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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()
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