yuzu-android/src/yuzu/game_list_p.h
Kyle K b51db12567 Linux: handle dark system themes nicely
yuzu's default theme doesn't specify everything, which is fine for
windows, but in linux anything unspecified is set to the users theme.

Symptoms of this are that a linux user with a dark theme won't think
to change the theme to a dark theme when first using yuzu

Idea here is to try and support arbitrary themes on linux.

preliminary work on a "default_dark" theme, used only as overlay
for any themes that are measured to be dark mode.

Other work done:

FreeDesktop standard icon names:
plus -> list-add
delete refresh, we use view-refresh

remove duplicated icons for qdarkstyle_midnight_blue
referencing icon aliases in the qrc files is the way to go

Note:
Dynamic style changing doesn't appear to work with AppImage
2022-08-05 05:22:27 -07:00

378 lines
13 KiB
C++

// SPDX-FileCopyrightText: 2015 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <map>
#include <string>
#include <utility>
#include <QCoreApplication>
#include <QFileInfo>
#include <QObject>
#include <QStandardItem>
#include <QString>
#include <QWidget>
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/string_util.h"
#include "yuzu/uisettings.h"
#include "yuzu/util/util.h"
enum class GameListItemType {
Game = QStandardItem::UserType + 1,
CustomDir = QStandardItem::UserType + 2,
SdmcDir = QStandardItem::UserType + 3,
UserNandDir = QStandardItem::UserType + 4,
SysNandDir = QStandardItem::UserType + 5,
AddDir = QStandardItem::UserType + 6,
Favorites = QStandardItem::UserType + 7,
};
Q_DECLARE_METATYPE(GameListItemType);
/**
* Gets the default icon (for games without valid title metadata)
* @param size The desired width and height of the default icon.
* @return QPixmap default icon
*/
static QPixmap GetDefaultIcon(u32 size) {
QPixmap icon(size, size);
icon.fill(Qt::transparent);
return icon;
}
class GameListItem : public QStandardItem {
public:
// used to access type from item index
static constexpr int TypeRole = Qt::UserRole + 1;
static constexpr int SortRole = Qt::UserRole + 2;
GameListItem() = default;
explicit GameListItem(const QString& string) : QStandardItem(string) {
setData(string, SortRole);
}
};
/**
* A specialization of GameListItem for path values.
* This class ensures that for every full path value it holds, a correct string representation
* of just the filename (with no extension) will be displayed to the user.
* If this class receives valid title metadata, it will also display game icons and titles.
*/
class GameListItemPath : public GameListItem {
public:
static constexpr int TitleRole = SortRole + 1;
static constexpr int FullPathRole = SortRole + 2;
static constexpr int ProgramIdRole = SortRole + 3;
static constexpr int FileTypeRole = SortRole + 4;
GameListItemPath() = default;
GameListItemPath(const QString& game_path, const std::vector<u8>& picture_data,
const QString& game_name, const QString& game_type, u64 program_id) {
setData(type(), TypeRole);
setData(game_path, FullPathRole);
setData(game_name, TitleRole);
setData(qulonglong(program_id), ProgramIdRole);
setData(game_type, FileTypeRole);
const u32 size = UISettings::values.game_icon_size.GetValue();
QPixmap picture;
if (!picture.loadFromData(picture_data.data(), static_cast<u32>(picture_data.size()))) {
picture = GetDefaultIcon(size);
}
picture = picture.scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
setData(picture, Qt::DecorationRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
QVariant data(int role) const override {
if (role == Qt::DisplayRole || role == SortRole) {
std::string filename;
Common::SplitPath(data(FullPathRole).toString().toStdString(), nullptr, &filename,
nullptr);
const std::array<QString, 4> row_data{{
QString::fromStdString(filename),
data(FileTypeRole).toString(),
QString::fromStdString(fmt::format("0x{:016X}", data(ProgramIdRole).toULongLong())),
