ryujinx/Ryujinx/Ui/MainWindow.cs

600 lines
25 KiB
C#
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Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
using DiscordRPC;
using Gtk;
using GUI = Gtk.Builder.ObjectAttribute;
using Ryujinx.Audio;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Gal.OpenGL;
using Ryujinx.Profiler;
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
namespace Ryujinx.UI
{
public class MainWindow : Window
{
internal static HLE.Switch _device;
private static IGalRenderer _renderer;
private static IAalOutput _audioOut;
private static Application _gtkApplication;
private static ListStore _tableStore;
private static bool _gameLoaded = false;
private static string _userId = "00000000000000000000000000000001";
public static bool DiscordIntegrationEnabled { get; set; }
public static DiscordRpcClient DiscordClient;
public static RichPresence DiscordPresence;
#pragma warning disable 649
[GUI] Window _mainWin;
[GUI] CheckMenuItem _fullScreen;
[GUI] MenuItem _stopEmulation;
[GUI] CheckMenuItem _iconToggle;
[GUI] CheckMenuItem _titleToggle;
[GUI] CheckMenuItem _developerToggle;
[GUI] CheckMenuItem _versionToggle;
[GUI] CheckMenuItem _timePlayedToggle;
[GUI] CheckMenuItem _lastPlayedToggle;
[GUI] CheckMenuItem _fileExtToggle;
[GUI] CheckMenuItem _fileSizeToggle;
[GUI] CheckMenuItem _pathToggle;
[GUI] Box _box;
[GUI] TreeView _gameTable;
[GUI] GLArea _glScreen;
#pragma warning restore 649
public MainWindow(string[] args, Application gtkApplication) : this(new Builder("Ryujinx.Ui.MainWindow.glade"), args, gtkApplication) { }
private MainWindow(Builder builder, string[] args, Application gtkApplication) : base(builder.GetObject("_mainWin").Handle)
{
_renderer = new OglRenderer();
_audioOut = InitializeAudioEngine();
_device = new HLE.Switch(_renderer, _audioOut);
Configuration.Load(System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
Configuration.InitialConfigure(_device);
ApplicationLibrary.Init(SwitchSettings.SwitchConfig.GameDirs, _device.System.KeySet, _device.System.State.DesiredTitleLanguage);
_gtkApplication = gtkApplication;
ApplyTheme();
if (DiscordIntegrationEnabled)
{
DiscordClient = new DiscordRpcClient("568815339807309834");
DiscordPresence = new RichPresence
{
Assets = new Assets
{
LargeImageKey = "ryujinx",
LargeImageText = "Ryujinx is an emulator for the Nintendo Switch"
},
Details = "Main Menu",
State = "Idling",
Timestamps = new Timestamps(DateTime.UtcNow)
};
DiscordClient.Initialize();
DiscordClient.SetPresence(DiscordPresence);
}
builder.Autoconnect(this);
DeleteEvent += Window_Close;
2019-09-07 13:23:09 +00:00
_mainWin.Icon = new Gdk.Pixbuf(Assembly.GetExecutingAssembly(), "Ryujinx.Ui.assets.ryujinxIcon.png");
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
_stopEmulation.Sensitive = false;
if (SwitchSettings.SwitchConfig.GuiColumns[0]) { _iconToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[1]) { _titleToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[2]) { _developerToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[3]) { _versionToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[4]) { _timePlayedToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[5]) { _lastPlayedToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[6]) { _fileExtToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[7]) { _fileSizeToggle.Active = true; }
if (SwitchSettings.SwitchConfig.GuiColumns[8]) { _pathToggle.Active = true; }
if (args.Length == 1)
{
// Temporary code section start, remove this section when game is rendered to the GLArea in the GUI
_box.Remove(_glScreen);
if (SwitchSettings.SwitchConfig.GuiColumns[0]) { _gameTable.AppendColumn("Icon", new CellRendererPixbuf(), "pixbuf", 0); }
if (SwitchSettings.SwitchConfig.GuiColumns[1]) { _gameTable.AppendColumn("Application", new CellRendererText(), "text", 1); }
if (SwitchSettings.SwitchConfig.GuiColumns[2]) { _gameTable.AppendColumn("Developer", new CellRendererText(), "text", 2); }
if (SwitchSettings.SwitchConfig.GuiColumns[3]) { _gameTable.AppendColumn("Version", new CellRendererText(), "text", 3); }
if (SwitchSettings.SwitchConfig.GuiColumns[4]) { _gameTable.AppendColumn("Time Played", new CellRendererText(), "text", 4); }
if (SwitchSettings.SwitchConfig.GuiColumns[5]) { _gameTable.AppendColumn("Last Played", new CellRendererText(), "text", 5); }
