forked from Boria138/PortProtonQt
431 lines
18 KiB
Python
431 lines
18 KiB
Python
import time
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import threading
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from typing import Protocol, cast
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from evdev import InputDevice, ecodes, list_devices
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import pyudev
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from PySide6.QtWidgets import QWidget, QStackedWidget, QApplication, QScrollArea, QLineEdit
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from PySide6.QtCore import Qt, QObject, QEvent, QPoint
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from PySide6.QtGui import QKeyEvent
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from portprotonqt.logger import get_logger
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from portprotonqt.image_utils import FullscreenDialog
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from portprotonqt.custom_widgets import NavLabel
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from portprotonqt.game_card import GameCard
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from portprotonqt.config_utils import read_fullscreen_config
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logger = get_logger(__name__)
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class MainWindowProtocol(Protocol):
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def activateFocusedWidget(self) -> None:
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...
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def goBackDetailPage(self, page: QWidget | None) -> None:
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...
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def switchTab(self, index: int) -> None:
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...
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def openAddGameDialog(self, exe_path: str | None = None) -> None:
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...
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def toggleGame(self, exec_line: str | None, button: QWidget | None = None) -> None:
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...
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stackedWidget: QStackedWidget
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tabButtons: dict[int, QWidget]
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gamesListWidget: QWidget
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currentDetailPage: QWidget | None
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current_exec_line: str | None
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# Mapping of actions to evdev button codes, includes PlayStation, Xbox, and Switch controllers (https://www.kernel.org/doc/html/v4.12/input/gamepad.html)
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BUTTONS = {
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# South button: X (PlayStation), A (Xbox), B (Switch Joy-Con south)
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'confirm': {ecodes.BTN_SOUTH, ecodes.BTN_A},
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# East button: Circle (PS), B (Xbox), A (Switch Joy-Con east)
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'back': {ecodes.BTN_EAST, ecodes.BTN_B},
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# North button: Triangle (PS), Y (Xbox), X (Switch Joy-Con north)
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'add_game': {ecodes.BTN_NORTH, ecodes.BTN_Y},
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# Shoulder buttons: L1/L2 (PS), LB (Xbox), L (Switch): BTN_TL, BTN_TL2
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'prev_tab': {ecodes.BTN_TL, ecodes.BTN_TL2},
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# Shoulder buttons: R1/R2 (PS), RB (Xbox), R (Switch): BTN_TR, BTN_TR2
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'next_tab': {ecodes.BTN_TR, ecodes.BTN_TR2},
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# Optional: stick presses on Switch Joy-Con
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'confirm_stick': {ecodes.BTN_THUMBL, ecodes.BTN_THUMBR},
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# Start button for context menu
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'context_menu': {ecodes.BTN_START},
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# Select/home for back/menu
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'menu': {ecodes.BTN_SELECT, ecodes.BTN_MODE},
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}
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class InputManager(QObject):
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"""
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Manages input from gamepads and keyboards for navigating the application interface.
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Supports gamepad hotplugging, button and axis events, and keyboard event filtering
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for seamless UI interaction.
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"""
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def __init__(
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self,
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main_window: MainWindowProtocol,
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axis_deadzone: float = 0.5,
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initial_axis_move_delay: float = 0.3,
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repeat_axis_move_delay: float = 0.15
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):
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super().__init__(cast(QObject, main_window))
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self._parent = main_window
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# Ensure attributes exist on main_window
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self._parent.currentDetailPage = getattr(self._parent, 'currentDetailPage', None)
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self._parent.current_exec_line = getattr(self._parent, 'current_exec_line', None)
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self.axis_deadzone = axis_deadzone
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self.initial_axis_move_delay = initial_axis_move_delay
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self.repeat_axis_move_delay = repeat_axis_move_delay
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self.current_axis_delay = initial_axis_move_delay
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self.last_move_time = 0.0
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self.axis_moving = False
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self.gamepad: InputDevice | None = None
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self.gamepad_thread: threading.Thread | None = None
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self.running = True
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self._is_fullscreen = read_fullscreen_config()
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# Install keyboard event filter
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app = QApplication.instance()
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if app is not None:
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app.installEventFilter(self)
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else:
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logger.error("QApplication instance is None, cannot install event filter")
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# Initialize evdev + hotplug
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self.init_gamepad()
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def eventFilter(self, obj: QObject, event: QEvent) -> bool:
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app = QApplication.instance()
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if not app:
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return super().eventFilter(obj, event)
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# 1) Интересуют только нажатия клавиш
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if not (isinstance(event, QKeyEvent) and event.type() == QEvent.Type.KeyPress):
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return super().eventFilter(obj, event)
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key = event.key()
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modifiers = event.modifiers()
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focused = QApplication.focusWidget()
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popup = QApplication.activePopupWidget()
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# 2) Закрытие приложения по 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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# 3) Если открыт любой popup — не перехватываем ENTER, ESC и стрелки
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if popup:
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# возвращаем False, чтобы событие пошло дальше в Qt и закрыло popup как нужно
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return False
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# 4) Навигация в полноэкранном просмотре
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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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# 5) На странице деталей Enter запускает/останавливает игру
