moonlight-qt/app/main.cpp
2018-07-04 16:40:21 -07:00

54 lines
1.6 KiB
C++

#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include "gui/computermodel.h"
// Don't let SDL hook our main function, since Qt is already
// doing the same thing
#define SDL_MAIN_HANDLED
#include <SDL.h>
int main(int argc, char *argv[])
{
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
// This avoids using the default keychain for SSL, which may cause
// password prompts on macOS.
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", QByteArray("1"));
// Set these here to allow us to use the default QSettings constructor
QCoreApplication::setOrganizationName("Moonlight Game Streaming Project");
QCoreApplication::setOrganizationDomain("moonlight-stream.com");
QCoreApplication::setApplicationName("Moonlight");
// Register custom metatypes for use in signals
qRegisterMetaType<NvApp>("NvApp");
QGuiApplication app(argc, argv);
// Register our C++ types for QML
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
// Load the main.qml file
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:/gui/main.qml")));
if (engine.rootObjects().isEmpty())
return -1;
// Ensure that SDL is always initialized since we may need to use it
// for non-streaming purposes (like checking on audio devices)
SDL_SetMainReady();
if (SDL_Init(SDL_INIT_VIDEO |
SDL_INIT_AUDIO |
SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Init() failed: %s",
SDL_GetError());
}
int err = app.exec();
SDL_Quit();
return err;
}