import QtQuick 2.9 import QtQuick.Controls 2.2 import QtQuick.Dialogs 1.2 import QtQuick.Layouts 1.3 import QtQuick.Window 2.2 import QtQuick.Controls.Material 2.1 import ComputerManager 1.0 import AutoUpdateChecker 1.0 import StreamingPreferences 1.0 ApplicationWindow { property bool pollingActive: false id: window visible: true width: 1280 height: 600 // Maximize the window by default when the stream is configured // for full-screen or borderless windowed. This is ideal for TV // setups where the user doesn't want a tiny window in the middle // of their screen when starting Moonlight. visibility: prefs.windowMode != StreamingPreferences.WM_WINDOWED ? "Maximized" : "Windowed" Material.theme: Material.Dark Material.accent: Material.Purple StreamingPreferences { id: prefs } StackView { id: stackView initialItem: initialView anchors.fill: parent focus: true onCurrentItemChanged: { // Ensure focus travels to the next view when going back if (currentItem) { currentItem.forceActiveFocus() } } Keys.onEscapePressed: { if (depth > 1) { stackView.pop() } } Keys.onBackPressed: { if (depth > 1) { stackView.pop() } } Keys.onMenuPressed: { settingsButton.clicked() } // 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() } } onVisibilityChanged: { // We don't want to just use 'active' here because that will stop polling if // we lose focus, which might be overzealous for users with multiple screens // where we may be clearly visible on the other display. Ideally we'll poll // only if the window is visible to the user (not if obscured by other windows), // but it seems difficult to do this portably. var shouldPoll = visibility !== Window.Minimized && visibility !== Window.Hidden if (shouldPoll && !pollingActive) { ComputerManager.startPolling() pollingActive = true } else if (!shouldPoll && pollingActive) { ComputerManager.stopPollingAsync() pollingActive = false } } property bool initialized: false // 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: { // 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) { if (prefs.isRunningWayland()) { waylandDialog.open() } else if (prefs.isWow64()) { wow64Dialog.open() } else if (!prefs.hasAnyHardwareAcceleration()) { noHwDecoderDialog.open() } var unmappedGamepads = prefs.getUnmappedGamepads() if (unmappedGamepads) { unmappedGamepadDialog.unmappedGamepads = unmappedGamepads unmappedGamepadDialog.open() } initialized = true; } } function navigateTo(url, objectName) { var existingItem = stackView.find(function(item, index) { return item.objectName === objectName }) if (existingItem !== null) { // Pop to the existing item stackView.pop(existingItem) } else { // Create a new item stackView.push(url) } } header: ToolBar { id: toolBar anchors.topMargin: 5 anchors.bottomMargin: 5 RowLayout { spacing: 20 anchors.fill: parent NavigableToolButton { // Only make the button visible if the user has navigated somewhere. visible: stackView.depth > 1 // FIXME: We're using an Image here rather than icon.source because // icons don't work on Qt 5.9 LTS. Image { source: "qrc:/res/arrow_left.svg" anchors.centerIn: parent sourceSize { // The icon should be square so use the height as the width too width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin } } onClicked: stackView.pop() Keys.onDownPressed: { stackView.currentItem.forceActiveFocus(Qt.TabFocus) } } Label { id: titleLabel text: stackView.currentItem.objectName font.pointSize: 15 elide: Label.ElideRight horizontalAlignment: Qt.AlignHCenter verticalAlignment: Qt.AlignVCenter Layout.fillWidth: true } NavigableToolButton { property string browserUrl: "" id: updateButton Image { source: "qrc:/res/update.svg" anchors.centerIn: parent sourceSize { width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin } } ToolTip.delay: 1000 ToolTip.timeout: 3000 ToolTip.visible: hovered ToolTip.text: "Update available for Moonlight" // Invisible until we get a callback notifying us that // an update is available visible: false onClicked: Qt.openUrlExternally(browserUrl); function updateAvailable(url) { updateButton.browserUrl = url updateButton.visible = true } Component.onCompleted: { AutoUpdateChecker.onUpdateAvailable.connect(updateAvailable) AutoUpdateChecker.start() } Keys.onDownPressed: { stackView.currentItem.forceActiveFocus(Qt.TabFocus) } } NavigableToolButton { id: helpButton Image { source: "qrc:/res/question_mark.svg" anchors.centerIn: parent sourceSize { width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin } } ToolTip.delay: 1000 ToolTip.timeout: 3000 ToolTip.visible: hovered ToolTip.text: "Help" + (helpShortcut.nativeText ? (" ("+helpShortcut.nativeText+")") : "") Shortcut { id: helpShortcut sequence: StandardKey.HelpContents onActivated: helpButton.clicked() } // TODO need to make sure browser is brought to foreground. onClicked: Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide"); Keys.onDownPressed: { stackView.currentItem.forceActiveFocus(Qt.TabFocus) } } NavigableToolButton { // TODO: Implement gamepad mapping then unhide this button visible: false ToolTip.delay: 1000 ToolTip.timeout: 3000 ToolTip.visible: hovered ToolTip.text: "Gamepad Mapper" Image { source: "qrc:/res/ic_videogame_asset_white_48px.svg" anchors.centerIn: parent sourceSize { width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin } } onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", "Gamepad Mapping") Keys.onDownPressed: { stackView.currentItem.forceActiveFocus(Qt.TabFocus) } } NavigableToolButton { id: settingsButton Image { source: "qrc:/res/settings.svg" anchors.centerIn: parent sourceSize { width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin } } onClicked: navigateTo("qrc:/gui/SettingsView.qml", "Settings") Keys.onDownPressed: { stackView.currentItem.forceActiveFocus(Qt.TabFocus) } Shortcut { id: settingsShortcut sequence: StandardKey.Preferences onActivated: settingsButton.clicked() } ToolTip.delay: 1000 ToolTip.timeout: 3000 ToolTip.visible: hovered ToolTip.text: "Settings" + (settingsShortcut.nativeText ? (" ("+settingsShortcut.nativeText+")") : "") } } } MessageDialog { id: noHwDecoderDialog modality:Qt.WindowModal icon: StandardIcon.Warning standardButtons: StandardButton.Ok | StandardButton.Help text: "No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " + "Your streaming performance may be severely degraded in this configuration. " + "Click the Help button for more information on solving this problem." onHelp: { Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"); } } MessageDialog { id: waylandDialog modality:Qt.WindowModal icon: StandardIcon.Warning standardButtons: StandardButton.Ok | StandardButton.Help text: "Moonlight does not support hardware acceleration on Wayland. Continuing on Wayland may result in poor streaming performance. " + "Please switch to an X session for optimal performance." onHelp: { Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"); } } MessageDialog { id: wow64Dialog modality:Qt.WindowModal icon: StandardIcon.Warning standardButtons: StandardButton.Ok | StandardButton.Cancel text: "This PC is running a 64-bit version of Windows. Please download the x64 version of Moonlight for the best streaming performance." onAccepted: { Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-qt/releases"); } } MessageDialog { id: unmappedGamepadDialog property string unmappedGamepads : "" modality:Qt.WindowModal icon: StandardIcon.Warning standardButtons: StandardButton.Ok | StandardButton.Help text: "Moonlight detected gamepads without a proper mapping. " + "The following gamepads will not function until this is resolved: " + unmappedGamepads + "\n\n" + "Click the Help button for information on how to map your gamepads." onHelp: { Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping"); } } }