. QApplication::style()->drawControl(QStyle::CE_ItemViewItem, &option, painter, option.widget); // Fetch icon pixmap and stop if no icon exists const QPixmap icon = qvariant_cast(index.data(Qt::DecorationRole)); if (icon.isNull()) return; // Save painter state and restore later so clip setting doesn't persist across cell draws. painter->save(); // Clip pixmap so it doesn't extend outside the cell. const QRect rect = option.rect; painter->setClipRect(rect); // Determine starting location of icon (Qt uses top-left origin). const int icon_width = static_cast(static_cast(icon.width()) / icon.devicePixelRatio()); const int icon_height = static_cast(static_cast(icon.height()) / icon.devicePixelRatio()); const QPoint icon_top_left = QPoint((rect.width() - icon_width) / 2, (rect.height() - icon_height) / 2); // Change palette if the item is selected. if (option.state & QStyle::State_Selected) { // Set color based on whether cell is enabled. const bool enabled = option.state & QStyle::State_Enabled; QColor color = option.palette.color(enabled ? QPalette::Normal : QPalette::Disabled, QPalette::Highlight); color.setAlphaF(0.3f); // Fetch pixmap from cache or construct a new one. const QString key = QString::fromStdString(fmt::format("{:016X}-{:d}-{:08X}", icon.cacheKey(), enabled, color.rgba())); QPixmap highlighted_icon; if (!QPixmapCache::find(key, &highlighted_icon)) { QImage img = icon.toImage().convertToFormat(QImage::Format_ARGB32_Premultiplied); QPainter tinted_painter(&img); tinted_painter.setCompositionMode(QPainter::CompositionMode_SourceAtop); tinted_painter.fillRect(0, 0, img.width(), img.height(), color); tinted_painter.end(); highlighted_icon = QPixmap(QPixmap::fromImage(img)); QPixmapCache::insert(key, highlighted_icon); } painter->drawPixmap(rect.topLeft() + icon_top_left, highlighted_icon); } else { painter->drawPixmap(rect.topLeft() + icon_top_left, icon); } // Restore the old clip path. painter->restore(); } }; } // namespace 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, devicePixelRatioF(), this); m_model->updateCacheSize(width(), height()); m_sort_model = new GameListSortModel(m_model); m_sort_model->setSourceModel(m_model); m_ui.setupUi(this); m_ui.stack->installEventFilter(this); m_ui.stack->setAutoFillBackground(false); for (u32 type = 0; type < static_cast(GameList::EntryType::Count); type++) { if (type != static_cast(GameList::EntryType::Invalid)) { m_ui.filterType->addItem(GameListModel::getIconForType(static_cast(type)), GameList::EntryTypeToString(static_cast(type), true)); } } for (u32 region = 0; region < static_cast(GameList::Region::Count); region++) { m_ui.filterRegion->addItem(GameListModel::getIconForRegion(static_cast(region)), GameList::RegionToString(static_cast(region), true)); } 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); }); connect(new QShortcut(QKeySequence::Find, this), &QShortcut::activated, [this]() { m_ui.searchText->setFocus(); }); m_table_view = new QTableView(m_ui.stack); m_table_view->setModel(m_sort_model); 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->setMouseTracking(true); m_table_view->setShowGrid(false); m_table_view->setCurrentIndex(QModelIndex()); m_table_view->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); m_table_view->horizontalHeader()->setHighlightSections(false); m_table_view->horizontalHeader()->setSectionsMovable(true); m_table_view->verticalHeader()->hide(); m_table_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel); // Custom painter to center-align DisplayRoles (icons) m_table_view->setItemDelegateForColumn(0, new GameListIconStyleDelegate(this)); m_table_view->setItemDelegateForColumn(8, new GameListIconStyleDelegate(this)); m_table_view->setItemDelegateForColumn(9, new GameListIconStyleDelegate(this)); 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); // Save state when header state changes (hiding and showing handled within onTableViewHeaderContextMenuRequested). connect(m_table_view->horizontalHeader(), &QHeaderView::sectionMoved, this, &GameListWidget::onTableHeaderStateChanged); connect(m_table_view->horizontalHeader(), &QHeaderView::sectionResized, this, &GameListWidget::onTableHeaderStateChanged); connect(m_table_view->horizontalHeader(), &QHeaderView::sortIndicatorChanged, this, [this](const int column, const Qt::SortOrder sort_order) { GameListWidget::saveSortSettings(column, sort_order); GameListWidget::onTableHeaderStateChanged(); }); // Load the last session's header state or create a new one. if (Host::ContainsBaseSettingValue("GameListTableView", "HeaderState")) loadTableHeaderState(); else applyTableHeaderDefaults(); // After header state load to account for user-specified sort. m_table_view->setSortingEnabled(true); 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, true); }); connect(qApp, &QGuiApplication::applicationStateChanged, this, [this]() { GameListWidget::updateCustomBackgroundState(); }); 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); setFocusProxy(m_ui.stack->currentWidget()); updateToolbar(); resizeTableViewColumnsToFit(); setCustomBackground(); } void GameListWidget::setCustomBackground() { // Cleanup