launcher: draw the game grid as cards over the selected game's background

This commit is contained in:
nmzik
2026-10-23 21:24:32 +02:00
parent bf5dd62eea
commit 56a82bcd41
6 changed files with 267 additions and 124 deletions
+104 -33
View File
@@ -1,23 +1,34 @@
#ifndef GAME_LIST_TREE_WIDGET_H
#define GAME_LIST_TREE_WIDGET_H
#ifndef GAME_VIEWS_H
#define GAME_VIEWS_H
#include "gameContent.h"
#include <QGuiApplication>
#include <QIcon>
#include <QListView>
#include <QPaintEvent>
#include <QPainter>
#include <QPalette>
#include <QPixmap>
#include <QPoint>
#include <QResizeEvent>
#include <QStackedWidget>
#include <QString>
#include <QStyledItemDelegate>
#include <QTreeWidget>
class GameListTreeWidget: public QTreeWidget {
inline constexpr int GAME_NAME_COLUMN = 0;
inline constexpr int GAME_SERIAL_COLUMN = 1;
inline constexpr int GAME_VERSION_COLUMN = 2;
inline constexpr int GAME_FIRMWARE_VERSION_COLUMN = 3;
inline constexpr int GAME_SIZE_COLUMN = 4;
inline constexpr int GAME_PATH_COLUMN = 5;
inline constexpr int GAME_STATUS_COLUMN = 6;
inline constexpr int GAME_COMMENT_COLUMN = 7;
// Holds the transparent list and grid views and paints the selected game's pic0 behind both.
class GameViews: public QStackedWidget {
public:
explicit GameListTreeWidget(QWidget* parent = nullptr): QTreeWidget(parent) {
setAutoFillBackground(false);
viewport()->setAutoFillBackground(false);
}
using QStackedWidget::QStackedWidget;
void SetBackgroundImage(const QString& key) {
if (m_path == key) {
@@ -30,48 +41,108 @@ public:
GameContent::MaxImageSize));
}
UpdateScaledBackground();
viewport()->update();
update();
}
protected:
void resizeEvent(QResizeEvent* event) override {
QTreeWidget::resizeEvent(event);
QStackedWidget::resizeEvent(event);
UpdateScaledBackground();
}
void paintEvent(QPaintEvent* event) override {
{
QPainter painter(viewport());
if (m_scaled.isNull()) {
painter.fillRect(event->rect(), palette().brush(QPalette::Base));
} else {
painter.drawPixmap(m_scaled_pos, m_scaled);
auto overlay = palette().color(QPalette::Base);
overlay.setAlpha(185);
painter.fillRect(event->rect(), overlay);
}
QPainter painter(this);
auto overlay = palette().color(QPalette::Base);
if (!m_scaled.isNull()) {
painter.drawPixmap((width() - m_scaled.width()) / 2, (height() - m_scaled.height()) / 2,
m_scaled);
overlay.setAlpha(160);
}
QTreeWidget::paintEvent(event);
painter.fillRect(event->rect(), overlay);
}
private:
void UpdateScaledBackground() {
m_scaled = QPixmap();
if (m_source.isNull() || viewport()->size().isEmpty()) {
return;
}
m_scaled = m_source.scaled(viewport()->size(), Qt::KeepAspectRatioByExpanding,
Qt::FastTransformation);
m_scaled_pos = QPoint((viewport()->width() - m_scaled.width()) / 2,
(viewport()->height() - m_scaled.height()) / 2);
m_scaled = m_source.isNull() ? QPixmap()
: m_source.scaled(size(), Qt::KeepAspectRatioByExpanding,
Qt::FastTransformation);
}
QString m_path;
QPixmap m_source;
QPixmap m_scaled;
QPoint m_scaled_pos;
};
#endif // GAME_LIST_TREE_WIDGET_H
// A card on a translucent panel, so the text keeps its contrast over the game background.
class GameGridDelegate: public QStyledItemDelegate {
public:
using QStyledItemDelegate::QStyledItemDelegate;
QSize sizeHint(const QStyleOptionViewItem& option,
const QModelIndex& /*index*/) const override {
return option.decorationSize +
QSize(2 * CARD_PADDING, 3 * CARD_PADDING + 2 * option.fontMetrics.lineSpacing());
}
void paint(QPainter* painter, const QStyleOptionViewItem& option,
const QModelIndex& index) const override {
// The stylesheet made the view's own palette transparent, so take the panel from the app's.
auto panel = QGuiApplication::palette().color(QPalette::Window);
auto text_color = option.palette.color(QPalette::Text);
panel.setAlpha(210);
painter->save();
painter->setRenderHint(QPainter::Antialiasing);
painter->setPen(option.state.testFlag(QStyle::State_Selected) ? QPen(text_color)
: Qt::NoPen);
painter->setBrush(panel);
painter->drawRoundedRect(QRectF(option.rect).adjusted(0.5, 0.5, -0.5, -0.5), 4, 4);
const QRect cover(option.rect.topLeft() + QPoint(CARD_PADDING, CARD_PADDING),
option.decorationSize);
index.data(Qt::DecorationRole).value<QIcon>().paint(painter, cover);
QRect line(cover.left(), cover.bottom() + 1 + CARD_PADDING, cover.width(),
option.fontMetrics.lineSpacing());
auto title_font = option.font;
title_font.setBold(true);
painter->setFont(title_font);
painter->setPen(text_color);
painter->drawText(line, Qt::AlignLeft | Qt::AlignVCenter,
painter->fontMetrics().elidedText(index.data().toString(), Qt::ElideRight,
line.width()));
line.translate(0, line.height());
const auto size = index.siblingAtColumn(GAME_SIZE_COLUMN).data().toString();
const auto details = QStringLiteral("%1 %2").arg(
index.siblingAtColumn(GAME_SERIAL_COLUMN).data().toString(),
index.siblingAtColumn(GAME_VERSION_COLUMN).data().toString());
text_color.setAlpha(200);
painter->setFont(option.font);
painter->setPen(text_color);
painter->drawText(line, Qt::AlignRight | Qt::AlignVCenter, size);
line.setRight(line.right() - option.fontMetrics.horizontalAdvance(size) - CARD_PADDING);
painter->drawText(line, Qt::AlignLeft | Qt::AlignVCenter,
option.fontMetrics.elidedText(details, Qt::ElideRight, line.width()));
painter->restore();
}
private:
static constexpr int CARD_PADDING = 8;
};
// Shows the list's games as cards in the grid: both views share the items and the current game.
inline void SetupGameGrid(QTreeWidget* list, QListView* grid) {
grid->setModel(list->model());
grid->setSelectionModel(list->selectionModel());
grid->setViewMode(QListView::IconMode);
grid->setMovement(QListView::Static);
grid->setResizeMode(QListView::Adjust);
grid->setSpacing(8);
grid->setUniformItemSizes(true);
grid->setItemDelegate(new GameGridDelegate(grid));
// A card also shows other columns (the size arrives late), which the grid does not repaint on.
QObject::connect(list->model(), &QAbstractItemModel::dataChanged, grid->viewport(),
qOverload<>(&QWidget::update));
}
#endif // GAME_VIEWS_H