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Rare/rare/components/tabs/games/integrations/egl_sync_group.py

317 lines
12 KiB
Python

import os
import platform
from logging import getLogger
from typing import Tuple, Iterable, List
from PyQt5.QtCore import Qt, QThreadPool, QRunnable, pyqtSlot, pyqtSignal
from PyQt5.QtWidgets import QGroupBox, QListWidgetItem, QFileDialog, QMessageBox, QFrame
from rare.lgndr.glue.exception import LgndrException
from rare.shared import LegendaryCoreSingleton, GlobalSignalsSingleton
from rare.ui.components.tabs.games.integrations.egl_sync_group import Ui_EGLSyncGroup
from rare.ui.components.tabs.games.integrations.egl_sync_list_group import (
Ui_EGLSyncListGroup,
)
from rare.utils.extra_widgets import PathEdit
from rare.utils.misc import WineResolver
from rare.utils.models import PathSpec
logger = getLogger("EGLSync")
class EGLSyncGroup(QGroupBox, Ui_EGLSyncGroup):
def __init__(self, parent=None):
super(EGLSyncGroup, self).__init__(parent=parent)
self.setupUi(self)
self.core = LegendaryCoreSingleton()
self.egl_path_info.setProperty("infoLabel", 1)
self.thread_pool = QThreadPool.globalInstance()
if platform.system() == "Windows":
self.egl_path_edit_label.setVisible(False)
self.egl_path_info_label.setVisible(False)
self.egl_path_info.setVisible(False)
else:
self.egl_path_edit = PathEdit(
path=self.core.egl.programdata_path,
placeholder=self.tr(
"Path to the Wine prefix where EGL is installed, or the Manifests folder"
),
file_type=QFileDialog.DirectoryOnly,
edit_func=self.egl_path_edit_edit_cb,
save_func=self.egl_path_edit_save_cb,
parent=self,
)
self.egl_path_edit.textChanged.connect(self.egl_path_changed)
self.egl_path_edit_layout.addWidget(self.egl_path_edit)
if not self.core.egl.programdata_path:
self.egl_path_info.setText(self.tr("Updating..."))
wine_resolver = WineResolver(
PathSpec.egl_programdata, "default"
)
wine_resolver.signals.result_ready.connect(self.wine_resolver_cb)
self.thread_pool.start(wine_resolver)
else:
self.egl_path_info_label.setVisible(False)
self.egl_path_info.setVisible(False)
self.egl_sync_check.setChecked(self.core.egl_sync_enabled)
self.egl_sync_check.stateChanged.connect(self.egl_sync_changed)
self.import_list = EGLSyncListGroup(export=False, parent=self)
self.import_export_layout.addWidget(self.import_list)
self.export_list = EGLSyncListGroup(export=True, parent=self)
self.import_export_layout.addWidget(self.export_list)
# self.egl_watcher = QFileSystemWatcher([self.egl_path_edit.text()], self)
# self.egl_watcher.directoryChanged.connect(self.update_lists)
self.update_lists()
def wine_resolver_cb(self, path):
self.egl_path_info.setText(path)
if not path:
self.egl_path_info.setText(
self.tr(
"Default Wine prefix is unset, or path does not exist. "
"Create it or configure it in Settings -> Linux."
)
)
elif not os.path.exists(path):
self.egl_path_info.setText(
self.tr(
"Default Wine prefix is set but EGL manifests path does not exist. "
"Your configured default Wine prefix might not be where EGL is installed."
)
)
else:
self.egl_path_edit.setText(path)
@staticmethod
def egl_path_edit_edit_cb(path) -> Tuple[bool, str, str]:
if not path:
return True, path, ""
if os.path.exists(os.path.join(path, "system.reg")) and os.path.exists(
os.path.join(path, "dosdevices/c:")
):
# path is a wine prefix
path = os.path.join(
path,
"dosdevices/c:",
"ProgramData/Epic/EpicGamesLauncher/Data/Manifests",
)
elif not path.rstrip("/").endswith(
"ProgramData/Epic/EpicGamesLauncher/Data/Manifests"
):
# lower() might or might not be needed in the check
return False, path, PathEdit.reasons.wrong_path
if os.path.exists(path):
return True, path, ""
return False, path, PathEdit.reasons.dir_not_exist
def egl_path_edit_save_cb(self, path):
if not path or not os.path.exists(path):
# This is the same as "--unlink"
self.core.egl.programdata_path = None
self.core.lgd.config.remove_option("Legendary", "egl_programdata")
self.core.lgd.config.remove_option("Legendary", "egl_sync")
