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[desktop] "Fix" card auto-alignment (#3829)
Closes #3707 All this does is anchor the left and right-most cards to their respective edges, and then equally distributes the gaps between cards thereafter. Don't even bother trying to figure out what the hell I just wrote. I'm a UI designer, not a mathematician. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3829
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3 changed files with 31 additions and 14 deletions
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@ -18,8 +18,25 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
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painter->save();
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painter->setRenderHint(QPainter::Antialiasing);
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// padding
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QRect cardRect = option.rect.adjusted(4 + m_padding / 2, 4, -4 - m_padding / 2, -4);
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// Padding, dimensions, alignment...
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const int column = index.row() % m_columns;
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const int cell_width = option.rect.width();
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const int fixed_card_width = cell_width - m_padding;
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const int margins = 8;
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// The gist of it is that this anchors the left and right sides to the edges,
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// while maintaining an even gap between each card.
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// I just smashed random keys into my keyboard until something worked.
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// Don't even bother trying to figure out what the hell this is doing.
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const auto total_row_width = m_columns * cell_width;
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const auto total_gap_space = total_row_width - (margins * 2) - (m_columns * fixed_card_width);
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const auto gap = (m_columns > 1) ? (total_gap_space / (m_columns - 1)) : 0;
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const auto relative_x = margins + (column * (fixed_card_width + gap));
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const auto x_pos = option.rect.left() - (column * cell_width) + static_cast<int>(relative_x);
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// also, add some additional padding here to prevent card overlap
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QRect cardRect(x_pos + 4, option.rect.top() + 4, fixed_card_width - 8, option.rect.height() - margins);
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// colors
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QPalette palette = option.palette;
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@ -41,8 +58,6 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
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painter->setPen(QPen(borderColor, 1));
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painter->drawRoundedRect(cardRect, 10, 10);
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static constexpr const int padding = 8;
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// icon
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int _iconsize = UISettings::values.game_icon_size.GetValue();
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QSize iconSize(_iconsize, _iconsize);
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@ -54,7 +69,7 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
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scaledSize.scale(iconSize, Qt::KeepAspectRatio);
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int x = cardRect.left() + (cardRect.width() - scaledSize.width()) / 2;
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int y = cardRect.top() + padding;
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int y = cardRect.top() + margins;
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iconRect = QRect(x, y, scaledSize.width(), scaledSize.height());
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@ -73,7 +88,7 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
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painter->restore();
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} else {
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// if there is no icon just draw a blank rect
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iconRect = QRect(cardRect.left() + padding, cardRect.top() + padding, _iconsize, _iconsize);
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iconRect = QRect(cardRect.left() + margins, cardRect.top() + margins, _iconsize, _iconsize);
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}
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if (UISettings::values.show_game_name.GetValue()) {
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@ -82,8 +97,8 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
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// padding + text
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QRect textRect = cardRect;
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textRect.setTop(iconRect.bottom() + 8);
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textRect.adjust(padding, 0, -padding, -padding);
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textRect.setTop(iconRect.bottom() + margins);
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textRect.adjust(margins, 0, -margins, -margins);
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// We are already crammed on space, ignore the row 2
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QString title = index.data(Qt::DisplayRole).toString();
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@ -111,7 +126,8 @@ QSize GameCard::sizeHint(const QStyleOptionViewItem& option, const QModelIndex&
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return m_size;
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}
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void GameCard::setSize(const QSize& newSize, const int padding) {
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void GameCard::setSize(const QSize& newSize, const int padding, const int columns) {
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m_size = newSize;
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m_padding = padding;
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m_columns = columns;
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}
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@ -18,9 +18,10 @@ public:
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const QModelIndex& index) const override;
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QSize sizeHint(const QStyleOptionViewItem& option, const QModelIndex& index) const override;
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void setSize(const QSize& newSize, const int padding);
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void setSize(const QSize& newSize, const int padding, const int columns);
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private:
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QSize m_size;
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int m_padding;
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int m_columns;
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};
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@ -411,7 +411,7 @@ GameList::GameList(FileSys::VirtualFilesystem vfs_, FileSys::ManualContentProvid
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list_view->setEditTriggers(QAbstractItemView::NoEditTriggers);
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list_view->setContextMenuPolicy(Qt::CustomContextMenu);
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list_view->setGridSize(QSize(140, 160));
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m_gameCard->setSize(list_view->gridSize(), 0);
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m_gameCard->setSize(list_view->gridSize(), 0, 4);
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list_view->setSpacing(10);
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list_view->setWordWrap(true);
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@ -1051,8 +1051,8 @@ void GameList::UpdateIconSize() {
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// And now stretch it a bit to fill out remaining space.
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// Not perfect but works well enough for now
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int columns = std::max(1, view_width / min_item_width);
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int stretched_width = (view_width - (spacing * (columns - 1))) / columns;
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int columns = std::max(1, (view_width - 16) / min_item_width);
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int stretched_width = ((view_width) - (spacing * (columns - 1))) / columns;
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// only updates things if grid size is changed
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QSize grid_size(stretched_width, icon_size + heightMargin);
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@ -1060,7 +1060,7 @@ void GameList::UpdateIconSize() {
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list_view->setUpdatesEnabled(false);
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list_view->setGridSize(grid_size);
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m_gameCard->setSize(grid_size, stretched_width - min_item_width);
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m_gameCard->setSize(grid_size, stretched_width - min_item_width, columns);
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list_view->setUpdatesEnabled(true);
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}
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