A mode is on because something is true right now: a game is running, a window is fullscreen on a given display, a workspace is focused, the clock is inside a window. That is asked again rather than fired once, and it is the whole reason schedules could be included here without the usual failure modes. A machine asleep at 23:30, rebooted at 02:00, or opened at 08:00 into a window that has already passed all reach the right answer by being asked again; an alarm gets all three wrong. The midnight-crossing rule is the part worth being careful about: a window belongs to the day it STARTS on, so a Friday-only 23:30-07:00 covers Saturday morning and must not cover Saturday night. That arithmetic was tested as pure logic before anything was built on it, including every malformed input failing closed -- silencing someone because a time string was wrong is the worst way this could fail. This does not take over the manual timed session. FocusSession already owns that, with its capsule, shortcut, Quick Settings entry and contracts, so modes defer entirely while one runs. Two writers of Do Not Disturb would each restore whatever the other happened to leave behind. Gaming hands over rather than being duplicated. The hook was silencing notifications itself, which would have made exactly those two owners -- and Gaming.active only polls while its settings page is open, so a mode could not have seen a game reliably in any case. The hook reports the game over IPC now and the mode decides what that means, the Gaming page points at it, and gamingSilenceNotifications is retired from the schema, since a setting nothing reads is the dead row this work keeps removing. Sleep ships disabled. A desktop that starts silencing someone on first boot has overstepped, whatever the default hour. Three contracts moved with it. gaming-contract asserted the hook uses setDnd, which was right before and wrong now; the shell-side assertions that setDnd and dndState exist stay, because a toggle would flip an already-silent machine back on. The new contract is proven to fail by breaking the midnight rule and by letting modes run alongside a manual session. Claude-Session: https://claude.ai/code/session_01BRvzt4H8XXLPVH5MyYdk9L
254 lines
9.6 KiB
QML
254 lines
9.6 KiB
QML
// Gaming: what the machine is doing now, and what it should do while you play.
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//
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// Live first, because unlike every other page here this one has a genuinely
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// live dimension -- "is Game Mode actually on, and how hot is the card" is the
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// question that brings someone here mid-session.
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//
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// The part that makes this Panama's page rather than a gamemode config editor
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// is "While a game is running": gamemode runs a script when a game starts and
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// another when it exits, so the power profile and Do Not Disturb can follow the
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// game and be put back afterwards -- back to what they were, not to a default.
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import Quickshell
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import QtQuick
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import qs.config
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import qs.services
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SettingsPage {
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id: root
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objectName: "gaming"
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title: "Gaming"
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lede: "What this machine is doing, and how it should behave while you play."
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readonly property var gpu: Gaming.primaryGpu
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// Polling only while this page is on screen.
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Component.onCompleted: {
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Gaming.refresh();
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Gaming.watching = true;
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}
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Component.onDestruction: Gaming.watching = false
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TextRow {
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visible: Gaming.lastError !== ""
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label: "Gaming needs attention"
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detail: Gaming.lastError
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value: ""
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divider: false
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}
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// ── Right now ────────────────────────────────────────────────────────────
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SettingsCard {
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Column {
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width: parent.width
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spacing: 8
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Row {
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width: parent.width
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spacing: 12
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Text {
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text: Gaming.active ? "Playing" : "Idle"
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color: Theme.fg
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font.family: Theme.fontFamily
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font.pixelSize: Theme.fontSizeTitle
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font.weight: Font.DemiBold
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}
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Text {
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anchors.verticalCenter: parent.verticalCenter
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text: Gaming.active
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? "Game Mode is engaged"
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: "No game has requested Game Mode"
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color: Theme.fgDim
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font.family: Theme.fontFamily
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font.pixelSize: Theme.fontSize
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}
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}
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}
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Repeater {
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model: Gaming.gpus
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delegate: TextRow {
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required property var modelData
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required property int index
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width: parent.width
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label: modelData.discrete ? "Graphics card" : "Integrated graphics"
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detail: String(modelData.driver ?? "")
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+ (modelData.discrete ? " · the one games use" : " · idle unless something asks for it")
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value: Gaming.gpuSummary(modelData)
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divider: true
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}
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}
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TextRow {
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label: "CPU governor"
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detail: "What the cores are scaling to right now"
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value: String(Gaming.gameMode?.governorNow ?? "unknown")
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divider: false
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}
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}
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// ── What Panama does about it ────────────────────────────────────────────
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SettingsCard {
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title: "While a game is running"
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subtitle: Gaming.gameMode?.hooksInstalled === true
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? "Panama reacts when Game Mode engages, and puts everything back when the game exits."
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: "Panama can react when Game Mode engages. This needs a hook in gamemode's configuration."
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ActionRow {
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visible: Gaming.gameMode?.hooksInstalled !== true
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label: "Let Panama react to games"
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detail: "Adds a start and end hook to your gamemode configuration. Nothing else in that file is touched."
