cleaned up and commented code
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+24
-23
@@ -3,12 +3,14 @@ import QtQuick.Window
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import NomadInput 1.0
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QtObject {
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// this is our top screen, for now, though in the future I would like to have it configurable which screen does which.
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// I'll burn that bridge when I get to it
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property Window topWindow: Window {
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width: 960
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width: 960 // this resolution size is for development. I'd like to have a cleaner way to develop for 1080p without getting a dedicated monitor for testing nomad on my dev computer
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height: 540
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visible: true
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title: "nomad-top"
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property string lastInputText: "none"
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title: "nomad-top" // this is necesarry for Sway, which auto-assigns the windows
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property string lastInputText: "none" // I've never really integrated NomadInput into this debug section in the top half and now I'm too lazy to. it's just a placeholder anyway.
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Connections {
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target: inputManager
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@@ -21,7 +23,7 @@ QtObject {
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}
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}
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Rectangle {
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Rectangle { // just a placeholder for the top screen until we do something better
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anchors.fill: parent
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color: "#181818"
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@@ -45,19 +47,10 @@ QtObject {
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}
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property Window bottomWindow: Window {
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width: 620
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width: 620 // again, half-resolution
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height: 540
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visible: true
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title: "nomad-bottom"
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readonly property var mainMenuNavRegions: ({
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DockMenu: 0,
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GamesList: 1,
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Count: 2
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})
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property int focusRegion: bottomWindow.mainMenuNavRegions.GamesList
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property int dockMenuIndex: 0
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title: "nomad-bottom" // window titling for Sway auto-assign
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NavigationManager {
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id: navigationManager
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@@ -67,6 +60,8 @@ QtObject {
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Connections {
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target: inputManager
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// you don't wanna know what this used to look like :dread:
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// just checks if our navigation is directional, and, if so, moves the selection in that direction
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function onActionPressed(action) {
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switch (action) {
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case InputManager.Up:
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@@ -85,7 +80,8 @@ QtObject {
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anchors.fill: parent
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color: "#181818"
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Text {
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// top text where a menu dock will probably be eventually
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Text {
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anchors.top: parent.top
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anchors.topMargin: 30
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anchors.horizontalCenter: parent.horizontalCenter
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@@ -95,6 +91,8 @@ QtObject {
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font.pixelSize: 24
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}
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// this is the game carousel. mostly self explanatory, but I wanna point out that the local index for this listView does probably still matter.
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// I got rid of dedicated menu indexing for the dock, but I think it still matters here, for the sake of auto-scrolling
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ListView {
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id: gamesList
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@@ -102,23 +100,25 @@ QtObject {
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anchors.right: parent.right
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anchors.verticalCenter: parent.verticalCenter
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// TODO: Tune this stuff !!! it feels just slightly janky and off for now, game cards don't align when scrolling, they go all the way out
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// to the edge with no spacing at all when on the leftmost or rightmost cards, and vertical navigation from the dock feels *wrong*, idk,
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// fix it sometime.
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height: 140
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orientation: ListView.Horizontal
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preferredHighlightBegin: 200
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preferredHighlightEnd: 420
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highlightRangeMode: ListView.ApplyRange
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spacing: 20
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model: 20
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model: 20 // this is a placeholder for now, I don't know how I really want to handle max game carousel size yet. another time.
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Component.onCompleted: {
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Component.onCompleted: { // on startup, this should select the first game in the list.
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if (currentItem) {
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navigationManager.focusItem(currentItem)
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}
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}
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delegate: Rectangle {
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delegate: Rectangle { // TODO: design a real game card QML to replace this placeholder
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id: gameTile
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width: 110
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@@ -126,7 +126,7 @@ QtObject {
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color: navigationManager.currentItem === gameTile ? "blue" : "white"
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function navFocus() {
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function onNavigationFocused() {
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gamesList.currentIndex = index
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}
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@@ -168,8 +168,9 @@ QtObject {
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color: navigationManager.currentItem === dockButton ? "blue" : "white"
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function navFocus() {
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bottomWindow.dockMenuIndex = index
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function onNavigationFocused() {
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// there used to be code here when my navigation was worse. I bet I'll need it eventually tho
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// this entire section is a placeholder dock button anyway though.
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}
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Component.onCompleted: {
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