import time import threading from typing import Protocol, cast from evdev import InputDevice, ecodes, list_devices import pyudev from PySide6.QtWidgets import QWidget, QStackedWidget, QApplication, QScrollArea, QLineEdit from PySide6.QtCore import Qt, QObject, QEvent, QPoint from PySide6.QtGui import QKeyEvent from portprotonqt.logger import get_logger from portprotonqt.image_utils import FullscreenDialog from portprotonqt.custom_widgets import NavLabel from portprotonqt.game_card import GameCard from portprotonqt.config_utils import read_fullscreen_config logger = get_logger(__name__) class MainWindowProtocol(Protocol): def activateFocusedWidget(self) -> None: ... def goBackDetailPage(self, page: QWidget | None) -> None: ... def switchTab(self, index: int) -> None: ... def openAddGameDialog(self, exe_path: str | None = None) -> None: ... def toggleGame(self, exec_line: str | None, button: QWidget | None = None) -> None: ... stackedWidget: QStackedWidget tabButtons: dict[int, QWidget] gamesListWidget: QWidget currentDetailPage: QWidget | None current_exec_line: str | None # Mapping of actions to evdev button codes, includes PlayStation, Xbox, and Switch controllers (https://www.kernel.org/doc/html/v4.12/input/gamepad.html) BUTTONS = { # South button: X (PlayStation), A (Xbox), B (Switch Joy-Con south) 'confirm': {ecodes.BTN_SOUTH, ecodes.BTN_A}, # East button: Circle (PS), B (Xbox), A (Switch Joy-Con east) 'back': {ecodes.BTN_EAST, ecodes.BTN_B}, # North button: Triangle (PS), Y (Xbox), X (Switch Joy-Con north) 'add_game': {ecodes.BTN_NORTH, ecodes.BTN_Y}, # Shoulder buttons: L1/L2 (PS), LB (Xbox), L (Switch): BTN_TL, BTN_TL2 'prev_tab': {ecodes.BTN_TL, ecodes.BTN_TL2}, # Shoulder buttons: R1/R2 (PS), RB (Xbox), R (Switch): BTN_TR, BTN_TR2 'next_tab': {ecodes.BTN_TR, ecodes.BTN_TR2}, # Optional: stick presses on Switch Joy-Con 'confirm_stick': {ecodes.BTN_THUMBL, ecodes.BTN_THUMBR}, # Start button for context menu 'context_menu': {ecodes.BTN_START}, # Select/home for back/menu 'menu': {ecodes.BTN_SELECT, ecodes.BTN_MODE}, } class InputManager(QObject): """ Manages input from gamepads and keyboards for navigating the application interface. Supports gamepad hotplugging, button and axis events, and keyboard event filtering for seamless UI interaction. """ def __init__( self, main_window: MainWindowProtocol, axis_deadzone: float = 0.5, initial_axis_move_delay: float = 0.3, repeat_axis_move_delay: float = 0.15 ): super().__init__(cast(QObject, main_window)) self._parent = main_window # Ensure attributes exist on main_window self._parent.currentDetailPage = getattr(self._parent, 'currentDetailPage', None) self._parent.current_exec_line = getattr(self._parent, 'current_exec_line', None) self.axis_deadzone = axis_deadzone self.initial_axis_move_delay = initial_axis_move_delay self.repeat_axis_move_delay = repeat_axis_move_delay self.current_axis_delay = initial_axis_move_delay self.last_move_time = 0.0 self.axis_moving = False self.gamepad: InputDevice | None = None self.gamepad_thread: threading.Thread | None = None self.running = True self._is_fullscreen = read_fullscreen_config() # Install keyboard event filter app = QApplication.instance() if app is not None: app.installEventFilter(self) else: logger.error("QApplication instance is None, cannot install event filter") # Initialize evdev + hotplug self.init_gamepad() def eventFilter(self, obj: QObject, event: QEvent) -> bool: app = QApplication.instance() if not app: return super().eventFilter(obj, event) # 1) Интересуют только нажатия клавиш if not (isinstance(event, QKeyEvent) and event.type() == QEvent.Type.KeyPress): return super().eventFilter(obj, event) key = event.key() modifiers = event.modifiers() focused = QApplication.focusWidget() popup = QApplication.activePopupWidget() # 2) Закрытие приложения по Ctrl+Q if key == Qt.Key.Key_Q and modifiers & Qt.KeyboardModifier.ControlModifier: app.quit() return True # 3) Если открыт любой popup — не перехватываем ENTER, ESC и стрелки if popup: # возвращаем False, чтобы событие пошло дальше в Qt и закрыло popup как нужно return False # 4) Навигация в полноэкранном просмотре active_win = QApplication.activeWindow() if isinstance(active_win, FullscreenDialog): if key == Qt.Key.Key_Right: active_win.show_next() return True if key == Qt.Key.Key_Left: active_win.show_prev() return True if key in (Qt.Key.Key_Escape, Qt.Key.Key_Return, Qt.Key.Key_Enter, Qt.Key.Key_Backspace): active_win.close() return True # 5) На странице деталей Enter запускает/останавливает игру if self._parent.currentDetailPage and key in (Qt.Key.Key_Return, Qt.Key.Key_Enter): if