Show a PlaceholderMessage in the grid when no games are found,
with context-aware text for empty library vs no search results.
Map gamepad A to activate and X to close in RunningGamesView.
Update the legend bar to show X: Close when running tasks are
visible.
LB/RB cycle through source filter tabs (All/Steam/Desktop).
Start toggles focus between the search field and the grid.
Right stick Y-axis smoothly scrolls the grid at 60 Hz with
speed proportional to deflection. Update the gamepad legend
to show the new bindings.
Expose SDL_GamepadAxis as an Axis enum in GamepadManager so
QML can identify axis events by name.
Convert left-stick deflection into repeated grid navigation
events with a 150ms interval and 0.4 deadzone. First movement
fires immediately when the stick crosses the threshold.
Wrap game launches in a brief fade-to-black curtain (250ms)
before dismissing the overlay, giving visual feedback that the
launch is in progress.
The cover art tile used layer.effect with a plain Item instead
of a ShaderEffect, which broke the overlay rendering. Replace
with a clipped Rectangle wrapper.
Remove Behavior on color from the grid delegate background —
GridView currentIndex changes on hover caused the highlight
color to flash visibly between cells.
Fix dangling taskList reference in the gamepad ButtonA and
DPadDown handlers (taskList lives inside RunningGamesView).
Auto-reopen Game Center when the last window closes in gaming
mode so the user is never stranded on a bare wallpaper.
Grid tiles now show Steam library artwork when available,
falling back to icon+label for games without cover art.
Cell proportions adjusted to 2:3 for portrait covers.
Search bar filters the library by name. Source tabs filter
by All/Steam/Desktop. Both properties live in C++ so QML
just binds filterString and sourceFilter.
"Continue Playing" row shows the last 5 launched games
with artwork, persisted across sessions via plasmamobilerc.
Remove orphaned GameTile.qml (replaced by inline delegate).
SDL3-backed gamepad manager polls at 60Hz, handles hotplug,
exposes battery/rumble/LED per device. Game launcher aggregates
XDG desktop entries, Steam appmanifests, and Flatpak into a
single sorted model.
Game Center uses the new model instead of folio's search model.
D-pad/A/B/Y navigate and launch. Guide button toggles the
overlay. Battery and controller status shown in the HUD.
Strut windows committed zero height to layer-shell during
early init, causing a protocol error and session exit. Wrap
height and exclusionZone in Math.max(1, ...) for top bar
and dock.
Persisted gamingModeEnabled=true with hardcoded
gameCenterOpen=false hid panels with no overlay visible.
Initialize gameCenterOpen from the stored setting.
Fix HUD visibility regression from an emergency visible:true
override. Various null-guard and positioning fixes from
static analysis across the gaming shell QML.
LayerShell windows with non-spanning anchors (AnchorTop|AnchorRight)
crash the compositor when made invisible because Qt briefly resizes
the surface to 0 before unmapping it. Wrap GamingHUD in a Loader so
the window is destroyed rather than hidden.
Replace the generic 'Yes / Cancel' exit dialog with 'Keep Playing /
Leave' in both the Game Center header and the QS tile, matching the
mental model of a couch user.
The 'Launch Hint' QS tile is now hidden (available: false) when
gaming mode is off so it does not clutter the regular action drawer.
Full-screen layer-shell overlay containing a game library grid
(XDG Game category, filtered via ApplicationListSearchModel) and
a panel of running tasks built on TaskManager.TasksModel.
Keyboard-navigable with directional focus between the running
tasks row and the game grid. A persistent HUD button lets the
user return after launching a game. Exiting gaming mode requires
an explicit confirmation dialog.
The overlay is a Window with LayerShell.LayerTop so it sits above
running application windows without covering system notifications.