moonlight-qt/app/gui/PcView.qml

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QML
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import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
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import ComputerModel 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
GridView {
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property ComputerModel computerModel : createModel()
id: pcGrid
focus: true
activeFocusOnTab: true
anchors.fill: parent
anchors.leftMargin: (parent.width % (cellWidth + anchors.rightMargin)) / 2
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anchors.topMargin: 20
anchors.rightMargin: 5
anchors.bottomMargin: 5
cellWidth: 350; cellHeight: 350;
objectName: "Computers"
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
Component.onCompleted: {
// Don't show any highlighted item until interacting with them.
// We do this here instead of onActivated to avoid losing the user's
// selection when backing out of a different page of the app.
currentIndex = -1
}
StackView.onActivated: {
gamepadKeyNav.enable()
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// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
}
StackView.onDeactivating: {
gamepadKeyNav.disable()
ComputerManager.computerAddCompleted.disconnect(addComplete)
}
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function pairingComplete(error)
{
// Close the PIN dialog
pairDialog.close()
// Display a failed dialog if we got an error
if (error !== undefined) {
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errorDialog.text = error
errorDialog.open()
}
}
function addComplete(success)
{
if (!success) {
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errorDialog.text = "Unable to connect to the specified PC. Click the Help button for possible solutions."
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errorDialog.open()
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}
}
function createModel()
{
var model = Qt.createQmlObject('import ComputerModel 1.0; ComputerModel {}', parent, '')
model.initialize(ComputerManager)
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model.pairingCompleted.connect(pairingComplete)
return model
}
model: computerModel
delegate: NavigableItemDelegate {
width: 300; height: 300;
grid: pcGrid
Image {
id: pcIcon
anchors.horizontalCenter: parent.horizontalCenter
source: {
model.addPc ? "qrc:/res/ic_add_to_queue_white_48px.svg" : "qrc:/res/ic_tv_white_48px.svg"
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}
sourceSize {
width: 200
height: 200
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}
}
Image {
// TODO: Tooltip
id: stateIcon
anchors.horizontalCenter: pcIcon.horizontalCenter
anchors.verticalCenter: pcIcon.verticalCenter
anchors.verticalCenterOffset: -10
visible: !model.addPc && !model.statusUnknown && (!model.online || !model.paired)
source: !model.online ? "qrc:/res/baseline-warning-24px.svg" : "qrc:/res/baseline-lock-24px.svg"
sourceSize {
width: 75
height: 75
}
}
BusyIndicator {
id: statusUnknownSpinner
anchors.horizontalCenter: pcIcon.horizontalCenter
anchors.verticalCenter: pcIcon.verticalCenter
anchors.verticalCenterOffset: -10
width: 75
height: 75
visible: !model.addPc && model.statusUnknown
}
Label {
id: pcNameText
text: model.name
width: parent.width
anchors.top: pcIcon.bottom
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font.pointSize: 36
horizontalAlignment: Text.AlignHCenter
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wrapMode: Text.Wrap
}
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NavigableMenu {
id: pcContextMenu
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.addPc && !model.online && model.wakeable
}
}
onClicked: {
if (model.addPc) {
addPcDialog.open()
}
else if (model.online) {
if (model.paired) {
// go to game view
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name})
stackView.push(appView)
}
else {
if (!model.busy) {
var pin = ("0000" + Math.floor(Math.random() * 10000)).slice(-4)
// Kick off pairing in the background
computerModel.pairComputer(index, pin)
// Display the pairing dialog
pairDialog.pin = pin
pairDialog.open()
}
else {
// cannot pair while something is streaming or attempting to pair
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errorDialog.text = "You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again."
errorDialog.open()
}
}
} else if (!model.online) {
// Using open() here because it may be activated by keyboard
pcContextMenu.open()
}
}
onPressAndHold: {
if (!model.addPc) {
// popup() ensures the menu appears under the mouse cursor
if (pcContextMenu.popup) {
pcContextMenu.popup()
}
else {
// Qt 5.9 doesn't have popup()
pcContextMenu.open()
}
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
parent.onPressAndHold()
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}
}
Keys.onMenuPressed: {
if (!model.addPc) {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
}
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}
MessageDialog {
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id: errorDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
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icon: StandardIcon.Critical
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standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
// Using Setup-Guide here instead of Troubleshooting because it's likely that users
// will arrive here by forgetting to enable GameStream or not forwarding ports.
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide");
}
}
MessageDialog {
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id: pairDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
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property string pin : "0000"
text:"Please enter " + pin + " on your GameStream PC. This dialog will close when pairing is completed."
standardButtons: StandardButton.Cancel
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onRejected: {
// FIXME: We should interrupt pairing here
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}
}
MessageDialog {
id: deletePcDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
property int pcIndex : -1;
text:"Are you sure you want to remove this PC?"
standardButtons: StandardButton.Yes | StandardButton.No
function deletePc() {
console.log("deleting PC pairing for PC at index: " + pcIndex)
computerModel.deleteComputer(pcIndex);
}
onYes: deletePc()
// For keyboard/gamepad activation
onAccepted: deletePc()
}
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Dialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC"
property string hint: "192.168.1.100"
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property alias editText : editTextItem
standardButtons: StandardButton.Ok | StandardButton.Cancel
onVisibleChanged: {
editTextItem.focus = true
editTextItem.selectAll()
}
onAccepted: {
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ComputerManager.addNewHost(editText.text, false)
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}
ColumnLayout {
Text {
id: addPcDialogLabel
text: addPcDialog.label
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}
Rectangle {
implicitWidth: parent.parent.width
height: editTextItem.height
TextInput {
id: editTextItem
inputMethodHints: Qt.ImhPreferUppercase
text: addPcDialog.hint
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}
}
}
}
ScrollBar.vertical: ScrollBar {
parent: pcGrid.parent
anchors {
top: pcGrid.top
left: pcGrid.right
bottom: pcGrid.bottom
leftMargin: -10
}
}
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}