updated private party playlist selection for MainWindow system

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Eric 2024-09-03 11:19:18 -07:00
parent 5b778890cf
commit 9b85768cd0
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16 changed files with 252 additions and 243 deletions

56
.efrocachemap generated
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@ -4096,26 +4096,26 @@
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@ -1,4 +1,4 @@
### 1.7.37 (build 21977, api 9, 2024-08-30)
### 1.7.37 (build 21978, api 9, 2024-09-03)
- Bumping api version to 9. As you'll see below, there's some UI changes that
will require a bit of work for any UI mods to adapt to. If your mods don't
touch UI stuff at all you can simply bump your api version and call it a day.

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@ -6,8 +6,8 @@ mypy==1.11.2
pbxproj==4.2.1
pdoc==14.6.1
pur==7.3.2
pylint==3.2.6
pylsp-mypy==0.6.8
pylint==3.2.7
pylsp-mypy==0.6.9
pytest==8.3.2
python-daemon==3.0.1
python-lsp-black==2.0.0

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@ -112,10 +112,6 @@ class ClassicAppSubsystem(babase.AppSubsystem):
self.invite_confirm_windows: list[Any] = [] # FIXME: Don't use Any.
self.party_window: weakref.ref[PartyWindow] | None = None
self.main_menu_resume_callbacks: list = []
# Switch our overall game selection UI flow between Play and
# Private-party playlist selection modes; should do this in
# a more elegant way once we revamp high level UI stuff a bit.
self.selecting_private_party_playlist: bool = False
# Store.
self.store_layout: dict[str, list[dict[str, Any]]] | None = None

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@ -52,7 +52,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21977
TARGET_BALLISTICA_BUILD = 21978
TARGET_BALLISTICA_VERSION = '1.7.37'

