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skeleton

Skeleton loader overlay for item views.

Paints placeholder rows with a shimmer highlight sweeping across them, signalling that content is being loaded.

AYSkeletonLoader

Bases: QWidget

Animated skeleton placeholder overlaid on top of a view.

The overlay covers the viewport of the target widget (or the widget itself) and follows its geometry. It is transparent for mouse events.

To avoid flashing for loads which finish almost immediately the skeleton appears only after show_delay milliseconds, and fades out when loading finishes.

Parameters:

Name Type Description Default
target QWidget

Widget to cover, usually an item view.

required
variant QTreeViewVariants

Tree view style variant used to pick colors and sizes.

Low
show_delay int

Delay in milliseconds before the skeleton appears.

80
Source code in client/ayon_core/ui/components/skeleton.py
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class AYSkeletonLoader(QWidget):
    """Animated skeleton placeholder overlaid on top of a view.

    The overlay covers the viewport of the target widget (or the widget
    itself) and follows its geometry. It is transparent for mouse events.

    To avoid flashing for loads which finish almost immediately the
    skeleton appears only after ``show_delay`` milliseconds, and fades
    out when loading finishes.

    Args:
        target: Widget to cover, usually an item view.
        variant: Tree view style variant used to pick colors and sizes.
        show_delay: Delay in milliseconds before the skeleton appears.
    """

    _SHIMMER_DURATION = 1500
    _FADE_DURATION = 150

    def __init__(
        self,
        target: QWidget,
        variant: QTreeViewVariants = QTreeViewVariants.Low,
        show_delay: int = 80,
    ) -> None:
        super().__init__(target)
        self.setAttribute(Qt.WidgetAttribute.WA_TransparentForMouseEvents)
        self.setAttribute(Qt.WidgetAttribute.WA_NoSystemBackground)
        self.setFocusPolicy(Qt.FocusPolicy.NoFocus)

        self._target = target
        self._variant = variant.value
        self._loading = False
        self._phase = 0.0
        self._opacity = 0.0

        style = get_ayon_style().model
        tv_style = style.get_style("QTreeView", self._variant)
        hover_style = style.get_style("QTreeView", self._variant, "hover")
        self._background = QColor(
            tv_style.get("background-color", "#1c2026")
        )
        self._row_height = int(tv_style.get("item-height", 24))
        self._indent = int(tv_style.get("indent", 22))
        base = QColor(hover_style.get("background-color", "#2c313a"))
        self._base_color = base
        self._highlight_color = base.lighter(165)

        self._show_timer = QTimer(self)
        self._show_timer.setSingleShot(True)
        self._show_timer.setInterval(show_delay)
        self._show_timer.timeout.connect(self._start)

        self._shimmer_anim = QVariantAnimation(self)
        self._shimmer_anim.setStartValue(0.0)
        self._shimmer_anim.setEndValue(1.0)
        self._shimmer_anim.setDuration(self._SHIMMER_DURATION)
        self._shimmer_anim.setEasingCurve(QEasingCurve.Type.Linear)
        self._shimmer_anim.setLoopCount(-1)
        self._shimmer_anim.valueChanged.connect(self._on_phase_changed)

        self._fade_anim = QVariantAnimation(self)
        self._fade_anim.setDuration(self._FADE_DURATION)
        self._fade_anim.valueChanged.connect(self._on_opacity_changed)
        self._fade_anim.finished.connect(self._on_fade_finished)

        self._geometry_source().installEventFilter(self)
        self.hide()

    def is_loading(self) -> bool:
        return self._loading

    def set_show_delay(self, delay: int) -> None:
        """Change delay before the skeleton appears.

        Args:
            delay: Delay in milliseconds.
        """
        self._show_timer.setInterval(delay)

    def set_loading(self, loading: bool) -> None:
        """Show or hide the skeleton.

