mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-14 23:47:09 +00:00
ac19f62ed9
Fixes #567
320 lines
9 KiB
C++
320 lines
9 KiB
C++
#include "appmodel.h"
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AppModel::AppModel(QObject *parent)
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: QAbstractListModel(parent)
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{
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connect(&m_BoxArtManager, &BoxArtManager::boxArtLoadComplete,
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this, &AppModel::handleBoxArtLoaded);
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}
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void AppModel::initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames)
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{
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m_ComputerManager = computerManager;
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connect(m_ComputerManager, &ComputerManager::computerStateChanged,
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this, &AppModel::handleComputerStateChanged);
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Q_ASSERT(computerIndex < m_ComputerManager->getComputers().count());
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m_Computer = m_ComputerManager->getComputers().at(computerIndex);
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m_CurrentGameId = m_Computer->currentGameId;
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m_ShowHiddenGames = showHiddenGames;
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updateAppList(m_Computer->appList);
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}
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int AppModel::getRunningAppId()
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{
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return m_CurrentGameId;
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}
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QString AppModel::getRunningAppName()
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{
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if (m_CurrentGameId != 0) {
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for (int i = 0; i < m_AllApps.count(); i++) {
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if (m_AllApps[i].id == m_CurrentGameId) {
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return m_AllApps[i].name;
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}
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}
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}
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return nullptr;
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}
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Session* AppModel::createSessionForApp(int appIndex)
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{
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Q_ASSERT(appIndex < m_VisibleApps.count());
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NvApp app = m_VisibleApps.at(appIndex);
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return new Session(m_Computer, app);
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}
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int AppModel::getDirectLaunchAppIndex()
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{
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for (int i = 0; i < m_VisibleApps.count(); i++) {
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if (m_VisibleApps[i].directLaunch) {
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return i;
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}
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}
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return -1;
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}
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int AppModel::rowCount(const QModelIndex &parent) const
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{
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// For list models only the root node (an invalid parent) should return the list's size. For all
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// other (valid) parents, rowCount() should return 0 so that it does not become a tree model.
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if (parent.isValid())
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return 0;
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return m_VisibleApps.count();
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}
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QVariant AppModel::data(const QModelIndex &index, int role) const
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{
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if (!index.isValid())
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return QVariant();
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Q_ASSERT(index.row() < m_VisibleApps.count());
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NvApp app = m_VisibleApps.at(index.row());
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switch (role)
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{
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case NameRole:
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return app.name;
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case RunningRole:
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return m_Computer->currentGameId == app.id;
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case BoxArtRole:
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// FIXME: const-correctness
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return const_cast<BoxArtManager&>(m_BoxArtManager).loadBoxArt(m_Computer, app);
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case HiddenRole:
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return app.hidden;
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case AppIdRole:
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return app.id;
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case DirectLaunchRole:
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return app.directLaunch;
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case AppCollectorGameRole:
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return app.isAppCollectorGame;
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default:
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return QVariant();
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}
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}
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QHash<int, QByteArray> AppModel::roleNames() const
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{
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QHash<int, QByteArray> names;
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names[NameRole] = "name";
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names[RunningRole] = "running";
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names[BoxArtRole] = "boxart";
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names[HiddenRole] = "hidden";
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names[AppIdRole] = "appid";
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names[DirectLaunchRole] = "directLaunch";
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names[AppCollectorGameRole] = "appCollectorGame";
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return names;
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}
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void AppModel::quitRunningApp()
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{
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m_ComputerManager->quitRunningApp(m_Computer);
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}
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bool AppModel::isAppCurrentlyVisible(const NvApp& app)
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{
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for (const NvApp& visibleApp : m_VisibleApps) {
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if (app.id == visibleApp.id) {
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return true;
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}
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}
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return false;
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}
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QVector<NvApp> AppModel::getVisibleApps(const QVector<NvApp>& appList)
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{
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QVector<NvApp> visibleApps;
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for (const NvApp& app : appList) {
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// Don't immediately hide games that were previously visible. This
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// allows users to easily uncheck the "Hide App" checkbox if they
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// check it by mistake.
