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path: root/pygame/__init__.py
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#!/usr/bin/python3

from dataclasses import dataclass
from functools import lru_cache, partial
from pathlib import Path
import subprocess
import selectors

#import pygame_sdl2 as pygame
import pygame
import yaml

from .profiledb import ProfileDB

from .gamechest.cliactions import run
from .gamechest.gamedb import GameDB
from .gamechest.statusdb import StatusDB
from .gamechest.gameconfig import config, status
from .gamechest.runners.install import Install
from .gamechest.runners.remove import Remove


# 16:9 ratio
#WINDOW_RESOLUTION = (1280, 720)
#WINDOW_RESOLUTION = (800, 600)
WINDOW_RESOLUTION = (1024, 576)

if pygame.ver[0] != '2':
    raise ValueError(f'pygame2 required, got {pygame.ver}')


class Event(Exception): pass
class QuitEvent(Event): pass


@lru_cache(maxsize=40)
def get_text_surface(text, font, color):
    new_surface = font.render(text, Parameters.font_antialias, color)
    print('cache miss for', text)
    return new_surface


def calculate_new_size(size_max, size):
    width_max, height_max = size_max
    width, height = size

    if width > width_max:
        ratio = width_max / width
        width = width_max
        height = height * ratio

    if height > height_max:
        ratio = height_max / height
        height = height_max
        width = width * ratio

    return width, height


@lru_cache(maxsize=40)
def get_image_surface(path, resize=None, alpha=False):
    print('cache miss for', path)
    image = pygame.image.load(str(path))
    if alpha:
        image = image.convert_alpha()
    else:
        image = image.convert()
    if resize:
        new_size = calculate_new_size(resize, (image.get_width(),
                                               image.get_height()))
        image = pygame.transform.scale(image, new_size)
        print('new_size', new_size)
    return image


@dataclass
class AppState:
    menu_selected_index: int = 0


class Parameters:
    key_delay = 330
    key_interval = 1000//25
    font_antialias = True




class GuiApp:

    def __init__(self):
        pygame.init()
        pygame.key.set_repeat(Parameters.key_delay, Parameters.key_interval)
        #print(pygame.display.list_modes())
        self.window = pygame.display.set_mode(WINDOW_RESOLUTION)
        self.clock = pygame.time.Clock()
        self.cycles_per_second = 60
        self.menu_font = pygame.font.Font(pygame.font.get_default_font(), 16)
        self.menu_color = (0, 0, 200)
        self.render_timer = 0
        self.render_timeout = 1000//30 # 30 fps

    def process_input(self, last_frame_time, event=None):
        if event is None:
            event = pygame.event.poll()
        if event.type == pygame.KEYDOWN:
            print('event', event, 'key name', pygame.key.name(event.key))
            if event.key in (pygame.K_q, pygame.K_ESCAPE):
                raise QuitEvent()
        if event.type == pygame.QUIT:
            raise QuitEvent()

    def update(self, last_frame_time):
        pass

    def render(self, last_frame_time):
        self.render_timer += last_frame_time
        if self.render_timer < self.render_timeout:
            return
        self.render_timer = 0

        self.window.fill((0, 0, 0))

        # Initial y
        y = 50
        x = 50

        self.window.blit(surface, (x, y))

        pygame.display.update()


    def loop(self):
        last_frame_time = 1 # equivalent to 0 but avoid div0
        last_render_time = 1
        try:
            while 1:
                self.process_input(last_frame_time)
                self.update(last_frame_time)
                self.render(last_frame_time)
                last_frame_time = self.clock.tick(self.cycles_per_second)
        except QuitEvent:
            pass

        print('quitting')
        pygame.quit()


class ProfileDataObserver:

    def event_current_profile_changed(self, new_profile):
        pass


class ObservedSubject:
    def __init__(self):
        self.observers = []

    def add_observer(self, observer):
        self.observers.append(observer)

    def del_observer(self, observer):
        self.observers.remove(observer)

