feat: align keyboard arrow key navigation with D-pad logic
Signed-off-by: Boris Yumankulov <boria138@altlinux.org>
This commit is contained in:
@ -523,240 +523,133 @@ class InputManager(QObject):
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if not app:
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if not app:
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return super().eventFilter(obj, event)
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return super().eventFilter(obj, event)
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# Handle only key press events
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# Handle key press and release events
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if not (isinstance(event, QKeyEvent) and event.type() == QEvent.Type.KeyPress):
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if not isinstance(event, QKeyEvent):
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return super().eventFilter(obj, event)
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return super().eventFilter(obj, event)
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key = event.key()
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key = event.key()
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modifiers = event.modifiers()
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modifiers = event.modifiers()
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focused = QApplication.focusWidget()
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focused = QApplication.focusWidget()
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popup = QApplication.activePopupWidget()
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popup = QApplication.activePopupWidget()
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# Open system overlay with Insert
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if key == Qt.Key.Key_Insert:
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if not popup and not isinstance(QApplication.activeWindow(), QDialog):
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self._parent.openSystemOverlay()
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return True
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# Close application with Ctrl+Q
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if key == Qt.Key.Key_Q and modifiers & Qt.KeyboardModifier.ControlModifier:
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app.quit()
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return True
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# Закрытие AddGameDialog на Esc
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if key == Qt.Key.Key_Escape and isinstance(popup, QDialog):
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popup.reject() # Закрываем диалог
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return True
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# Skip navigation keys if a popup is open
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if popup:
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return False
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# FullscreenDialog navigation
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active_win = QApplication.activeWindow()
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active_win = QApplication.activeWindow()
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if isinstance(active_win, FullscreenDialog):
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if key == Qt.Key.Key_Right:
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active_win.show_next()
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return True
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if key == Qt.Key.Key_Left:
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active_win.show_prev()
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return True
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if key in (Qt.Key.Key_Escape, Qt.Key.Key_Return, Qt.Key.Key_Enter, Qt.Key.Key_Backspace):
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active_win.close()
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return True
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# Launch/stop game on detail page
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# Handle key press events
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if self._parent.currentDetailPage and key in (Qt.Key.Key_Return, Qt.Key.Key_Enter):
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if event.type() == QEvent.Type.KeyPress:
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if self._parent.current_exec_line:
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# Open system overlay with Insert
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self._parent.toggleGame(self._parent.current_exec_line, None)
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if key == Qt.Key.Key_Insert:
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return True
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if not popup and not isinstance(active_win, QDialog):
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self._parent.openSystemOverlay()
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# Context menu for GameCard
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if isinstance(focused, GameCard):
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if key == Qt.Key.Key_F10 and Qt.KeyboardModifier.ShiftModifier:
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pos = QPoint(focused.width() // 2, focused.height() // 2)
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focused._show_context_menu(pos)
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return True
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# Handle Up/Down keys for non-GameCard tabs
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if key in (Qt.Key.Key_Up, Qt.Key.Key_Down) and not isinstance(focused, GameCard):
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page = self._parent.stackedWidget.currentWidget()
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if key == Qt.Key.Key_Down:
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if isinstance(focused, NavLabel):
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focusables = page.findChildren(QWidget, options=Qt.FindChildOption.FindChildrenRecursively)
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focusables = [w for w in focusables if w.focusPolicy() & Qt.FocusPolicy.StrongFocus]
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if focusables:
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focusables[0].setFocus()
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return True
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elif focused:
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focused.focusNextChild()
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return True
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elif key == Qt.Key.Key_Up and focused:
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focused.focusPreviousChild()
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return True
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# Tab switching with Left/Right keys (non-GameCard focus or no focus)
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idx = self._parent.stackedWidget.currentIndex()
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total = len(self._parent.tabButtons)
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if key == Qt.Key.Key_Left and (not isinstance(focused, GameCard) or focused is None):
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new = (idx - 1) % total
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self._parent.switchTab(new)
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self._parent.tabButtons[new].setFocus()
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return True
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if key == Qt.Key.Key_Right and (not isinstance(focused, GameCard) or focused is None):
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new = (idx + 1) % total
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self._parent.switchTab(new)
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self._parent.tabButtons[new].setFocus()
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return True
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# Library tab navigation
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if self._parent.stackedWidget.currentIndex() == 0:
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game_cards = self._parent.gamesListWidget.findChildren(GameCard)
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scroll_area = self._parent.gamesListWidget.parentWidget()
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while scroll_area and not isinstance(scroll_area, QScrollArea):
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scroll_area = scroll_area.parentWidget()
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if key in (Qt.Key.Key_Left, Qt.Key.Key_Right, Qt.Key.Key_Up, Qt.Key.Key_Down):
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if not game_cards:
