Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
Merge pull request #10683 from Pokechu22/gamelist-home-end
GameList: Have home/end keys move to first/last row
  • Loading branch information
Tilka committed May 24, 2022
2 parents 4e989d1 + 1c4a5d9 commit b6ad5c5
Showing 1 changed file with 46 additions and 7 deletions.
53 changes: 46 additions & 7 deletions Source/Core/DolphinQt/GameList/GameList.cpp
Expand Up @@ -70,6 +70,28 @@

#include "UICommon/GameFile.h"

namespace
{
class GameListTableView : public QTableView
{
public:
explicit GameListTableView(QWidget* parent = nullptr) : QTableView(parent) {}

protected:
QModelIndex moveCursor(CursorAction cursorAction, Qt::KeyboardModifiers modifiers) override
{
// QTableView::moveCursor handles home by moving to the first column and end by moving to the
// last column, unless control is held in which case it ALSO moves to the first/last row.
// Columns are irrelevant for the game list, so treat the home/end press as if control were
// held.
if (cursorAction == CursorAction::MoveHome || cursorAction == CursorAction::MoveEnd)
return QTableView::moveCursor(cursorAction, modifiers | Qt::ControlModifier);
else
return QTableView::moveCursor(cursorAction, modifiers);
}
};
} // namespace

GameList::GameList(QWidget* parent) : QStackedWidget(parent), m_model(this)
{
m_list_proxy = new ListProxyModel(this);
Expand Down Expand Up @@ -129,7 +151,7 @@ void GameList::PurgeCache()

void GameList::MakeListView()
{
m_list = new QTableView(this);
m_list = new GameListTableView(this);
m_list->setModel(m_list_proxy);

m_list->setTabKeyNavigation(false);
Expand All @@ -144,12 +166,6 @@ void GameList::MakeListView()
// Have 1 pixel of padding above and below the 32 pixel banners.
m_list->verticalHeader()->setDefaultSectionSize(32 + 2);

connect(m_list, &QTableView::customContextMenuRequested, this, &GameList::ShowContextMenu);
connect(m_list->selectionModel(), &QItemSelectionModel::selectionChanged,
[this](const QItemSelection&, const QItemSelection&) {
emit SelectionChanged(GetSelectedGame());
});

QHeaderView* hor_header = m_list->horizontalHeader();

hor_header->restoreState(
Expand Down Expand Up @@ -208,6 +224,20 @@ void GameList::MakeListView()

hor_header->setSectionsMovable(true);
hor_header->setHighlightSections(false);

// Work around a Qt bug where clicking in the background (below the last game) as the first
// action and then pressing a key (e.g. page down or end) selects the first entry in the list
// instead of performing that key's action. This workaround does not work if there are no games
// when the view first appears, but then games are added (e.g. due to no game folders being
// present, and then the user adding one), but that is an infrequent situation.
m_list->selectRow(0);
m_list->clearSelection();

connect(m_list, &QTableView::customContextMenuRequested, this, &GameList::ShowContextMenu);
connect(m_list->selectionModel(), &QItemSelectionModel::selectionChanged,
[this](const QItemSelection&, const QItemSelection&) {
emit SelectionChanged(GetSelectedGame());
});
}

GameList::~GameList()
Expand Down Expand Up @@ -301,6 +331,15 @@ void GameList::MakeGridView()
m_grid->setUniformItemSizes(true);
m_grid->setContextMenuPolicy(Qt::CustomContextMenu);
m_grid->setFrameStyle(QFrame::NoFrame);

// Work around a Qt bug where clicking in the background (below the last game) as the first action
// and then pressing a key (e.g. page down or end) selects the first entry in the list instead of
// performing that key's action. This workaround does not work if there are no games when the
// view first appears, but then games are added (e.g. due to no game folders being present,
// and then the user adding one), but that is an infrequent situation.
m_grid->setCurrentIndex(m_grid->indexAt(QPoint(0, 0)));
m_grid->clearSelection();

connect(m_grid, &QTableView::customContextMenuRequested, this, &GameList::ShowContextMenu);
connect(m_grid->selectionModel(), &QItemSelectionModel::selectionChanged,
[this](const QItemSelection&, const QItemSelection&) {
Expand Down

0 comments on commit b6ad5c5

Please sign in to comment.