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QML

// Gaming: what the machine is doing now, and what it should do while you play.
//
// Live first, because unlike every other page here this one has a genuinely
// live dimension -- "is Game Mode actually on, and how hot is the card" is the
// question that brings someone here mid-session.
//
// The part that makes this Panama's page rather than a gamemode config editor
// is "While a game is running": gamemode runs a script when a game starts and
// another when it exits, so the power profile and Do Not Disturb can follow the
// game and be put back afterwards -- back to what they were, not to a default.
import Quickshell
import QtQuick
import qs.config
import qs.services
SettingsPage {
id: root
objectName: "gaming"
title: "Gaming"
lede: "What this machine is doing, and how it should behave while you play."
readonly property var gpu: Gaming.primaryGpu
// Polling only while this page is on screen.
Component.onCompleted: {
if (!Gaming.scanned)
Gaming.refresh();
Gaming.watching = true;
}
Component.onDestruction: Gaming.watching = false
ErrorRow {
label: "Gaming needs attention"
message: Gaming.lastError
}
// ── Right now ────────────────────────────────────────────────────────────
SettingsCard {
Column {
width: parent.width
spacing: 8
Row {
width: parent.width
spacing: 12
Text {
text: Gaming.active ? "Playing" : "Idle"
color: Theme.fg
font.family: Theme.fontFamily
font.pixelSize: Theme.fontSizeTitle
font.weight: Font.DemiBold
}
Text {
anchors.verticalCenter: parent.verticalCenter
text: Gaming.active
? "Game Mode is engaged"
: "No game has requested Game Mode"
color: Theme.fgDim
font.family: Theme.fontFamily
font.pixelSize: Theme.fontSize
}
}
}
Repeater {
model: Gaming.gpus
delegate: TextRow {
required property var modelData
required property int index
width: parent.width
label: modelData.discrete ? "Graphics card" : "Integrated graphics"
detail: String(modelData.driver ?? "")
+ (modelData.discrete ? " · the one games use" : " · idle unless something asks for it")
value: Gaming.gpuSummary(modelData)
divider: true
}
}
TextRow {
label: "CPU governor"
detail: "What the cores are scaling to right now"
value: String(Gaming.gameMode?.governorNow ?? "unknown")
divider: false
}
}
// ── What Panama does about it ────────────────────────────────────────────
SettingsCard {
title: "While a game is running"
subtitle: Gaming.gameMode?.hooksInstalled === true
? "Panama reacts when Game Mode engages, and puts everything back when the game exits."
: "Panama can react when Game Mode engages. This needs a hook in gamemode's configuration."
ActionRow {
visible: Gaming.gameMode?.hooksInstalled !== true
label: "Let Panama react to games"
detail: "Adds a start and end hook to your gamemode configuration. Nothing else in that file is touched."
action: "Enable"
enabled: !Gaming.busy && Gaming.gameMode?.available === true
onTriggered: Gaming.installHooks()
}
ToggleRow {
visible: Gaming.gameMode?.hooksInstalled === true
setting: "gamingPerformanceProfile"
}
// Silencing while a game runs is a focus mode with a trigger, and it
// now lives with the others -- so "something silenced my notifications"
// has one answer rather than two places to look.
ActionRow {
visible: Gaming.gameMode?.hooksInstalled === true
label: "Silence notifications"
detail: {
const mode = FocusModes.modes.find(entry => entry.id === "gaming");
if (!mode)
return "Handled by a focus mode on the Focus tab.";
return mode.enabled === true
? "Handled by the Gaming focus mode, which is on."
: "The Gaming focus mode is off, so notifications are not silenced.";
}
action: "Open Focus"
onTriggered: ShellState.openSettings("focus")
}
ToggleRow {
visible: Gaming.gameMode?.hooksInstalled === true
setting: "gamingNotifyOnStart"
}
ActionRow {
visible: Gaming.gameMode?.hooksInstalled === true
label: "Stop reacting to games"
detail: "Removes the hooks. The settings above are kept."
action: "Disable"
enabled: !Gaming.busy
divider: false
onTriggered: Gaming.removeHooks()
}
}
// ── Game Mode itself ─────────────────────────────────────────────────────
SettingsCard {
title: "Game Mode"
subtitle: Gaming.gameMode?.available === true
? "Applied by gamemode to a game while it runs, then undone."
: "gamemode is not installed."
TextRow {
label: "Daemon"
detail: Gaming.gameMode?.daemonRunning === true
? "Running, waiting for a game to ask"
: "Not running, so no game can request it"
value: Gaming.gameMode?.daemonRunning === true ? "Running" : "Stopped"
}
// Said plainly rather than implied: on a machine already running the
// governor gamemode would switch to, its headline effect is nothing.
TextRow {
label: "Governor while gaming"
detail: Gaming.governorAlreadyThere
? "This machine already runs that governor, so Game Mode changes nothing here"
: "Switched for the duration of the game"
value: String(Gaming.gameMode?.governorWhileGaming ?? "unknown")
divider: false
}
}
// ── Overlay ──────────────────────────────────────────────────────────────
SettingsCard {
title: "Performance overlay"
subtitle: Gaming.overlay?.installed === true
? "MangoHud, drawn on top of the game."
: "MangoHud is not installed."
SwitchRow {
label: "Show the overlay in games"
detail: "Takes effect for games launched after your next sign-in, because it is read from the session environment"
checked: Gaming.overlay?.globallyEnabled === true
enabled: !Gaming.busy && Gaming.overlay?.installed === true
onToggled: value => Gaming.setOverlay(value)
}
SegmentRow {
label: "What it shows"
detail: "Frame rate alone, or the full readout with GPU and CPU"
options: [
{ value: "fps", label: "Frame rate" },
{ value: "detailed", label: "Detailed" }
]
value: String(Gaming.overlay?.preset ?? "fps")
enabled: !Gaming.busy && Gaming.overlay?.installed === true
onSelected: value => Gaming.setOverlayPreset(value)
}
TextRow {
label: "Toggle in game"
detail: "Shows and hides the overlay without leaving the game"
value: String(Gaming.overlay?.toggleKey ?? "")
divider: false
}
}
// ── Library ──────────────────────────────────────────────────────────────
SettingsCard {
title: "Library"
subtitle: "Where games live, and what can run them."
TextRow {
label: "Installed games"
detail: String(Gaming.library?.path ?? "")
value: String(Gaming.library?.games ?? 0)
}
// Listed, not chosen. Steam picks the runtime per game in its own
// properties, and a control here would be claiming an authority this
// page does not have.
Repeater {
model: Gaming.library?.protonBuilds ?? []
delegate: TextRow {
required property var modelData
required property int index
width: parent.width
label: String(modelData.name ?? "")
detail: modelData.community === true
? "Community build · chosen per game in Steam"
: "Valve · chosen per game in Steam"
value: "Installed"
divider: true
}
}
TextRow {
label: "gamescope"
detail: "Micro-compositor for scaling and frame limiting, used per game from Steam"
value: Gaming.library?.gamescope === true ? "Available" : "Not installed"
divider: false
}
}
}