// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #include #include #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 QRect cardRect = option.rect.adjusted(4 + m_padding / 2, 4, -4 - m_padding / 2, -4); // 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); static constexpr const int padding = 8; // icon int _iconsize = UISettings::values.game_icon_size.GetValue(); QSize iconSize(_iconsize, _iconsize); QPixmap iconPixmap = index.data(Qt::DecorationRole).value(); 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() + padding; 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() + padding, cardRect.top() + padding, _iconsize, _iconsize); } if (UISettings::values.show_game_name.GetValue()) { // if "none" is selected, pretend there's a _iconsize = _iconsize ? _iconsize : 96; // padding + text QRect textRect = cardRect; textRect.setTop(iconRect.bottom() + 8); textRect.adjust(padding, 0, -padding, -padding); // 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 // If "none" is selected, then default to 8.5 point font. font.setPointSize(1 + std::max(7.0, _iconsize ? std::sqrt(_iconsize * 0.6) : 7.5)); // 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) { m_size = newSize; m_padding = padding; }