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import QtQuick 2.9
import QtQuick . Controls 2.2
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import QtQuick . Layouts 1.3
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import QtQuick . Window 2.2
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import ComputerManager 1.0
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import AutoUpdateChecker 1.0
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import StreamingPreferences 1.0
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import SystemProperties 1.0
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import SdlGamepadKeyNavigation 1.0
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ApplicationWindow {
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property bool pollingActive: false
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// Set by SettingsView to force the back operation to pop all
// pages except the initial view. This is required when doing
// a retranslate() because AppView breaks for some reason.
property bool clearOnBack: false
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id: window
visible: true
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width: 1280
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height: 600
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visibility: {
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if ( SystemProperties . hasDesktopEnvironment ) {
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if ( StreamingPreferences . uiDisplayMode == StreamingPreferences . UI_WINDOWED ) return "Windowed"
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else if ( StreamingPreferences . uiDisplayMode == StreamingPreferences . UI_MAXIMIZED ) return "Maximized"
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else if ( StreamingPreferences . uiDisplayMode == StreamingPreferences . UI_FULLSCREEN ) return "FullScreen"
} else {
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return "FullScreen"
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}
}
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// This configures the maximum width of the singleton attached QML ToolTip. If left unconstrained,
// it will never insert a line break and just extend on forever.
ToolTip.toolTip.contentWidth: ToolTip . toolTip . implicitContentWidth < 400 ? ToolTip.toolTip.implicitContentWidth : 400
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function goBack ( ) {
if ( clearOnBack ) {
// Pop all items except the first one
stackView . pop ( null )
clearOnBack = false
}
else {
stackView . pop ( )
}
}
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StackView {
id: stackView
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initialItem: initialView
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anchors.fill: parent
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focus: true
onCurrentItemChanged: {
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// Ensure focus travels to the next view when going back
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if ( currentItem ) {
currentItem . forceActiveFocus ( )
}
}
Keys.onEscapePressed: {
if ( depth > 1 ) {
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goBack ( )
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}
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else {
quitConfirmationDialog . open ( )
}
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}
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Keys.onBackPressed: {
if ( depth > 1 ) {
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goBack ( )
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}
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else {
quitConfirmationDialog . open ( )
}
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}
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Keys.onMenuPressed: {
settingsButton . clicked ( )
}
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// This is a keypress we've reserved for letting the
// SdlGamepadKeyNavigation object tell us to show settings
// when Menu is consumed by a focused control.
Keys.onHangupPressed: {
settingsButton . clicked ( )
}
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}
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// This timer keeps us polling for 5 minutes of inactivity
// to allow the user to work with Moonlight on a second display
// while dealing with configuration issues. This will ensure
// machines come online even if the input focus isn't on Moonlight.
Timer {
id: inactivityTimer
interval: 5 * 60000
onTriggered: {
if ( ! active && pollingActive ) {
ComputerManager . stopPollingAsync ( )
pollingActive = false
}
}
}
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onVisibleChanged: {
// When we become invisible while streaming is going on,
// stop polling immediately.
if ( ! visible ) {
inactivityTimer . stop ( )
if ( pollingActive ) {
ComputerManager . stopPollingAsync ( )
pollingActive = false
}
}
else if ( active ) {
// When we become visible and active again, start polling
inactivityTimer . stop ( )
// Restart polling if it was stopped
if ( ! pollingActive ) {
ComputerManager . startPolling ( )
pollingActive = true
}
}
}
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onActiveChanged: {
if ( active ) {
// Stop the inactivity timer
inactivityTimer . stop ( )
// Restart polling if it was stopped
if ( ! pollingActive ) {
ComputerManager . startPolling ( )
pollingActive = true
}
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}
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else {
// Start the inactivity timer to stop polling
// if focus does not return within a few minutes.
inactivityTimer . restart ( )
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}
}
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property bool initialized: false
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// BUG: Using onAfterSynchronizing: here causes very strange
// failures on Linux. Many shaders fail to compile and we
// eventually segfault deep inside the Qt OpenGL code.
onAfterRendering: {
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// We use this callback to trigger dialog display because
// it only happens once the window is fully constructed.
// Doing it earlier can lead to the dialog appearing behind
// the window or otherwise without input focus.
if ( ! initialized ) {
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// Set initialized before calling anything else, because
// pumping the event loop can cause us to get another
// onAfterRendering call and potentially reenter this code.
initialized = true ;
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if ( SystemProperties . isWow64 ) {
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wow64Dialog . open ( )
}
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else if ( ! SystemProperties . hasHardwareAcceleration ) {
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if ( SystemProperties . isRunningXWayland ) {
xWaylandDialog . open ( )
}
else {
noHwDecoderDialog . open ( )
}
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}
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if ( SystemProperties . unmappedGamepads ) {
unmappedGamepadDialog . unmappedGamepads = SystemProperties . unmappedGamepads
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unmappedGamepadDialog . open ( )
}
}
}
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// Workaround for lack of instanceof in Qt 5.9.