if (SwitchSettings.SwitchConfig.GuiColumns[6]) { _gameTable.AppendColumn("File Ext", new CellRendererText(), "text", 6); }
if (SwitchSettings.SwitchConfig.GuiColumns[7]) { _gameTable.AppendColumn("File Size", new CellRendererText(), "text", 7); }
if (SwitchSettings.SwitchConfig.GuiColumns[8]) { _gameTable.AppendColumn("Path", new CellRendererText(), "text", 8); }
_tableStore = new ListStore(typeof(Gdk.Pixbuf), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string));
_gameTable.Model = _tableStore;
UpdateGameTable();
// Temporary code section end
}
else
{
_box.Remove(_glScreen);
if (SwitchSettings.SwitchConfig.GuiColumns[0]) { _gameTable.AppendColumn("Icon", new CellRendererPixbuf(), "pixbuf", 0); }
if (SwitchSettings.SwitchConfig.GuiColumns[1]) { _gameTable.AppendColumn("Application", new CellRendererText(), "text", 1); }
if (SwitchSettings.SwitchConfig.GuiColumns[2]) { _gameTable.AppendColumn("Developer", new CellRendererText(), "text", 2); }
if (SwitchSettings.SwitchConfig.GuiColumns[3]) { _gameTable.AppendColumn("Version", new CellRendererText(), "text", 3); }
if (SwitchSettings.SwitchConfig.GuiColumns[4]) { _gameTable.AppendColumn("Time Played", new CellRendererText(), "text", 4); }
if (SwitchSettings.SwitchConfig.GuiColumns[5]) { _gameTable.AppendColumn("Last Played", new CellRendererText(), "text", 5); }
if (SwitchSettings.SwitchConfig.GuiColumns[6]) { _gameTable.AppendColumn("File Ext", new CellRendererText(), "text", 6); }
if (SwitchSettings.SwitchConfig.GuiColumns[7]) { _gameTable.AppendColumn("File Size", new CellRendererText(), "text", 7); }
if (SwitchSettings.SwitchConfig.GuiColumns[8]) { _gameTable.AppendColumn("Path", new CellRendererText(), "text", 8); }
_tableStore = new ListStore(typeof(Gdk.Pixbuf), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string), typeof(string));
_gameTable.Model = _tableStore;
UpdateGameTable();
}
}
public static void CreateErrorDialog(string errorMessage)
{
MessageDialog errorDialog = new MessageDialog(null, DialogFlags.Modal, MessageType.Error, ButtonsType.Ok, errorMessage)
{
Title = "Ryujinx - Error",
2019-09-07 13:23:09 +00:00
Icon = new Gdk.Pixbuf(Assembly.GetExecutingAssembly(), "Ryujinx.Ui.assets.ryujinxIcon.png"),
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
WindowPosition = WindowPosition.Center
};
errorDialog.SetSizeRequest(100, 20);
errorDialog.Run();
errorDialog.Destroy();
}
public static void UpdateGameTable()
{
_tableStore.Clear();
ApplicationLibrary.Init(SwitchSettings.SwitchConfig.GameDirs, _device.System.KeySet, _device.System.State.DesiredTitleLanguage);
foreach (ApplicationLibrary.ApplicationData AppData in ApplicationLibrary.ApplicationLibraryData)
{
_tableStore.AppendValues(new Gdk.Pixbuf(AppData.Icon, 75, 75), $"{AppData.TitleName}\n{AppData.TitleId.ToUpper()}", AppData.Developer, AppData.Version, AppData.TimePlayed, AppData.LastPlayed, AppData.FileExt, AppData.FileSize, AppData.Path);
}
}
public static void ApplyTheme()
{
CssProvider cssProvider = new CssProvider();
if (SwitchSettings.SwitchConfig.EnableCustomTheme)
{
if (File.Exists(SwitchSettings.SwitchConfig.CustomThemePath) && (System.IO.Path.GetExtension(SwitchSettings.SwitchConfig.CustomThemePath) == ".css"))
{
cssProvider.LoadFromPath(SwitchSettings.SwitchConfig.CustomThemePath);
}
else
{
Logger.PrintWarning(LogClass.Application, $"The \"custom_theme_path\" section in \"Config.json\" contains an invalid path: \"{SwitchSettings.SwitchConfig.CustomThemePath}\"");
}
}
else
{
cssProvider.LoadFromPath(System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Theme.css"));
}
StyleContext.AddProviderForScreen(Gdk.Screen.Default, cssProvider, 800);
}
internal void LoadApplication(string path)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (_gameLoaded)
{
CreateErrorDialog("A game has already been loaded. Please close the emulator and try again");
}
else
{
if (Directory.Exists(path))
{
string[] romFsFiles = Directory.GetFiles(path, "*.istorage");
if (romFsFiles.Length == 0)
{
romFsFiles = Directory.GetFiles(path, "*.romfs");
}
if (romFsFiles.Length > 0)
{
Logger.PrintInfo(LogClass.Application, "Loading as cart with RomFS.");
_device.LoadCart(path, romFsFiles[0]);
}
else
{
Logger.PrintInfo(LogClass.Application, "Loading as cart WITHOUT RomFS.");
_device.LoadCart(path);
}
}
else if (File.Exists(path))
{
switch (System.IO.Path.GetExtension(path).ToLowerInvariant())