View File

@ -68,7 +68,6 @@ class UIV1AppSubsystem(babase.AppSubsystem):
# another MainWindow and we complain if they don't.
self._main_window = empty_weakref(MainWindow)
self._main_window_widget: bauiv1.Widget | None = None
self.main_window_group_id: str | None = None
self.quit_window: bauiv1.Widget | None = None
@ -123,7 +122,6 @@ class UIV1AppSubsystem(babase.AppSubsystem):
self.root_ui_calls.clear()
self._main_window = empty_weakref(MainWindow)
self._main_window_widget = None
self.main_window_group_id = None
@property
def uiscale(self) -> babase.UIScale:
@ -164,7 +162,7 @@ class UIV1AppSubsystem(babase.AppSubsystem):
# FIXME: Can probably kill this if we do immediate UI death checks.
self.upkeeptimer = babase.AppTimer(2.6543, ui_upkeep, repeat=True)
def do_main_window_back(self, window: MainWindow) -> None:
def do_main_window_back(self, from_window: MainWindow) -> None:
"""Sets the main menu window automatically from a parent WindowState."""
main_window = self._main_window()
@ -178,7 +176,7 @@ class UIV1AppSubsystem(babase.AppSubsystem):
)
backwin = back_state.create_window(transition='in_left')
backwin.main_window_back_state = back_state.parent
self.set_main_window(backwin, from_window=window, is_back=True)
self.set_main_window(backwin, from_window=from_window, is_back=True)
def get_main_window(self) -> bauiv1.MainWindow | None:
"""Return main window, if any."""
@ -189,30 +187,14 @@ class UIV1AppSubsystem(babase.AppSubsystem):
window: bauiv1.MainWindow,
from_window: bauiv1.MainWindow | None | bool = True,
is_back: bool = False,
group_id: str | None = None,
is_top_level: bool = False,
back_state: MainWindowState | None = None,
) -> None:
"""Set the current 'main' window, replacing any existing.
If 'from_window' is passed as a bauiv1.Widget or bauiv1.Window
or None, a warning will be issued if it that value does not
match the current main window. This can help identify flawed
code that can lead to bad UI states. A value of False will
disable the check, which is necessary in some cases when the
current main window is not known.
When navigating somewhere from a cancel or back-button, pass
is_back=True; this will prevent the new main window from itself
being registered as a new location on the stack that can be
returned to.
If a 'group_id' string is provided and the window being replaced
has the same group-id, the WindowState stack is left unchanged,
effectively replacing the previous window with the new one in
the stack. This can be useful in cases where tab-bar-like UIs
allow flipping between sibling windows with the back button
always leading to a shared parent.
Generally this should not be called directly; The high level
MainWindow methods main_window_replace() and main_window_back()
should be used when possible for navigation.
"""
# pylint: disable=too-many-locals
# pylint: disable=too-many-branches
@ -222,13 +204,24 @@ class UIV1AppSubsystem(babase.AppSubsystem):
from_window_widget: bauiv1.Widget | None
# We used to accept Widgets but now want MainWindows.
assert isinstance(window, MainWindow)
if not isinstance(window, MainWindow):
raise RuntimeError(
f'set_main_window() now takes a MainWindow as its "window" arg.'
f' You passed a {type(window)}.',
)
window_weakref = weakref.ref(window)
window_widget = window.get_root_widget()
if isinstance(from_window, MainWindow):
from_window_widget = from_window.get_root_widget()
else:
if from_window is not None and not isinstance(from_window, bool):
raise RuntimeError(
f'set_main_window() now takes a MainWindow or bool or None'
f'as its "from_window" arg.'
f' You passed a {type(from_window)}.',
)
from_window_widget = None
existing = self._main_window_widget
@ -317,13 +310,15 @@ class UIV1AppSubsystem(babase.AppSubsystem):
else:
# When navigating forward, generate a back-window-state from
# the outgoing window.
# Exception is when we were passed a group and it matches
# the existing group; in that case we just keep the existing
# back-state.
if group_id is not None and group_id == self.main_window_group_id:
assert not is_top_level
print(f'GOT GROUP ID MATCH {group_id}; KEEPING BACK STATE.')
if is_top_level:
# Top level windows don't have or expect anywhere to
# go back to.
#
# self._main_window_back_state = None
window.main_window_back_state = None
elif back_state is not None:
window.main_window_back_state = back_state
else:
oldwin = self._main_window()
if oldwin is None:
# We currenty only hold weak refs to windows so
@ -332,48 +327,20 @@ class UIV1AppSubsystem(babase.AppSubsystem):
# alive as long as its the main one. Holler if
# that seems to not be happening.
logging.warning(
'set_main_window: no existing MainWindow found'
' (and is_top_level is False); should not happen.'
' a MainWindow should keep itself alive as long'
' as it is main.'
'set_main_window: No old MainWindow found'
' and is_top_level is False;'
' this should not happen.'
)
window.main_window_back_state = None
else:
window.main_window_back_state = (
oldwin.main_window_back_state
)
else:
if is_top_level:
# Top level windows don't have or expect anywhere to go
# back to.
# self._main_window_back_state = None
window.main_window_back_state = None
elif back_state is not None:
window.main_window_back_state = back_state
else:
oldwin = self._main_window()
if oldwin is None:
# We currenty only hold weak refs to windows so
# that they are free to die on their own, but we
# expect the main menu window to keep itself
# alive as long as its the main one. Holler if
# that seems to not be happening.
logging.warning(
'set_main_window: No old MainWindow found'
' and is_top_level is False;'
' this should not happen.'
)
window.main_window_back_state = None
else:
oldwinstate = oldwin.get_main_window_state()
oldwinstate = oldwin.get_main_window_state()
# Store our previous back state on this new one.
oldwinstate.parent = oldwin.main_window_back_state
window.main_window_back_state = oldwinstate
# Store our previous back state on this new one.
oldwinstate.parent = oldwin.main_window_back_state
window.main_window_back_state = oldwinstate
self._main_window = window_weakref
self._main_window_widget = window_widget
self.main_window_group_id = group_id
def has_main_window(self) -> bool:
"""Return whether a main menu window is present."""
@ -397,4 +364,3 @@ class UIV1AppSubsystem(babase.AppSubsystem):
self._main_window = empty_weakref(MainWindow)
self._main_window_widget = None
self.main_window_group_id = None