self._parent.current_exec_line: self._parent.toggleGame(self._parent.current_exec_line, None) return True # 6) Открытие контекстного меню для GameCard if isinstance(focused, GameCard): if key == Qt.Key.Key_F10 and Qt.KeyboardModifier.ShiftModifier: pos = QPoint(focused.width() // 2, focused.height() // 2) focused._show_context_menu(pos) return True # 7) Навигация по карточкам в Library if self._parent.stackedWidget.currentIndex() == 0: game_cards = self._parent.gamesListWidget.findChildren(GameCard) scroll_area = self._parent.gamesListWidget.parentWidget() while scroll_area and not isinstance(scroll_area, QScrollArea): scroll_area = scroll_area.parentWidget() if not scroll_area: logger.warning("No QScrollArea found for gamesListWidget") if isinstance(focused, GameCard): current_index = game_cards.index(focused) if focused in game_cards else -1 if key == Qt.Key.Key_Down: if current_index >= 0 and current_index + 1 < len(game_cards): next_card = game_cards[current_index + 1] next_card.setFocus() if scroll_area: scroll_area.ensureWidgetVisible(next_card, 50, 50) return True elif key == Qt.Key.Key_Up: if current_index > 0: prev_card = game_cards[current_index - 1] prev_card.setFocus() if scroll_area: scroll_area.ensureWidgetVisible(prev_card, 50, 50) return True elif current_index == 0: self._parent.tabButtons[0].setFocus() return True elif key == Qt.Key.Key_Left: if current_index > 0: prev_card = game_cards[current_index - 1] prev_card.setFocus() if scroll_area: scroll_area.ensureWidgetVisible(prev_card, 50, 50) return True elif key == Qt.Key.Key_Right: if current_index >= 0 and current_index + 1 < len(game_cards): next_card = game_cards[current_index + 1] next_card.setFocus() if scroll_area: scroll_area.ensureWidgetVisible(next_card, 50, 50) return True # 8) Переключение вкладок ←/→ idx = self._parent.stackedWidget.currentIndex() total = len(self._parent.tabButtons) if key == Qt.Key.Key_Left and not isinstance(focused, GameCard): new = (idx - 1) % total self._parent.switchTab(new) self._parent.tabButtons[new].setFocus() return True if key == Qt.Key.Key_Right and not isinstance(focused, GameCard): new = (idx + 1) % total self._parent.switchTab(new) self._parent.tabButtons[new].setFocus() return True # 9) Спуск в содержимое вкладки ↓ if key == Qt.Key.Key_Down: if isinstance(focused, NavLabel): page = self._parent.stackedWidget.currentWidget() focusables = page.findChildren(QWidget, options=Qt.FindChildOption.FindChildrenRecursively) focusables = [w for w in focusables if w.focusPolicy() & Qt.FocusPolicy.StrongFocus] if focusables: focusables[0].setFocus() return True else: if focused is not None: focused.focusNextChild() return True # 10) Подъём по содержимому вкладки ↑ if key == Qt.Key.Key_Up: if isinstance(focused, NavLabel): return True # Не даём уйти выше NavLabel if focused is not None: focused.focusPreviousChild() return True # 11) Общие: Activate, Back, Add if key in (Qt.Key.Key_Return, Qt.Key.Key_Enter): self._parent.activateFocusedWidget() return True elif key in (Qt.Key.Key_Escape, Qt.Key.Key_Backspace): if isinstance(focused, QLineEdit): return False self._parent.goBackDetailPage(self._parent.currentDetailPage) return True elif key == Qt.Key.Key_E: if isinstance(focused, QLineEdit): return False self._parent.openAddGameDialog() return True # 12) Переключение полноэкранного режима по F11 if key == Qt.Key.Key_F11: if read_fullscreen_config(): return True window = self._parent if isinstance(window, QWidget): if self._is_fullscreen: window.showNormal() self._is_fullscreen = False else: window.showFullScreen() self._is_fullscreen = True return True return super().eventFilter(obj, event) def init_gamepad(self) -> None: self.check_gamepad() threading.Thread(target=self.run_udev_monitor, daemon=True).start() logger.info("Input support initialized with hotplug (evdev + pyudev)") def run_udev_monitor(self) -> None: context = pyudev.Context() monitor = pyudev.Monitor.from_netlink(context) monitor.filter_by(subsystem='input') observer = pyudev.MonitorObserver(monitor, self.handle_udev_event) observer.start() while self.running: time.sleep(1) def handle_udev_event(self, action: str, device: pyudev.Device) -> None: if action == 'add': time.sleep(0.1) self.check_gamepad() elif action == 'remove' and self.gamepad: if not any(self.gamepad.path == path for path in list_devices()): logger.info("Gamepad disconnected") self.gamepad = None if self.gamepad_thread: self.gamepad_thread.join() def check_gamepad(self) -> None: new_gamepad = self.find_gamepad() if new_gamepad and new_gamepad != self.gamepad: logger.info(f"Gamepad