mirror of
https://git.eden-emu.dev/eden-emu/eden
synced 2026-04-19 19:18:57 +02:00
Archaic systems that still don't utilize point sizes properly should like this. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3827
129 lines
4.6 KiB
C++
129 lines
4.6 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);
|
|
|
|
// 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;
|
|
QColor backgroundColor = palette.window().color();
|
|
QColor borderColor = palette.dark().color();
|
|
QColor textColor = palette.text().color();
|
|
|
|
// if it's selected add a blue background
|
|
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);
|
|
}
|
|
|
|
// bg
|
|
painter->setBrush(backgroundColor);
|
|
painter->setPen(QPen(borderColor, 1));
|
|
painter->drawRoundedRect(cardRect, 10, 10);
|
|
|
|
// icon
|
|
int _iconsize = UISettings::values.game_icon_size.GetValue();
|
|
QSize iconSize(_iconsize, _iconsize);
|
|
QPixmap iconPixmap = index.data(Qt::DecorationRole).value<QPixmap>();
|
|
|
|
QRect iconRect;
|
|
if (!iconPixmap.isNull()) {
|
|
QSize scaledSize = iconPixmap.size();
|
|
scaledSize.scale(iconSize, Qt::KeepAspectRatio);
|
|
|
|
int x = cardRect.left() + (cardRect.width() - scaledSize.width()) / 2;
|
|
int y = cardRect.top() + margins;
|
|
|
|
iconRect = QRect(x, y, scaledSize.width(), scaledSize.height());
|
|
|
|
painter->setRenderHint(QPainter::SmoothPixmapTransform, true);
|
|
|
|
// Put this in a separate thing on the painter stack to prevent clipping the text.
|
|
painter->save();
|
|
|
|
// round image edges
|
|
QPainterPath path;
|
|
path.addRoundedRect(iconRect, 10, 10);
|
|
painter->setClipPath(path);
|
|
|
|
painter->drawPixmap(iconRect, iconPixmap);
|
|
|
|
painter->restore();
|
|
} else {
|
|
// if there is no icon just draw a blank rect
|
|
iconRect = QRect(cardRect.left() + margins, cardRect.top() + margins, _iconsize, _iconsize);
|
|
}
|
|
|
|
if (UISettings::values.show_game_name.GetValue()) {
|
|
// padding + text
|
|
QRect textRect = cardRect;
|
|
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();
|
|
title = title.split(QLatin1Char('\n')).first();
|
|
|
|
// now draw text
|
|
painter->setPen(textColor);
|
|
QFont font = option.font;
|
|
font.setBold(true);
|
|
|
|
// TODO(crueter): fix this abysmal scaling
|
|
font.setPixelSize(1.5 + std::max(10.0, std::sqrt(_iconsize)));
|
|
|
|
// TODO(crueter): elide mode
|
|
painter->setFont(font);
|
|
|
|
painter->drawText(textRect, Qt::AlignHCenter | Qt::AlignTop | Qt::TextWordWrap, title);
|
|
}
|
|
|
|
painter->restore();
|
|
}
|
|
|
|
QSize GameCard::sizeHint(const QStyleOptionViewItem& option, const QModelIndex& index) const {
|
|
return m_size;
|
|
}
|
|
|
|
void GameCard::setSize(const QSize& newSize, const int padding, const int columns) {
|
|
m_size = newSize;
|
|
m_padding = padding;
|
|
m_columns = columns;
|
|
}
|