View File

@ -60,7 +60,6 @@ class MainWindow(Window):
Automatically handles in and out transitions on the provided widget,
so there is no need to set transitions when creating it.
"""
# TODO - move to MainWindow
# A back-state supplied by the ui system.
self.main_window_back_state: MainWindowState | None = None
@ -82,7 +81,7 @@ class MainWindow(Window):
scale_origin_stack_offset=scale_origin,
)
def main_window_close(self) -> None:
def main_window_close(self, transition: str | None = None) -> None:
"""Get window transitioning out if still alive."""
# no-op if our underlying widget is dead or on its way out.
@ -96,16 +95,21 @@ class MainWindow(Window):
logging.exception('Error in on_main_window_close() for %s.', self)
_bauiv1.containerwidget(
edit=self._root_widget, transition=self._main_window_transition_out
edit=self._root_widget,
transition=(
self._main_window_transition_out
if transition is None
else transition
),
)
def main_window_has_control(self) -> bool:
"""Is this MainWindow allowed to change the global main window?
It is a good idea to make sure this is True before calling
either main_window_back() or main_window_replace(). This
prevents fluke UI breakage such as multiple simultaneous events
causing a MainWindow to spawn multiple replacements for itself.
main_window_replace(). This prevents fluke UI breakage such as
multiple simultaneous events causing a MainWindow to spawn
multiple replacements for itself.
"""
# We are allowed to change main windows if we are the current one
# AND our underlying widget is still alive and not transitioning out.
@ -116,48 +120,39 @@ class MainWindow(Window):
)
def main_window_back(self) -> None:
"""Move back in the main window stack."""
"""Move back in the main window stack.
Is a no-op if the main window does not have control;
no need to check main_window_has_control() first.
"""
# Users should always check main_window_has_control() before
# calling us. Error if it seems they did not.
if not self.main_window_has_control():
raise RuntimeError(
'main_window_back() should only be called'
' if main_window_has_control() returns True'
' (it currently is False).'
)
return
# Get the 'back' window coming in.
babase.app.ui_v1.do_main_window_back(self)
self.main_window_close()
def main_window_replace(
self, new_window: MainWindow, group_id: str | None = None
) -> None:
def main_window_replace(self, new_window: MainWindow) -> None:
"""Replace ourself with a new MainWindow."""
# Users should always check main_window_has_control() before
# creating new MainWindows and passing them in here. Error if it
# seems they did not.
# Users should always check main_window_has_control() *before*
# creating new MainWindows and passing them in here. Kill the
# passed window and Error if it seems they did not.
if not self.main_window_has_control():
new_window.get_root_widget().delete()
raise RuntimeError(
'main_window_replace() should only be called'
' if main_window_has_control() returns True'
' (it currently is False).'
f'main_window_replace() called on a not-in-control window'
f' ({self}); always check main_window_has_control() before'
f' calling main_window_replace().'
)
# If we're navigating within a group, we want it to look like we're
# backing out of the old one and going into the new one.
if (
group_id is not None
and babase.app.ui_v1.main_window_group_id == group_id
):
transition = self._main_window_transition_out
else:
# Otherwise just shove the old out the left to give the feel
# that we're adding to the nav stack.
transition = 'out_left'
# Just shove the old out the left to give the feel that we're
# adding to the nav stack.
transition = 'out_left'
# Transition ourself out.
try:
@ -166,9 +161,7 @@ class MainWindow(Window):
logging.exception('Error in on_main_window_close() for %s.', self)
_bauiv1.containerwidget(edit=self._root_widget, transition=transition)
babase.app.ui_v1.set_main_window(
new_window, from_window=self, group_id=group_id
)
babase.app.ui_v1.set_main_window(new_window, from_window=self)
def on_main_window_close(self) -> None:
"""Called before transitioning out a main window.