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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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# 6) Открытие контекстного меню для 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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# 7) Навигация по карточкам в Library
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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 not scroll_area:
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logger.warning("No QScrollArea found for gamesListWidget")
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if isinstance(focused, GameCard):
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current_index = game_cards.index(focused) if focused in game_cards else -1
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if key == Qt.Key.Key_Down:
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if current_index >= 0 and current_index + 1 < len(game_cards):
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next_card = game_cards[current_index + 1]
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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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if current_index > 0:
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prev_card = game_cards[current_index - 1]
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prev_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(prev_card, 50, 50)
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return True
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elif current_index == 0:
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self._parent.tabButtons[0].setFocus()
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return True
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elif key == Qt.Key.Key_Left:
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if current_index > 0:
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prev_card = game_cards[current_index - 1]
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prev_card.setFocus()
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if scroll_area:
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scroll_area.ensureWidgetVisible(prev_card, 50, 50)
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return True
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elif key == Qt.Key.Key_Right:
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if current_index >= 0 and current_index + 1 < len(game_cards):
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next_card = game_cards[current_index + 1]
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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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# 8) Переключение вкладок ←/→
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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):
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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):
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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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# 9) Спуск в содержимое вкладки ↓
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if key == Qt.Key.Key_Down:
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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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else:
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if focused is not None:
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focused.focusNextChild()
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return True
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# 10) Подъём по содержимому вкладки ↑
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if key == Qt.Key.Key_Up:
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if isinstance(focused, NavLabel):
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return True # Не даём уйти выше NavLabel
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if focused is not None:
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focused.focusPreviousChild()
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return True
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# 11) Общие: 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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elif key in (Qt.Key.Key_Escape, Qt.Key.Key_Backspace):
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if isinstance(focused, QLineEdit):
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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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elif key == Qt.Key.Key_E:
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if isinstance(focused, QLineEdit):
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return False
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self._parent.openAddGameDialog()
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return True
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# 12) Переключение полноэкранного режима по F11
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if key == Qt.Key.Key_F11:
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if read_fullscreen_config():
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return True
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window = self._parent
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if isinstance(window, QWidget):
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if self._is_fullscreen:
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window.showNormal()
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self._is_fullscreen = False
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else:
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window.showFullScreen()
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self._is_fullscreen = True
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return True
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return super().eventFilter(obj, event)
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def init_gamepad(self) -> None:
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self.check_gamepad()
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threading.Thread(target=self.run_udev_monitor, daemon=True).start()
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logger.info("Input support initialized with hotplug (evdev + pyudev)")
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def run_udev_monitor(self) -> None:
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context = pyudev.Context()
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monitor = pyudev.Monitor.from_netlink(context)
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monitor.filter_by(subsystem='input')
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observer = pyudev.MonitorObserver(monitor, self.handle_udev_event)
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observer.start()
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while self.running:
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time.sleep(1)
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def handle_udev_event(self, action: str, device: pyudev.Device) -> None:
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if action == 'add':
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time.sleep(0.1)
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self.check_gamepad()
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elif action == 'remove' and self.gamepad:
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if not any(self.gamepad.path == path for path in list_devices()):
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logger.info("Gamepad disconnected")
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self.gamepad = None
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if self.gamepad_thread:
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self.gamepad_thread.join()
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def check_gamepad(self) -> None:
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new_gamepad = self.find_gamepad()
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if new_gamepad and new_gamepad != self.gamepad:
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logger.info(f"Gamepad connected: {new_gamepad.name}")
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self.gamepad = new_gamepad
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if self.gamepad_thread:
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self.gamepad_thread.join()
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self.gamepad_thread = threading.Thread(target=self.monitor_gamepad, daemon=True)
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self.gamepad_thread.start()
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def find_gamepad(self) -> InputDevice | None:
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devices = [InputDevice(path) for path in list_devices()]
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for device in devices:
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caps = device.capabilities()
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if ecodes.EV_KEY in caps or ecodes.EV_ABS in caps:
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return device
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return None
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def monitor_gamepad(self) -> None:
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try:
