moonlight-qt/app/gui/AppView.qml

272 lines
8.4 KiB
QML

import QtQuick 2.9
import QtQuick.Controls 2.2
import AppModel 1.0
import ComputerManager 1.0
CenteredGridView {
property int computerIndex
property AppModel appModel : createModel()
property bool activated
id: appGrid
focus: true
activeFocusOnTab: true
topMargin: 20
bottomMargin: 5
cellWidth: 230; cellHeight: 297;
function computerLost()
{
// Go back to the PC view on PC loss
stackView.pop()
}
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: {
appModel.computerLost.connect(computerLost)
activated = true
}
StackView.onDeactivating: {
appModel.computerLost.disconnect(computerLost)
activated = false
}
function createModel()
{
var model = Qt.createQmlObject('import AppModel 1.0; AppModel {}', parent, '')
model.initialize(ComputerManager, computerIndex)
return model
}
model: appModel
delegate: NavigableItemDelegate {
width: 220; height: 287;
grid: appGrid
Image {
property bool isPlaceholder: false
id: appIcon
anchors.horizontalCenter: parent.horizontalCenter
y: 10
source: model.boxart
onSourceSizeChanged: {
if ((width == 130 && height == 180) || // GFE 2.0 placeholder image
(width == 628 && height == 888) || // GFE 3.0 placeholder image
(width == 200 && height == 266)) // Our no_app_image.png
{
isPlaceholder = true
}
else
{
isPlaceholder = false
}
width = 200
height = 267
}
// Display a tooltip with the full name if it's truncated
ToolTip.text: model.name
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText.visible || appNameText.truncated)
}
ToolButton {
id: resumeButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
launchOrResumeSelectedApp()
}
ToolTip.text: "Resume Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
ToolButton {
id: quitButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
doQuitGame()
}
ToolTip.text: "Quit Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Label {
id: appNameText
visible: appIcon.isPlaceholder
text: model.name
width: appIcon.width
height: model.running ? 175 : appIcon.height
anchors.left: appIcon.left
anchors.right: appIcon.right
anchors.bottom: appIcon.bottom
font.pointSize: 22
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
}
function launchOrResumeSelectedApp()
{
var runningIndex = appModel.getRunningAppIndex()
if (runningIndex >= 0 && runningIndex !== index) {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = true
quitAppDialog.nextAppName = model.name
quitAppDialog.nextAppIndex = index
quitAppDialog.open()
return
}
var component = Qt.createComponent("StreamSegue.qml")
var segue = component.createObject(stackView, {"appName": model.name, "session": appModel.createSessionForApp(index)})
stackView.push(segue)
}
onClicked: {
// Only allow clicking on the box art for non-running games.
// For running games, buttons will appear to resume or quit which
// will handle starting the game and clicks on the box art will
// be ignored.
if (!model.running) {
launchOrResumeSelectedApp()
}
}
Keys.onReturnPressed: {
// Open the app context menu if activated via the gamepad or keyboard
// for running games. If the game isn't running, the above onClicked
// method will handle the launch.
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
Keys.onMenuPressed: {
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
function doQuitGame() {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = false
quitAppDialog.open()
}
NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? "Resume Game" : "Launch Game"
onTriggered: launchOrResumeSelectedApp()
}
NavigableMenuItem {
parentMenu: appContextMenu
text: "Quit Game"
onTriggered: doQuitGame()
visible: model.running
}
}
}
NavigableMessageDialog {
id: quitAppDialog
property string appName : ""
property bool segueToStream : false
property string nextAppName: ""
property int nextAppIndex: 0
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
standardButtons: Dialog.Yes | Dialog.No
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
if (segueToStream) {
// Store the session and app name if we're going to stream after
// successfully quitting the old app.
params.nextAppName = nextAppName
params.nextSession = appModel.createSessionForApp(nextAppIndex)
}
else {
params.nextAppName = null
params.nextSession = null
}
stackView.push(component.createObject(stackView, params))
// Trigger the quit after pushing the quit segue on screen
appModel.quitRunningApp()
}
onAccepted: quitApp()
}
ScrollBar.vertical: ScrollBar {
// Manually hide the scrollbar to prevent it from being drawn on top
// of the StreamSegue during the transition. It can sometimes get stuck
// there since we're not consistently pumping the event loop while
// starting the stream.
visible: activated
parent: appGrid.parent
anchors {
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
}