// 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); constexpr int cardMargin = 8; constexpr int cardCornerRadius = 10; const int column = index.row() % m_columns; const int cell_width = option.rect.width(); const int card_width = cell_width - m_padding; const int row_width = m_columns * cell_width; const int total_gap = row_width - cardMargin * 2 - m_columns * card_width; const int gap = (m_columns > 1) ? (total_gap / (m_columns - 1)) : 0; const int card_left = option.rect.left() - column * cell_width + cardMargin + column * (card_width + gap) + 4; const QRect cardRect(card_left, option.rect.top() + 4, card_width - 8, option.rect.height() - cardMargin); QPalette palette = option.palette; QColor backgroundColor = palette.window().color(); QColor borderColor = palette.dark().color(); QColor textColor = palette.text().color(); // highlight blue on select 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); } painter->setBrush(backgroundColor); painter->setPen(QPen(borderColor, 1)); painter->drawRoundedRect(cardRect, cardCornerRadius, cardCornerRadius); const u32 icon_size = UISettings::values.game_icon_size.GetValue(); QPixmap icon_pixmap = index.data(Qt::DecorationRole).value(); QRect iconRect; if (!icon_pixmap.isNull()) { QSize scaled = icon_pixmap.size(); scaled.scale(icon_size, icon_size, Qt::KeepAspectRatio); iconRect = {cardRect.left() + (cardRect.width() - scaled.width()) / 2, cardRect.top() + cardMargin, scaled.width(), scaled.height()}; painter->setRenderHint(QPainter::SmoothPixmapTransform, true); painter->save(); QPainterPath clip_path; clip_path.addRoundedRect(iconRect, cardCornerRadius, cardCornerRadius); painter->setClipPath(clip_path); painter->drawPixmap(iconRect, icon_pixmap); painter->restore(); } else { iconRect = {cardRect.left() + cardMargin, cardRect.top() + cardMargin, static_cast(icon_size), static_cast(icon_size)}; } if (UISettings::values.show_game_name.GetValue()) { QRect textRect = cardRect; textRect.setTop(iconRect.bottom() + cardMargin); textRect.adjust(cardMargin, 0, -cardMargin, -cardMargin); QString title = index.data(Qt::DisplayRole).toString().split(QLatin1Char('\n')).first(); painter->setPen(textColor); QFont font = option.font; font.setBold(true); font.setPixelSize(std::max(11.0, std::sqrt(static_cast(icon_size)))); 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; }