1
0
Fork 0
mirror of synced 2024-07-01 20:50:34 +12:00
Rare/rare/components/tabs/games/game_widgets/list_game_widget.py
loathingKernel 4063195b4d DownloadsTab: Refactor downloads tab
When updates are queued, they are removed from the update's list. An exceptions is made
when the queued item comes from repairing (without updating), in which case the update is
disabled for the runtime.

A queued item can be either removed (if it is an update it will be added back to the
updates groups) or forced to be updated now. If a queued item is forced, the currently
running item will be added to the front of the queue. Downloads will be queued if
there is no active download but there is a queue already.

The download thread is now responsible for emitting the progress to `RareGame`

InstallDialog: Pass `RareGame` and `InstallOptionsModel` only as arguments.
The `update`, `repair` and `silent` arguments are already part of `InstallOptionsModel`
`RareGame` is used to query information about the game.

InstallInfoWorker: Pass only `InstallOptionsModel` as argument
Emit `InstallQueueItemModel` as result, to re-use the worker when queuing stopped games

RareGame: Query and store metadata property about entitlement grant date
RareGame: Add `RareEosOverlay` class that imitates `RareGame` to handle the overlay

LibraryWidgetController: Remove dead signal routing code, these signals are handled by `RareGame`
Directly parent library widgets instead of reparenting them

GameWidgets: Remove unused signals

EOSGroup: Set install location based on preferences and use EOSOverlayApp from legendary

GamesTab: Connect the `progress` signals of dlcs to the base game's signals
GamesTab: Remove dead code

GlobalSignals: Remove `ProgresSignals`

RareCore: Mangle internal signleton's names

Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
2023-02-04 17:38:07 +02:00

188 lines
7.3 KiB
Python

from logging import getLogger
from PyQt5.QtCore import Qt, QEvent, QRect, pyqtSlot
from PyQt5.QtCore import pyqtSignal
from PyQt5.QtGui import (
QPalette,
QBrush,
QPaintEvent,
QPainter,
QLinearGradient,
QPixmap, QImage, QResizeEvent,
)
from rare.models.game import RareGame
from rare.shared.game_utils import GameUtils
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, game_utils: GameUtils, parent=None):
super(ListGameWidget, self).__init__(rgame, game_utils, parent)
self.setObjectName(f"{rgame.app_name}")
self.ui = ListWidget()
self.ui.setupUi(self)
self.ui.title_label.setText(f"<h3>{self.rgame.app_title}</h3>")
self.ui.install_btn.setVisible(not self.rgame.is_installed)
self.ui.install_btn.clicked.connect(self.install)
self.ui.launch_btn.setText(
self.tr("Launch") if not self.rgame.is_origin else self.tr("Link/Play")
)
self.ui.launch_btn.clicked.connect(self.launch)
self.ui.launch_btn.setVisible(self.rgame.is_installed)
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.game_utils.cloud_save_finished.connect(self.sync_finished)
# self.game_utils.finished.connect(self.game_finished)
# self.game_utils.game_launched.connect(self.game_started)
self.ui.launch_btn.setEnabled(self.rgame.can_launch)
self.set_status()
@pyqtSlot()
def set_status(self):
super(ListGameWidget, self).set_status(self.ui.status_label)
def update_text(self, e=None):
if self.rgame.is_installed:
if self.rgame.has_update:
self.ui.status_label.setText(self.texts["status"]["update_available"])
elif self.rgame.is_foreign:
self.ui.status_label.setText(self.texts["status"]["no_meta"])
elif self.rgame.igame and self.rgame.needs_verification:
self.ui.status_label.setText(self.texts["status"]["needs_verification"])
elif self.syncing_cloud_saves:
self.ui.status_label.setText(self.texts["status"]["syncing"])
else:
self.ui.status_label.setText("")
self.ui.status_label.setVisible(False)
else:
self.ui.status_label.setVisible(False)
def enterEvent(self, a0: QEvent = None) -> None:
if a0 is not None:
a0.accept()
status = self.enterEventText
self.ui.tooltip_label.setText(status)
self.ui.tooltip_label.setVisible(bool(status))
def leaveEvent(self, a0: QEvent = None) -> None:
if a0 is not None:
a0.accept()
status = self.leaveEventText
self.ui.tooltip_label.setText(status)
self.ui.tooltip_label.setVisible(bool(status))
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