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Dagimon mega level
ani fixes add color options for toolbar and game icons
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parent
457c2d364f
commit
1a4e1919fc
16 changed files with 196 additions and 64 deletions
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@ -33,6 +33,7 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> settings, const R
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m_Margin_Factor = xgui_settings->GetValue(GUI::gl_marginFactor).toReal();
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m_Text_Factor = xgui_settings->GetValue(GUI::gl_textFactor).toReal();
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m_showToolBar = xgui_settings->GetValue(GUI::gl_toolBarVisible).toBool();
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m_Icon_Color = xgui_settings->GetValue(GUI::gl_iconColor).value<QColor>();
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m_oldLayoutIsList = m_isListLayout;
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@ -49,6 +50,7 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> settings, const R
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}
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// Save factors for first setup
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xgui_settings->SetValue(GUI::gl_iconColor, m_Icon_Color);
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xgui_settings->SetValue(GUI::gl_marginFactor, m_Margin_Factor);
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xgui_settings->SetValue(GUI::gl_textFactor, m_Text_Factor);
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xgui_settings->SetValue(GUI::gl_toolBarVisible, m_showToolBar);
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@ -149,7 +151,7 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> settings, const R
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setWidget(m_Game_Dock);
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bool showText = (m_Icon_Size_Str != GUI::gl_icon_key_small && m_Icon_Size_Str != GUI::gl_icon_key_tiny);
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m_xgrid = new game_list_grid(m_Icon_Size, m_Margin_Factor, m_Text_Factor, showText);
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m_xgrid = new game_list_grid(m_Icon_Size, m_Icon_Color, m_Margin_Factor, m_Text_Factor, showText);
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gameList = new QTableWidget();
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gameList->setShowGrid(false);
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@ -168,7 +170,6 @@ game_list_frame::game_list_frame(std::shared_ptr<gui_settings> settings, const R
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gameList->horizontalHeader()->setDefaultSectionSize(150);
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gameList->setContextMenuPolicy(Qt::CustomContextMenu);
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gameList->setAlternatingRowColors(true);
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gameList->setStyleSheet("alternate-background-color: rgb(242, 242, 242);");
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gameList->setColumnCount(10);
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gameList->setHorizontalHeaderItem(0, new QTableWidgetItem(tr("Icon")));
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@ -293,6 +294,8 @@ void game_list_frame::LoadSettings()
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m_sortColumn = xgui_settings->GetValue(GUI::gl_sortCol).toInt();
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m_Icon_Color = xgui_settings->GetValue(GUI::gl_iconColor).value<QColor>();
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m_categoryFilters = xgui_settings->GetGameListCategoryFilters();
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Refresh(true);
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@ -420,7 +423,7 @@ void game_list_frame::Refresh(bool fromDrive)
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if (!game.icon_path.empty() && img.load(qstr(game.icon_path)))
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{
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QImage scaled = QImage(m_Icon_Size, QImage::Format_ARGB32);
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scaled.fill(QColor(209, 209, 209, 255));
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scaled.fill(m_Icon_Color);
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QPainter painter(&scaled);
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painter.drawImage(QPoint(0,0), img.scaled(m_Icon_Size, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation));
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painter.end();
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@ -471,7 +474,7 @@ void game_list_frame::Refresh(bool fromDrive)
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m_games_per_row = 0;
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}
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PopulateGameGrid(m_games_per_row, m_Icon_Size);
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PopulateGameGrid(m_games_per_row, m_Icon_Size, m_Icon_Color);
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connect(m_xgrid, &QTableWidget::doubleClicked, this, &game_list_frame::doubleClickedSlot);
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connect(m_xgrid, &QTableWidget::customContextMenuRequested, this, &game_list_frame::ShowContextMenu);
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m_Central_Widget->addWidget(m_xgrid);
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@ -715,7 +718,7 @@ void game_list_frame::ResizeIcons(const QString& sizeStr, const QSize& size, con
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for (size_t i = 0; i < m_game_data.size(); i++)
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{
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QImage scaled = QImage(m_Icon_Size, QImage::Format_ARGB32);
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scaled.fill(QColor(209, 209, 209, 255));
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scaled.fill(m_Icon_Color);
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QPainter painter(&scaled);
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painter.drawImage(QPoint(0, 0), m_game_data[i].icon.scaled(m_Icon_Size, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation));
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painter.end();
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@ -828,7 +831,7 @@ int game_list_frame::PopulateGameList()
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return result;
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}
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void game_list_frame::PopulateGameGrid(uint maxCols, const QSize& image_size)
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void game_list_frame::PopulateGameGrid(uint maxCols, const QSize& image_size, const QColor& image_color)
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{
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uint r = 0;
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uint c = 0;
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@ -841,11 +844,11 @@ void game_list_frame::PopulateGameGrid(uint maxCols, const QSize& image_size)
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if (m_Icon_Size_Str == GUI::gl_icon_key_medium)
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{
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m_xgrid = new game_list_grid(image_size, m_Margin_Factor, m_Text_Factor * 2, showText);
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m_xgrid = new game_list_grid(image_size, image_color, m_Margin_Factor, m_Text_Factor * 2, showText);
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}
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else
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{
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m_xgrid = new game_list_grid(image_size, m_Margin_Factor, m_Text_Factor, showText);
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m_xgrid = new game_list_grid(image_size, image_color, m_Margin_Factor, m_Text_Factor, showText);
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}
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// Get number of things that'll be in grid and precompute grid size.
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