GoldbergGUI/GoldbergGUI.Core/ViewModels/MainViewModel.cs
Jeddunk 508d23da5f Added Extensions.cs.
Added GoldbergGlobalConfiguration.
Code cleanup.
2021-01-15 17:46:13 +01:00

554 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using System.Windows;
using GoldbergGUI.Core.Models;
using GoldbergGUI.Core.Services;
using Microsoft.Win32;
using MvvmCross.Commands;
using MvvmCross.Logging;
using MvvmCross.Navigation;
using MvvmCross.ViewModels;
namespace GoldbergGUI.Core.ViewModels
{
// ReSharper disable once ClassNeverInstantiated.Global
public class MainViewModel : MvxNavigationViewModel
{
private readonly IMvxNavigationService _navigationService;
private string _dllPath;
private string _gameName;
private int _appId;
//private SteamApp _currentGame;
private ObservableCollection<SteamApp> _dlcs;
private string _accountName;
private long _steamId;
private bool _offline;
private bool _disableNetworking;
private bool _disableOverlay;
private string _statusText;
private readonly ISteamService _steam;
private readonly IGoldbergService _goldberg;
private readonly IMvxLog _log;
private bool _mainWindowEnabled;
private bool _goldbergApplied;
private ObservableCollection<string> _steamLanguages;
private string _selectedLanguage;
private readonly IMvxLogProvider _logProvider;
public MainViewModel(ISteamService steam, IGoldbergService goldberg, IMvxLogProvider logProvider,
IMvxNavigationService navigationService) : base(logProvider, navigationService)
{
_steam = steam;
_goldberg = goldberg;
_logProvider = logProvider;
_log = logProvider.GetLogFor<MainViewModel>();
_navigationService = navigationService;
}
public override void Prepare()
{
base.Prepare();
Task.Run(async () =>
{
//var errorDuringInit = false;
MainWindowEnabled = false;
StatusText = "Initializing! Please wait...";
try
{
SteamLanguages = new ObservableCollection<string>(_goldberg.Languages());
ResetForm();
await _steam.Initialize(_logProvider.GetLogFor<SteamService>()).ConfigureAwait(false);
var globalConfiguration =
await _goldberg.Initialize(_logProvider.GetLogFor<GoldbergService>()).ConfigureAwait(false);
AccountName = globalConfiguration.AccountName;
SteamId = globalConfiguration.UserSteamId;
SelectedLanguage = globalConfiguration.Language;
}
catch (Exception e)
{
Console.WriteLine(e);
_log.Error(e.Message);
throw;
}
MainWindowEnabled = true;
StatusText = "Ready.";
});
}
public override async Task Initialize()
{
await base.Initialize().ConfigureAwait(false);
}
// PROPERTIES //
public string DllPath
{
get => _dllPath;
private set
{
_dllPath = value;
RaisePropertyChanged(() => DllPath);
RaisePropertyChanged(() => DllSelected);
RaisePropertyChanged(() => SteamInterfacesTxtExists);
}
}
public string GameName
{
get => _gameName;
set
{
_gameName = value;
RaisePropertyChanged(() => GameName);
}
}
public int AppId
{
get => _appId;
set
{
_appId = value;
RaisePropertyChanged(() => AppId);
Task.Run(async () => await GetNameById().ConfigureAwait(false));
}
}
// ReSharper disable once InconsistentNaming
public ObservableCollection<SteamApp> DLCs
{
get => _dlcs;
set
{
_dlcs = value;
RaisePropertyChanged(() => DLCs);
/*RaisePropertyChanged(() => DllSelected);
RaisePropertyChanged(() => SteamInterfacesTxtExists);*/
}
}
public string AccountName
{
get => _accountName;
set
{
_accountName = value;
RaisePropertyChanged(() => AccountName);
}
}
public long SteamId
{
get => _steamId;
set
{
_steamId = value;
RaisePropertyChanged(() => SteamId);
}
}
public bool Offline
{
get => _offline;
set
{
_offline = value;
RaisePropertyChanged(() => Offline);
}
}
public bool DisableNetworking
{
get => _disableNetworking;
set
{
_disableNetworking = value;
RaisePropertyChanged(() => DisableNetworking);
}
}
public bool DisableOverlay
{
get => _disableOverlay;
set
{
_disableOverlay = value;
RaisePropertyChanged(() => DisableOverlay);
}
}
public bool MainWindowEnabled
{
get => _mainWindowEnabled;
set
{
_mainWindowEnabled = value;
RaisePropertyChanged(() => MainWindowEnabled);
}
}
public bool GoldbergApplied
{
get => _goldbergApplied;
set
{
_goldbergApplied = value;
RaisePropertyChanged(() => GoldbergApplied);
}
}
public bool SteamInterfacesTxtExists
{
get
{
var dllPathDirExists = GetDllPathDir(out var dirPath);
return dllPathDirExists && !File.Exists(Path.Combine(dirPath, "steam_interfaces.txt"));
}
}
public bool DllSelected
{
get
{
var value = !DllPath.Contains("Path to game's steam_api(64).dll");
if (!value) _log.Warn("No DLL selected! Skipping...");
return value;
}
}
public ObservableCollection<string> SteamLanguages
{
get => _steamLanguages;
set
{
_steamLanguages = value;
RaisePropertyChanged(() => SteamLanguages);
}
}
public string SelectedLanguage
{
get => _selectedLanguage;
set
{
_selectedLanguage = value;
RaisePropertyChanged(() => SelectedLanguage);
//MyLogger.Log.Debug($"Lang: {value}");
}
}
public string AboutVersionText =>
FileVersionInfo.GetVersionInfo(Assembly.GetExecutingAssembly().Location).FileVersion;
public string StatusText
{
get => _statusText;
set
{
_statusText = value;
RaisePropertyChanged(() => StatusText);
}
}
// COMMANDS //
public IMvxCommand OpenFileCommand => new MvxAsyncCommand(OpenFile);
private async Task OpenFile()
{
MainWindowEnabled = false;
StatusText = "Please choose a file...";
var dialog = new OpenFileDialog
{
Filter = "SteamAPI DLL|steam_api.dll;steam_api64.dll|" +
"All files (*.*)|*.*",
Multiselect = false,
Title = "Select SteamAPI DLL..."