View File

@ -7,11 +7,14 @@ from __future__ import annotations
import weakref
import logging
from enum import Enum
from typing import override
from typing import override, TYPE_CHECKING
from bauiv1lib.tabs import TabRow
import bauiv1 as bui
if TYPE_CHECKING:
from bauiv1lib.play import PlaylistSelectContext
class GatherTab:
"""Defines a tab for use in the gather UI."""
@ -264,23 +267,27 @@ class GatherWindow(bui.MainWindow):
def on_main_window_close(self) -> None:
self._save_state()
def playlist_select(self, origin_widget: bui.Widget) -> None:
def playlist_select(
self,
origin_widget: bui.Widget,
context: PlaylistSelectContext,
) -> None:
"""Called by the private-hosting tab to select a playlist."""
from bauiv1lib.play import PlayWindow
classic = bui.app.classic
assert classic is not None
# no-op if our underlying widget is dead or on its way out.
if not self._root_widget or self._root_widget.transitioning_out:
# Avoid redundant window spawns.
if not self.main_window_has_control():
return
self._save_state()
bui.containerwidget(edit=self._root_widget, transition='out_left')
classic.selecting_private_party_playlist = True
bui.app.ui_v1.set_main_window(
PlayWindow(origin_widget=origin_widget), from_window=self
playwindow = PlayWindow(
origin_widget=origin_widget, playlist_select_context=context
)
self.main_window_replace(playwindow)
# Grab the newly-set main-window's back-state; that will lead us
# back here once we're done going down our main-window
# rabbit-hole for playlist selection.
context.back_state = playwindow.main_window_back_state
def _set_tab(self, tab_id: TabID) -> None:
if self._current_tab is tab_id:

View File

@ -22,6 +22,7 @@ from bacommon.net import (
PrivatePartyConnectResult,
)
from bauiv1lib.gather import GatherTab
from bauiv1lib.play import PlaylistSelectContext
from bauiv1lib.gettokens import GetTokensWindow, show_get_tokens_prompt
import bascenev1 as bs
@ -49,6 +50,7 @@ class State:
"""Our core state that persists while the app is running."""
sub_tab: SubTabType = SubTabType.JOIN
playlist_select_context: PlaylistSelectContext | None = None
class PrivateGatherTab(GatherTab):
@ -685,12 +687,13 @@ class PrivateGatherTab(GatherTab):
# If it appears we're coming back from playlist selection,
# re-select our playlist button.
if classic.selecting_private_party_playlist:
if self._state.playlist_select_context is not None:
self._state.playlist_select_context = None
bui.containerwidget(
edit=self._container,
selected_child=self._host_playlist_button,
)
classic.selecting_private_party_playlist = False
else:
# We've got a current party; show its info.
bui.textwidget(
@ -918,11 +921,17 @@ class PrivateGatherTab(GatherTab):
)
def _playlist_press(self) -> None:
if bool(True):
bui.screenmessage('UNDER CONSTRUCTION')
return
# if bool(True):
# bui.screenmessage('UNDER CONSTRUCTION')
# return
assert self._host_playlist_button is not None
self.window.playlist_select(origin_widget=self._host_playlist_button)
self._state.playlist_select_context = PlaylistSelectContext()
self.window.playlist_select(
origin_widget=self._host_playlist_button,
context=self._state.playlist_select_context,
)
def _host_copy_press(self) -> None:
assert self._hostingstate.party_code is not None

View File

@ -505,7 +505,6 @@ class MainMenuWindow(bui.MainWindow):
self.main_window_replace(
CreditsWindow(origin_widget=self._credits_button),
# group_id='mainmenutop',
)
def _howtoplay(self) -> None:
@ -607,8 +606,4 @@ class MainMenuWindow(bui.MainWindow):
if not self.main_window_has_control():
return
classic = bui.app.classic
if classic is not None:
classic.selecting_private_party_playlist = False
self.main_window_replace(PlayWindow(origin_widget=self._play_button))

