forked from Boria138/PortProtonQt
feat: optimize search
Signed-off-by: Boris Yumankulov <boria138@altlinux.org>
This commit is contained in:
@@ -51,8 +51,9 @@ class GameLibraryManager:
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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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self.pending_deletions = deque()
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self.is_filtering = False
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self.dirty = False
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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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@@ -201,10 +202,13 @@ class GameLibraryManager:
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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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def update_game_grid(self, games_list: list[tuple] | None = None, is_filter: bool = False):
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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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if not is_filter:
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if games_list is not None:
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self.filtered_games = games_list
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self.dirty = True # Full rebuild only for non-filter
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self.is_filtering = is_filter
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self._pending_update = True
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if self._update_timer is not None:
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@@ -217,123 +221,157 @@ class GameLibraryManager:
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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 = 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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# 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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if self.is_filtering:
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# Filter mode: do not change layout, only hide/show cards
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self._apply_filter_visibility(search_text)
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else:
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# Full update: sorting, removal/addition, reorganization
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games_list = self.filtered_games if self.filtered_games else self.games
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favorites = read_favorites()
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sort_method = read_sort_method()
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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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# 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] if game[10] else 0, -game[11] if game[11] else 0)
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current_layout_order = None # Skip reorg if not dirty
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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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new_card_order = []
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cards_to_add = []
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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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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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# 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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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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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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current_layout_order = None # Skip reorg if not dirty
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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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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 = 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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else:
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if self.context_menu_manager is None:
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continue
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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 = 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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# 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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# 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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# 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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# 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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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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# 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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# 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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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.is_filtering = False # Reset flag in any case
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def _apply_filter_visibility(self, search_text: str):
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"""Applies visibility to cards based on search, without changing the layout."""
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visible_count = 0
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for game_key, card in self.game_card_cache.items():
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game_name = card.name # Assume GameCard has 'name' attribute
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should_be_visible = not search_text or search_text in game_name.lower()
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if card.isVisible() != should_be_visible:
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card.setVisible(should_be_visible)
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if should_be_visible:
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visible_count += 1
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# Load image only for newly visible cards
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if game_key in self.pending_images:
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cover_path, width, height, callback = self.pending_images.pop(game_key)
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load_pixmap_async(cover_path, width, height, callback)
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# Force geometry update so FlowLayout accounts for hidden widgets
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if self.gamesListLayout is not None:
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self.gamesListLayout.update()
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if self.gamesListWidget is not None:
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self.gamesListWidget.updateGeometry()
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self.main_window._last_card_width = self.card_width
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self.main_window._last_card_width = self.card_width
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# If search is empty, load images for visible ones
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if not search_text:
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self.load_visible_images()
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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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@@ -412,9 +450,4 @@ class GameLibraryManager:
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def filter_games_delayed(self):
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"""Filters games based on search text and updates the grid."""
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text = self.main_window.searchEdit.text().strip().lower()
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if text == "":
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self.filtered_games = self.games
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else:
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self.filtered_games = [game for game in self.games if text in game[0].lower()]
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self.update_game_grid(self.filtered_games)
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self.update_game_grid(is_filter=True)
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@@ -747,11 +747,22 @@ class MainWindow(QMainWindow):
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self.searchDebounceTimer = QTimer(self)
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self.searchDebounceTimer.setSingleShot(True)
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self.searchDebounceTimer.setInterval(300)
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self.searchDebounceTimer.timeout.connect(self.game_library_manager.filter_games_delayed)
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self.searchDebounceTimer.timeout.connect(self.on_search_changed)
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layout.addWidget(self.searchEdit)
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return self.container, self.searchEdit
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def on_search_text_changed(self, text: str):
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"""Search text change handler with debounce."""
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self.searchDebounceTimer.stop()
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self.searchDebounceTimer.start()
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@Slot()
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def on_search_changed(self):
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"""Triggers filtering with delay."""
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if hasattr(self, 'game_library_manager'):
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self.game_library_manager.filter_games_delayed()
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def startSearchDebounce(self, text):
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self.searchDebounceTimer.start()
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