connected: {new_gamepad.name}") self.gamepad = new_gamepad if self.gamepad_thread: self.gamepad_thread.join() self.gamepad_thread = threading.Thread(target=self.monitor_gamepad, daemon=True) self.gamepad_thread.start() def find_gamepad(self) -> InputDevice | None: devices = [InputDevice(path) for path in list_devices()] for device in devices: caps = device.capabilities() if ecodes.EV_KEY in caps or ecodes.EV_ABS in caps: return device return None def monitor_gamepad(self) -> None: try: if not self.gamepad: return for event in self.gamepad.read_loop(): if not self.running: break if event.type not in (ecodes.EV_KEY, ecodes.EV_ABS): continue now = time.time() if event.type == ecodes.EV_KEY and event.value == 1: self.handle_button(event.code) elif event.type == ecodes.EV_ABS: self.handle_dpad(event.code, event.value, now) except Exception as e: logger.error(f"Error accessing gamepad: {e}") def handle_button(self, button_code: int) -> None: app = QApplication.instance() if app is None: logger.error("QApplication instance is None") return active = QApplication.activeWindow() focused = QApplication.focusWidget() # FullscreenDialog if isinstance(active, FullscreenDialog): if button_code in BUTTONS['prev_tab']: active.show_prev() elif button_code in BUTTONS['next_tab']: active.show_next() elif button_code in BUTTONS['back']: active.close() return # Context menu for GameCard if isinstance(focused, GameCard): if button_code in BUTTONS['context_menu']: pos = QPoint(focused.width() // 2, focused.height() // 2) focused._show_context_menu(pos) return # Game launch on detail page if (button_code in BUTTONS['confirm'] or button_code in BUTTONS['confirm_stick']) and self._parent.currentDetailPage is not None: if self._parent.current_exec_line: self._parent.toggleGame(self._parent.current_exec_line, None) return # Standard navigation if button_code in BUTTONS['confirm'] or button_code in BUTTONS['confirm_stick']: self._parent.activateFocusedWidget() elif button_code in BUTTONS['back'] or button_code in BUTTONS['menu']: self._parent.goBackDetailPage(getattr(self._parent, 'currentDetailPage', None)) elif button_code in BUTTONS['add_game']: self._parent.openAddGameDialog() elif button_code in BUTTONS['prev_tab']: idx = (self._parent.stackedWidget.currentIndex() - 1) % len(self._parent.tabButtons) self._parent.switchTab(idx) self._parent.tabButtons[idx].setFocus(Qt.FocusReason.OtherFocusReason) elif button_code in BUTTONS['next_tab']: idx = (self._parent.stackedWidget.currentIndex() + 1) % len(self._parent.tabButtons) self._parent.switchTab(idx) self._parent.tabButtons[idx].setFocus(Qt.FocusReason.OtherFocusReason) def handle_dpad(self, code: int, value: int, current_time: float) -> None: app = QApplication.instance() if app is None: logger.error("QApplication instance is None") return active = QApplication.activeWindow() # Fullscreen horizontal if isinstance(active, FullscreenDialog) and code == ecodes.ABS_HAT0X: if value < 0: active.show_prev() elif value > 0: active.show_next() return # Vertical navigation (DPAD up/down) if code == ecodes.ABS_HAT0Y: # ignore release if value == 0: return focused = QApplication.focusWidget() page = self._parent.stackedWidget.currentWidget() if value > 0: # down if isinstance(focused, NavLabel): focusables = page.findChildren(QWidget, options=Qt.FindChildOption.FindChildrenRecursively) focusables = [w for w in focusables if w.focusPolicy() & Qt.FocusPolicy.StrongFocus] if focusables: focusables[0].setFocus() return elif focused: focused.focusNextChild() return elif value < 0 and focused: # up focused.focusPreviousChild() return # Horizontal wrap navigation repeat logic if code != ecodes.ABS_HAT0X: return if value == 0: self.axis_moving = False self.current_axis_delay = self.initial_axis_move_delay return if not self.axis_moving: self.trigger_dpad_movement(code, value) self.last_move_time = current_time self.axis_moving = True elif current_time - self.last_move_time >= self.current_axis_delay: self.trigger_dpad_movement(code, value) self.last_move_time = current_time self.current_axis_delay = self.repeat_axis_move_delay def trigger_dpad_movement(self, code: int, value: int) -> None: if code != ecodes.ABS_HAT0X: return idx = self._parent.stackedWidget.currentIndex() if value < 0: new = (idx - 1) % len(self._parent.tabButtons) else: new = (idx + 1) % len(self._parent.tabButtons) self._parent.switchTab(new) self._parent.tabButtons[new].setFocus(Qt.FocusReason.OtherFocusReason) def cleanup(self) -> None: self.running = False if self.gamepad: self.gamepad.close() logger.info("Input support cleaned up")