    def notify_event(self, event_name, *args, **kws):
        for observer in self.observers:
            getattr(observer, event_name)(*args, **kws)


class ProfileData(ObservedSubject):

    def __init__(self):
        super().__init__()
        self.profiledb = ProfileDB()
        self.profiles_len = len(self.profiledb.get_profiles())
        self.current_profile_index = 0
        configured_default_profile = config.get_profile_id()
        last_loaded_profile = status.last_loaded_profile or configured_default_profile
        for index, profile in enumerate(self.profiledb.get_profiles()):
            if profile['name'] == last_loaded_profile:
                self.current_profile_index = index

    def change_active_profile(self, new_index):
        if new_index < 0:
            new_index = 0
        elif new_index >= self.profiles_len:
            new_index = self.profiles_len-1
        if self.current_profile_index != new_index:
            self.current_profile_index = new_index
            self.notify_event('event_current_profile_changed',
                              self.get_current_profile())

    def change_profile_increase(self):
        self.change_active_profile(self.current_profile_index +1)

    def change_profile_decrease(self):
        self.change_active_profile(self.current_profile_index -1)

    def get_current_profile(self):
        return self.profiledb.get_profiles()[self.current_profile_index]['name']

    def get_current_profile_avatar(self):
        avatar = self.profiledb.get_profiles()[self.current_profile_index].get('avatar', None)
        if avatar is None:
            avatar = config.get_data_d() / 'asset/default_avatar.jpeg'
        return avatar

    def get_current_display(self):
        return self.profiledb.get_profiles()[self.current_profile_index]['display']


class ProfileRenderer(ProfileDataObserver):

    def __init__(self, profiledata):
        self.profiledata = profiledata
        self.surface_to_render = None
        profiledata.add_observer(self)
        self.font_filename = pygame.font.match_font('bitstreamverasans')
        print('ProfileRenderer font:', self.font_filename)
        self.font = pygame.font.Font(self.font_filename, 24)
        self.font_fg_color = (0, 200, 200)
        self.avatar_surface = None
        self.avatar_size = (100, 100)
        self.image_box = get_image_surface(config.get_data_d() / 'asset/box.png', resize=(170, 170), alpha=True)
        self.load_avatar()

    def load_avatar(self):
        self.avatar_surface = None
        if path := self.profiledata.get_current_profile_avatar():
            path = config.get_data_d() / path
            if path.exists():
                self.avatar_surface = get_image_surface(path,
                                                        self.avatar_size)
            else:
                print('no avatar found at', path)

    def event_current_profile_changed(self, new_profile):
        self.surface_to_render = None
        self.load_avatar()
        print('changing rendering profile to', new_profile)

    def render(self, surface, pos):
        if self.surface_to_render is None:
            profile_name = self.profiledata.get_current_profile()
            new_surface = get_text_surface(
                self.profiledata.get_current_display(),
                self.font, self.font_fg_color)
            #new_surface = self.font.render(self.profiledata.get_current_display(), Parameters.font_antialias, self.font_fg_color)
            self.surface_to_render = new_surface
        avatar_pos = (pos[0] + 15, pos[1] + 15)
        #text_pos = (avatar_pos[0] +  self.avatar_size[0] + 5, avatar_pos[1])
        text_pos = (avatar_pos[0], avatar_pos[1] + self.avatar_size[1])
        surface.blit(self.image_box, pos)
        if self.avatar_surface:
            surface.blit(self.avatar_surface, avatar_pos)
        surface.blit(self.surface_to_render, text_pos)



class GameData(ObservedSubject):

    def __init__(self):
        super().__init__()
        self.game_db = GameDB()
        self.games_idtitles = list(self.game_db.get_idtitles())
        self.games_len = len(self.games_idtitles)
        self.game_index = 0
        last_loaded_game = status.last_loaded_game
        for index, (game_id, _) in enumerate(self.games_idtitles):
            if game_id == last_loaded_game:
                self.game_index = index

    def change_active_game(self, new_index):
        if new_index < 0:
            new_index = 0
        elif new_index >= self.games_len:
            new_index = self.games_len-1
        if self.game_index != new_index:
            self.game_index = new_index
            self.notify_event('event_current_game_changed',
                              self.get_current_gameinfo())