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if not self.gamepad:
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return
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for event in self.gamepad.read_loop():
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if not self.running:
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break
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if event.type not in (ecodes.EV_KEY, ecodes.EV_ABS):
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continue
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now = time.time()
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if event.type == ecodes.EV_KEY and event.value == 1:
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self.handle_button(event.code)
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elif event.type == ecodes.EV_ABS:
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self.handle_dpad(event.code, event.value, now)
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except Exception as e:
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logger.error(f"Error accessing gamepad: {e}")
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def handle_button(self, button_code: int) -> None:
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app = QApplication.instance()
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if app is None:
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logger.error("QApplication instance is None")
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return
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active = QApplication.activeWindow()
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focused = QApplication.focusWidget()
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# FullscreenDialog
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if isinstance(active, FullscreenDialog):
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if button_code in BUTTONS['prev_tab']:
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active.show_prev()
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elif button_code in BUTTONS['next_tab']:
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active.show_next()
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elif button_code in BUTTONS['back']:
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active.close()
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return
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# Context menu for GameCard
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if isinstance(focused, GameCard):
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if button_code in BUTTONS['context_menu']:
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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
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# Game launch on detail page
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if (button_code in BUTTONS['confirm'] or button_code in BUTTONS['confirm_stick']) and self._parent.currentDetailPage is not None:
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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
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# Standard navigation
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if button_code in BUTTONS['confirm'] or button_code in BUTTONS['confirm_stick']:
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self._parent.activateFocusedWidget()
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elif button_code in BUTTONS['back'] or button_code in BUTTONS['menu']:
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self._parent.goBackDetailPage(getattr(self._parent, 'currentDetailPage', None))
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elif button_code in BUTTONS['add_game']:
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self._parent.openAddGameDialog()
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elif button_code in BUTTONS['prev_tab']:
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idx = (self._parent.stackedWidget.currentIndex() - 1) % len(self._parent.tabButtons)
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self._parent.switchTab(idx)
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self._parent.tabButtons[idx].setFocus(Qt.FocusReason.OtherFocusReason)
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elif button_code in BUTTONS['next_tab']:
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idx = (self._parent.stackedWidget.currentIndex() + 1) % len(self._parent.tabButtons)
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self._parent.switchTab(idx)
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self._parent.tabButtons[idx].setFocus(Qt.FocusReason.OtherFocusReason)
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def handle_dpad(self, code: int, value: int, current_time: float) -> None:
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app = QApplication.instance()
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if app is None:
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logger.error("QApplication instance is None")
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return
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active = QApplication.activeWindow()
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# Fullscreen horizontal
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if isinstance(active, FullscreenDialog) and code == ecodes.ABS_HAT0X:
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if value < 0:
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active.show_prev()
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elif value > 0:
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active.show_next()
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return
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# Vertical navigation (DPAD up/down)
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if code == ecodes.ABS_HAT0Y:
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# ignore release
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if value == 0:
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return
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focused = QApplication.focusWidget()
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page = self._parent.stackedWidget.currentWidget()
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if value > 0:
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# 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
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elif focused:
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focused.focusNextChild()
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return
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elif value < 0 and focused:
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# up
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focused.focusPreviousChild()
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return
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# Horizontal wrap navigation repeat logic
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if code != ecodes.ABS_HAT0X:
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return
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if value == 0:
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self.axis_moving = False
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self.current_axis_delay = self.initial_axis_move_delay
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return
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if not self.axis_moving:
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self.trigger_dpad_movement(code, value)
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self.last_move_time = current_time
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self.axis_moving = True
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elif current_time - self.last_move_time >= self.current_axis_delay:
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self.trigger_dpad_movement(code, value)
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self.last_move_time = current_time
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self.current_axis_delay = self.repeat_axis_move_delay
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def trigger_dpad_movement(self, code: int, value: int) -> None:
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if code != ecodes.ABS_HAT0X:
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return
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idx = self._parent.stackedWidget.currentIndex()
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if value < 0:
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new = (idx - 1) % len(self._parent.tabButtons)
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else:
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new = (idx + 1) % len(self._parent.tabButtons)
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self._parent.switchTab(new)
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self._parent.tabButtons[new].setFocus(Qt.FocusReason.OtherFocusReason)
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def cleanup(self) -> None:
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self.running = False
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if self.gamepad:
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self.gamepad.close()
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logger.info("Input support cleaned up")
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