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return True
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return True
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# If no focused widget or not a GameCard, focus the first card
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# Close application with Ctrl+Q
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if not isinstance(focused, GameCard) or focused not in game_cards:
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if key == Qt.Key.Key_Q and modifiers & Qt.KeyboardModifier.ControlModifier:
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game_cards[0].setFocus()
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app.quit()
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if scroll_area:
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return True
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scroll_area.ensureWidgetVisible(game_cards[0], 50, 50)
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# Close AddGameDialog with Escape
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if key == Qt.Key.Key_Escape and isinstance(popup, QDialog):
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popup.reject()
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return True
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# FullscreenDialog navigation
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if isinstance(active_win, FullscreenDialog):
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if key in (Qt.Key.Key_Escape, Qt.Key.Key_Return, Qt.Key.Key_Enter, Qt.Key.Key_Backspace):
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active_win.close()
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return True
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elif key in (Qt.Key.Key_Left, Qt.Key.Key_Right):
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# Navigate screenshots in FullscreenDialog
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if key == Qt.Key.Key_Left:
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active_win.show_prev()
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elif key == Qt.Key.Key_Right:
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active_win.show_next()
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return True # Consume event to prevent tab switching
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# Handle tab switching with Left/Right arrow keys when not in GameCard focus
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if key in (Qt.Key.Key_Left, Qt.Key.Key_Right) and (not isinstance(focused, GameCard) or focused is None):
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idx = self._parent.stackedWidget.currentIndex()
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total = len(self._parent.tabButtons)
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if key == Qt.Key.Key_Left:
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new_idx = (idx - 1) % total
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self._parent.switchTab(new_idx)
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self._parent.tabButtons[new_idx].setFocus(Qt.FocusReason.OtherFocusReason)
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return True
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elif key == Qt.Key.Key_Right:
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new_idx = (idx + 1) % total
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self._parent.switchTab(new_idx)
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self._parent.tabButtons[new_idx].setFocus(Qt.FocusReason.OtherFocusReason)
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return True
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return True
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# Group cards by rows based on y-coordinate
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# Map arrow keys to D-pad press events for other contexts
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rows = {}
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if key in (Qt.Key.Key_Up, Qt.Key.Key_Down, Qt.Key.Key_Left, Qt.Key.Key_Right):
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for card in game_cards:
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now = time.time()
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y = card.pos().y()
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dpad_code = None
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if y not in rows:
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dpad_value = 0
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rows[y] = []
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if key == Qt.Key.Key_Up:
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rows[y].append(card)
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dpad_code = ecodes.ABS_HAT0Y
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# Sort cards in each row by x-coordinate
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dpad_value = -1
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for y in rows:
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rows[y].sort(key=lambda c: c.pos().x())
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# Sort rows by y-coordinate
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sorted_rows = sorted(rows.items(), key=lambda x: x[0])
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# Find current row and column
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current_y = focused.pos().y()
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current_row_idx = next(i for i, (y, _) in enumerate(sorted_rows) if y == current_y)
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current_row = sorted_rows[current_row_idx][1]
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current_col_idx = current_row.index(focused)
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if key == Qt.Key.Key_Right:
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next_col_idx = current_col_idx + 1
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if next_col_idx < len(current_row):
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next_card = current_row[next_col_idx]
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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else:
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# Move to the first card of the next row if available
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if current_row_idx < len(sorted_rows) - 1:
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next_row = sorted_rows[current_row_idx + 1][1]
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next_card = next_row[0] if next_row else None
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if next_card:
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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elif key == Qt.Key.Key_Left:
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next_col_idx = current_col_idx - 1
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if next_col_idx >= 0:
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next_card = current_row[next_col_idx]
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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else:
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# Move to the last card of the previous row if available
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if current_row_idx > 0:
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prev_row = sorted_rows[current_row_idx - 1][1]
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next_card = prev_row[-1] if prev_row else None
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if next_card:
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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elif key == Qt.Key.Key_Down:
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elif key == Qt.Key.Key_Down:
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next_row_idx = current_row_idx + 1
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dpad_code = ecodes.ABS_HAT0Y
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if next_row_idx < len(sorted_rows):
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dpad_value = 1
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next_row = sorted_rows[next_row_idx][1]
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elif key == Qt.Key.Key_Left:
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target_x = focused.pos().x()
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dpad_code = ecodes.ABS_HAT0X
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next_card = min(
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dpad_value = -1
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next_row,
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elif key == Qt.Key.Key_Right:
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key=lambda c: abs(c.pos().x() - target_x),
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dpad_code = ecodes.ABS_HAT0X
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default=None