    #def get_idtitles(self):
    #    return self.games_idtitles

    def get_games_subset(self):
        low_index = max(self.game_index-3, 0)
        high_index = low_index + 6
        for index, item in enumerate(self.games_idtitles[low_index:high_index], start=low_index):
            selected = 1 if self.game_index == index else 0
            game_info = self.game_db.get_info(item[0])
            current_icon = game_info.get(
                'icon', None)
            if current_icon is not None:
                current_icon = config.get_data_d() / current_icon
            else:
                current_icon = config.get_data_d() / 'asset/default_icon.jpeg'
            yield selected, item[0], item[1], current_icon, game_info

    def get_current_gameinfo(self):
        return self.game_db.get_info(self.get_current_id())

    def get_current_id(self):
        current_id = self.games_idtitles[self.game_index][0]
        return current_id

    def get_current_title(self):
        current_title = self.games_idtitles[self.game_index][1]
        return current_title

    def change_game_increase(self):
        self.change_active_game(self.game_index +1)

    def change_game_decrease(self):
        self.change_active_game(self.game_index -1)

class GameDataObserver:

    def event_current_game_changed(self, new_game_info): pass

class GameRenderer(GameDataObserver):

    def __init__(self, gamedata, status_db):
        self.gamedata = gamedata
        self.status_db = status_db
        gamedata.add_observer(self)
        self.font_filename = pygame.font.match_font('bitstreamverasans')
        print('GameRenderer font:', self.font_filename)
        self.font = pygame.font.Font(self.font_filename, 16)
        self.font_selected = pygame.font.Font(self.font_filename, 24)
        self.font_fg_color = (90, 90, 200)
        #self.image_right_arrow = get_image_surface(config.get_data_d() / 'asset/arrow-right.png',
        #                                           resize=(16, 16),
        #                                           alpha=True)
        self.image_right_arrow = get_image_surface(config.get_data_d() / 'asset/bulb.png',
                                                   resize=(16, 16),
                                                   alpha=True)
        self.image_box = get_image_surface(config.get_data_d() / 'asset/box.png', resize=(400, 400), alpha=True)
        self.image_box.set_alpha(220)

    def event_current_game_changed(self, new_game_info):
        print('game changed, new game:', new_game_info['title'])

    def render(self, dest_surface, pos):
        x = pos[0]
        y = pos[1]
        y_pad = 32
        surface_height = None
        #selected_item_y = y
        #low_index = max(selected_index-3, 0)
        #high_index = low_index + 6
        dest_surface.blit(self.image_box, pos)
        x += 15
        y += 45
        for selected, game_id, game_title, game_icon, game_info in self.gamedata.get_games_subset():
            text = game_title
            if not self.status_db.is_installed(game_info):
                text = f'[u] {text}'
            else:
                text = f'[i] {text}'
            arrow_width = self.image_right_arrow.get_width()
            text_x = x + y_pad
            surface = get_text_surface(text,
                                       self.font_selected if selected else
                                       self.font,
                                       self.font_fg_color)
            if game_icon and game_icon.exists():
                icon_surface = get_image_surface(game_icon,
                                                 resize=(y_pad, y_pad),
                                                 alpha=True)
                icon_pos = (x + arrow_width,
                            y + (surface.get_height()
                                 - icon_surface.get_height())/2)

                dest_surface.blit(icon_surface, icon_pos)
            dest_surface.blit(surface, (text_x
                                        + arrow_width + 5, y))
            if selected:
                surface_height = surface.get_height()
                #selected_item_y = y
                dest_surface.blit(self.image_right_arrow, (x, y + (surface_height - self.image_right_arrow.get_height())/2))
            y += surface.get_height() + y_pad


