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 = 750 if uiscale is bui.UIScale.SMALL else 650 x_inset = 50 if uiscale is bui.UIScale.SMALL else 0 yoffs = -44 if uiscale is bui.UIScale.SMALL else 0 self._height = ( 400 if uiscale is bui.UIScale.SMALL else 400 if uiscale is bui.UIScale.MEDIUM else 460 ) self._scroll_width = 210 super().__init__( root_widget=bui.containerwidget( size=(self._width, self._height), scale=( 1.95 if uiscale is bui.UIScale.SMALL else 1.5 if uiscale is bui.UIScale.MEDIUM else 1.0 ), stack_offset=(0, 1) if uiscale is bui.UIScale.SMALL else (0, 0), toolbar_visibility='menu_minimal', ), transition=transition, origin_widget=origin_widget, ) 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, self._height - 53 + yoffs), 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=(self._width - (172 + x_inset), self._height - 50 + yoffs), 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, self._height - 28 + yoffs), 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 = self._height - 64 + yoffs 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 = self._height - ( 160 if uiscale is bui.UIScale.SMALL else 100 ) v = self._height - 60 + yoffs self._scrollwidget = bui.scrollwidget( parent=self._root_widget, position=(x_inset + 61, v - scroll_height), size=(self._scroll_width, scroll_height), highlight=False, ) 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( 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 import show_sign_in_prompt from bauiv1lib.store.browser import StoreBrowserWindow # No-op if we're not in control. if 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( # modal=True, show_tab=StoreBrowserWindow.TabID.MINIGAMES, # on_close_call=self._on_store_close, origin_widget=self._get_more_games_button, minimal_toolbars=True, ) ) # def _on_store_close(self) -> None: # self._refresh(select_get_more_games_button=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() ), )