Duckstation/src/duckstation-qt/gamelistwidget.cpp

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#include "gamelistwidget.h"
#include "common/string_util.h"
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#include "core/settings.h"
#include "frontend-common/game_list.h"
#include "gamelistmodel.h"
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#include "qthostinterface.h"
#include "qtutils.h"
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#include <QtCore/QSortFilterProxyModel>
#include <QtGui/QPixmap>
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#include <QtWidgets/QHeaderView>
#include <QtWidgets/QMenu>
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class GameListSortModel final : public QSortFilterProxyModel
{
public:
GameListSortModel(GameListModel* parent) : QSortFilterProxyModel(parent), m_model(parent) {}
bool filterAcceptsRow(int source_row, const QModelIndex& source_parent) const override
{
// TODO: Search
return QSortFilterProxyModel::filterAcceptsRow(source_row, source_parent);
}
bool lessThan(const QModelIndex& source_left, const QModelIndex& source_right) const override
{
const bool ascending = sortOrder() == Qt::AscendingOrder;
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return m_model->lessThan(source_left, source_right, source_left.column(), ascending);
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}
private:
GameListModel* m_model;
};
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GameListWidget::GameListWidget(QWidget* parent /* = nullptr */) : QStackedWidget(parent) {}
GameListWidget::~GameListWidget() = default;
void GameListWidget::initialize(QtHostInterface* host_interface)
{
m_host_interface = host_interface;
m_game_list = host_interface->getGameList();
connect(m_host_interface, &QtHostInterface::gameListRefreshed, this, &GameListWidget::onGameListRefreshed);
m_table_model = new GameListModel(m_game_list, this);
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m_table_sort_model = new GameListSortModel(m_table_model);
m_table_sort_model->setSourceModel(m_table_model);
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m_table_view = new QTableView(this);
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m_table_view->setModel(m_table_sort_model);
m_table_view->setSortingEnabled(true);
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m_table_view->setSelectionMode(QAbstractItemView::SingleSelection);
m_table_view->setSelectionBehavior(QAbstractItemView::SelectRows);
m_table_view->setContextMenuPolicy(Qt::CustomContextMenu);
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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);
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m_table_view->verticalHeader()->hide();
m_table_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOn);
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loadTableViewColumnVisibilitySettings();
loadTableViewColumnSortSettings();
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connect(m_table_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
&GameListWidget::onSelectionModelCurrentChanged);
connect(m_table_view, &QTableView::doubleClicked, this, &GameListWidget::onTableViewItemDoubleClicked);
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);
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insertWidget(0, m_table_view);
setCurrentIndex(0);
resizeTableViewColumnsToFit();
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}
void GameListWidget::onGameListRefreshed()
{
m_table_model->refresh();
}
void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous)
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{
const QModelIndex source_index = m_table_sort_model->mapToSource(current);
if (!source_index.isValid() || source_index.row() >= static_cast<int>(m_game_list->GetEntryCount()))
{
emit entrySelected(nullptr);
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return;
}
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const GameListEntry& entry = m_game_list->GetEntries().at(source_index.row());
emit entrySelected(&entry);
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}
void GameListWidget::onTableViewItemDoubleClicked(const QModelIndex& index)
{
const QModelIndex source_index = m_table_sort_model->mapToSource(index);
if (!source_index.isValid() || source_index.row() >= static_cast<int>(m_game_list->GetEntryCount()))
return;
const GameListEntry& entry = m_game_list->GetEntries().at(source_index.row());
emit entryDoubleClicked(&entry);
}
void GameListWidget::onTableViewContextMenuRequested(const QPoint& point)
{
const GameListEntry* entry = getSelectedEntry();
if (!entry)
return;
emit entryContextMenuRequested(m_table_view->mapToGlobal(point), entry);
}
void GameListWidget::onTableViewHeaderContextMenuRequested(const QPoint& point)
{
QMenu menu;
for (int column = 0; column < GameListModel::Column_Count; column++)
{
QAction* action = menu.addAction(m_table_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();
}
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void GameListWidget::resizeEvent(QResizeEvent* event)
{
QStackedWidget::resizeEvent(event);
resizeTableViewColumnsToFit();
}
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void GameListWidget::resizeTableViewColumnsToFit()
{
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QtUtils::ResizeColumnsForTableView(m_table_view, {32, 80, -1, -1, 100, 50, 100});
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}
static TinyString getColumnVisibilitySettingsKeyName(int column)
{
return TinyString::FromFormat("Show%s", GameListModel::getColumnName(static_cast<GameListModel::Column>(column)));
}
void GameListWidget::loadTableViewColumnVisibilitySettings()
{
static constexpr std::array<bool, GameListModel::Column_Count> DEFAULT_VISIBILITY = {
{true, true, true, false, true, true, true}};
for (int column = 0; column < GameListModel::Column_Count; column++)
{
const bool visible = m_host_interface->GetBoolSettingValue(
"GameListTableView", getColumnVisibilitySettingsKeyName(column), 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);
m_host_interface->SetBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column), visible);
}
}
void GameListWidget::saveTableViewColumnVisibilitySettings(int column)
{
const bool visible = !m_table_view->isColumnHidden(column);
m_host_interface->SetBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column), visible);
}
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(m_host_interface->GetStringSettingValue("GameListTableView", "SortColumn"))
.value_or(DEFAULT_SORT_COLUMN);
const bool sort_descending =
m_host_interface->GetBoolSettingValue("GameListTableView", "SortDescending", DEFAULT_SORT_DESCENDING);
m_table_sort_model->sort(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)
{
m_host_interface->SetStringSettingValue(
"GameListTableView", "SortColumn", GameListModel::getColumnName(static_cast<GameListModel::Column>(sort_column)));
}
m_host_interface->SetBoolSettingValue("GameListTableView", "SortDescending", sort_descending);
}
const GameListEntry* GameListWidget::getSelectedEntry() const
{
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_table_sort_model->mapToSource(selected_rows[0]);
if (!source_index.isValid() || source_index.row() >= static_cast<int>(m_game_list->GetEntryCount()))
return nullptr;
return &m_game_list->GetEntries().at(source_index.row());
}