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Rare/rare/components/tabs/games/import_sync/egl_sync_group.py
2021-12-27 00:37:13 +01:00

374 lines
14 KiB
Python

import os
import platform
from logging import getLogger
from typing import Tuple, Iterable
from PyQt5.QtCore import Qt, QThreadPool, QRunnable, pyqtSlot
from PyQt5.QtWidgets import QGroupBox, QListWidgetItem, QFileDialog, QMessageBox
import rare.shared as shared
from rare.ui.components.tabs.games.import_sync.egl_sync_group import Ui_EGLSyncGroup
from rare.ui.components.tabs.games.import_sync.egl_sync_list_group import (
Ui_EGLSyncListGroup,
)
from rare.utils.extra_widgets import PathEdit
from rare.utils.models import PathSpec
from rare.utils.utils import WineResolver
logger = getLogger("EGLSync")
class EGLSyncGroup(QGroupBox, Ui_EGLSyncGroup):
def __init__(self, parent=None):
super(EGLSyncGroup, self).__init__(parent=parent)
self.setupUi(self)
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=shared.core.egl.programdata_path,
ph_text=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 shared.core.egl.programdata_path:
self.egl_path_info.setText(self.tr("Updating..."))
wine_resolver = WineResolver(
PathSpec.egl_programdata, "default", shared.core
)
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(shared.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]:
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
if os.path.exists(path):
return True, path
return False, path
@staticmethod
def egl_path_edit_save_cb(path):
if not path or not os.path.exists(path):
# This is the same as "--unlink"
shared.core.egl.programdata_path = None
shared.core.lgd.config.remove_option("Legendary", "egl_programdata")
shared.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 shared.core.get_installed_list():
igame.egl_guid = ""
shared.core.install_game(igame)
else:
shared.core.egl.programdata_path = path
shared.core.lgd.config.set("Legendary", "egl_programdata", path)
shared.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))
shared.core.lgd.config.remove_option("Legendary", "egl_sync")
else:
shared.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()
shared.core.lgd.save_config()
def update_lists(self):
# self.egl_watcher.blockSignals(True)
if have_path := bool(shared.core.egl.programdata_path) and os.path.exists(
shared.core.egl.programdata_path
):
# NOTE: need to clear known manifests to force refresh
shared.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.game = game
self.export = export
if export:
self.setText(game.title)
else:
self.setText(shared.core.get_game(game.app_name).app_title)
def is_checked(self) -> bool:
return True if self.checkState() == Qt.Checked else False
def action(self) -> None:
if self.export:
error = shared.core.egl_export(self.game.app_name)
else:
error = shared.core.egl_import(self.game.app_name)
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, Ui_EGLSyncListGroup):
def __init__(self, export: bool, parent=None):
super(EGLSyncListGroup, self).__init__(parent=parent)
self.setupUi(self)
self.list.setProperty("noBorder", 1)
self.export = export
if export:
self.setTitle(self.tr("Exportable games"))
self.label.setText(self.tr("No games to export to EGL"))
self.action_button.setText(self.tr("Export"))
self.list_func = shared.core.egl_get_exportable
else:
self.setTitle(self.tr("Importable games"))
self.label.setText(self.tr("No games to import from EGL"))
self.action_button.setText(self.tr("Import"))
self.list_func = shared.core.egl_get_importable
self.list.itemDoubleClicked.connect(
lambda item: item.setCheckState(Qt.Unchecked)
if item.checkState() != Qt.Unchecked
else item.setCheckState(Qt.Checked)
)
self.list.itemChanged.connect(self.has_selected)
self.select_all_button.clicked.connect(lambda: self.mark(Qt.Checked))
self.select_none_button.clicked.connect(lambda: self.mark(Qt.Unchecked))
self.action_button.clicked.connect(self.action)
def has_selected(self):
for item in self.items:
if item.is_checked():
self.action_button.setEnabled(True)
return
self.action_button.setEnabled(False)
def mark(self, state):
for item in self.items:
item.setCheckState(state)
def populate(self, enabled: bool):
if enabled:
self.list.clear()
for item in self.list_func():
self.list.addItem(EGLSyncListItem(item, self.export, self.list))
self.label.setVisible(not enabled or not bool(self.list.count()))
self.list.setVisible(enabled and bool(self.list.count()))
self.buttons_widget.setVisible(enabled and bool(self.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.list.takeItem(self.list.row(item))
if not self.export and imported:
shared.signals.update_gamelist.emit(imported)
self.populate(True)
if errors:
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.list.item(i) for i in range(self.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()
"""
from PyQt5.QtWidgets import QHBoxLayout, QVBoxLayout, QLabel, QCheckBox, QPushButton, QDialog
class DisableSyncDialog(QDialog):
info = 1, False
def __init__(self, parent=None):
super(DisableSyncDialog, self).__init__(parent=parent)
self.layout = QVBoxLayout()
self.question = QLabel(self.tr("Do you really want to disable sync with Epic Games Store"))
self.layout.addWidget(self.question)
self.remove_metadata = QCheckBox(self.tr("Remove metadata from installed games"))
self.layout.addWidget(self.remove_metadata)
self.button_layout = QHBoxLayout()
self.button_layout.addStretch(1)
self.ok_button = QPushButton(self.tr("Ok"))
self.cancel_button = QPushButton(self.tr("Cancel"))
self.ok_button.clicked.connect(self.ok)
self.cancel_button.clicked.connect(self.cancel)
self.button_layout.addWidget(self.ok_button)
self.button_layout.addWidget(self.cancel_button)
self.layout.addStretch(1)
self.layout.addLayout(self.button_layout)
self.setLayout(self.layout)
def ok(self):
self.info = 0, self.remove_metadata.isChecked()
self.close()
def cancel(self):
self.close()
def get_information(self):
self.exec_()
return self.info
class EGLSyncItemWidget(QGroupBox):
def __init__(self, game, export: bool, parent=None):
super(EGLSyncItemWidget, self).__init__(parent=parent)
self.layout = QHBoxLayout()
self.export = export
self.game = game
if export:
self.app_title_label = QLabel(game.title)
else:
title = shared.core.get_game(game.app_name).app_title
self.app_title_label = QLabel(title)
self.layout.addWidget(self.app_title_label)
self.button = QPushButton(self.tr("Export") if export else self.tr("Import"))
if export:
self.button.clicked.connect(self.export_game)
else:
self.button.clicked.connect(self.import_game)
self.layout.addWidget(self.button)
self.setLayout(self.layout)
def export_game(self):
shared.core.egl_export(self.game.app_name)
# FIXME: on update_egl_widget this is going to crash because
# FIXME: the item is not removed from the list in the python's side
self.deleteLater()
def import_game(self):
shared.core.egl_import(self.game.app_name)
# FIXME: on update_egl_widget this is going to crash because
# FIXME: the item is not removed from the list in the python's side
self.deleteLater()
"""