[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
This commit is contained in:
crueter 2026-04-07 00:02:59 +02:00
parent fd0c5655c4
commit 7d53849cd3
No known key found for this signature in database
GPG key ID: 425ACD2D4830EBC6
3 changed files with 31 additions and 14 deletions

View file

@ -18,8 +18,25 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
painter->save();
painter->setRenderHint(QPainter::Antialiasing);
// padding
QRect cardRect = option.rect.adjusted(4 + m_padding / 2, 4, -4 - m_padding / 2, -4);
// Padding, dimensions, alignment...
const int column = index.row() % m_columns;
const int cell_width = option.rect.width();
const int fixed_card_width = cell_width - m_padding;
const int margins = 8;
// The gist of it is that this anchors the left and right sides to the edges,
// while maintaining an even gap between each card.
// I just smashed random keys into my keyboard until something worked.
// Don't even bother trying to figure out what the hell this is doing.
const auto total_row_width = m_columns * cell_width;
const auto total_gap_space = total_row_width - (margins * 2) - (m_columns * fixed_card_width);
const auto gap = (m_columns > 1) ? (total_gap_space / (m_columns - 1)) : 0;
const auto relative_x = margins + (column * (fixed_card_width + gap));
const auto x_pos = option.rect.left() - (column * cell_width) + static_cast<int>(relative_x);
// also, add some additional padding here to prevent card overlap
QRect cardRect(x_pos + 4, option.rect.top() + 4, fixed_card_width - 8, option.rect.height() - margins);
// colors
QPalette palette = option.palette;
@ -41,8 +58,6 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
painter->setPen(QPen(borderColor, 1));
painter->drawRoundedRect(cardRect, 10, 10);
static constexpr const int padding = 8;
// icon
int _iconsize = UISettings::values.game_icon_size.GetValue();
QSize iconSize(_iconsize, _iconsize);
@ -54,7 +69,7 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
scaledSize.scale(iconSize, Qt::KeepAspectRatio);
int x = cardRect.left() + (cardRect.width() - scaledSize.width()) / 2;
int y = cardRect.top() + padding;
int y = cardRect.top() + margins;
iconRect = QRect(x, y, scaledSize.width(), scaledSize.height());
@ -73,7 +88,7 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
painter->restore();
} else {
// if there is no icon just draw a blank rect
iconRect = QRect(cardRect.left() + padding, cardRect.top() + padding, _iconsize, _iconsize);
iconRect = QRect(cardRect.left() + margins, cardRect.top() + margins, _iconsize, _iconsize);
}
if (UISettings::values.show_game_name.GetValue()) {
@ -82,8 +97,8 @@ void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
// padding + text
QRect textRect = cardRect;
textRect.setTop(iconRect.bottom() + 8);
textRect.adjust(padding, 0, -padding, -padding);
textRect.setTop(iconRect.bottom() + margins);
textRect.adjust(margins, 0, -margins, -margins);
// We are already crammed on space, ignore the row 2
QString title = index.data(Qt::DisplayRole).toString();
@ -111,7 +126,8 @@ QSize GameCard::sizeHint(const QStyleOptionViewItem& option, const QModelIndex&
return m_size;
}
void GameCard::setSize(const QSize& newSize, const int padding) {
void GameCard::setSize(const QSize& newSize, const int padding, const int columns) {
m_size = newSize;
m_padding = padding;
m_columns = columns;
}

View file

@ -18,9 +18,10 @@ public:
const QModelIndex& index) const override;
QSize sizeHint(const QStyleOptionViewItem& option, const QModelIndex& index) const override;
void setSize(const QSize& newSize, const int padding);
void setSize(const QSize& newSize, const int padding, const int columns);
private:
QSize m_size;
int m_padding;
int m_columns;
};

View file

@ -411,7 +411,7 @@ GameList::GameList(FileSys::VirtualFilesystem vfs_, FileSys::ManualContentProvid
list_view->setEditTriggers(QAbstractItemView::NoEditTriggers);
list_view->setContextMenuPolicy(Qt::CustomContextMenu);
list_view->setGridSize(QSize(140, 160));
m_gameCard->setSize(list_view->gridSize(), 0);
m_gameCard->setSize(list_view->gridSize(), 0, 4);
list_view->setSpacing(10);
list_view->setWordWrap(true);
@ -1051,8 +1051,8 @@ void GameList::UpdateIconSize() {
// And now stretch it a bit to fill out remaining space.
// Not perfect but works well enough for now
int columns = std::max(1, view_width / min_item_width);
int stretched_width = (view_width - (spacing * (columns - 1))) / columns;
int columns = std::max(1, (view_width - 16) / min_item_width);
int stretched_width = ((view_width) - (spacing * (columns - 1))) / columns;
// only updates things if grid size is changed
QSize grid_size(stretched_width, icon_size + heightMargin);
@ -1060,7 +1060,7 @@ void GameList::UpdateIconSize() {
list_view->setUpdatesEnabled(false);
list_view->setGridSize(grid_size);
m_gameCard->setSize(grid_size, stretched_width - min_item_width);
m_gameCard->setSize(grid_size, stretched_width - min_item_width, columns);
list_view->setUpdatesEnabled(true);
}