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if (m_ShowHiddenGames || !app.hidden || isAppCurrentlyVisible(app)) {
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visibleApps.append(app);
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}
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}
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return visibleApps;
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}
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void AppModel::updateAppList(QVector<NvApp> newList)
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{
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m_AllApps = newList;
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QVector<NvApp> newVisibleList = getVisibleApps(newList);
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// Process removals and updates first
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for (int i = 0; i < m_VisibleApps.count(); i++) {
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const NvApp& existingApp = m_VisibleApps.at(i);
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bool found = false;
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for (const NvApp& newApp : newVisibleList) {
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if (existingApp.id == newApp.id) {
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// If the data changed, update it in our list
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if (existingApp != newApp) {
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m_VisibleApps.replace(i, newApp);
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emit dataChanged(createIndex(i, 0), createIndex(i, 0));
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}
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found = true;
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break;
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}
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}
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if (!found) {
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beginRemoveRows(QModelIndex(), i, i);
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m_VisibleApps.removeAt(i);
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endRemoveRows();
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i--;
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}
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}
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// Process additions now
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for (const NvApp& newApp : newVisibleList) {
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int insertionIndex = m_VisibleApps.size();
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bool found = false;
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for (int i = 0; i < m_VisibleApps.count(); i++) {
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const NvApp& existingApp = m_VisibleApps.at(i);
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if (existingApp.id == newApp.id) {
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found = true;
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break;
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}
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else if (existingApp.name.toLower() > newApp.name.toLower()) {
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insertionIndex = i;
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break;
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}
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}
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if (!found) {
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beginInsertRows(QModelIndex(), insertionIndex, insertionIndex);
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m_VisibleApps.insert(insertionIndex, newApp);
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endInsertRows();
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}
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}
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Q_ASSERT(newVisibleList == m_VisibleApps);
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}
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void AppModel::setAppHidden(int appIndex, bool hidden)
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{
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Q_ASSERT(appIndex < m_VisibleApps.count());
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int appId = m_VisibleApps.at(appIndex).id;
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{
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QWriteLocker lock(&m_Computer->lock);
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for (NvApp& app : m_Computer->appList) {
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if (app.id == appId) {
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app.hidden = hidden;
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break;
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}
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}
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}
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m_ComputerManager->clientSideAttributeUpdated(m_Computer);
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}
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void AppModel::setAppDirectLaunch(int appIndex, bool directLaunch)
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{
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Q_ASSERT(appIndex < m_VisibleApps.count());
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int appId = m_VisibleApps.at(appIndex).id;
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{
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QWriteLocker lock(&m_Computer->lock);
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for (NvApp& app : m_Computer->appList) {
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if (directLaunch) {
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// We must clear direct launch from all other apps
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// to set it on the new app.
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app.directLaunch = app.id == appId;
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}
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else if (app.id == appId) {
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// If we're clearing direct launch, we're done once we
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// find our matching app ID.
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app.directLaunch = false;
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break;
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}
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}
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}
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m_ComputerManager->clientSideAttributeUpdated(m_Computer);
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}
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void AppModel::handleComputerStateChanged(NvComputer* computer)
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{
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// Ignore updates for computers that aren't ours
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if (computer != m_Computer) {
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return;
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}
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// If the computer has gone offline or we've been unpaired,
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// signal the UI so we can go back to the PC view.
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if (m_Computer->state == NvComputer::CS_OFFLINE ||
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m_Computer->pairState == NvComputer::PS_NOT_PAIRED) {
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emit computerLost();
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return;
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}
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// First, process additions/removals from the app list. This
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// is required because the new game may now be running, so
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// we can't check that first.
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if (computer->appList != m_AllApps) {
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updateAppList(computer->appList);
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}
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// Finally, process changes to the active app
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if (computer->currentGameId != m_CurrentGameId) {
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// First, invalidate the running state of newly running game
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for (int i = 0; i < m_VisibleApps.count(); i++) {
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if (m_VisibleApps[i].id == computer->currentGameId) {
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emit dataChanged(createIndex(i, 0),
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createIndex(i, 0),
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QVector<int>() << RunningRole);
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break;
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}
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}
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// Next, invalidate the running state of the old game (if it exists)
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if (m_CurrentGameId != 0) {
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for (int i = 0; i < m_VisibleApps.count(); i++) {
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if (m_VisibleApps[i].id == m_CurrentGameId) {
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emit dataChanged(createIndex(i, 0),
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createIndex(i, 0),
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QVector<int>() << RunningRole);
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break;
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}
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}
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}
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// Now update our internal state
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m_CurrentGameId = m_Computer->currentGameId;
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}
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}
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void AppModel::handleBoxArtLoaded(NvComputer* computer, NvApp app, QUrl /* image */)
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{
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Q_ASSERT(computer == m_Computer);
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int index = m_VisibleApps.indexOf(app);
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// Make sure we're not delivering a callback to an app that's already been removed
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if (index >= 0) {
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// Let our view know the box art data has changed for this app
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emit dataChanged(createIndex(index, 0),
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createIndex(index, 0),
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QVector<int>() << BoxArtRole);
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}
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else {
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qWarning() << "App not found for box art callback:" << app.name;
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}
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}
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