View File

@ -5,11 +5,20 @@
from __future__ import annotations
import logging
from typing import override
from typing import override, TYPE_CHECKING
import bascenev1 as bs
import bauiv1 as bui
if TYPE_CHECKING:
from bauiv1 import MainWindowState
class PlaylistSelectContext:
"""For using PlayWindow to select a playlist instead of running game."""
back_state: MainWindowState | None = None
class PlayWindow(bui.MainWindow):
"""Window for selecting overall play type."""
@ -18,6 +27,7 @@ class PlayWindow(bui.MainWindow):
self,
transition: str | None = 'in_right',
origin_widget: bui.Widget | None = None,
playlist_select_context: PlaylistSelectContext | None = None,
):
# pylint: disable=too-many-statements
# pylint: disable=too-many-locals
@ -29,11 +39,7 @@ class PlayWindow(bui.MainWindow):
classic = bui.app.classic
assert classic is not None
# We can currently be used either for main window duty or
# modally for selecting playlists. Ideally we should clean
# things up and make playlist selection go through the
# main-window mechanism.
self._is_main_menu = not classic.selecting_private_party_playlist
self._playlist_select_context = playlist_select_context
uiscale = bui.app.ui_v1.uiscale
width = 1100 if uiscale is bui.UIScale.SMALL else 800
@ -54,7 +60,11 @@ class PlayWindow(bui.MainWindow):
super().__init__(
root_widget=bui.containerwidget(
size=(width, height),
toolbar_visibility='menu_full',
toolbar_visibility=(
'menu_full'
if playlist_select_context is None
else 'menu_minimal'
),
scale=(
1.35
if uiscale is bui.UIScale.SMALL
@ -88,7 +98,7 @@ class PlayWindow(bui.MainWindow):
text=bui.Lstr(
resource=(
(f'{self._r}.titleText')
if self._is_main_menu
if self._playlist_select_context is None
else 'playlistsText'
)
),
@ -109,13 +119,17 @@ class PlayWindow(bui.MainWindow):
if uiscale is bui.UIScale.SMALL:
bui.textwidget(edit=txt, text='')
v = height - (110 if self._is_main_menu else 90)
v = height - (110 if self._playlist_select_context is None else 90)
v -= 100
clr = (0.6, 0.7, 0.6, 1.0)
v -= 280 if self._is_main_menu else 180
v -= 280 if self._playlist_select_context is None else 180
v += 30 if uiscale is bui.UIScale.SMALL else 0
hoffs = x_offs + 80 if self._is_main_menu else x_offs - 100
scl = 1.13 if self._is_main_menu else 0.68
hoffs = (
x_offs + 80
if self._playlist_select_context is None
else x_offs - 100
)
scl = 1.13 if self._playlist_select_context is None else 0.68
self._lineup_tex = bui.gettexture('playerLineup')
angry_computer_transparent_mesh = bui.getmesh(
@ -137,8 +151,8 @@ class PlayWindow(bui.MainWindow):
self._coop_button: bui.Widget | None = None
# Only show coop button in main-menu variant.
if self._is_main_menu:
# Only show coop button in regular variant.
if self._playlist_select_context is None:
self._coop_button = btn = bui.buttonwidget(
parent=self._root_widget,
position=(hoffs, v + (scl * 15)),
@ -238,16 +252,19 @@ class PlayWindow(bui.MainWindow):
color=clr,
)
scl = 0.5 if self._is_main_menu else 0.68
hoffs += 440 if self._is_main_menu else 216
v += 180 if self._is_main_menu else -68
scl = 0.5 if self._playlist_select_context is None else 0.68
hoffs += 440 if self._playlist_select_context is None else 216
v += 180 if self._playlist_select_context is None else -68
self._teams_button = btn = bui.buttonwidget(
parent=self._root_widget,
position=(hoffs, v + (scl * 15 if self._is_main_menu else 0)),
position=(
hoffs,
v + (scl * 15 if self._playlist_select_context is None else 0),