{
case ".xci":
Logger.PrintInfo(LogClass.Application, "Loading as XCI.");
_device.LoadXci(path);
break;
case ".nca":
Logger.PrintInfo(LogClass.Application, "Loading as NCA.");
_device.LoadNca(path);
break;
case ".nsp":
case ".pfs0":
Logger.PrintInfo(LogClass.Application, "Loading as NSP.");
_device.LoadNsp(path);
break;
default:
Logger.PrintInfo(LogClass.Application, "Loading as homebrew.");
try
{
_device.LoadProgram(path);
}
catch (ArgumentOutOfRangeException)
{
Logger.PrintError(LogClass.Application, $"The file which you have specified is unsupported by Ryujinx");
}
break;
}
}
else
{
Logger.PrintWarning(LogClass.Application, "Please specify a valid XCI/NCA/NSP/PFS0/NRO file");
End();
}
new Thread(new ThreadStart(CreateGameWindow)).Start();
_gameLoaded = true;
_stopEmulation.Sensitive = true;
if (DiscordIntegrationEnabled)
{
if (File.ReadAllLines(System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "RPsupported.dat")).Contains(_device.System.TitleID))
{
DiscordPresence.Assets.LargeImageKey = _device.System.TitleID;
}
string state = _device.System.TitleID;
if (state == null)
{
state = "Ryujinx";
}
else
{
state = state.ToUpper();
}
string details = "Idling";
if (_device.System.TitleName != null)
{
details = $"Playing {_device.System.TitleName}";
}
DiscordPresence.Details = details;
DiscordPresence.State = state;
DiscordPresence.Assets.LargeImageText = _device.System.TitleName;
DiscordPresence.Assets.SmallImageKey = "ryujinx";
DiscordPresence.Assets.SmallImageText = "Ryujinx is an emulator for the Nintendo Switch";
DiscordPresence.Timestamps = new Timestamps(DateTime.UtcNow);
DiscordClient.SetPresence(DiscordPresence);
}
try
{
string savePath = System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "RyuFS", "nand", "user", "save", "0000000000000000", _userId, _device.System.TitleID);
if (File.Exists(System.IO.Path.Combine(savePath, "TimePlayed.dat")) == false)
{
Directory.CreateDirectory(savePath);
using (FileStream stream = File.OpenWrite(System.IO.Path.Combine(savePath, "TimePlayed.dat")))
{
stream.Write(Encoding.ASCII.GetBytes("0"));
}
}
if (File.Exists(System.IO.Path.Combine(savePath, "LastPlayed.dat")) == false)
{
Directory.CreateDirectory(savePath);
using (FileStream stream = File.OpenWrite(System.IO.Path.Combine(savePath, "LastPlayed.dat")))
{
stream.Write(Encoding.ASCII.GetBytes("Never"));
}
}
using (FileStream stream = File.OpenWrite(System.IO.Path.Combine(savePath, "LastPlayed.dat")))
{
using (StreamWriter writer = new StreamWriter(stream))
{
writer.WriteLine(DateTime.UtcNow);
}
}
}
catch (ArgumentNullException)
{
Logger.PrintWarning(LogClass.Application, $"Could not access save path to retrieve time/last played data using: UserID: {_userId}, TitleID: {_device.System.TitleID}");
}
}
}
private static void CreateGameWindow()
{
Configuration.ConfigureHid(_device, SwitchSettings.SwitchConfig);
using (GlScreen screen = new GlScreen(_device, _renderer))
{
screen.MainLoop();
End();
}
}
private static void End()
{
if (_gameLoaded)
{
try
{
string savePath = System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "RyuFS", "nand", "user", "save", "0000000000000000", _userId, _device.System.TitleID);
double currentPlayTime = 0;
using (FileStream stream = File.OpenRead(System.IO.Path.Combine(savePath, "LastPlayed.dat")))
{
using (StreamReader reader = new StreamReader(stream))
{
DateTime startTime = DateTime.Parse(reader.ReadLine());
using (FileStream lastPlayedStream = File.OpenRead(System.IO.Path.Combine(savePath, "TimePlayed.dat")))
{
using (StreamReader lastPlayedReader = new StreamReader(lastPlayedStream))
{
currentPlayTime = double.Parse(lastPlayedReader.ReadLine());
}
}
using (FileStream timePlayedStream = File.OpenWrite(System.IO.Path.Combine(savePath, "TimePlayed.dat")))
{
using (StreamWriter timePlayedWriter = new StreamWriter(timePlayedStream))
{
timePlayedWriter.WriteLine(currentPlayTime + Math.Round(DateTime.UtcNow.Subtract(startTime).TotalSeconds, MidpointRounding.AwayFromZero));
}
}
}
}
}
catch (ArgumentNullException)
{
Logger.PrintWarning(LogClass.Application, $"Could not access save path to retrieve time/last played data using: UserID: {_userId}, TitleID: {_device.System.TitleID}");
}
}
Profile.FinishProfiling();
_device.Dispose();
_audioOut.Dispose();
DiscordClient.Dispose();
Logger.Shutdown();
Environment.Exit(0);
}
/// <summary>
