#include "appmodel.h" AppModel::AppModel(QObject *parent) : QAbstractListModel(parent) { connect(&m_BoxArtManager, &BoxArtManager::boxArtLoadComplete, this, &AppModel::handleBoxArtLoaded); } void AppModel::initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames) { m_ComputerManager = computerManager; connect(m_ComputerManager, &ComputerManager::computerStateChanged, this, &AppModel::handleComputerStateChanged); Q_ASSERT(computerIndex < m_ComputerManager->getComputers().count()); m_Computer = m_ComputerManager->getComputers().at(computerIndex); m_CurrentGameId = m_Computer->currentGameId; m_ShowHiddenGames = showHiddenGames; updateAppList(m_Computer->appList); } int AppModel::getRunningAppId() { return m_CurrentGameId; } QString AppModel::getRunningAppName() { if (m_CurrentGameId != 0) { for (int i = 0; i < m_AllApps.count(); i++) { if (m_AllApps[i].id == m_CurrentGameId) { return m_AllApps[i].name; } } } return nullptr; } Session* AppModel::createSessionForApp(int appIndex) { Q_ASSERT(appIndex < m_VisibleApps.count()); NvApp app = m_VisibleApps.at(appIndex); return new Session(m_Computer, app); } int AppModel::getDirectLaunchAppIndex() { for (int i = 0; i < m_VisibleApps.count(); i++) { if (m_VisibleApps[i].directLaunch) { return i; } } return -1; } int AppModel::rowCount(const QModelIndex &parent) const { // For list models only the root node (an invalid parent) should return the list's size. For all // other (valid) parents, rowCount() should return 0 so that it does not become a tree model. if (parent.isValid()) return 0; return m_VisibleApps.count(); } QVariant AppModel::data(const QModelIndex &index, int role) const { if (!index.isValid()) return QVariant(); Q_ASSERT(index.row() < m_VisibleApps.count()); NvApp app = m_VisibleApps.at(index.row()); switch (role) { case NameRole: return app.name; case RunningRole: return m_Computer->currentGameId == app.id; case BoxArtRole: // FIXME: const-correctness return const_cast(m_BoxArtManager).loadBoxArt(m_Computer, app); case HiddenRole: return app.hidden; case AppIdRole: return app.id; case DirectLaunchRole: return app.directLaunch; default: return QVariant(); } } QHash AppModel::roleNames() const { QHash names; names[NameRole] = "name"; names[RunningRole] = "running"; names[BoxArtRole] = "boxart"; names[HiddenRole] = "hidden"; names[AppIdRole] = "appid"; names[DirectLaunchRole] = "directLaunch"; return names; } void AppModel::quitRunningApp() { m_ComputerManager->quitRunningApp(m_Computer); } bool AppModel::isAppCurrentlyVisible(const NvApp& app) { for (const NvApp& visibleApp : m_VisibleApps) { if (app.id == visibleApp.id) { return true; } } return false; } QVector AppModel::getVisibleApps(const QVector& appList) { QVector visibleApps; for (const NvApp& app : appList) { // Don't immediately hide games that were previously visible. This // allows users to easily uncheck the "Hide App" checkbox if they // check it by mistake. if (m_ShowHiddenGames || !app.hidden || isAppCurrentlyVisible(app)) { visibleApps.append(app); } } return visibleApps; } void AppModel::updateAppList(QVector newList) { m_AllApps = newList; QVector newVisibleList = getVisibleApps(newList); // Process removals and updates first for (int i = 0; i < m_VisibleApps.count(); i++) { const NvApp& existingApp = m_VisibleApps.at(i); bool found = false; for (const NvApp& newApp : newVisibleList) { if (existingApp.id == newApp.id) { // If the data changed, update it in our list if (existingApp != newApp) { m_VisibleApps.replace(i, newApp); emit dataChanged(createIndex(i, 0), createIndex(i, 0)); } found = true; break; } } if (!found) { beginRemoveRows(QModelIndex(), i, i); m_VisibleApps.removeAt(i); endRemoveRows(); i--; } } // Process additions now for (const NvApp& newApp : newVisibleList) { int insertionIndex = m_VisibleApps.size(); bool found = false; for (int i = 0; i < m_VisibleApps.count(); i++) { const NvApp& existingApp = m_VisibleApps.at(i); if (existingApp.id == newApp.id) { found = true; break; } else if (existingApp.name.toLower() > newApp.name.toLower()) { insertionIndex = i; break; } } if (!found) { beginInsertRows(QModelIndex(), insertionIndex, insertionIndex); m_VisibleApps.insert(insertionIndex, newApp); endInsertRows(); } } Q_ASSERT(newVisibleList == m_VisibleApps); } void AppModel::setAppHidden(int appIndex, bool hidden) { Q_ASSERT(appIndex < m_VisibleApps.count()); int appId = m_VisibleApps.at(appIndex).id; { QWriteLocker lock(&m_Computer->lock); for (NvApp& app : m_Computer->appList) { if (app.id == appId) { app.hidden = hidden; break; } } } m_ComputerManager->clientSideAttributeUpdated(m_Computer); } void AppModel::setAppDirectLaunch(int appIndex, bool directLaunch) { Q_ASSERT(appIndex < m_VisibleApps.count()); int appId = m_VisibleApps.at(appIndex).id; { QWriteLocker lock(&m_Computer->lock); for (NvApp& app : m_Computer->appList) { if (directLaunch) { // We must clear direct launch from all other apps // to set it on the new app. app.directLaunch = app.id == appId; } else if (app.id == appId) { // If we're clearing direct launch, we're done once we // find our matching app ID. app.directLaunch = false; break; } } } m_ComputerManager->clientSideAttributeUpdated(m_Computer); } void AppModel::handleComputerStateChanged(NvComputer* computer) { // Ignore updates for computers that aren't ours if (computer != m_Computer) { return; } // If the computer has gone offline or we've been unpaired, // signal the UI so we can go back to the PC view. if (m_Computer->state == NvComputer::CS_OFFLINE || m_Computer->pairState == NvComputer::PS_NOT_PAIRED) { emit computerLost(); return; } // First, process additions/removals from the app list. This // is required because the new game may now be running, so // we can't check that first. if (computer->appList != m_AllApps) { updateAppList(computer->appList); } // Finally, process changes to the active app if (computer->currentGameId != m_CurrentGameId) { // First, invalidate the running state of newly running game for (int i = 0; i < m_VisibleApps.count(); i++) { if (m_VisibleApps[i].id == computer->currentGameId) { emit dataChanged(createIndex(i, 0), createIndex(i, 0), QVector() << RunningRole); break; } } // Next, invalidate the running state of the old game (if it exists) if (m_CurrentGameId != 0) { for (int i = 0; i < m_VisibleApps.count(); i++) { if (m_VisibleApps[i].id == m_CurrentGameId) { emit dataChanged(createIndex(i, 0), createIndex(i, 0), QVector() << RunningRole); break; } } } // Now update our internal state m_CurrentGameId = m_Computer->currentGameId; } } void AppModel::handleBoxArtLoaded(NvComputer* computer, NvApp app, QUrl /* image */) { Q_ASSERT(computer == m_Computer); int index = m_VisibleApps.indexOf(app); // Make sure we're not delivering a callback to an app that's already been removed if (index >= 0) { // Let our view know the box art data has changed for this app emit dataChanged(createIndex(index, 0), createIndex(index, 0), QVector() << BoxArtRole); } else { qWarning() << "App not found for box art callback:" << app.name; } }