old animation if it still exists on gamelist if (m_background_movie != nullptr) { m_background_movie->disconnect(this); delete m_background_movie; m_background_movie = nullptr; } // Get the path to the custom background std::string path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath"); if (!Path::IsAbsolute(path)) path = Path::Combine(EmuFolders::DataRoot, path); // Only try to create background if path are valid if (!path.empty() && FileSystem::FileExists(path.c_str())) { QString img_path = QString::fromStdString(path); const QByteArray format = (img_path.endsWith(".png", Qt::CaseInsensitive)) ? QByteArray("apng") : QByteArray(); m_background_movie = new QMovie(img_path, format, this); if (!m_background_movie->isValid()) { Console.Warning("Failed to load background movie from: %s", path.c_str()); delete m_background_movie; m_background_movie = nullptr; } } // If there is no valid background then reset fallback to default UI state if (!m_background_movie) { m_background_pixmap = QPixmap(); m_ui.stack->setAutoFillBackground(true); m_table_view->viewport()->setAutoFillBackground(true); m_list_view->viewport()->setAutoFillBackground(true); m_ui.stack->update(); m_table_view->setAlternatingRowColors(true); return; } // Retrieve scaling setting m_background_scaling = QtUtils::ScalingMode::Fit; const std::string ar_value = Host::GetBaseStringSettingValue("UI", "GameListBackgroundMode", InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[static_cast(QtUtils::ScalingMode::Fit)]); for (u8 i = 0; i < static_cast(QtUtils::ScalingMode::MaxCount); i++) { if (InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i] != nullptr) { if (ar_value == InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i]) { m_background_scaling = static_cast(i); break; } } } // Retrieve opacity setting m_background_opacity = Host::GetBaseFloatSettingValue("UI", "GameListBackgroundOpacity", 100.0f); // Selected Custom background is valid, connect the signals and start animation in gamelist connect(m_background_movie, &QMovie::frameChanged, this, &GameListWidget::processBackgroundFrames, Qt::UniqueConnection); m_ui.stack->setAutoFillBackground(false); m_table_view->viewport()->setAutoFillBackground(false); m_list_view->viewport()->setAutoFillBackground(false); updateCustomBackgroundState(true); m_table_view->setAlternatingRowColors(false); processBackgroundFrames(); } void GameListWidget::updateCustomBackgroundState(const bool force_start) { if (m_background_movie && m_background_movie->isValid()) { if ((isVisible() && (isActiveWindow() || force_start)) && qGuiApp->applicationState() == Qt::ApplicationActive) m_background_movie->setPaused(false); else m_background_movie->setPaused(true); } } void GameListWidget::processBackgroundFrames() { if (m_background_movie && m_background_movie->isValid() && isVisible()) { const int widget_width = m_ui.stack->width(); const int widget_height = m_ui.stack->height(); if (widget_width <= 0 || widget_height <= 0) return; QPixmap pm = m_background_movie->currentPixmap(); const qreal dpr = devicePixelRatioF(); QtUtils::resizeAndScalePixmap(&pm, widget_width, widget_height, dpr, m_background_scaling, m_background_opacity); m_background_pixmap = std::move(pm); m_ui.stack->update(); } } 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, bool popup_on_error) { cancelRefresh(); m_refresh_thread = new GameListRefreshThread(invalidate_cache, popup_on_error); 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); setFocusProxy(m_ui.stack->currentWidget()); } 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); setFocusProxy(nullptr); } } 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; QHeaderView* header = m_table_view->horizontalHeader(); if (!header) return; int column_visual = 0; for (int column = 0; column < GameListModel::Column_Count; column++) { // The "cover" column is the game grid and cannot be hidden. if (column == GameListModel::Column_Cover) continue; column_visual = header->visualIndex(column); QAction* action = menu.addAction(m_model->getColumnDisplayName(column_visual)); action->setCheckable(true); action->setChecked(!m_table_view->isColumnHidden(column_visual)); connect(action, &QAction::toggled, [this, column_visual](bool enabled) { m_table_view->setColumnHidden(column_visual, !enabled); onTableHeaderStateChanged(); resizeTableViewColumnsToFit(); }); } menu.exec(m_table_view->mapToGlobal(point)); } void GameListWidget::onCoverScaleChanged() { m_model->updateCacheSize(width(), height()); m_list_view->setSpacing(m_model->getCoverArtSpacing()); QFont font; font.setPointSizeF(20.0f * 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); setFocusProxy(m_ui.stack->currentWidget()); 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); setFocusProxy(m_ui.stack->currentWidget()); 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::showEvent(QShowEvent* event) { QWidget::showEvent(event); updateCustomBackgroundState(); } void GameListWidget::hideEvent(QHideEvent* event) { QWidget::hideEvent(event); updateCustomBackgroundState(); } void