Source code for bauiv1lib.playlist.addgame

# Released under the MIT License. See LICENSE for details.
#
"""Provides a window for selecting a game type to add to a playlist."""

from __future__ import annotations

from typing import TYPE_CHECKING, override

import bascenev1 as bs
import bauiv1 as bui

if TYPE_CHECKING:
    from bauiv1lib.playlist.editcontroller import PlaylistEditController


[docs] class PlaylistAddGameWindow(bui.MainWindow): """Window for selecting a game type to add to a playlist.""" def __init__( self, editcontroller: PlaylistEditController, transition: str | None = 'in_right', origin_widget: bui.Widget | None = None, ): self._editcontroller = editcontroller self._r = 'addGameWindow' assert bui.app.classic is not None uiscale = bui.app.ui_v1.uiscale self._width = 900 if uiscale is bui.UIScale.SMALL else 650 self._height = ( 1200.0 if uiscale is bui.UIScale.SMALL else 450.0 if uiscale is bui.UIScale.MEDIUM else 500.0 ) self._scroll_width = 210 # Do some fancy math to fill all available screen area up to the # size of our backing container. This lets us fit to the exact # screen shape at small ui scale. screensize = bui.get_virtual_screen_size() scale = ( 2.4 if uiscale is bui.UIScale.SMALL else 1.35 if uiscale is bui.UIScale.MEDIUM else 1.0 ) # Calc screen size in our local container space and clamp to a # bit smaller than our container size. target_width = min(self._width - 50, screensize[0] / scale) target_height = min(self._height - 70, screensize[1] / scale) # To get top/left coords, go to the center of our window and # offset by half the width/height of our target area. yoffs = 0.5 * self._height + 0.5 * target_height + 5.0 x_inset = 0.5 * self._width - 0.5 * target_width super().__init__( root_widget=bui.containerwidget( size=(self._width, self._height), scale=scale, toolbar_visibility='menu_minimal', ), transition=transition, origin_widget=origin_widget, # We're affected by screen size only at small ui-scale. refresh_on_screen_size_changes=uiscale is bui.UIScale.SMALL, ) if uiscale is bui.UIScale.SMALL: self._back_button = bui.get_special_widget('back_button') else: self._back_button = bui.buttonwidget( parent=self._root_widget, position=(58 + x_inset, yoffs - 53), size=(60, 48), label=bui.charstr(bui.SpecialChar.BACK), autoselect=True, button_type='backSmall', on_activate_call=self.main_window_back, ) self._select_button = select_button = bui.buttonwidget( parent=self._root_widget, position=( x_inset + target_width - 172, yoffs - 50, ), autoselect=True, size=(160, 60), scale=0.75, text_scale=1.2, label=bui.Lstr(resource='selectText'), on_activate_call=self._add, ) bui.widget( edit=select_button, right_widget=bui.get_special_widget('squad_button'), ) bui.textwidget( parent=self._root_widget, position=(self._width * 0.5, yoffs - 28), size=(0, 0), scale=1.0, text=bui.Lstr(resource=f'{self._r}.titleText'), h_align='center', color=bui.app.ui_v1.title_color, maxwidth=250, v_align='center', ) v = yoffs - 64 self._selected_title_text = bui.textwidget( parent=self._root_widget, position=(x_inset + self._scroll_width + 50 + 30, v - 15), size=(0, 0), scale=1.0, color=(0.7, 1.0, 0.7, 1.0), maxwidth=self._width - self._scroll_width - 150 - x_inset * 2, h_align='left', v_align='center', ) v -= 30 self._selected_description_text = bui.textwidget( parent=self._root_widget, position=(x_inset + self._scroll_width + 50 + 30, v), size=(0, 0), scale=0.7, color=(0.5, 0.8, 0.5, 1.0), maxwidth=self._width - self._scroll_width - 150 - x_inset * 2, h_align='left', ) scroll_height = target_height - 60 v = yoffs - 60 self._scrollwidget = bui.scrollwidget( parent=self._root_widget, position=(x_inset + 61, v - scroll_height), size=(self._scroll_width, scroll_height), highlight=False, border_opacity=0.4, ) bui.widget( edit=self._scrollwidget, up_widget=self._back_button, left_widget=self._back_button, right_widget=select_button, ) self._column: bui.Widget | None = None v -= 35 if uiscale is bui.UIScale.SMALL: bui.containerwidget( edit=self._root_widget, on_cancel_call=self.main_window_back ) else: bui.containerwidget( edit=self._root_widget, cancel_button=self._back_button, ) bui.containerwidget(edit=self._root_widget, start_button=select_button) self._selected_game_type: type[bs.GameActivity] | None = None bui.containerwidget( edit=self._root_widget, selected_child=self._scrollwidget ) self._game_types: list[type[bs.GameActivity]] = [] # Get actual games loading in the bg. bui.app.meta.load_exported_classes( 'bascenev1.GameActivity', bs.GameActivity, self._on_game_types_loaded, completion_cb_in_bg_thread=True, ) # Refresh with our initial empty list. We'll refresh again once # game loading is complete. self._refresh()
