eden-miror/src/yuzu/game/game_card.cpp
crueter 39be450fa3
[desktop] Add basic carousel view (#4112)
Adds a basic carousel view, or essentially a horizontal list a la Android/Qt Quick.

Lacks a lot of niceties like autoscroll, smooth shifts, etc. Will work on those later

Also fixed a bug introduced recently that capped game icon size to 8 at the low end, breaking the None option

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4112
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-22 21:04:47 +02:00

144 lines
5.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <QPainter>
#include <QPainterPath>
#include "game_card.h"
#include "qt_common/config/uisettings.h"
GameCard::GameCard(QObject* parent) : QStyledItemDelegate{parent} {
setObjectName("GameCard");
}
void GameCard::paint(QPainter* painter, const QStyleOptionViewItem& option,
const QModelIndex& index) const {
if (!index.isValid())
return;
painter->save();
painter->setRenderHint(QPainter::Antialiasing);
constexpr int cardCornerRadius = 10;
const QRect cardRect = getCardRect(option, index);
QPalette palette = option.palette;
QColor backgroundColor = palette.window().color();
QColor borderColor = palette.dark().color();
QColor textColor = palette.text().color();
// highlight on select or hover
if (option.state & QStyle::State_Selected) {
backgroundColor = palette.highlight().color();
borderColor = palette.highlight().color().lighter(150);
textColor = palette.highlightedText().color();
} else if (option.state & QStyle::State_MouseOver) {
backgroundColor = backgroundColor.lighter(120);
}
painter->setBrush(backgroundColor);
painter->setPen(QPen(borderColor, 1));
painter->drawRoundedRect(cardRect, cardCornerRadius, cardCornerRadius);
const u32 icon_size = UISettings::values.game_icon_size.GetValue();
QPixmap icon_pixmap = index.data(Qt::DecorationRole).value<QPixmap>();
QRect iconRect;
if (!icon_pixmap.isNull()) {
QSize scaled = icon_pixmap.size();
scaled.scale(icon_size, icon_size, Qt::KeepAspectRatio);
iconRect = {cardRect.left() + (cardRect.width() - scaled.width()) / 2,
cardRect.top() + cardMargin - 1, scaled.width(), scaled.height()};
painter->setRenderHint(QPainter::SmoothPixmapTransform, true);
painter->save();
QPainterPath clip_path;
clip_path.addRoundedRect(iconRect, cardCornerRadius, cardCornerRadius);
painter->setClipPath(clip_path);
painter->drawPixmap(iconRect, icon_pixmap);
painter->restore();
} else {
iconRect = {cardRect.left() + cardMargin, cardRect.top() + cardMargin,
static_cast<int>(icon_size), static_cast<int>(icon_size)};
}
if (UISettings::values.show_game_name.GetValue()) {
QRect textRect = cardRect;
textRect.setTop(iconRect.bottom() + cardMargin);
textRect.adjust(cardMargin, 0, -cardMargin, -cardMargin);
QString title = index.data(Qt::DisplayRole).toString().split(QLatin1Char('\n')).first();
painter->setPen(textColor);
QFont font = option.font;
font.setBold(true);
font.setPixelSize(std::max(11.0, std::sqrt(static_cast<double>(icon_size))));
painter->setFont(font);
painter->drawText(textRect, Qt::AlignHCenter | Qt::AlignTop | Qt::TextWordWrap, title);
}
painter->restore();
}
QRect GameCard::getCardRect(const QStyleOptionViewItem& option, const QModelIndex& index) const {
const int cell_width = option.rect.width();
const int card_width = cell_width - m_padding;
int card_left, card_top, card_height;
if (m_columns >= 1) {
// grid mode
// center everything in-line, such that the leftmost and rightmost cards
// have ~ equal padding to the edge of the viewport
// spacing between each card is larger, but equal to each other
const int column = index.row() % m_columns;
const int row_width = m_columns * cell_width;
const int total_gap = row_width - cardMargin * 2 - m_columns * card_width;
const int gap = (m_columns > 1) ? (total_gap / (m_columns - 1)) : 0;
card_left =
option.rect.left() - column * cell_width + cardMargin + column * (card_width + gap) + 4;
// fill cell vertically
card_top = option.rect.top() + cardMargin;
card_height = option.rect.height() - cardMargin - 1;
} else {
// carousel mode
card_left = option.rect.left() + cardMargin + 4;
// the delegate itself takes up the full height, but the card itself
// gets centered
const int content_height = m_contentSize.height() - cardMargin;
const int cell_height = option.rect.height();
card_height = std::min(content_height, cell_height - cardMargin * 2) - 1;
card_top = option.rect.top() + (cell_height - card_height) / 2;
}
return QRect(card_left, card_top, card_width - cardMargin, card_height);
}
bool GameCard::hitTest(const QPoint& point, const QModelIndex& index, const QWidget* widget,
const QRect& cellRect) const {
QStyleOptionViewItem option;
option.initFrom(widget);
option.rect = cellRect;
return getCardRect(option, index).contains(point);
}
QSize GameCard::sizeHint(const QStyleOptionViewItem& option, const QModelIndex& index) const {
return m_size;
}
void GameCard::setSize(const QSize& newSize, const QSize& contentSize, const int padding,
const int columns) {
m_size = newSize;
m_contentSize = contentSize;
m_padding = padding;
m_columns = columns;
}