class GameCoverRenderer(GameDataObserver):

    def __init__(self, gamedata):
        self.gamedata = gamedata
        gamedata.add_observer(self)
        self.current_game_info = self.gamedata.get_current_gameinfo()
        self.cover_shift = (0, 0)
        self.default_cover_surface = get_image_surface(config.get_data_d() / 'asset/default_cover.jpeg',
                                                   resize=WINDOW_RESOLUTION)
        self.default_cover_shift = (
                (WINDOW_RESOLUTION[0] - self.default_cover_surface.get_width())/2,
                (WINDOW_RESOLUTION[1] - self.default_cover_surface.get_height())/2,
        )
        self.load_cover()

    def event_current_game_changed(self, new_game_info):
        print('game changed, cover:', new_game_info.get('cover', None))
        self.current_game_info = new_game_info
        self.load_cover()

    def load_cover(self):
        self.cover_surface = None
        path = self.current_game_info.get('cover', None)
        if path is None:
            self.cover_surface = self.default_cover_surface
            self.cover_shift = self.default_cover_shift
            return
        path = config.get_data_d() / Path(path)
        if path.exists():
            self.cover_surface = get_image_surface(path,
                                                   resize=WINDOW_RESOLUTION)
            self.cover_shift = (
                (WINDOW_RESOLUTION[0] - self.cover_surface.get_width())/2,
                (WINDOW_RESOLUTION[1] - self.cover_surface.get_height())/2,
            )
        else:
            self.cover_surface = self.default_cover_surface
            self.cover_shift = self.default_cover_shift

    def render(self, dest_surface, pos):
        if self.cover_surface is None:
            return
        pos = (
            pos[0] + self.cover_shift[0],
            pos[1] + self.cover_shift[1],
        )
        dest_surface.blit(self.cover_surface, pos)


class ProgressBarRenderer:

    def __init__(self):
        self.progress = .0
        self.back_color = 0xEEEEEEF0
        self.front_color = 0x0000FF00

    def set_progress(self, progress):
        'progress is between .0 and 1.0'
        self.progress = progress

    def render(self, dest_surface, pos):
        size = (100, 10)
        background_rect = pygame.Rect(pos[0], pos[1], size[0], size[1])
        inside_rect = pygame.Rect(pos[0]+2, pos[1]+2, int(96*self.progress), 6)

        dest_surface.lock()
        pygame.draw.rect(dest_surface, self.back_color, background_rect,
                         border_radius=5)
        pygame.draw.rect(dest_surface, self.front_color, inside_rect,
                         border_radius=5)
        dest_surface.unlock()


class DoubleProgressBarRenderer:
    def __init__(self):
        self.progress_bar_global = ProgressBarRenderer()
        self.progress_bar_step = ProgressBarRenderer()
        self.title = ""
        self.title_surface = None
        self.font_filename = pygame.font.match_font('bitstreamverasans')
        print('GameRenderer font:', self.font_filename)
        self.font = pygame.font.Font(self.font_filename, 10)
        self.font_color = 0xFFFFFFFF
        self.set_title("")

    def set_progress(self, global_progress, step_progress):
        self.progress_bar_global.set_progress(global_progress)
        self.progress_bar_step.set_progress(step_progress)

    def set_title(self, title):
        self.title = title or ""
        self.title_surface = get_text_surface(title, self.font, self.font_color)

    def render(self, dest_surface, pos):
        x = pos[0]
        y = pos[1]
        rect = pygame.Rect(x, y, 104, 10+10+10+2+2+2+2)
        x += 2
        y += 2
        pygame.draw.rect(dest_surface, 0x00000000, rect, border_radius=3)
        if self.title_surface:
            dest_surface.blit(self.title_surface, (x, y))
            #y += self.title_surface.get_height() + 2
            y += 10 + 2
        self.progress_bar_global.render(dest_surface, (x, y))
        self.progress_bar_step.render(dest_surface, (x, y+12))