//
// Based on https://stackoverflow.com/questions/13923794/how-to-do-a-is-a-typeof-or-instanceof-in-qml
function qmltypeof ( obj , className ) { // QtObject, string -> bool
// className plus "(" is the class instance without modification
// className plus "_QML" is the class instance with user-defined properties
var str = obj . toString ( ) ;
return str . startsWith ( className + "(" ) || str . startsWith ( className + "_QML" ) ;
}
function navigateTo ( url , objectType )
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{
var existingItem = stackView . find ( function ( item , index ) {
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return qmltypeof ( item , objectType )
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} )
if ( existingItem !== null ) {
// Pop to the existing item
stackView . pop ( existingItem )
}
else {
// Create a new item
stackView . push ( url )
}
}
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header: ToolBar {
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id: toolBar
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height: 60
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anchors.topMargin: 5
anchors.bottomMargin: 5
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Label {
id: titleLabel
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visible: toolBar . width > 700
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anchors.fill: parent
text: stackView . currentItem . objectName
font.pointSize: 20
elide: Label . ElideRight
horizontalAlignment: Qt . AlignHCenter
verticalAlignment: Qt . AlignVCenter
}
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RowLayout {
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spacing: 10
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anchors.leftMargin: 10
anchors.rightMargin: 10
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anchors.fill: parent
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NavigableToolButton {
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// Only make the button visible if the user has navigated somewhere.
visible: stackView . depth > 1
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iconSource: "qrc:/res/arrow_left.svg"
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onClicked: goBack ( )
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Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
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}
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// This label will appear when the window gets too small and
// we need to ensure the toolbar controls don't collide
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Label {
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id: titleRowLabel
font.pointSize: titleLabel . font . pointSize
elide: Label . ElideRight
horizontalAlignment: Qt . AlignHCenter
verticalAlignment: Qt . AlignVCenter
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Layout.fillWidth: true
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// We need this label to always be visible so it can occupy
// the remaining space in the RowLayout. To "hide" it, we
// just set the text to empty string.
text: ! titleLabel . visible ? stackView.currentItem.objectName : ""
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}
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Label {
id: versionLabel
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visible: qmltypeof ( stackView . currentItem , "SettingsView" )
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text: qsTr ( "Version %1" ) . arg ( SystemProperties . versionString )
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font.pointSize: 12
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horizontalAlignment: Qt . AlignRight
verticalAlignment: Qt . AlignVCenter
}
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NavigableToolButton {
id: discordButton
visible: SystemProperties . hasBrowser &&
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qmltypeof ( stackView . currentItem , "SettingsView" )
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iconSource: "qrc:/res/Discord-Logo-White.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
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ToolTip.text: qsTr ( "Join our community on Discord" )
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// TODO need to make sure browser is brought to foreground.
onClicked: Qt . openUrlExternally ( "https://moonlight-stream.org/discord" ) ;
Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
}
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NavigableToolButton {
id: addPcButton
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visible: qmltypeof ( stackView . currentItem , "PcView" )
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iconSource: "qrc:/res/ic_add_to_queue_white_48px.svg"
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ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
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ToolTip.text: qsTr ( "Add PC manually" ) + ( newPcShortcut . nativeText ? ( " (" + newPcShortcut . nativeText + ")" ) : "" )
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Shortcut {
id: newPcShortcut
sequence: StandardKey . New
onActivated: addPcButton . clicked ( )
}
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onClicked: {
addPcDialog . open ( )
}
Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
}
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NavigableToolButton {
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property string browserUrl: ""
id: updateButton
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iconSource: "qrc:/res/update.svg"
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ToolTip.delay: 1000
ToolTip.timeout: 3000
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ToolTip.visible: hovered || visible
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// Invisible until we get a callback notifying us that
// an update is available
visible: false
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onClicked: {
if ( SystemProperties . hasBrowser ) {
Qt . openUrlExternally ( browserUrl ) ;
}
}
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function updateAvailable ( version , url )
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{
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ToolTip . text = qsTr ( "Update available for Moonlight: Version %1" ) . arg ( version )
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updateButton . browserUrl = url
updateButton . visible = true
}
Component.onCompleted: {
AutoUpdateChecker . onUpdateAvailable . connect ( updateAvailable )
AutoUpdateChecker . start ( )
}
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Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
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}
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NavigableToolButton {
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id: helpButton
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visible: SystemProperties . hasBrowser
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iconSource: "qrc:/res/question_mark.svg"
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ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
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ToolTip.text: qsTr ( "Help" ) + ( helpShortcut . nativeText ? ( " (" + helpShortcut . nativeText + ")" ) : "" )
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Shortcut {
id: helpShortcut
sequence: StandardKey . HelpContents
onActivated: helpButton . clicked ( )
}
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// TODO need to make sure browser is brought to foreground.
