[desktop] Add icon-only mode to grid and improve design (#3485)

- Move Game Icon Size to the main toolbar. It's cleaner that way
- Add a "Show Game Name" toggle that does as it says. Disabling it
  basically creates an "icons-only" mode. Useful for controller-only
  nav with big icons (TODO: maybe make a 192 size?)
- Fixed a crash with controller nav. Oops
- Rounded corners of the game icon in grid mode
- Fixed the scroll bar creating extra clamping range on the grid icons
- Item can be deselected if user clicks on the blank space outside of the view

As a bonus fixed a crash on mod manager

Future TODOs for design:
- [ ] Row 1 type. Not sure what to do here tbh.
- [ ] Move around game list settings in configure_ui to make it clear
  that nothing there affects the grid view.
- [ ] 192x192 size? 256 feels too big on my 1440p screen whereas 128
  feels too small.
- Set text space as a function of fontMetrics.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3485
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
This commit is contained in:
crueter 2026-02-07 22:48:39 +01:00
parent e10f55d9db
commit ca9f2d43be
No known key found for this signature in database
GPG key ID: 425ACD2D4830EBC6
13 changed files with 273 additions and 130 deletions

View file

@ -211,6 +211,7 @@ struct Values {
Setting<u8> row_1_text_id{linkage, 3, "row_1_text_id", Category::UiGameList};
Setting<u8> row_2_text_id{linkage, 2, "row_2_text_id", Category::UiGameList};
Setting<Settings::GameListMode> game_list_mode{linkage, Settings::GameListMode::TreeView, "game_list_mode", Category::UiGameList};
Setting<bool> show_game_name{linkage, true, "show_game_name", Category::UiGameList};
std::atomic_bool is_game_list_reload_pending{false};
Setting<bool> cache_game_list{linkage, true, "cache_game_list", Category::UiGameList};

View file

@ -43,6 +43,8 @@ QStringList GetModFolders(const QString& root, const QString& fallbackName) {
QString name = QtCommon::Frontend::GetTextInput(
tr("Mod Name"), tr("What should this mod be called?"), default_name);
if (name.isEmpty()) return {};
// if std_path is empty, frontend_common could not determine mod type and/or name.
// so we have to prompt the user and set up the structure ourselves
if (paths.empty()) {