data(TitleRole).toString(),
}};
const auto& row1 = row_data.at(UISettings::values.row_1_text_id.GetValue());
const int row2_id = UISettings::values.row_2_text_id.GetValue();
if (role == SortRole) {
return row1.toLower();
}
// None
if (row2_id == 4) {
return row1;
}
const auto& row2 = row_data.at(row2_id);
if (row1 == row2) {
return row1;
}
return QStringLiteral("%1\n %2").arg(row1, row2);
}
return GameListItem::data(role);
}
};
class GameListItemCompat : public GameListItem {
Q_DECLARE_TR_FUNCTIONS(GameListItemCompat)
public:
static constexpr int CompatNumberRole = SortRole;
GameListItemCompat() = default;
explicit GameListItemCompat(const QString& compatibility) {
setData(type(), TypeRole);
struct CompatStatus {
QString color;
const char* text;
const char* tooltip;
};
// clang-format off
static const std::map<QString, CompatStatus> status_data = {
{QStringLiteral("0"), {QStringLiteral("#5c93ed"), QT_TR_NOOP("Perfect"), QT_TR_NOOP("Game functions flawless with no audio or graphical glitches, all tested functionality works as intended without\nany workarounds needed.")}},
{QStringLiteral("1"), {QStringLiteral("#47d35c"), QT_TR_NOOP("Great"), QT_TR_NOOP("Game functions with minor graphical or audio glitches and is playable from start to finish. May require some\nworkarounds.")}},
{QStringLiteral("2"), {QStringLiteral("#94b242"), QT_TR_NOOP("Okay"), QT_TR_NOOP("Game functions with major graphical or audio glitches, but game is playable from start to finish with\nworkarounds.")}},
{QStringLiteral("3"), {QStringLiteral("#f2d624"), QT_TR_NOOP("Bad"), QT_TR_NOOP("Game functions, but with major graphical or audio glitches. Unable to progress in specific areas due to glitches\neven with workarounds.")}},
{QStringLiteral("4"), {QStringLiteral("#FF0000"), QT_TR_NOOP("Intro/Menu"), QT_TR_NOOP("Game is completely unplayable due to major graphical or audio glitches. Unable to progress past the Start\nScreen.")}},
{QStringLiteral("5"), {QStringLiteral("#828282"), QT_TR_NOOP("Won't Boot"), QT_TR_NOOP("The game crashes when attempting to startup.")}},
{QStringLiteral("99"), {QStringLiteral("#000000"), QT_TR_NOOP("Not Tested"), QT_TR_NOOP("The game has not yet been tested.")}},
};
// clang-format on
auto iterator = status_data.find(compatibility);
if (iterator == status_data.end()) {
LOG_WARNING(Frontend, "Invalid compatibility number {}", compatibility.toStdString());
return;
}
const CompatStatus& status = iterator->second;
setData(compatibility, CompatNumberRole);
setText(tr(status.text));
setToolTip(tr(status.tooltip));
setData(CreateCirclePixmapFromColor(status.color), Qt::DecorationRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
bool operator<(const QStandardItem& other) const override {
return data(CompatNumberRole).value<QString>() <
other.data(CompatNumberRole).value<QString>();
}
};
/**
* A specialization of GameListItem for size values.
* This class ensures that for every numerical size value it holds (in bytes), a correct
* human-readable string representation will be displayed to the user.
*/
class GameListItemSize : public GameListItem {
public:
static constexpr int SizeRole = SortRole;
GameListItemSize() = default;
explicit GameListItemSize(const qulonglong size_bytes) {
setData(type(), TypeRole);
setData(size_bytes, SizeRole);
}
void setData(const QVariant& value, int role) override {
// By specializing setData for SizeRole, we can ensure that the numerical and string
// representations of the data are always accurate and in the correct format.
if (role == SizeRole) {
qulonglong size_bytes = value.toULongLong();
GameListItem::setData(ReadableByteSize(size_bytes), Qt::DisplayRole);
GameListItem::setData(value, SizeRole);
} else {
GameListItem::setData(value, role);
}
}
int type() const override {
return static_cast<int>(GameListItemType::Game);
}
/**
* This operator is, in practice, only used by the TreeView sorting systems.
