feat: optimize add and remove game
Signed-off-by: Boris Yumankulov <boria138@altlinux.org>
This commit is contained in:
@@ -6,6 +6,7 @@ from portprotonqt.custom_widgets import FlowLayout
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from portprotonqt.config_utils import read_favorites, read_sort_method, read_card_size, save_card_size
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from portprotonqt.image_utils import load_pixmap_async
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from portprotonqt.context_menu_manager import ContextMenuManager, CustomLineEdit
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from collections import deque
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class MainWindowProtocol(Protocol):
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"""Protocol defining the interface that MainWindow must implement for GameLibraryManager."""
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@@ -48,6 +49,10 @@ class GameLibraryManager:
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self.gamesListWidget: QWidget | None = None
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self.gamesListLayout: FlowLayout | None = None
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self.sizeSlider: QSlider | None = None
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self._update_timer: QTimer | None = None
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self._pending_update = False
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self.pending_deletions = deque() # Queue for deferred widget deletion
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self.dirty = False # Flag for when full resort is needed
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def create_games_library_widget(self):
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"""Creates the games library widget with search, grid, and slider."""
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@@ -91,6 +96,12 @@ class GameLibraryManager:
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layout.addLayout(sliderLayout)
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# Initialize update timer
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self._update_timer = QTimer()
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self._update_timer.setSingleShot(True)
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self._update_timer.setInterval(100) # 100ms debounce
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self._update_timer.timeout.connect(self._perform_update)
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# Calculate initial card width
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def calculate_card_width():
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if self.gamesListLayout is None:
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@@ -183,56 +194,161 @@ class GameLibraryManager:
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if self.main_window.current_hovered_card == card:
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self.main_window.current_hovered_card = None
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def _perform_update(self):
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"""Performs the actual grid update."""
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if not self._pending_update:
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return
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self._pending_update = False
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self._update_game_grid_immediate()
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def update_game_grid(self, games_list: list[tuple] | None = None):
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"""Schedules a game grid update with debouncing."""
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if games_list is not None:
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self.filtered_games = games_list
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self._pending_update = True
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if self._update_timer is not None:
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self._update_timer.start()
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else:
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self._update_game_grid_immediate()
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def _update_game_grid_immediate(self):
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"""Updates the game grid with the provided or current game list."""
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if self.gamesListLayout is None or self.gamesListWidget is None:
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return
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games_list = games_list if games_list is not None else self.games
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games_list = self.filtered_games if self.filtered_games else self.games
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search_text = self.main_window.searchEdit.text().strip().lower()
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favorites = read_favorites()
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sort_method = read_sort_method()
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def sort_key(game):
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name = game[0]
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fav_order = 0 if name in favorites else 1
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if sort_method == "playtime":
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return (fav_order, -game[11], -game[10])
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elif sort_method == "alphabetical":
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return (fav_order, name.lower())
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elif sort_method == "favorites":
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return (fav_order,)
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# Batch layout updates (extended scope)
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self.gamesListWidget.setUpdatesEnabled(False)
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if self.gamesListLayout is not None:
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self.gamesListLayout.setEnabled(False) # Disable layout during batch
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try:
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# Optimized sorting: Partition favorites first, then sort subgroups
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def partition_sort_key(game):
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name = game[0]
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is_fav = name in favorites
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fav_order = 0 if is_fav else 1
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if sort_method == "playtime":
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return (fav_order, -game[11] if game[11] else 0, -game[10] if game[10] else 0)
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elif sort_method == "alphabetical":
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return (fav_order, name.lower())
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elif sort_method == "favorites":
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return (fav_order,)
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else:
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return (fav_order, -game[10] if game[10] else 0, -game[11] if game[11] else 0)
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# Quick partition: Sort favorites and non-favorites separately, then merge
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fav_games = [g for g in games_list if g[0] in favorites]
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non_fav_games = [g for g in games_list if g[0] not in favorites]
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sorted_fav = sorted(fav_games, key=partition_sort_key)
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sorted_non_fav = sorted(non_fav_games, key=partition_sort_key)
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sorted_games = sorted_fav + sorted_non_fav
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# Build set of current game keys for faster lookup
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current_game_keys = {(game[0], game[4]) for game in sorted_games}
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# Remove cards that no longer exist (batch)
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cards_to_remove = []
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for card_key in list(self.game_card_cache.keys()):
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if card_key not in current_game_keys:
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cards_to_remove.append(card_key)
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for card_key in cards_to_remove:
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card = self.game_card_cache.pop(card_key)
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if self.gamesListLayout is not None:
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self.gamesListLayout.removeWidget(card)
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self.pending_deletions.append(card) # Defer
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if card_key in self.pending_images:
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del self.pending_images[card_key]
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# Track current layout order (only if dirty/full update needed)
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if self.dirty and self.gamesListLayout is not None:
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current_layout_order = []
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for i in range(self.gamesListLayout.count()):
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item = self.gamesListLayout.itemAt(i)
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if item is not None:
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widget = item.widget()
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if widget:
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for key, card in self.game_card_cache.items():
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if card == widget:
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current_layout_order.append(key)
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break
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else:
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return (fav_order, -game[10], -game[11])
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current_layout_order = None # Skip reorg if not dirty
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sorted_games = sorted(games_list, key=sort_key)
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new_card_order = []
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new_card_order = []
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cards_to_add = []
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for game_data in sorted_games:
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game_name = game_data[0]
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exec_line = game_data[4]
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game_key = (game_name, exec_line)
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should_be_visible = not search_text or search_text in game_name.lower()
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for game_data in sorted_games:
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game_name = game_data[0]
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exec_line = game_data[4]