};
if (dialog.ShowDialog() != true)
{
MainWindowEnabled = true;
_log.Warn("File selection canceled.");
StatusText = "No file selected! Ready.";
return;
}
DllPath = dialog.FileName;
await ReadConfig().ConfigureAwait(false);
MainWindowEnabled = true;
StatusText = "Ready.";
}
public IMvxCommand FindIdCommand => new MvxAsyncCommand(FindId);
private async Task FindId()
{
async Task FindIdInList(SteamApp[] steamApps)
{
var navigateTask = _navigationService
.Navigate<SearchResultViewModel, IEnumerable<SteamApp>, SteamApp>(steamApps);
var navigateResult = await navigateTask.ConfigureAwait(false);
if (navigateResult != null)
{
GameName = navigateResult.Name;
AppId = navigateResult.AppId;
}
}
if (GameName.Contains("Game name..."))
{
_log.Error("No game name entered!");
return;
}
MainWindowEnabled = false;
StatusText = "Trying to find AppID...";
var appByName = _steam.GetAppByName(_gameName);
if (appByName != null)
{
GameName = appByName.Name;
AppId = appByName.AppId;
}
else
{
var list = _steam.GetListOfAppsByName(GameName);
var steamApps = list as SteamApp[] ?? list.ToArray();
if (steamApps.Length == 1)
{
var steamApp = steamApps[0];
if (steamApp != null)
{
GameName = steamApp.Name;
AppId = steamApp.AppId;
}
else
{
await FindIdInList(steamApps).ConfigureAwait(false);
}
}
else
{
await FindIdInList(steamApps).ConfigureAwait(false);
}
}
MainWindowEnabled = true;
StatusText = "Ready.";
}
//public IMvxCommand GetNameByIdCommand => new MvxAsyncCommand(GetNameById);
private async Task GetNameById()
{
if (AppId <= 0)
{
_log.Error("Invalid Steam App!");
return;
}
var steamApp = await Task.Run(() => _steam.GetAppById(AppId)).ConfigureAwait(false);
if (steamApp != null) GameName = steamApp.Name;
}
public IMvxCommand GetListOfDlcCommand => new MvxAsyncCommand(GetListOfDlc);
private async Task GetListOfDlc()
{
if (AppId <= 0)
{
_log.Error("Invalid Steam App!");
return;
}
MainWindowEnabled = false;
StatusText = "Trying to get list of DLCs...";
var listOfDlc = await _steam.GetListOfDlc(new SteamApp {AppId = AppId, Name = GameName}, true)
.ConfigureAwait(false);
DLCs = new MvxObservableCollection<SteamApp>(listOfDlc);
MainWindowEnabled = true;
if (DLCs.Count > 0)
{
var empty = DLCs.Count == 1 ? "" : "s";
StatusText = $"Successfully got {DLCs.Count} DLC{empty}! Ready.";
}
else
{
StatusText = "No DLC found! Ready.";
}
}
public IMvxCommand SaveConfigCommand => new MvxAsyncCommand(SaveConfig);
private async Task SaveConfig()
{
_log.Info("Saving global settings...");
var globalConfiguration = new GoldbergGlobalConfiguration
{
AccountName = AccountName,
UserSteamId = SteamId,
Language = SelectedLanguage
};
await _goldberg.SetGlobalSettings(globalConfiguration).ConfigureAwait(false);
if (!DllSelected) return;
_log.Info("Saving Goldberg settings...");
if (!GetDllPathDir(out var dirPath)) return;
MainWindowEnabled = false;
StatusText = "Saving...";
await _goldberg.Save(dirPath, new GoldbergConfiguration
{
AppId = AppId,
DlcList = DLCs.ToList(),
Offline = Offline,
DisableNetworking = DisableNetworking,
DisableOverlay = DisableOverlay
}
).ConfigureAwait(false);
GoldbergApplied = _goldberg.GoldbergApplied(dirPath);
MainWindowEnabled = true;
StatusText = "Ready.";
}
public IMvxCommand ResetConfigCommand => new MvxAsyncCommand(ResetConfig);
private async Task ResetConfig()
{
var globalConfiguration = await _goldberg.GetGlobalSettings().ConfigureAwait(false);