[docs] @override def get_main_window_state(self) -> bui.MainWindowState: # Support recreating our window for back/refresh purposes. cls = type(self) # Avoid dereferencing self from the lambda or we'll keep # ourself alive indefinitely. editcontroller = self._editcontroller return bui.BasicMainWindowState( create_call=lambda transition, origin_widget: cls( transition=transition, origin_widget=origin_widget, editcontroller=editcontroller, ) )
def _on_game_types_loaded( self, gametypes: list[type[bs.GameActivity]] ) -> None: assert bui.app.classic is not None store = bui.app.classic.store # We asked for a bg thread completion cb so we can do some # filtering here in the bg thread where its not gonna cause hitches. assert not bui.in_logic_thread() sessiontype = self._editcontroller.get_session_type() unowned = store.get_unowned_game_types() self._game_types = [ gt for gt in gametypes if gt not in unowned and gt.supports_session_type(sessiontype) ] # Sort in the current language. self._game_types.sort(key=lambda g: g.get_display_string().evaluate()) # Tell ourself to refresh back in the logic thread. bui.pushcall(self._refresh, from_other_thread=True) def _refresh(self, select_get_more_games_button: bool = False) -> None: if self._column is not None: self._column.delete() self._column = bui.columnwidget( parent=self._scrollwidget, border=2, margin=0 ) for i, gametype in enumerate(self._game_types): def _doit() -> None: if self._select_button: bui.apptimer(0.1, self._select_button.activate) txt = bui.textwidget( parent=self._column, position=(0, 0), size=(self._scroll_width * 1.1, 24), text=gametype.get_display_string(), h_align='left', v_align='center', color=(0.8, 0.8, 0.8, 1.0), maxwidth=self._scroll_width * 0.8, on_select_call=bui.Call(self._set_selected_game_type, gametype), always_highlight=True, selectable=True, on_activate_call=_doit, ) if i == 0: bui.widget(edit=txt, up_widget=self._back_button) self._get_more_games_button = bui.buttonwidget( parent=self._column, autoselect=True, label=bui.Lstr(resource=f'{self._r}.getMoreGamesText'), color=(0.54, 0.52, 0.67), textcolor=(0.7, 0.65, 0.7), on_activate_call=self._on_get_more_games_press, size=(178, 50), ) if select_get_more_games_button: bui.containerwidget( edit=self._column, selected_child=self._get_more_games_button, visible_child=self._get_more_games_button, ) def _on_get_more_games_press(self) -> None: from bauiv1lib.account.signin import show_sign_in_prompt from bauiv1lib.store.browser import StoreBrowserWindow # No-op if we're not in control. if not self.main_window_has_control(): return plus = bui.app.plus assert plus is not None if plus.get_v1_account_state() != 'signed_in': show_sign_in_prompt() return self.main_window_replace( StoreBrowserWindow( show_tab=StoreBrowserWindow.TabID.MINIGAMES, origin_widget=self._get_more_games_button, minimal_toolbars=True, ) ) def _add(self) -> None: bui.lock_all_input() # Make sure no more commands happen. bui.apptimer(0.1, bui.unlock_all_input) assert self._selected_game_type is not None self._editcontroller.add_game_type_selected( self._selected_game_type, from_window=self ) def _set_selected_game_type(self, gametype: type[bs.GameActivity]) -> None: self._selected_game_type = gametype bui.textwidget( edit=self._selected_title_text, text=gametype.get_display_string() ) bui.textwidget( edit=self._selected_description_text, text=gametype.get_description_display_string( self._editcontroller.get_session_type() ), )
# Docs-generation hack; import some stuff that we likely only forward-declared # in our actual source code so that docs tools can find it. from typing import (Coroutine, Any, Literal, Callable, Generator, Awaitable, Sequence, Self) import asyncio from concurrent.futures import Future from pathlib import Path from enum import Enum