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dpad_value = 1
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)
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if next_card:
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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elif key == Qt.Key.Key_Up:
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next_row_idx = current_row_idx - 1
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if next_row_idx >= 0:
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next_row = sorted_rows[next_row_idx][1]
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target_x = focused.pos().x()
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next_card = min(
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next_row,
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key=lambda c: abs(c.pos().x() - target_x),
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default=None
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)
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if next_card:
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next_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(next_card, 50, 50)
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return True
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elif current_row_idx == 0:
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self._parent.tabButtons[0].setFocus()
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return True
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# Navigate down into tab content
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if dpad_code is not None:
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if key == Qt.Key.Key_Down:
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self.dpad_moved.emit(dpad_code, dpad_value, now)
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if isinstance(focused, NavLabel):
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page = self._parent.stackedWidget.currentWidget()
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focusables = page.findChildren(QWidget, options=Qt.FindChildOption.FindChildrenRecursively)
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focusables = [w for w in focusables if w.focusPolicy() & Qt.FocusPolicy.StrongFocus]
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if focusables:
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focusables[0].setFocus()
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return True
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return True
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elif focused:
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focused.focusNextChild()
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# Launch/stop game on detail page
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if self._parent.currentDetailPage and key in (Qt.Key.Key_Return, Qt.Key.Key_Enter):
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if self._parent.current_exec_line:
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self._parent.toggleGame(self._parent.current_exec_line, None)
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return True
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# Context menu for GameCard
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if isinstance(focused, GameCard):
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if key == Qt.Key.Key_F10 and modifiers & Qt.KeyboardModifier.ShiftModifier:
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pos = QPoint(focused.width() // 2, focused.height() // 2)
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focused._show_context_menu(pos)
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return True
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# General actions: Activate, Back, Add
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if key in (Qt.Key.Key_Return, Qt.Key.Key_Enter):
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self._parent.activateFocusedWidget()
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return True
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return True
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# Navigate up through tab content
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elif key in (Qt.Key.Key_Escape, Qt.Key.Key_Backspace):
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if key == Qt.Key.Key_Up:
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if isinstance(focused, QLineEdit):
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if isinstance(focused, NavLabel):
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return False
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self._parent.goBackDetailPage(self._parent.currentDetailPage)
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return True
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return True
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if focused is not None:
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elif key == Qt.Key.Key_E:
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focused.focusPreviousChild()
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if isinstance(focused, QLineEdit):
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return False
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# Only open AddGameDialog if in library tab (index 0)
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if self._parent.stackedWidget.currentIndex() == 0:
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self._parent.openAddGameDialog()
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return True
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# Toggle fullscreen with F11
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if key == Qt.Key.Key_F11:
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self.toggle_fullscreen.emit(not self._is_fullscreen)
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return True
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return True
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# General actions: Activate, Back, Add
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# Handle key release events for arrow keys
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if key in (Qt.Key.Key_Return, Qt.Key.Key_Enter):
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elif event.type() == QEvent.Type.KeyRelease:
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self._parent.activateFocusedWidget()
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if key in (Qt.Key.Key_Up, Qt.Key.Key_Down, Qt.Key.Key_Left, Qt.Key.Key_Right):
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return True
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now = time.time()
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elif key in (Qt.Key.Key_Escape, Qt.Key.Key_Backspace):
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dpad_code = None
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if isinstance(focused, QLineEdit):
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if key in (Qt.Key.Key_Up, Qt.Key.Key_Down):
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return False
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dpad_code = ecodes.ABS_HAT0Y
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self._parent.goBackDetailPage(self._parent.currentDetailPage)
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elif key in (Qt.Key.Key_Left, Qt.Key.Key_Right):
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return True
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dpad_code = ecodes.ABS_HAT0X
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elif key == Qt.Key.Key_E:
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if isinstance(focused, QLineEdit):
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return False
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# Only open AddGameDialog if in library tab (index 0)
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if self._parent.stackedWidget.currentIndex() == 0:
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self._parent.openAddGameDialog()
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return True
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# Toggle fullscreen with F11
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if dpad_code is not None:
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if key == Qt.Key.Key_F11:
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# Emit release event with value 0 to stop continuous movement
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self.toggle_fullscreen.emit(not self._is_fullscreen)
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self.dpad_moved.emit(dpad_code, 0, now)
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return True
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return True
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return super().eventFilter(obj, event)
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return super().eventFilter(obj, event)
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Reference in New Issue
Block a user