* Override it so that it will correctly sort by numerical value instead of by string
* representation.
*/
bool operator<(const QStandardItem& other) const override {
return data(SizeRole).toULongLong() < other.data(SizeRole).toULongLong();
}
};
class GameListDir : public GameListItem {
public:
static constexpr int GameDirRole = Qt::UserRole + 2;
explicit GameListDir(UISettings::GameDir& directory,
GameListItemType dir_type_ = GameListItemType::CustomDir)
: dir_type{dir_type_} {
setData(type(), TypeRole);
UISettings::GameDir* game_dir = &directory;
setData(QVariant(UISettings::values.game_dirs.indexOf(directory)), GameDirRole);
const int icon_size = UISettings::values.folder_icon_size.GetValue();
switch (dir_type) {
case GameListItemType::SdmcDir:
setData(
QIcon::fromTheme(QStringLiteral("sd_card"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(QObject::tr("Installed SD Titles"), Qt::DisplayRole);
break;
case GameListItemType::UserNandDir:
setData(
QIcon::fromTheme(QStringLiteral("chip"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(QObject::tr("Installed NAND Titles"), Qt::DisplayRole);
break;
case GameListItemType::SysNandDir:
setData(
QIcon::fromTheme(QStringLiteral("chip"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(QObject::tr("System Titles"), Qt::DisplayRole);
break;
case GameListItemType::CustomDir: {
const QString icon_name = QFileInfo::exists(game_dir->path)
? QStringLiteral("folder")
: QStringLiteral("bad_folder");
setData(QIcon::fromTheme(icon_name).pixmap(icon_size).scaled(
icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(game_dir->path, Qt::DisplayRole);
break;
}
default:
break;
}
}
int type() const override {
return static_cast<int>(dir_type);
}
/**
* Override to prevent automatic sorting between folders and the addDir button.
*/
bool operator<(const QStandardItem& other) const override {
return false;
}
private:
GameListItemType dir_type;
};
class GameListAddDir : public GameListItem {
public:
explicit GameListAddDir() {
setData(type(), TypeRole);
const int icon_size = UISettings::values.folder_icon_size.GetValue();
setData(QIcon::fromTheme(QStringLiteral("list-add"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(QObject::tr("Add New Game Directory"), Qt::DisplayRole);
}
int type() const override {
return static_cast<int>(GameListItemType::AddDir);
}
bool operator<(const QStandardItem& other) const override {
return false;
}
};
class GameListFavorites : public GameListItem {
public:
explicit GameListFavorites() {
setData(type(), TypeRole);
const int icon_size = UISettings::values.folder_icon_size.GetValue();
setData(QIcon::fromTheme(QStringLiteral("star"))
.pixmap(icon_size)
.scaled(icon_size, icon_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation),
Qt::DecorationRole);
setData(QObject::tr("Favorites"), Qt::DisplayRole);
}
int type() const override {
return static_cast<int>(GameListItemType::Favorites);
}
bool operator<(const QStandardItem& other) const override {
return false;
}
};
class GameList;
class QHBoxLayout;
class QTreeView;
class QLabel;
class QLineEdit;
class QToolButton;
class GameListSearchField : public QWidget {
Q_OBJECT
public:
explicit GameListSearchField(GameList* parent = nullptr);
QString filterText() const;
void setFilterResult(int visible_, int total_);
void clear();
void setFocus();
private:
class KeyReleaseEater : public QObject {
public:
explicit KeyReleaseEater(GameList* gamelist_, QObject* parent = nullptr);
private:
GameList* gamelist = nullptr;
QString edit_filter_text_old;
protected:
// EventFilter in order to process systemkeys while editing the searchfield
bool eventFilter(QObject* obj, QEvent* event) override;
};
int visible;
int total;
QHBoxLayout* layout_filter = nullptr;
QTreeView* tree_view = nullptr;
QLabel* label_filter = nullptr;
QLineEdit* edit_filter = nullptr;
QLabel* label_filter_result = nullptr;
QToolButton* button_filter_close = nullptr;
};