mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 05:42:28 +00:00
ac19f62ed9
Fixes #567
370 lines
13 KiB
QML
370 lines
13 KiB
QML
import QtQuick 2.9
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import QtQuick.Controls 2.2
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import AppModel 1.0
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import ComputerManager 1.0
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import SdlGamepadKeyNavigation 1.0
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CenteredGridView {
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property int computerIndex
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property AppModel appModel : createModel()
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property bool activated
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property bool showHiddenGames
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property bool showGames
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id: appGrid
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focus: true
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activeFocusOnTab: true
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topMargin: 20
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bottomMargin: 5
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cellWidth: 230; cellHeight: 297;
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function computerLost()
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{
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// Go back to the PC view on PC loss
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stackView.pop()
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}
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Component.onCompleted: {
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// Don't show any highlighted item until interacting with them.
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// We do this here instead of onActivated to avoid losing the user's
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// selection when backing out of a different page of the app.
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currentIndex = -1
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}
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StackView.onActivated: {
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appModel.computerLost.connect(computerLost)
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activated = true
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// Highlight the first item if a gamepad is connected
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if (currentIndex == -1 && SdlGamepadKeyNavigation.getConnectedGamepads() > 0) {
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currentIndex = 0
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}
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if (!showGames && !showHiddenGames) {
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// Check if there's a direct launch app
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var directLaunchAppIndex = model.getDirectLaunchAppIndex();
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if (directLaunchAppIndex >= 0) {
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// Start the direct launch app if nothing else is running
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currentIndex = directLaunchAppIndex
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currentItem.launchOrResumeSelectedApp(false)
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// Set showGames so we will not loop when the stream ends
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showGames = true
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}
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}
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}
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StackView.onDeactivating: {
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appModel.computerLost.disconnect(computerLost)
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activated = false
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}
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function createModel()
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{
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var model = Qt.createQmlObject('import AppModel 1.0; AppModel {}', parent, '')
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model.initialize(ComputerManager, computerIndex, showHiddenGames)
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return model
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}
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model: appModel
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delegate: NavigableItemDelegate {
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width: 220; height: 287;
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grid: appGrid
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property alias appContextMenu: appContextMenuLoader.item
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property alias appNameText: appNameTextLoader.item
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// Dim the app if it's hidden
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opacity: model.hidden ? 0.4 : 1.0
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Image {
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property bool isPlaceholder: false
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id: appIcon
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anchors.horizontalCenter: parent.horizontalCenter
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y: 10
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source: model.boxart
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onSourceSizeChanged: {
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// Nearly all of Nvidia's official box art does not match the dimensions of placeholder
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// images, however the one known exeception is Overcooked. Therefore, we only execute
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// the image size checks if this is not an app collector game. We know the officially
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// supported games all have box art, so this check is not required.
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if (!model.isAppCollectorGame &&
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((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
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(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
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(sourceSize.width == 200 && sourceSize.height == 266))) // Our no_app_image.png
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{
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isPlaceholder = true
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}
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else
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{
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isPlaceholder = false
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}
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width = 200
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height = 267
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}
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// Display a tooltip with the full name if it's truncated
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ToolTip.text: model.name
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ToolTip.delay: 1000
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ToolTip.timeout: 5000
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ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText || appNameText.truncated)
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}
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Loader {
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active: model.running
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asynchronous: true
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anchors.fill: appIcon
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sourceComponent: Item {
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ToolButton {
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anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
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anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
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anchors.centerIn: parent
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implicitWidth: 125
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implicitHeight: 125
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Image {
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source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
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anchors.centerIn: parent
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sourceSize {
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width: 75
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height: 75
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}
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}
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onClicked: {
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launchOrResumeSelectedApp(true)
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}
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ToolTip.text: qsTr("Resume Game")
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ToolTip.delay: 1000
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ToolTip.timeout: 3000
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ToolTip.visible: hovered
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}
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ToolButton {
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anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
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anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
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anchors.centerIn: parent
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implicitWidth: 125
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implicitHeight: 125
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Image {
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source: "qrc:/res/baseline-cancel-24px.svg"
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anchors.centerIn: parent
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sourceSize {
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width: 75
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height: 75
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}
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}
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onClicked: {
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doQuitGame()
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}
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ToolTip.text: qsTr("Quit Game")
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ToolTip.delay: 1000
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ToolTip.timeout: 3000
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ToolTip.visible: hovered
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}
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}
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}
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Loader {
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id: appNameTextLoader
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active: appIcon.isPlaceholder
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// This loader is not asynchronous to avoid noticeable differences
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// in the time in which the text loads for each game.