),
size=(
scl * button_width,
scl * (300 if self._is_main_menu else 360),
scl * (300 if self._playlist_select_context is None else 360),
),
extra_touch_border_scale=0.1,
autoselect=True,
@ -369,14 +386,17 @@ class PlayWindow(bui.MainWindow):
color=clr,
)
hoffs += 0 if self._is_main_menu else 300
v -= 155 if self._is_main_menu else 0
hoffs += 0 if self._playlist_select_context is None else 300
v -= 155 if self._playlist_select_context is None else 0
self._free_for_all_button = btn = bui.buttonwidget(
parent=self._root_widget,
position=(hoffs, v + (scl * 15 if self._is_main_menu else 0)),
position=(
hoffs,
v + (scl * 15 if self._playlist_select_context is None else 0),
),
size=(
scl * button_width,
scl * (300 if self._is_main_menu else 360),
scl * (300 if self._playlist_select_context is None else 360),
),
extra_touch_border_scale=0.1,
autoselect=True,
@ -493,22 +513,24 @@ class PlayWindow(bui.MainWindow):
back_button.delete()
bui.containerwidget(
edit=self._root_widget,
on_cancel_call=self._back,
on_cancel_call=self.main_window_back,
# cancel_button=bui.get_special_widget('back_button'),
selected_child=(
self._coop_button
if self._is_main_menu
if self._playlist_select_context is None
else self._teams_button
),
)
else:
bui.buttonwidget(edit=back_button, on_activate_call=self._back)
bui.buttonwidget(
edit=back_button, on_activate_call=self.main_window_back
)
bui.containerwidget(
edit=self._root_widget,
cancel_button=back_button,
selected_child=(
self._coop_button
if self._is_main_menu
if self._playlist_select_context is None
else self._teams_button
),
)
@ -519,9 +541,15 @@ class PlayWindow(bui.MainWindow):
def get_main_window_state(self) -> bui.MainWindowState:
# Support recreating our window for back/refresh purposes.
cls = type(self)
# Pull any values out of self here; if we do it in the lambda
# we'll keep our window alive inadvertantly.
playlist_select_context = self._playlist_select_context
return bui.BasicMainWindowState(
create_call=lambda transition, origin_widget: cls(
transition=transition, origin_widget=origin_widget
transition=transition,
origin_widget=origin_widget,
playlist_select_context=playlist_select_context,
)
)
@ -537,30 +565,6 @@ class PlayWindow(bui.MainWindow):
import bauiv1lib.coop.browser as _unused3
import bauiv1lib.playlist.browser as _unused4
def _back(self) -> None:
# pylint: disable=cyclic-import
# no-op if we're not currently in control.
if not self.main_window_has_control():
return
if self._is_main_menu:
self.main_window_back()
else:
from bauiv1lib.gather import GatherWindow
assert bui.app.classic is not None
self._save_state()
bui.app.ui_v1.set_main_window(
GatherWindow(transition='in_left'),
from_window=self,
is_back=True,
)
bui.containerwidget(
edit=self._root_widget, transition=self._transition_out
)
def _coop(self) -> None:
# pylint: disable=cyclic-import
from bauiv1lib.account import show_sign_in_prompt
@ -595,7 +599,9 @@ class PlayWindow(bui.MainWindow):
self.main_window_replace(
PlaylistBrowserWindow(
origin_widget=self._teams_button, sessiontype=bs.DualTeamSession
origin_widget=self._teams_button,
sessiontype=bs.DualTeamSession,
playlist_select_context=self._playlist_select_context,
)
)
@ -614,6 +620,7 @@ class PlayWindow(bui.MainWindow):
PlaylistBrowserWindow(
origin_widget=self._free_for_all_button,
sessiontype=bs.FreeForAllSession,
playlist_select_context=self._playlist_select_context,
),
from_window=self,
)

