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Rare/rare/components/tabs/games/game_widgets/list_game_widget.py
loathingKernel 1721677e33 GameWidget: Implement reactive and interactive labels
The `status_label` displays what is currently going on with the game.
It reflects the current operation running on it or if it requires special
attention (update, needs verification etc)

The `tooltip_label` displays hover information such as what happens
if a part of the widget is clicked or in the case of the launch button if
the game can run (without version check, offline etc)

The context menu on the widgets will be updated and populated according
to the installation state of the game. Since the context menu was revised
the shortcut creation code was revised too to make it more compact.

the `create_desktop_link` and `get_rare_executable` functions are moved
from `rare.utils.misc` to `rare.utils.paths` to avoid cyclical imports and
better grouping. Two functions are added, `desktop_link_path` to uniformly
calculate the path of the shortcut and `desktop_links_supported` which
checks if Rare supports creating shortcuts on the current platform.
`desktop_links_supported` should be used as safeguard before `desktop_link_path`.

Desktop links are currently untested on Windows but if `shortcut.Description`
works as expected, it should be good to go.
2023-02-07 13:41:59 +02:00

160 lines
6.2 KiB
Python

from logging import getLogger
from PyQt5.QtCore import Qt, QEvent, QRect
from PyQt5.QtGui import (
QPalette,
QBrush,
QPaintEvent,
QPainter,
QLinearGradient,
QPixmap,
QImage,
QResizeEvent,
)
from rare.models.game import RareGame
from rare.utils.misc import get_size
from rare.widgets.image_widget import ImageWidget
from .game_widget import GameWidget
from .list_widget import ListWidget
logger = getLogger("ListGameWidget")
class ListGameWidget(GameWidget):
def __init__(self, rgame: RareGame, parent=None):
super().__init__(rgame, parent)
self.setObjectName(f"{rgame.app_name}")
self.ui = ListWidget()
self.ui.setupUi(self)
self.ui.title_label.setText(self.rgame.app_title)
self.ui.launch_btn.clicked.connect(self._launch)
self.ui.launch_btn.setVisible(self.rgame.is_installed)
self.ui.install_btn.clicked.connect(self._install)
self.ui.install_btn.setVisible(not self.rgame.is_installed)
self.ui.launch_btn.setEnabled(self.rgame.can_launch)
self.ui.launch_btn.setText(
self.tr("Launch") if not self.rgame.is_origin else self.tr("Link/Play")
)
self.ui.developer_text.setText(self.rgame.developer)
# self.version_label.setVisible(self.is_installed)
if self.rgame.igame:
self.ui.version_text.setText(self.rgame.version)
self.ui.size_text.setText(get_size(self.rgame.install_size) if self.rgame.install_size else "")
self.update_state()
# lk: "connect" the buttons' enter/leave events to this widget
self.installEventFilter(self)
self.ui.launch_btn.installEventFilter(self)
self.ui.install_btn.installEventFilter(self)
def enterEvent(self, a0: QEvent = None) -> None:
if a0 is not None:
a0.accept()
self.ui.tooltip_label.setVisible(True)
def leaveEvent(self, a0: QEvent = None) -> None:
if a0 is not None:
a0.accept()
self.ui.tooltip_label.setVisible(False)
# def game_started(self, app_name):
# if app_name == self.rgame.app_name:
# self.game_running = True
# # self.update_text()
# self.ui.launch_btn.setDisabled(True)
# def game_finished(self, app_name, error):
# if app_name != self.rgame.app_name:
# return
# super().game_finished(app_name, error)
# # self.update_text(None)
# self.ui.launch_btn.setDisabled(False)
"""
Painting and progress overrides.
Let them live here until a better alternative is divised.
The list widget and these painting functions can be
refactored to be used in downloads and/or dlcs
"""
def event(self, e: QEvent) -> bool:
if e.type() == QEvent.LayoutRequest:
if self.progress_label.isVisible():
width = int(self._pixmap.width() / self._pixmap.devicePixelRatioF())
origin = self.width() - width
fill_rect = QRect(origin, 0, width, self.sizeHint().height())
self.progress_label.setGeometry(fill_rect)
return ImageWidget.event(self, e)
def resizeEvent(self, a0: QResizeEvent) -> None:
if self.progress_label.isVisible():
width = int(self._pixmap.width() / self._pixmap.devicePixelRatioF())
origin = self.width() - width
fill_rect = QRect(origin, 0, width, self.sizeHint().height())
self.progress_label.setGeometry(fill_rect)
ImageWidget.resizeEvent(self, a0)
def prepare_pixmap(self, pixmap: QPixmap) -> QPixmap:
device: QImage = QImage(
pixmap.size().width() * 3,
int(self.sizeHint().height() * pixmap.devicePixelRatioF()) + 1,
QImage.Format_ARGB32_Premultiplied
)
painter = QPainter(device)
brush = QBrush(pixmap)
painter.fillRect(device.rect(), brush)
# the gradient could be cached and reused as it is expensive
gradient = QLinearGradient(0, 0, device.width(), 0)
gradient.setColorAt(0.15, Qt.transparent)
gradient.setColorAt(0.5, Qt.black)
gradient.setColorAt(0.85, Qt.transparent)
painter.setCompositionMode(QPainter.CompositionMode_DestinationIn)
painter.fillRect(device.rect(), gradient)
painter.end()
ret = QPixmap.fromImage(device)
ret.setDevicePixelRatio(pixmap.devicePixelRatioF())
return ret
def setPixmap(self, pixmap: QPixmap) -> None:
# lk: trade some possible delay and start-up time
# lk: for faster rendering. Gradients are expensive
# lk: so pre-generate the image
super(ListGameWidget, self).setPixmap(self.prepare_pixmap(pixmap))
def paint_image_cover(self, painter: QPainter, a0: QPaintEvent) -> None:
painter.setOpacity(self._opacity)
color = self.palette().color(QPalette.Background).darker(75)
painter.fillRect(self.rect(), color)
brush = QBrush(self._pixmap)
brush.setTransform(self._transform)
width = int(self._pixmap.width() / self._pixmap.devicePixelRatioF())
origin = self.width() - width
painter.setBrushOrigin(origin, 0)
fill_rect = QRect(origin, 0, width, self.height())
painter.fillRect(fill_rect, brush)
def progressPixmap(self, color: QPixmap, gray: QPixmap, progress: int) -> QPixmap:
# lk: so about that +1 after the in convertion, casting to int rounds down
# lk: and that can create a weird line at the bottom, add 1 to round up.
device = QPixmap(
color.size().width(),
int(self.sizeHint().height() * color.devicePixelRatioF()) + 1,
)
painter = QPainter(device)
painter.setRenderHint(QPainter.SmoothPixmapTransform, self._smooth_transform)
painter.setCompositionMode(QPainter.CompositionMode_Source)
prog_h = (device.height() * progress // 100)
brush = QBrush(gray)
painter.fillRect(device.rect().adjusted(0, 0, 0, -prog_h), brush)
brush.setTexture(color)
painter.fillRect(device.rect().adjusted(0, device.height() - prog_h, 0, 0), brush)
painter.end()
device.setDevicePixelRatio(color.devicePixelRatioF())
return device