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action: "Enable"
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enabled: !Gaming.busy && Gaming.gameMode?.available === true
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onTriggered: Gaming.installHooks()
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}
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ToggleRow {
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visible: Gaming.gameMode?.hooksInstalled === true
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setting: "gamingPerformanceProfile"
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}
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// Silencing while a game runs is a focus mode with a trigger, and it
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// now lives with the others -- so "something silenced my notifications"
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// has one answer rather than two places to look.
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ActionRow {
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visible: Gaming.gameMode?.hooksInstalled === true
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label: "Silence notifications"
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detail: {
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const mode = FocusModes.modes.find(entry => entry.id === "gaming");
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if (!mode)
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return "Handled by a focus mode on Notifications & Focus.";
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return mode.enabled === true
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? "Handled by the Gaming focus mode, which is on."
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: "The Gaming focus mode is off, so notifications are not silenced.";
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}
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action: "Open Focus"
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onTriggered: ShellState.settingsPage = "notifications"
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}
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ToggleRow {
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visible: Gaming.gameMode?.hooksInstalled === true
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setting: "gamingNotifyOnStart"
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}
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ActionRow {
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visible: Gaming.gameMode?.hooksInstalled === true
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label: "Stop reacting to games"
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detail: "Removes the hooks. The settings above are kept."
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action: "Disable"
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enabled: !Gaming.busy
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divider: false
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onTriggered: Gaming.removeHooks()
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}
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}
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// ── Game Mode itself ─────────────────────────────────────────────────────
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SettingsCard {
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title: "Game Mode"
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subtitle: Gaming.gameMode?.available === true
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? "Applied by gamemode to a game while it runs, then undone."
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: "gamemode is not installed."
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TextRow {
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label: "Daemon"
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detail: Gaming.gameMode?.daemonRunning === true
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? "Running, waiting for a game to ask"
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: "Not running, so no game can request it"
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value: Gaming.gameMode?.daemonRunning === true ? "Running" : "Stopped"
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}
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// Said plainly rather than implied: on a machine already running the
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// governor gamemode would switch to, its headline effect is nothing.
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TextRow {
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label: "Governor while gaming"
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detail: Gaming.governorAlreadyThere
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? "This machine already runs that governor, so Game Mode changes nothing here"
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: "Switched for the duration of the game"
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value: String(Gaming.gameMode?.governorWhileGaming ?? "unknown")
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divider: false
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}
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}
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// ── Overlay ──────────────────────────────────────────────────────────────
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SettingsCard {
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title: "Performance overlay"
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subtitle: Gaming.overlay?.installed === true
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? "MangoHud, drawn on top of the game."
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: "MangoHud is not installed."
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SwitchRow {
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label: "Show the overlay in games"
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detail: "Takes effect for games launched after your next sign-in, because it is read from the session environment"
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checked: Gaming.overlay?.globallyEnabled === true
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enabled: !Gaming.busy && Gaming.overlay?.installed === true
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onToggled: value => Gaming.setOverlay(value)
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}
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SegmentRow {
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label: "What it shows"
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detail: "Frame rate alone, or the full readout with GPU and CPU"
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options: [
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{ value: "fps", label: "Frame rate" },
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{ value: "detailed", label: "Detailed" }
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]
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value: String(Gaming.overlay?.preset ?? "fps")
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enabled: !Gaming.busy && Gaming.overlay?.installed === true
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onSelected: value => Gaming.setOverlayPreset(value)
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}
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TextRow {
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label: "Toggle in game"
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detail: "Shows and hides the overlay without leaving the game"
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value: String(Gaming.overlay?.toggleKey ?? "")
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divider: false
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}
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}
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// ── Library ──────────────────────────────────────────────────────────────
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SettingsCard {
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title: "Library"
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subtitle: "Where games live, and what can run them."
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TextRow {
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label: "Installed games"
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detail: String(Gaming.library?.path ?? "")
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value: String(Gaming.library?.games ?? 0)
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}
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// Listed, not chosen. Steam picks the runtime per game in its own
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// properties, and a control here would be claiming an authority this
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// page does not have.
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Repeater {
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model: Gaming.library?.protonBuilds ?? []
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delegate: TextRow {
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required property var modelData
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required property int index
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width: parent.width
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label: String(modelData.name ?? "")
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detail: modelData.community === true
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? "Community build · chosen per game in Steam"
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: "Valve · chosen per game in Steam"
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value: "Installed"
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divider: true
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}
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}
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TextRow {
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label: "gamescope"
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detail: "Micro-compositor for scaling and frame limiting, used per game from Steam"
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value: Gaming.library?.gamescope === true ? "Available" : "Not installed"
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divider: false
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}
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}
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}
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