View File

@ -7,11 +7,14 @@ from __future__ import annotations
import copy
import math
import logging
from typing import override
from typing import override, TYPE_CHECKING
import bascenev1 as bs
import bauiv1 as bui
if TYPE_CHECKING:
from bauiv1lib.play import PlaylistSelectContext
class PlaylistBrowserWindow(bui.MainWindow):
"""Window for starting teams games."""
@ -21,6 +24,7 @@ class PlaylistBrowserWindow(bui.MainWindow):
sessiontype: type[bs.Session],
transition: str | None = 'in_right',
origin_widget: bui.Widget | None = None,
playlist_select_context: PlaylistSelectContext | None = None,
):
# pylint: disable=cyclic-import
from bauiv1lib.playlist import PlaylistTypeVars
@ -39,6 +43,7 @@ class PlaylistBrowserWindow(bui.MainWindow):
self._customize_button: bui.Widget | None = None
self._sub_width: float | None = None
self._sub_height: float | None = None
self._playlist_select_context = playlist_select_context
self._ensure_standard_playlists_exist()
@ -63,7 +68,10 @@ class PlaylistBrowserWindow(bui.MainWindow):
size=(self._width, self._height + top_extra),
toolbar_visibility=(
'menu_minimal'
if uiscale is bui.UIScale.SMALL
if (
uiscale is bui.UIScale.SMALL
or playlist_select_context is not None
)
else 'menu_full'
),
scale=(
@ -160,11 +168,16 @@ class PlaylistBrowserWindow(bui.MainWindow):
# then we keep self alive.
sessiontype = self._sessiontype
# Pull anything out of self here; if we do it in the lambda
# we'll inadvertanly keep self alive.
playlist_select_context = self._playlist_select_context
return bui.BasicMainWindowState(
create_call=lambda transition, origin_widget: cls(
transition=transition,
origin_widget=origin_widget,
sessiontype=sessiontype,
playlist_select_context=playlist_select_context,
)
)
@ -639,9 +652,30 @@ class PlaylistBrowserWindow(bui.MainWindow):
def on_play_options_window_run_game(self) -> None:
"""(internal)"""
if not self._root_widget:
# No-op if we're not in control.
if not self.main_window_has_control():
# if not self._root_widget:
return
bui.containerwidget(edit=self._root_widget, transition='out_left')
if self._playlist_select_context is not None:
# Done doing a playlist selection; now back all the way out
# of our selection windows to our stored starting point.
if self._playlist_select_context.back_state is None:
logging.error(
'No back state found'
' after playlist select context completion.'
)
else:
self.main_window_back_state = (
self._playlist_select_context.back_state
)
self.main_window_back()
else:
# Launching a regular game session; simply get our window
# transitioning out.
self.main_window_close(transition='out_left')
# bui.containerwidget(edit=self._root_widget, transition='out_left')
def _on_playlist_select(self, playlist_name: str) -> None:
self._selected_playlist = playlist_name
@ -676,6 +710,7 @@ class PlaylistBrowserWindow(bui.MainWindow):
scale_origin=button.get_screen_space_center(),
playlist=playlist_name,
delegate=self,
playlist_select_context=self._playlist_select_context,
)
def _on_customize_press(self) -> None:
@ -690,7 +725,7 @@ class PlaylistBrowserWindow(bui.MainWindow):
self._save_state()
bui.containerwidget(edit=self._root_widget, transition='out_left')
assert bui.app.classic is not None
# assert bui.app.classic is not None
bui.app.ui_v1.set_main_window(
PlaylistCustomizeBrowserWindow(
origin_widget=self._customize_button,