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width: appIcon.width
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height: model.running ? 175 : appIcon.height
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anchors.left: appIcon.left
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anchors.right: appIcon.right
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anchors.bottom: appIcon.bottom
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sourceComponent: Label {
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id: appNameText
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text: model.name
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font.pointSize: 22
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leftPadding: 20
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rightPadding: 20
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verticalAlignment: Text.AlignVCenter
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horizontalAlignment: Text.AlignHCenter
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wrapMode: Text.Wrap
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elide: Text.ElideRight
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}
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}
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function launchOrResumeSelectedApp(quitExistingApp)
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{
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var runningId = appModel.getRunningAppId()
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if (runningId !== 0 && runningId !== model.appid) {
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if (quitExistingApp) {
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quitAppDialog.appName = appModel.getRunningAppName()
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quitAppDialog.segueToStream = true
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quitAppDialog.nextAppName = model.name
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quitAppDialog.nextAppIndex = index
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quitAppDialog.open()
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}
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return
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}
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var component = Qt.createComponent("StreamSegue.qml")
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var segue = component.createObject(stackView, {
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"appName": model.name,
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"session": appModel.createSessionForApp(index),
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"isResume": runningId === model.appid
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})
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stackView.push(segue)
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}
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onClicked: {
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// Only allow clicking on the box art for non-running games.
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// For running games, buttons will appear to resume or quit which
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// will handle starting the game and clicks on the box art will
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// be ignored.
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if (!model.running) {
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launchOrResumeSelectedApp(true)
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}
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}
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onPressAndHold: {
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// popup() ensures the menu appears under the mouse cursor
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if (appContextMenu.popup) {
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appContextMenu.popup()
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}
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else {
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// Qt 5.9 doesn't have popup()
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appContextMenu.open()
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}
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}
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MouseArea {
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anchors.fill: parent
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acceptedButtons: Qt.RightButton;
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onClicked: {
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parent.onPressAndHold()
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}
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}
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Keys.onReturnPressed: {
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// Open the app context menu if activated via the gamepad or keyboard
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// for running games. If the game isn't running, the above onClicked
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// method will handle the launch.
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if (model.running) {
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// This will be keyboard/gamepad driven so use
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// open() instead of popup()
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appContextMenu.open()
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}
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}
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Keys.onEnterPressed: {
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// Open the app context menu if activated via the gamepad or keyboard
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// for running games. If the game isn't running, the above onClicked
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// method will handle the launch.
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if (model.running) {
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// This will be keyboard/gamepad driven so use
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// open() instead of popup()
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appContextMenu.open()
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}
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}
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Keys.onMenuPressed: {
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// This will be keyboard/gamepad driven so use open() instead of popup()
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appContextMenu.open()
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}
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function doQuitGame() {
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quitAppDialog.appName = appModel.getRunningAppName()
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quitAppDialog.segueToStream = false
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quitAppDialog.open()
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}
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Loader {
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id: appContextMenuLoader
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asynchronous: true
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sourceComponent: NavigableMenu {
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id: appContextMenu
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NavigableMenuItem {
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parentMenu: appContextMenu
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text: model.running ? qsTr("Resume Game") : qsTr("Launch Game")
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onTriggered: launchOrResumeSelectedApp(true)
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}
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NavigableMenuItem {
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parentMenu: appContextMenu
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text: qsTr("Quit Game")
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onTriggered: doQuitGame()
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visible: model.running
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}
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NavigableMenuItem {
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parentMenu: appContextMenu
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checkable: true
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checked: model.directLaunch
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text: qsTr("Direct Launch")
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onTriggered: appModel.setAppDirectLaunch(model.index, !model.directLaunch)
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enabled: !model.hidden
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ToolTip.text: qsTr("Launch this app immediately when the host is selected, bypassing the app selection grid.")
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ToolTip.delay: 1000
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ToolTip.timeout: 3000
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ToolTip.visible: hovered
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}
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NavigableMenuItem {
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parentMenu: appContextMenu
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checkable: true
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checked: model.hidden
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text: qsTr("Hide Game")
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onTriggered: appModel.setAppHidden(model.index, !model.hidden)
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enabled: model.hidden || (!model.running && !model.directLaunch)
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ToolTip.text: qsTr("Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.").arg(qsTr("View All Apps"))
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ToolTip.delay: 1000
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ToolTip.timeout: 5000
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ToolTip.visible: hovered
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}
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}
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}
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}
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NavigableMessageDialog {
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id: quitAppDialog
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property string appName : ""
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property bool segueToStream : false
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property string nextAppName: ""
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property int nextAppIndex: 0
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text:qsTr("Are you sure you want to quit %1? Any unsaved progress will be lost.").arg(appName)
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standardButtons: Dialog.Yes | Dialog.No
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function quitApp() {
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var component = Qt.createComponent("QuitSegue.qml")
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var params = {"appName": appName}
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if (segueToStream) {
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// Store the session and app name if we're going to stream after
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// successfully quitting the old app.
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params.nextAppName = nextAppName
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params.nextSession = appModel.createSessionForApp(nextAppIndex)
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}
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else {
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params.nextAppName = null
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params.nextSession = null
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}
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stackView.push(component.createObject(stackView, params))
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// Trigger the quit after pushing the quit segue on screen
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appModel.quitRunningApp()
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}
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onAccepted: quitApp()
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}
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ScrollBar.vertical: ScrollBar {}
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}
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