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game_key = (game_name, exec_line)
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should_be_visible = not search_text or search_text in game_name.lower()
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if game_key in self.game_card_cache:
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card = self.game_card_cache[game_key]
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card.setVisible(should_be_visible)
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new_card_order.append((game_key, card))
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continue
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if game_key in self.game_card_cache:
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card = self.game_card_cache[game_key]
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if card.isVisible() != should_be_visible:
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card.setVisible(should_be_visible)
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new_card_order.append(game_key)
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else:
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if self.context_menu_manager is None:
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continue
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if self.context_menu_manager is None:
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continue # Skip card creation if context_menu_manager is None
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card = self._create_game_card(game_data)
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self.game_card_cache[game_key] = card
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card.setVisible(should_be_visible)
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new_card_order.append(game_key)
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cards_to_add.append((game_key, card))
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card = GameCard(
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*game_data,
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select_callback=self.main_window.openGameDetailPage,
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theme=self.theme,
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card_width=self.card_width,
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context_menu_manager=self.context_menu_manager
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)
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# Only reorganize if order changed AND dirty
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if self.dirty and self.gamesListLayout is not None and (current_layout_order is None or new_card_order != current_layout_order):
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# Remove all widgets from layout (batch)
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while self.gamesListLayout.count():
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self.gamesListLayout.takeAt(0)
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card.hoverChanged.connect(self._on_card_hovered)
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card.focusChanged.connect(self._on_card_focused)
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# Add widgets in new order (batch)
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for game_key in new_card_order:
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card = self.game_card_cache[game_key]
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self.gamesListLayout.addWidget(card)
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self.dirty = False # Reset flag
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# Deferred deletions (run in timer to avoid stack overflow)
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if self.pending_deletions:
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QTimer.singleShot(0, lambda: self._flush_deletions())
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# Load visible images for new cards only
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if cards_to_add:
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self.load_visible_images()
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finally:
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if self.gamesListLayout is not None:
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self.gamesListLayout.setEnabled(True)
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self.gamesListWidget.setUpdatesEnabled(True)
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if self.gamesListLayout is not None:
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self.gamesListLayout.update()
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self.gamesListWidget.updateGeometry()
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self.main_window._last_card_width = self.card_width
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def _create_game_card(self, game_data: tuple) -> GameCard:
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"""Creates a new game card with all necessary connections."""
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card = GameCard(
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*game_data,
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select_callback=self.main_window.openGameDetailPage,
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theme=self.theme,
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card_width=self.card_width,
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context_menu_manager=self.context_menu_manager
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)
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card.hoverChanged.connect(self._on_card_hovered)
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card.focusChanged.connect(self._on_card_focused)
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if self.context_menu_manager:
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card.editShortcutRequested.connect(self.context_menu_manager.edit_game_shortcut)
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card.deleteGameRequested.connect(self.context_menu_manager.delete_game)
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card.addToMenuRequested.connect(self.context_menu_manager.add_to_menu)
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@@ -243,33 +359,13 @@ class GameLibraryManager:
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card.removeFromSteamRequested.connect(self.context_menu_manager.remove_from_steam)
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card.openGameFolderRequested.connect(self.context_menu_manager.open_game_folder)
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self.game_card_cache[game_key] = card
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new_card_order.append((game_key, card))
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card.setVisible(should_be_visible)
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return card
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while self.gamesListLayout.count():
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child = self.gamesListLayout.takeAt(0)
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if child.widget():
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child.widget().setParent(None)
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for _game_key, card in new_card_order:
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self.gamesListLayout.addWidget(card)
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if card.isVisible():
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self.load_visible_images()
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existing_keys = {game_key for game_key, card in new_card_order}
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for card_key in list(self.game_card_cache.keys()):
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if card_key not in existing_keys:
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card = self.game_card_cache.pop(card_key)
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card.deleteLater()
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if card_key in self.pending_images:
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del self.pending_images[card_key]
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self.gamesListLayout.update()
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self.gamesListWidget.updateGeometry()
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self.gamesListWidget.update()
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self.main_window._last_card_width = self.card_width
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def _flush_deletions(self):
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"""Delete pending widgets off the main update cycle."""
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for card in list(self.pending_deletions):
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card.deleteLater()
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self.pending_deletions.remove(card)
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def clear_layout(self, layout):
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"""Clears all widgets from the layout."""
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@@ -290,6 +386,28 @@ class GameLibraryManager:
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"""Sets the games list and updates the filtered games."""
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self.games = games
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self.filtered_games = self.games
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self.dirty = True # Full resort needed
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self.update_game_grid()
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def add_game_incremental(self, game_data: tuple):
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"""Add a single game without full reload."""
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self.games.append(game_data)
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self.filtered_games.append(game_data) # Assume no filter active; adjust if needed
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self.dirty = True
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self.update_game_grid()
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def remove_game_incremental(self, game_name: str, exec_line: str):
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"""Remove a single game without full reload."""
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key = (game_name, exec_line)
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self.games = [g for g in self.games if (g[0], g[4]) != key]
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self.filtered_games = [g for g in self.filtered_games if (g[0], g[4]) != key]
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if key in self.game_card_cache and self.gamesListLayout is not None:
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card = self.game_card_cache.pop(key)
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self.gamesListLayout.removeWidget(card)
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self.pending_deletions.append(card) # Defer deleteLater
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if key in self.pending_images:
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del self.pending_images[key]
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self.dirty = True
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self.update_game_grid()
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def filter_games_delayed(self):
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