# remove EGL GUIDs from all games, DO NOT remove .egstore folders because that would fuck things up.
for igame in self.core.get_installed_list():
igame.egl_guid = ""
self.core.install_game(igame)
else:
self.core.egl.programdata_path = path
self.core.lgd.config.set("Legendary", "egl_programdata", path)
self.core.lgd.save_config()
def egl_path_changed(self, path):
if self.egl_path_edit.is_valid:
self.egl_sync_check.setEnabled(bool(path))
self.egl_sync_check.setCheckState(Qt.Unchecked)
# self.egl_watcher.removePaths([p for p in self.egl_watcher.directories()])
# self.egl_watcher.addPaths([path])
self.update_lists()
def egl_sync_changed(self, state):
if state == Qt.Unchecked:
self.import_list.setEnabled(bool(self.import_list.items))
self.export_list.setEnabled(bool(self.export_list.items))
self.core.lgd.config.remove_option("Legendary", "egl_sync")
else:
self.core.lgd.config.set("Legendary", "egl_sync", str(True))
# lk: do import/export here since automatic sync was selected
self.import_list.mark(Qt.Checked)
self.export_list.mark(Qt.Checked)
sync_worker = EGLSyncWorker(self.import_list, self.export_list)
self.thread_pool.start(sync_worker)
self.import_list.setEnabled(False)
self.export_list.setEnabled(False)
# self.update_lists()
self.core.lgd.save_config()
def update_lists(self):
# self.egl_watcher.blockSignals(True)
if have_path := bool(self.core.egl.programdata_path) and os.path.exists(
self.core.egl.programdata_path
):
# NOTE: need to clear known manifests to force refresh
self.core.egl.manifests.clear()
self.egl_sync_check_label.setEnabled(have_path)
self.egl_sync_check.setEnabled(have_path)
self.import_list.populate(have_path)
self.import_list.setEnabled(have_path)
self.export_list.populate(have_path)
self.export_list.setEnabled(have_path)
# self.egl_watcher.blockSignals(False)
class EGLSyncListItem(QListWidgetItem):
def __init__(self, game, export: bool, parent=None):
super(EGLSyncListItem, self).__init__(parent=parent)
self.setFlags(Qt.ItemIsSelectable | Qt.ItemIsEnabled | Qt.ItemIsUserCheckable)
self.setCheckState(Qt.Unchecked)
self.core = LegendaryCoreSingleton()
self.game = game
self.export = export
if export:
self.setText(game.title)
else: # import
self.setText(self.core.get_game(game.app_name).app_title)
def is_checked(self) -> bool:
return self.checkState() == Qt.Checked
def action(self) -> str:
error = ""
if self.export:
try:
self.core.egl_export(self.game.app_name)
except LgndrException as ret:
error = ret.message
else:
try:
self.core.egl_import(self.game.app_name)
except LgndrException as ret:
error = ret.message
return error
@property
def app_name(self):
return self.game.app_name
@property
def app_title(self):
return self.game.app_title
class EGLSyncListGroup(QGroupBox):
action_errors = pyqtSignal(list)
def __init__(self, export: bool, parent=None):
super(EGLSyncListGroup, self).__init__(parent=parent)
self.ui = Ui_EGLSyncListGroup()
self.ui.setupUi(self)
self.ui.list.setFrameShape(QFrame.NoFrame)
self.core = LegendaryCoreSingleton()
self.signals = GlobalSignalsSingleton()
self.export = export
if export:
self.setTitle(self.tr("Exportable games"))
self.ui.label.setText(self.tr("No games to export to EGL"))
self.ui.action_button.setText(self.tr("Export"))
self.list_func = self.core.egl_get_exportable
else:
self.setTitle(self.tr("Importable games"))
self.ui.label.setText(self.tr("No games to import from EGL"))
self.ui.action_button.setText(self.tr("Import"))
self.list_func = self.core.egl_get_importable
self.ui.list.itemDoubleClicked.connect(
lambda item: item.setCheckState(Qt.Unchecked)
if item.checkState() != Qt.Unchecked
else item.setCheckState(Qt.Checked)
)
self.ui.list.itemChanged.connect(self.has_selected)
self.ui.select_all_button.clicked.connect(lambda: self.mark(Qt.Checked))
self.ui.select_none_button.clicked.connect(lambda: self.mark(Qt.Unchecked))
self.ui.action_button.clicked.connect(self.action)
self.action_errors.connect(self.show_errors)
def has_selected(self):
for item in self.items:
if item.is_checked():
self.ui.action_button.setEnabled(True)
return
self.ui.action_button.setEnabled(False)
def mark(self, state):
for item in self.items:
item.setCheckState(state)
def populate(self, enabled: bool):
if enabled:
self.ui.list.clear()
for item in self.list_func():
try:
i = EGLSyncListItem(item, self.export, self.ui.list)
except AttributeError:
logger.error(f"{item.app_name} does not work. Ignoring")
else:
self.ui.list.addItem(i)
self.ui.label.setVisible(not enabled or not bool(self.ui.list.count()))
self.ui.list.setVisible(enabled and bool(self.ui.list.count()))
self.ui.buttons_widget.setVisible(enabled and bool(self.ui.list.count()))
def action(self):
imported: List = []
errors: List = []
for item in self.items:
if item.is_checked():
if e := item.action():
errors.append(e)
else:
imported.append(item.app_name)
self.ui.list.takeItem(self.ui.list.row(item))
if not self.export and imported:
self.signals.update_gamelist.emit(imported)
self.populate(True)
if errors:
self.action_errors.emit(errors)
@pyqtSlot(list)
def show_errors(self, errors: List):
QMessageBox.warning(
self.parent(),
self.tr("The following errors occurred while {}.").format(
self.tr("exporting") if self.export else self.tr("importing")
),
"\n".join(errors),
)
@property
def items(self) -> Iterable[EGLSyncListItem]:
# for i in range(self.list.count()):
# yield self.list.item(i)
return [self.ui.list.item(i) for i in range(self.ui.list.count())]
class EGLSyncWorker(QRunnable):
def __init__(self, import_list: EGLSyncListGroup, export_list: EGLSyncListGroup):
super(EGLSyncWorker, self).__init__()
self.setAutoDelete(True)
self.import_list = import_list
self.export_list = export_list
@pyqtSlot()
def run(self):
self.import_list.action()
self.export_list.action()