        Args:
            loading: Whether content is being loaded.
        """
        if loading == self._loading:
            return
        self._loading = loading
        if loading:
            if not self.isVisible():
                self._show_timer.start()
            else:
                self._fade_to(1.0)
            return

        self._show_timer.stop()
        if self.isVisible():
            self._fade_to(0.0)

    def eventFilter(self, obj: QObject, event: QEvent) -> bool:
        if event.type() in (
            QEvent.Type.Resize,
            QEvent.Type.Move,
        ) and obj is self._geometry_source():
            self._update_geometry()
        return super().eventFilter(obj, event)

    def paintEvent(self, event: QPaintEvent) -> None:
        if self._opacity <= 0.0:
            return
        painter = QPainter(self)
        painter.setRenderHint(QPainter.RenderHint.Antialiasing, True)
        painter.setOpacity(self._opacity)
        rect = self.rect()
        # Hide anything the view paints underneath (e.g. stale rows)
        painter.fillRect(rect, self._background)

        width = rect.width()
        band = max(width * 0.5, 120.0)
        # Sweep diagonally from just left of the widget to its right edge
        start_x = -band + self._phase * (width + band)
        gradient = QLinearGradient(
            QPointF(start_x, 0.0),
            QPointF(start_x + band, band * 0.35),
        )
        gradient.setColorAt(0.0, self._base_color)
        gradient.setColorAt(0.5, self._highlight_color)
        gradient.setColorAt(1.0, self._base_color)
        painter.setPen(Qt.PenStyle.NoPen)
        painter.setBrush(gradient)

        # Follow the view, flat lists (indentation 0) get flat rows
        indent = self._indent
        if isinstance(self._target, QTreeView):
            indent = self._target.indentation()

        row_height = self._row_height
        icon_size = min(14, row_height - 8)
        bar_height = max(6, row_height // 3)
        row_count = rect.height() // row_height + 1
        fade_rows = max(row_count, 1)
        for row in range(row_count):
            level, text_ratio = _ROW_PATTERN[row % len(_ROW_PATTERN)]
            # Rows further down fade out gradually
            painter.setOpacity(
                self._opacity * max(0.25, 1.0 - (row / fade_rows) * 0.75)
            )
            top = row * row_height
            x = 16 + (level * indent)
            icon_rect = QRectF(
                x,
                top + (row_height - icon_size) / 2,
                icon_size,
                icon_size,
            )
            painter.drawRoundedRect(icon_rect, 3, 3)
            text_x = icon_rect.right() + 6
            available = width - text_x - 8
            if available <= 0:
                continue
            text_rect = QRectF(
                text_x,
                top + (row_height - bar_height) / 2,
                available * text_ratio,
                bar_height,
            )
            painter.drawRoundedRect(
                text_rect, bar_height / 2, bar_height / 2
            )
        painter.end()

    def _geometry_source(self) -> QWidget:
        if isinstance(self._target, QAbstractScrollArea):
            return self._target.viewport()
        return self._target

    def _update_geometry(self) -> None:
        source = self._geometry_source()
        if source is self._target:
            self.setGeometry(self._target.rect())
        else:
            self.setGeometry(source.geometry())

    def _start(self) -> None:
        if not self._loading:
            return
        self._update_geometry()
        self._phase = 0.0
        self._opacity = 0.0
        self.show()
        self.raise_()
        self._shimmer_anim.start()
        self._fade_to(1.0)

    def _fade_to(self, value: float) -> None:
        self._fade_anim.stop()
        self._fade_anim.setStartValue(self._opacity)
        self._fade_anim.setEndValue(value)
        self._fade_anim.start()

    def _on_phase_changed(self, value: float) -> None:
        self._phase = float(value)
        self.update()

    def _on_opacity_changed(self, value: float) -> None:
        self._opacity = float(value)
        self.update()

    def _on_fade_finished(self) -> None:
        if self._loading:
            return
        self._shimmer_anim.stop()
        self.hide()

set_loading(loading)

Show or hide the skeleton.

Parameters:

Name Type Description Default
loading bool

Whether content is being loaded.

required
Source code in client/ayon_core/ui/components/skeleton.py
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def set_loading(self, loading: bool) -> None:
    """Show or hide the skeleton.

    Args:
        loading: Whether content is being loaded.
    """
    if loading == self._loading:
        return
    self._loading = loading
    if loading:
        if not self.isVisible():
            self._show_timer.start()
        else:
            self._fade_to(1.0)
        return

    self._show_timer.stop()
    if self.isVisible():
        self._fade_to(0.0)

set_show_delay(delay)

Change delay before the skeleton appears.

Parameters:

Name Type Description Default
delay int

Delay in milliseconds.

required
Source code in client/ayon_core/ui/components/skeleton.py
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def set_show_delay(self, delay: int) -> None:
    """Change delay before the skeleton appears.

    Args:
        delay: Delay in milliseconds.
    """
    self._show_timer.setInterval(delay)