class GuiAppSub1(GuiApp):

    def __init__(self):
        super().__init__()
        self.input_timer = 0
        self.input_timeout = 1000//10
        self.state = AppState()
        self.base_window_fill_color = (0, 0, 0)
        self.user_move_vector = (0, 0)
        self.game_db = GameDB()
        #self.menu_font_cache = ({}, [])
        #self.menu_font_cache_max = 40
        #self.last_movement_update_time = self.clock.
        self.joysticks = {}
        self.joysticks_axis_threshold = 0
        self.profile_data = ProfileData()
        self.profile_renderer = ProfileRenderer(self.profile_data)
        self.game_data = GameData()
        self.status_db = StatusDB()
        self.game_renderer = GameRenderer(self.game_data, self.status_db)
        self.game_cover_renderer = GameCoverRenderer(self.game_data)
        self.action = None
        self.runner = None
        self.progress_bar = DoubleProgressBarRenderer()
        self.selector = selectors.DefaultSelector()
        self.delay_change = None

    def process_input(self, last_frame_time):

        movement_up_keys = (
            pygame.K_UP,
            pygame.K_k,
        )
        movement_down_keys = (
            pygame.K_DOWN,
            pygame.K_j,
        )
        axis_change = 0
        for event in pygame.event.get():
            go_super = 1
            x, y = self.user_move_vector
            if event.type == pygame.KEYDOWN:
                if event.key in (*movement_up_keys, *movement_down_keys):
                    y = 1 if event.key in movement_down_keys else -1
                    go_super = 0
                elif event.key in (pygame.K_LEFT, pygame.K_RIGHT):
                    x = -1 if event.key == pygame.K_LEFT else 1
                    go_super = 0
            elif event.type == pygame.KEYUP:
                x, y = self.user_move_vector
                if event.key in (*movement_up_keys, *movement_down_keys):
                    y = 0
                    go_super = 0
                elif event.key in (pygame.K_LEFT, pygame.K_RIGHT):
                    x = 0
                    go_super = 0
                elif event.key == pygame.K_RETURN:
                    self.action = 'run'
                elif event.key == pygame.K_i:
                    self.action = 'install'
                elif event.key == pygame.K_d:
                    self.action = 'remove'
            elif event.type in (pygame.JOYBUTTONDOWN, pygame.JOYBUTTONUP):
                go_super = 0
                factor = 1 if pygame.JOYBUTTONDOWN else 0
                joystick = self.joysticks[event.instance_id]
                print('gamepad event', event)
                #if event.button == 0:
                    #y += 1 * factor
                if event.type == pygame.JOYBUTTONDOWN:
                    joystick.rumble(0.3, 0.8, 40)
                if event.button == 1:
                    raise QuitEvent()
                elif event.button == 2:
                    self.action = 'run'
                #if event.button == 1:
                    #y -= 1 * factor
            elif event.type == pygame.JOYAXISMOTION:
                go_super = 0
                if event.axis == 1:  # left stick up-down axis
                    new_axis = self.joysticks_axis_threshold
                    #print('motion event', event)
                    if event.value > 0.70:
                        new_axis = 1  # down activated
                    elif event.value < 0.5 and event.value > -0.5:
                        new_axis = 0  # down and up deactivated
                    elif event.value < -0.70:
                        new_axis = -1  # up activated
                    if new_axis != self.joysticks_axis_threshold:
                        axis_change = 1
                        self.joysticks_axis_threshold = new_axis
                        print('threshold', self.joysticks_axis_threshold)
            elif event.type == pygame.JOYDEVICEADDED:
                # This event will be generated when the program starts for every
                # joystick, filling up the list without needing to create them manually.
                joy = pygame.joystick.Joystick(event.device_index)
                self.joysticks[joy.get_instance_id()] = joy
                print(f"Gamepad {joy.get_instance_id()} connected")
            elif event.type == pygame.JOYDEVICEREMOVED:
                del self.joysticks[event.instance_id]
                print(f"Gamepad {event.instance_id} disconnected")

