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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.
66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
// SPDX-FileCopyrightText: 2026 Marco Allegretti
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// SPDX-License-Identifier: EUPL-1.2
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#pragma once
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#include <QAbstractListModel>
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#include <QList>
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#include <QString>
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#include <qqmlregistration.h>
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class GameLauncherProvider : public QAbstractListModel
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{
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Q_OBJECT
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QML_ELEMENT
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QML_SINGLETON
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Q_PROPERTY(int count READ count NOTIFY countChanged)
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Q_PROPERTY(bool loading READ loading NOTIFY loadingChanged)
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public:
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explicit GameLauncherProvider(QObject *parent = nullptr);
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enum Roles {
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NameRole = Qt::UserRole + 1,
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IconRole,
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SourceRole, // "desktop", "steam", "flatpak"
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StorageIdRole, // .desktop file name or launch URI
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LaunchCommandRole,
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ArtworkRole, // path to banner/grid image (empty if none)
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InstalledRole,
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};
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Q_ENUM(Roles)
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int rowCount(const QModelIndex &parent = QModelIndex()) const override;
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QVariant data(const QModelIndex &index, int role) const override;
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QHash<int, QByteArray> roleNames() const override;
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int count() const;
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bool loading() const;
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Q_INVOKABLE void refresh();
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Q_INVOKABLE void launch(int index);
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Q_SIGNALS:
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void countChanged();
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void loadingChanged();
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void gameLaunched(const QString &name);
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private:
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struct GameEntry {
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QString name;
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QString icon;
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QString source;
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QString storageId;
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QString launchCommand;
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QString artwork;
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bool installed = true;
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};
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void loadDesktopGames();
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void loadSteamGames();
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void loadFlatpakGames();
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QList<GameEntry> m_games;
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bool m_loading = false;
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};
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