onClicked: Qt . openUrlExternally ( "https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide" ) ;
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Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
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}
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NavigableToolButton {
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// TODO: Implement gamepad mapping then unhide this button
visible: false
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ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
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ToolTip.text: qsTr ( "Gamepad Mapper" )
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iconSource: "qrc:/res/ic_videogame_asset_white_48px.svg"
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onClicked: navigateTo ( "qrc:/gui/GamepadMapper.qml" , "GamepadMapper" )
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Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
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}
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NavigableToolButton {
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id: settingsButton
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iconSource: "qrc:/res/settings.svg"
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onClicked: navigateTo ( "qrc:/gui/SettingsView.qml" , "SettingsView" )
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Keys.onDownPressed: {
stackView . currentItem . forceActiveFocus ( Qt . TabFocus )
}
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Shortcut {
id: settingsShortcut
sequence: StandardKey . Preferences
onActivated: settingsButton . clicked ( )
}
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ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
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ToolTip.text: qsTr ( "Settings" ) + ( settingsShortcut . nativeText ? ( " (" + settingsShortcut . nativeText + ")" ) : "" )
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}
}
}
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ErrorMessageDialog {
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id: noHwDecoderDialog
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text: qsTr ( "No functioning hardware accelerated video decoder was detected by Moonlight. " +
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"Your streaming performance may be severely degraded in this configuration." )
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helpText: qsTr ( "Click the Help button for more information on solving this problem." )
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helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
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}
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ErrorMessageDialog {
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id: xWaylandDialog
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text: qsTr ( "Hardware acceleration doesn't work on XWayland. Continuing on XWayland may result in poor streaming performance. " +
"Try running with QT_QPA_PLATFORM=wayland or switch to X11." )
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helpText: qsTr ( "Click the Help button for more information." )
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helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
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}
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NavigableMessageDialog {
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id: wow64Dialog
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standardButtons: Dialog . Ok | Dialog . Cancel
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text: qsTr ( "This version of Moonlight isn't optimized for your PC. Please download the '%1' version of Moonlight for the best streaming performance." ) . arg ( SystemProperties . friendlyNativeArchName )
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onAccepted: {
Qt . openUrlExternally ( "https://github.com/moonlight-stream/moonlight-qt/releases" ) ;
}
}
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ErrorMessageDialog {
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id: unmappedGamepadDialog
property string unmappedGamepads : ""
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text: qsTr ( "Moonlight detected gamepads without a mapping:" ) + "\n" + unmappedGamepads
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helpTextSeparator: "\n\n"
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helpText: qsTr ( "Click the Help button for information on how to map your gamepads." )
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helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping"
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}
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// This dialog appears when quitting via keyboard or gamepad button
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NavigableMessageDialog {
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id: quitConfirmationDialog
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standardButtons: Dialog . Yes | Dialog . No
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text: qsTr ( "Are you sure you want to quit?" )
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// For keyboard/gamepad navigation
onAccepted: Qt . quit ( )
}
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// HACK: This belongs in StreamSegue but keeping a dialog around after the parent
// dies can trigger bugs in Qt 5.12 that cause the app to crash. For now, we will
// host this dialog in a QML component that is never destroyed.
//
// To repro: Start a stream, cut the network connection to trigger the "Connection
// terminated" dialog, wait until the app grid times out back to the PC grid, then
// try to dismiss the dialog.
ErrorMessageDialog {
id: streamSegueErrorDialog
property bool quitAfter: false
onClosed: {
if ( quitAfter ) {
Qt . quit ( )
}
// StreamSegue assumes its dialog will be re-created each time we
// start streaming, so fake it by wiping out the text each time.
text = ""
}
}
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NavigableDialog {
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id: addPcDialog
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property string label: qsTr ( "Enter the IP address of your GameStream PC:" )
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standardButtons: Dialog . Ok | Dialog . Cancel
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onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
editText . forceActiveFocus ( )
}
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onClosed: {
editText . clear ( )
}
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onAccepted: {
if ( editText . text ) {
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ComputerManager . addNewHostManually ( editText . text . trim ( ) )
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}
}
ColumnLayout {
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Label {
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text: addPcDialog . label
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font.bold: true
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}
TextField {
id: editText
Layout.fillWidth: true
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focus: true
Keys.onReturnPressed: {
addPcDialog . accept ( )
}
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Keys.onEnterPressed: {
addPcDialog . accept ( )
}
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}
}
}
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}