moonlight-qt/app/gui/computermodel.cpp

158 lines
4.4 KiB
C++

#include "computermodel.h"
ComputerModel::ComputerModel(QObject* object)
: QAbstractListModel(object) {}
void ComputerModel::initialize(ComputerManager* computerManager)
{
m_ComputerManager = computerManager;
connect(m_ComputerManager, &ComputerManager::computerStateChanged,
this, &ComputerModel::handleComputerStateChanged);
connect(m_ComputerManager, &ComputerManager::pairingCompleted,
this, &ComputerModel::handlePairingCompleted);
m_Computers = m_ComputerManager->getComputers();
}
QVariant ComputerModel::data(const QModelIndex& index, int role) const
{
if (!index.isValid()) {
return QVariant();
}
if (index.row() == m_Computers.count()) {
// We insert a synthetic item at the end for the Add PC option
switch (role) {
case NameRole:
return "Add PC";
case AddPcRole:
return true;
default:
return QVariant();
}
}
Q_ASSERT(index.row() < m_Computers.count());
NvComputer* computer = m_Computers[index.row()];
QReadLocker lock(&computer->lock);
switch (role) {
case NameRole:
return computer->name;
case OnlineRole:
return computer->state == NvComputer::CS_ONLINE;
case PairedRole:
return computer->pairState == NvComputer::PS_PAIRED;
case BusyRole:
return computer->currentGameId != 0;
case WakeableRole:
return !computer->macAddress.isEmpty();
case AddPcRole:
return false;
case StatusUnknownRole:
return computer->state == NvComputer::CS_UNKNOWN;
default:
return QVariant();
}
}
int ComputerModel::rowCount(const QModelIndex& parent) const
{
// We should not return a count for valid index values,
// only the parent (which will not have a "valid" index).
if (parent.isValid()) {
return 0;
}
// Add PC placeholder counts as 1
return m_Computers.count() + 1;
}
QHash<int, QByteArray> ComputerModel::roleNames() const
{
QHash<int, QByteArray> names;
names[NameRole] = "name";
names[OnlineRole] = "online";
names[PairedRole] = "paired";
names[BusyRole] = "busy";
names[AddPcRole] = "addPc";
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
return names;
}
Session* ComputerModel::createSessionForCurrentGame(int computerIndex)
{
Q_ASSERT(computerIndex < m_Computers.count());
NvComputer* computer = m_Computers[computerIndex];
// We must currently be streaming a game to use this function
Q_ASSERT(computer->currentGameId != 0);
for (NvApp& app : computer->appList) {
if (app.id == computer->currentGameId) {
return new Session(computer, app);
}
}
// We have a current running app but it's not in our app list
Q_ASSERT(false);
return nullptr;
}
void ComputerModel::deleteComputer(int computerIndex)
{
Q_ASSERT(computerIndex < m_Computers.count());
beginRemoveRows(QModelIndex(), computerIndex, computerIndex);
// m_Computer[computerIndex] will be deleted by this call
m_ComputerManager->deleteHost(m_Computers[computerIndex]);
// Remove the now invalid item
m_Computers.removeAt(computerIndex);
endRemoveRows();
}
bool ComputerModel::wakeComputer(int computerIndex)
{
Q_ASSERT(computerIndex < m_Computers.count());
return m_Computers[computerIndex]->wake();
}
void ComputerModel::pairComputer(int computerIndex, QString pin)
{
Q_ASSERT(computerIndex < m_Computers.count());
m_ComputerManager->pairHost(m_Computers[computerIndex], pin);
}
void ComputerModel::handlePairingCompleted(NvComputer*, QString error)
{
emit pairingCompleted(error.isNull() ? QVariant() : error);
}
void ComputerModel::handleComputerStateChanged(NvComputer* computer)
{
// If this is an existing computer, we can report the data changed
int index = m_Computers.indexOf(computer);
if (index >= 0) {
// Let the view know that this specific computer changed
emit dataChanged(createIndex(index, 0), createIndex(index, 0));
}
else {
// This is a new PC which may be inserted at an arbitrary point
// in our computer list (since it comes from CM's QMap). Reload
// the whole model state to ensure it stays consistent.
beginResetModel();
m_Computers = m_ComputerManager->getComputers();
endResetModel();
}
}