#include "gamelistwidget.h" #include "common/string_util.h" #include "core/settings.h" #include "frontend-common/game_list.h" #include "gamelistmodel.h" #include "qthostinterface.h" #include "qtutils.h" #include #include #include #include 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; return m_model->lessThan(source_left, source_right, source_left.column(), ascending); } private: GameListModel* m_model; }; 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); m_table_sort_model = new GameListSortModel(m_table_model); m_table_sort_model->setSourceModel(m_table_model); m_table_view = new QTableView(this); m_table_view->setModel(m_table_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); loadTableViewColumnVisibilitySettings(); loadTableViewColumnSortSettings(); 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); insertWidget(0, m_table_view); setCurrentIndex(0); resizeTableViewColumnsToFit(); } void GameListWidget::onGameListRefreshed() { m_table_model->refresh(); } void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous) { const QModelIndex source_index = m_table_sort_model->mapToSource(current); if (!source_index.isValid() || source_index.row() >= static_cast(m_game_list->GetEntryCount())) { emit entrySelected(nullptr); return; } const GameListEntry& entry = m_game_list->GetEntries().at(source_index.row()); emit entrySelected(&entry); } 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(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(); } void GameListWidget::resizeEvent(QResizeEvent* event) { QStackedWidget::resizeEvent(event); resizeTableViewColumnsToFit(); } void GameListWidget::resizeTableViewColumnsToFit() { QtUtils::ResizeColumnsForTableView(m_table_view, {32, 80, -1, -1, 100, 60, 100}); } static TinyString getColumnVisibilitySettingsKeyName(int column) { return TinyString::FromFormat("Show%s", GameListModel::getColumnName(static_cast(column))); } void GameListWidget::loadTableViewColumnVisibilitySettings() { static constexpr std::array 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(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(m_game_list->GetEntryCount())) return nullptr; return &m_game_list->GetEntries().at(source_index.row()); }