mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-14 21:32:27 +00:00
124 lines
3.8 KiB
C++
124 lines
3.8 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)
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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_Apps = m_Computer->appList;
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m_CurrentGameId = m_Computer->currentGameId;
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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_Apps.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_Apps.count());
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NvApp app = m_Apps.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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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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return names;
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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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// 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_Apps) {
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// Just reset the whole thing if the list changes
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beginResetModel();
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m_Apps = computer->appList;
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m_CurrentGameId = computer->currentGameId;
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endResetModel();
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return;
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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_Apps.count(); i++) {
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if (m_Apps[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_Apps.count(); i++) {
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if (m_Apps[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_Apps.indexOf(app);
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Q_ASSERT(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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