AccountName = globalConfiguration.AccountName;
SteamId = globalConfiguration.UserSteamId;
SelectedLanguage = globalConfiguration.Language;
if (!DllSelected) return;
_log.Info("Reset form...");
MainWindowEnabled = false;
StatusText = "Resetting...";
await ReadConfig().ConfigureAwait(false);
MainWindowEnabled = true;
StatusText = "Ready.";
}
public IMvxCommand GenerateSteamInterfacesCommand => new MvxAsyncCommand(GenerateSteamInterfaces);
private async Task GenerateSteamInterfaces()
{
if (!DllSelected) return;
_log.Info("Generate steam_interfaces.txt...");
MainWindowEnabled = false;
StatusText = @"Generating ""steam_interfaces.txt"".";
GetDllPathDir(out var dirPath);
if (File.Exists(Path.Combine(dirPath, "steam_api_o.dll")))
await _goldberg.GenerateInterfacesFile(Path.Combine(dirPath, "steam_api_o.dll")).ConfigureAwait(false);
else if (File.Exists(Path.Combine(dirPath, "steam_api64_o.dll")))
await _goldberg.GenerateInterfacesFile(Path.Combine(dirPath, "steam_api64_o.dll"))
.ConfigureAwait(false);
else await _goldberg.GenerateInterfacesFile(DllPath).ConfigureAwait(false);
await RaisePropertyChanged(() => SteamInterfacesTxtExists).ConfigureAwait(false);
MainWindowEnabled = true;
StatusText = "Ready.";
}
public IMvxCommand PasteDlcCommand => new MvxCommand(() =>
{
if (!RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) return;
_log.Info("Trying to paste DLC list...");
if (!(Clipboard.ContainsText(TextDataFormat.UnicodeText) || Clipboard.ContainsText(TextDataFormat.Text)))
{
_log.Warn("Invalid DLC list!");
}
else
{
var pastedDlc = new List<SteamApp>();
var result = Clipboard.GetText();
var expression = new Regex(@"(?<id>.*) *= *(?<name>.*)");
foreach (var line in result.Split(new[]
{
"\n",
"\r\n"
}, StringSplitOptions.RemoveEmptyEntries))
{
var match = expression.Match(line);
if (match.Success)
pastedDlc.Add(new SteamApp
{
AppId = Convert.ToInt32(match.Groups["id"].Value),
Name = match.Groups["name"].Value
});
}
if (pastedDlc.Count > 0)
{
DLCs.Clear();
DLCs = new ObservableCollection<SteamApp>(pastedDlc);
var empty = DLCs.Count == 1 ? "" : "s";
StatusText = $"Successfully got {DLCs.Count} DLC{empty} from clipboard! Ready.";
}
else
{
StatusText = "No DLC found in clipboard! Ready.";
}
}
});
// OTHER METHODS //
private void ResetForm()
{
DllPath = "Path to game's steam_api(64).dll...";
GameName = "Game name...";
AppId = -1;
DLCs = new ObservableCollection<SteamApp>();
AccountName = "Account name...";
SteamId = -1;
Offline = false;
DisableNetworking = false;
DisableOverlay = false;
}
private async Task ReadConfig()
{
if (!GetDllPathDir(out var dirPath)) return;
var config = await _goldberg.Read(dirPath).ConfigureAwait(false);
SetFormFromConfig(config);
GoldbergApplied = _goldberg.GoldbergApplied(dirPath);
await RaisePropertyChanged(() => SteamInterfacesTxtExists).ConfigureAwait(false);
}
private void SetFormFromConfig(GoldbergConfiguration config)
{
AppId = config.AppId;
DLCs = new ObservableCollection<SteamApp>(config.DlcList);
Offline = config.Offline;
DisableNetworking = config.DisableNetworking;
DisableOverlay = config.DisableOverlay;
}
private bool GetDllPathDir(out string dirPath)
{
if (!DllSelected)
{
dirPath = null;
return false;
}
dirPath = Path.GetDirectoryName(DllPath);
if (dirPath != null) return true;
_log.Error($"Invalid directory for {DllPath}.");
return false;
}
}
}