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use single line titles in gamelist and recent games menu
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parent
7c897d5019
commit
9a1ee9e984
3 changed files with 21 additions and 8 deletions
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@ -712,7 +712,7 @@ bool game_list_frame::Boot(const GameInfo& game)
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}
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else
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{
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Q_EMIT RequestAddRecentGame(q_string_pair(qstr(Emu.GetBoot()), qstr("[" + game.serial + "] " + game.name)));
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Q_EMIT RequestAddRecentGame(GUI::Recent_Game(qstr(Emu.GetBoot()), qstr("[" + game.serial + "] " + game.name)));
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Refresh(true);
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return true;
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}
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@ -939,8 +939,7 @@ int game_list_frame::PopulateGameList()
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auto l_GetItem = [](const std::string& text)
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{
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// force single line text ("hack" used instead of Qt shenanigans like Qt::TextSingleLine)
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QString formattedText = qstr(text);
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formattedText.replace("\n", " - ");
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QString formattedText = GUI::get_Single_Line(qstr(text));
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QTableWidgetItem* curr = new QTableWidgetItem;
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curr->setFlags(curr->flags() & ~Qt::ItemIsEditable);
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@ -1053,8 +1052,7 @@ void game_list_frame::PopulateGameGrid(uint maxCols, const QSize& image_size, co
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if (category == category::hdd_Game || category == category::disc_Game)
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{
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QString title = qstr(m_game_data[i].info.name);
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title.replace("\n", " - ");
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QString title = GUI::get_Single_Line(qstr(m_game_data[i].info.name));
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m_xgrid->addItem(m_game_data[i].pxmap, title, i, r, c);
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@ -63,6 +63,18 @@ namespace GUI
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return dummy_color.palette().color(colorRole);
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};
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inline QString get_Single_Line(const QString& multi_line_string)
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{
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QString single_line_string = multi_line_string;
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single_line_string.replace("\n"," ");
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return single_line_string;
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}
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inline q_string_pair Recent_Game(const QString& path, const QString& title)
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{
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return q_string_pair(path, get_Single_Line(title));
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}
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const QString Default = QObject::tr("default");
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const QString main_window = "main_window";
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const QString game_list = "GameList";
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@ -273,7 +273,7 @@ void main_window::BootElf()
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LOG_SUCCESS(LOADER, "(S)ELF: boot done.");
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const std::string serial = Emu.GetTitleID().empty() ? "" : "[" + Emu.GetTitleID() + "] ";
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AddRecentAction(q_string_pair(qstr(Emu.GetBoot()), qstr(serial + Emu.GetTitle())));
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AddRecentAction(GUI::Recent_Game(qstr(Emu.GetBoot()), qstr(serial + Emu.GetTitle())));
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gameListFrame->Refresh(true);
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}
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}
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@ -310,7 +310,7 @@ void main_window::BootGame()
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LOG_SUCCESS(LOADER, "Boot Game: boot done.");
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const std::string serial = Emu.GetTitleID().empty() ? "" : "[" + Emu.GetTitleID() + "] ";
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AddRecentAction(q_string_pair(qstr(Emu.GetBoot()), qstr(serial + Emu.GetTitle())));
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AddRecentAction(GUI::Recent_Game(qstr(Emu.GetBoot()), qstr(serial + Emu.GetTitle())));
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gameListFrame->Refresh(true);
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}
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}
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@ -936,7 +936,7 @@ void main_window::BootRecentAction(const QAction* act)
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else
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{
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LOG_SUCCESS(LOADER, "Boot from Recent List: done");
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AddRecentAction(q_string_pair(qstr(Emu.GetBoot()), nam));
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AddRecentAction(GUI::Recent_Game(qstr(Emu.GetBoot()), nam));
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gameListFrame->Refresh(true);
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}
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};
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@ -1447,6 +1447,9 @@ void main_window::ConfigureGuiFromSettings(bool configureAll)
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// Fill the recent games menu
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for (int i = 0; i < m_rg_entries.count(); i++)
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{
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// adjust old unformatted entries (avoid duplication)
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m_rg_entries[i] = GUI::Recent_Game(m_rg_entries[i].first, m_rg_entries[i].second);
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// create new action
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QAction* act = CreateRecentAction(m_rg_entries[i], i + 1);
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