View File

@ -15,6 +15,8 @@ from bauiv1lib.popup import PopupWindow
if TYPE_CHECKING:
from typing import Any
from bauiv1lib.play import PlaylistSelectContext
class PlayOptionsWindow(PopupWindow):
"""A popup window for configuring play options."""
@ -25,6 +27,7 @@ class PlayOptionsWindow(PopupWindow):
playlist: str,
scale_origin: tuple[float, float],
delegate: Any = None,
playlist_select_context: PlaylistSelectContext | None = None,
):
# FIXME: Tidy this up.
# pylint: disable=too-many-branches
@ -39,11 +42,7 @@ class PlayOptionsWindow(PopupWindow):
self._pvars = PlaylistTypeVars(sessiontype)
self._transitioning_out = False
# We behave differently if we're being used for playlist selection
# vs starting a game directly (should make this more elegant).
classic = bui.app.classic
assert classic is not None
self._selecting_mode = classic.selecting_private_party_playlist
self._playlist_select_context = playlist_select_context
self._do_randomize_val = bui.app.config.get(
self._pvars.config_name + ' Playlist Randomize', 0
@ -66,7 +65,8 @@ class PlayOptionsWindow(PopupWindow):
mesh_transparent = bui.getmesh('level_select_button_transparent')
mask_tex = bui.gettexture('mapPreviewMask')
# Poke into this playlist and see if we can display some of its maps.
# Poke into this playlist and see if we can display some of its
# maps.
map_textures = []
map_texture_entries = []
rows = 0
@ -405,7 +405,11 @@ class PlayOptionsWindow(PopupWindow):
on_activate_call=self._on_ok_press,
autoselect=True,
label=bui.Lstr(
resource='okText' if self._selecting_mode else 'playText'
resource=(
'okText'
if self._playlist_select_context is not None
else 'playText'
)
),
)
@ -498,8 +502,8 @@ class PlayOptionsWindow(PopupWindow):
# Head back to the gather window in playlist-select mode
# or start the game in regular mode.
if self._selecting_mode:
from bauiv1lib.gather import GatherWindow
if self._playlist_select_context is not None:
# from bauiv1lib.gather import GatherWindow
if self._sessiontype is bs.FreeForAllSession:
typename = 'ffa'
@ -509,14 +513,15 @@ class PlayOptionsWindow(PopupWindow):
raise RuntimeError('Only teams and ffa currently supported')
cfg['Private Party Host Session Type'] = typename
bui.getsound('gunCocking').play()
assert bui.app.classic is not None
# Note: this is a wonky situation where we aren't actually
# the main window but we set it on behalf of the main window
# that popped us up.
bui.app.ui_v1.set_main_window(
GatherWindow(transition='in_right'),
from_window=False, # Disable this test.
)
# assert bui.app.classic is not None
# # Note: this is a wonky situation where we aren't actually
# # the main window but we set it on behalf of the main window
# # that popped us up.
# bui.app.ui_v1.set_main_window(
# GatherWindow(transition='in_right'),
# from_window=False, # Disable this test.
# )
self._transition_out(transition='out_left')
if self._delegate is not None:
self._delegate.on_play_options_window_run_game()

View File

@ -393,8 +393,7 @@ class SoundtrackEditWindow(bui.MainWindow):
bui.Call(self._restore_editor, state, song_type),
entry,
selection_target_name,
),
group_id='soundtrackentryselect',
)
)
# bui.containerwidget(edit=self._root_widget, transition='out_left')
# bui.app.ui_v1.set_main_window(

View File

@ -209,8 +209,7 @@ class SoundtrackEntryTypeSelectWindow(bui.MainWindow):
self.main_window_replace(
MacMusicAppPlaylistSelectWindow(
self._callback, current_playlist_entry, self._current_entry
),
group_id='soundtrackentryselect',
)
)
# MacMusicAppPlaylistSelectWindow(
# self._callback, current_playlist_entry, self._current_entry
@ -241,7 +240,6 @@ class SoundtrackEntryTypeSelectWindow(bui.MainWindow):
),
allow_folders=False,
),
group_id='soundtrackentryselect',
)
# bui.app.ui_v1.set_main_window(
# FileSelectorWindow(
@ -276,7 +274,6 @@ class SoundtrackEntryTypeSelectWindow(bui.MainWindow):
valid_file_extensions=[],
allow_folders=True,
),
group_id='soundtrackentryselect',
)
# bui.app.ui_v1.set_main_window(
# FileSelectorWindow(

View File

@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21977;
const int kEngineBuildNumber = 21978;
const char* kEngineVersion = "1.7.37";
const int kEngineApiVersion = 9;