/// Picks an <see cref="IAalOutput"/> audio output renderer supported on this machine
/// </summary>
/// <returns>An <see cref="IAalOutput"/> supported by this machine</returns>
private static IAalOutput InitializeAudioEngine()
{
if (SoundIoAudioOut.IsSupported)
{
return new SoundIoAudioOut();
}
else if (OpenALAudioOut.IsSupported)
{
return new OpenALAudioOut();
}
else
{
return new DummyAudioOut();
}
}
//Events
private void Row_Activated(object o, RowActivatedArgs args)
{
_tableStore.GetIter(out TreeIter treeIter, new TreePath(args.Path.ToString()));
string path = (string)_tableStore.GetValue(treeIter, 8);
LoadApplication(path);
}
private void Load_Application_File(object o, EventArgs args)
{
FileChooserDialog fileChooser = new FileChooserDialog("Choose the file to open", this, FileChooserAction.Open, "Cancel", ResponseType.Cancel, "Open", ResponseType.Accept);
fileChooser.Filter = new FileFilter();
fileChooser.Filter.AddPattern("*.nsp" );
fileChooser.Filter.AddPattern("*.pfs0");
fileChooser.Filter.AddPattern("*.xci" );
fileChooser.Filter.AddPattern("*.nca" );
fileChooser.Filter.AddPattern("*.nro" );
fileChooser.Filter.AddPattern("*.nso" );
if (fileChooser.Run() == (int)ResponseType.Accept)
{
LoadApplication(fileChooser.Filename);
}
fileChooser.Destroy();
}
private void Load_Application_Folder(object o, EventArgs args)
{
FileChooserDialog fileChooser = new FileChooserDialog("Choose the folder to open", this, FileChooserAction.SelectFolder, "Cancel", ResponseType.Cancel, "Open", ResponseType.Accept);
if (fileChooser.Run() == (int)ResponseType.Accept)
{
LoadApplication(fileChooser.Filename);
}
fileChooser.Destroy();
}
private void Open_Ryu_Folder(object o, EventArgs args)
{
Process.Start(new ProcessStartInfo()
{
FileName = System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "RyuFs"),
UseShellExecute = true,
Verb = "open"
});
}
private void Exit_Pressed(object o, EventArgs args)
{
End();
}
private void Window_Close(object o, DeleteEventArgs args)
{
End();
}
private void StopEmulation_Pressed(object o, EventArgs args)
{
// TODO: Write logic to kill running game
}
private void FullScreen_Toggled(object o, EventArgs args)
{
if (_fullScreen.Active)
{
Fullscreen();
}
else
{
Unfullscreen();
}
}
private void Settings_Pressed(object o, EventArgs args)
{
SwitchSettings SettingsWin = new SwitchSettings(_device);
_gtkApplication.Register(GLib.Cancellable.Current);
_gtkApplication.AddWindow(SettingsWin);
SettingsWin.Show();
}
private void Update_Pressed(object o, EventArgs args)
{
string ryuUpdater = System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "RyuFS", "RyuUpdater.exe");
try
{
Process.Start(new ProcessStartInfo(ryuUpdater, "/U") { UseShellExecute = true });
}
catch(System.ComponentModel.Win32Exception)
{
CreateErrorDialog("Update canceled by user or updater was not found");
}
}
private void About_Pressed(object o, EventArgs args)
{
AboutWindow AboutWin = new AboutWindow();
_gtkApplication.Register(GLib.Cancellable.Current);
_gtkApplication.AddWindow(AboutWin);
AboutWin.Show();
}
private void Icon_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[0] = _iconToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void Title_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[1] = _titleToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void Developer_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[2] = _developerToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void Version_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[3] = _versionToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void TimePlayed_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[4] = _timePlayedToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void LastPlayed_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[5] = _lastPlayedToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void FileExt_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[6] = _fileExtToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void FileSize_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[7] = _fileSizeToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
private void Path_Toggled(object o, EventArgs args)
{
SwitchSettings.SwitchConfig.GuiColumns[8] = _pathToggle.Active;
Configuration.SaveConfig(SwitchSettings.SwitchConfig, System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json"));
}
}
}