            if go_super == 0:
                if axis_change:
                    self.user_move_vector = (x, self.joysticks_axis_threshold)
                else:
                    self.user_move_vector = (x, y)
                #print('new move vector:', self.user_move_vector)
            else:
                super().process_input(last_frame_time, event)

    def update(self, last_frame_time):
        #self.input_timer += last_frame_time
        #if self.input_timer < self.input_timeout:
        #    return
        #self.input_timer = 0

        if self.user_move_vector[1] < 0:
            self.game_data.change_game_decrease()
        elif self.user_move_vector[1] > 0:
            self.game_data.change_game_increase()

        if self.user_move_vector[0] < 0:
            self.profile_data.change_profile_decrease()
        elif self.user_move_vector[0] > 0:
            self.profile_data.change_profile_increase()

        if action := self.action:
            self.action = None
            profile_id = self.profile_renderer.profiledata.get_current_profile()
            game_id = self.game_data.get_current_id()
            game_info = self.game_data.get_current_gameinfo()
            print('current id', game_id)
            print('profile id', profile_id)
            if not self.runner:
                # action not already running, else skip action
                if action == 'run':
                    if not self.status_db.is_installed(game_info):
                        print('Game', game_id, 'is not installed, aborting.', file=sys.stderr)
                    else:
                        status.set_last_loaded_game(game_id)
                        status.set_last_loaded_profile(profile_id)
                        command = self.game_db.get_game_command(profile_id, game_id)
                        subprocess.run(command)
                elif action == 'install':
                    #subprocess.run([
                    #    'gamechest',
                    #    'install',
                    #    game_id])
                    remote_basedir = config.get_remote_basedir()
                    source = f'{remote_basedir}/{game_info["package_name"]}'
                    dest = config.get_games_install_basedir() / game_info['id']
                    dest.mkdir(parents=True, exist_ok=True)
                    self.runner = Install(source, dest)
                    self.selector.register(self.runner.get_read_fd(),
                                        selectors.EVENT_READ)
                    self.delay_change = partial(self.status_db.set_installed, game_info)
                    self.progress_bar.set_title("installing...")
                elif action == 'remove':
                    remote_basedir = config.get_remote_basedir()
                    path = (
                        config.get_games_install_basedir()
                        / game_id
                    )
                    #subprocess.run([
                    #    'gamechest',
                    #    'remove',
                    #    game_id])
                    self.runner = Remove(path)
                    self.selector.register(self.runner.get_read_fd(),
                                        selectors.EVENT_READ)
                    self.delay_change = partial(self.status_db.set_uninstalled, game_info)
                    self.progress_bar.set_title("removing...")

        if self.runner:
            if self.runner.poll() is None:
                if self.selector.select(0):
                    progress = self.runner.progress_read()
                    self.progress_bar.set_progress(progress.step / progress.steps_count, progress.percent / 100)
            else:
                self.progress_bar.set_progress(1, 1)
                self.progress_bar.set_title("done")
                self.runner = None
                if self.delay_change is not None:
                    self.delay_change()
                    self.delay_change = None


        self.user_move_vector = (0, 0)

    def render(self, last_frame_time):
        self.window.fill(self.base_window_fill_color)

        self.game_cover_renderer.render(self.window, (0, 0))

        # Initial y
        y = 50
        x = 50 + 64 + 5
        self.game_renderer.render(self.window, (x, y))


        fps_surface = get_text_surface(f'{self.clock.get_fps():02.0f}',
                                       self.menu_font, self.menu_color)
        fps_pos = (self.window.get_width() - fps_surface.get_width(), 0)
        self.window.blit(fps_surface, fps_pos)

        self.profile_renderer.render(self.window, (700, 50))
        self.progress_bar.render(self.window, (500, 50))

        pygame.display.update()


app = GuiAppSub1()
app.loop()