GameListWidget::resizeEvent(QResizeEvent* event) { QWidget::resizeEvent(event); resizeTableViewColumnsToFit(); m_model->updateCacheSize(width(), height()); processBackgroundFrames(); } bool GameListWidget::event(QEvent* event) { if (event->type() == QEvent::DevicePixelRatioChange) { m_model->setDevicePixelRatio(devicePixelRatioF()); processBackgroundFrames(); QWidget::event(event); return true; } return QWidget::event(event); } bool GameListWidget::eventFilter(QObject* watched, QEvent* event) { if (watched == m_ui.stack && event->type() == QEvent::Paint) { if (!m_background_pixmap.isNull()) { QPainter painter(m_ui.stack); const auto* paint_event = static_cast(event); painter.save(); painter.setClipRect(paint_event->rect()); painter.drawTiledPixmap(m_ui.stack->rect(), m_background_pixmap); painter.restore(); return true; } } return QWidget::eventFilter(watched, event); } void GameListWidget::resizeTableViewColumnsToFit() { QtUtils::ResizeColumnsForTableView(m_table_view, { DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Type], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Serial], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Title], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_FileTitle], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_CRC], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_TimePlayed], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_LastPlayed], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Size], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Region], DEFAULT_COLUMN_WIDTHS[GameListModel::Column_Compatibility], }); } void GameListWidget::loadTableHeaderState() { QHeaderView* header = m_table_view->horizontalHeader(); if (!header) return; // Decode Base64 string from settings to QByteArray state. const std::string state_setting = Host::GetBaseStringSettingValue("GameListTableView", "HeaderState"); if (state_setting.empty()) return; QSignalBlocker blocker(header); header->restoreState(QByteArray::fromBase64(QByteArray::fromStdString(state_setting))); } void GameListWidget::onTableHeaderStateChanged() { QHeaderView* header = m_table_view->horizontalHeader(); if (!header) return; // Encode QByteArray state as Base64 string for storage. Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64()); } void GameListWidget::applyTableHeaderDefaults() { QHeaderView* header = m_table_view->horizontalHeader(); if (!header) return; { QSignalBlocker blocker(header); header->hideSection(GameListModel::Column_FileTitle); header->hideSection(GameListModel::Column_CRC); header->hideSection(GameListModel::Column_Cover); for (int column = 0; column < GameListModel::Column_Count; column++) { if (column == GameListModel::Column_Cover) continue; header->resizeSection(column, DEFAULT_COLUMN_WIDTHS[column]); } header->setSortIndicator(DEFAULT_SORT_INDEX, DEFAULT_SORT_ORDER); } Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64()); } // TODO (Tech): Create a button for this in the minibar. Currently unused. void GameListWidget::resetTableHeaderToDefault() { QHeaderView* header = m_table_view->horizontalHeader(); if (!header) return; { QSignalBlocker blocker(header); for (int column = 0; column < GameListModel::Column_Count; column++) { if (column == GameListModel::Column_Cover) continue; // Reset size, position, and visibility. header->resizeSection(column, DEFAULT_COLUMN_WIDTHS[column]); header->moveSection(header->visualIndex(column), column); header->setSectionHidden(column, column == GameListModel::Column_CRC || column == GameListModel::Column_FileTitle); } header->hideSection(GameListModel::Column_Cover); header->setSortIndicator(DEFAULT_SORT_INDEX, DEFAULT_SORT_ORDER); } Host::SetBaseStringSettingValue("GameListTableView", "HeaderState", header->saveState().toBase64()); } void GameListWidget::saveSortSettings(const int column, const Qt::SortOrder sort_order) { Host::SetBaseStringSettingValue("GameListTableView", "SortColumn", GameListModel::getColumnName(static_cast(column))); Host::SetBaseBoolSettingValue("GameListTableView", "SortDescending", static_cast(sort_order)); } std::optional GameListWidget::getSelectedEntry() const { auto lock = GameList::GetLock(); const GameList::Entry* entry; if (m_ui.stack->currentIndex() == 0) { const QItemSelectionModel* selection_model = m_table_view->selectionModel(); if (!selection_model->hasSelection()) return std::nullopt; const QModelIndexList selected_rows = selection_model->selectedRows(); if (selected_rows.empty()) return std::nullopt; const QModelIndex source_index = m_sort_model->mapToSource(selected_rows[0]); if (!source_index.isValid()) return std::nullopt; entry = GameList::GetEntryByIndex(source_index.row()); } else { const QItemSelectionModel* selection_model = m_list_view->selectionModel(); if (!selection_model->hasSelection()) return std::nullopt; const QModelIndex source_index = m_sort_model->mapToSource(selection_model->currentIndex()); if (!source_index.isValid()) return std::nullopt; entry = GameList::GetEntryByIndex(source_index.row()); } if (!entry) return std::nullopt; // Copy the entry here instead of keeping the lock held to avoid deadlocks. return *entry; } 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); }