/// <summary> /// Loads the last active effect and starts the program /// </summary> public void EnableProgram() { Logger.Debug("Enabling program"); ProgramEnabled = true; LoopManager.StartAsync(); RaiseEnabledChangedEvent(new EnabledChangedEventArgs(ProgramEnabled)); }
/// <summary> /// Loads the last active effect and starts the program /// </summary> public void EnableProgram() { Logger.Debug("Enabling program"); ProgramEnabled = true; LoopManager.StartAsync(); _events.PublishOnUIThread(new ToggleEnabled(ProgramEnabled)); }
/// <summary> /// Loads the last active effect and starts the program /// </summary> public async void EnableProgram() { Logger.Debug("Enabling program"); ProgramEnabled = true; await LoopManager.StartAsync(); _migrationManager.MigrateProfiles(); RaiseEnabledChangedEvent(new EnabledChangedEventArgs(ProgramEnabled)); }
private void EnsurePreviewActive(ModuleViewModel toBeActive) { // If the current module is the same as what should be active, don't do anything if (_moduleManager.ActiveModule != null && _moduleManager.ActiveModule == toBeActive.ModuleModel) { return; } _logger.Debug("Activate profile preview"); _moduleManager.ChangeActiveModule(toBeActive.ModuleModel, null, false); // LoopManager might be running, this method won't do any harm in that case. _loopManager.StartAsync(); }
/// <summary> /// Keeps track of profiles being previewed and sets up the active efffect accordingly /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void SetupProfilePreview(object sender, ElapsedEventArgs e) { if (string.IsNullOrEmpty(_generalSettings.LastKeyboard) || _deviceManager.ChangingKeyboard || ProfilePreviewModel == null) { return; } var activePreview = GameViewModels.FirstOrDefault(vm => vm.IsActive); if (activePreview == null) { // Should not be active if no selected profile is set if (_effectManager.ActiveEffect != ProfilePreviewModel) { return; } _logger.Debug("Loading last effect after profile preview"); var lastEffect = _effectManager.GetLastEffect(); if (lastEffect != null) { _effectManager.ChangeEffect(lastEffect); } else { _effectManager.ClearEffect(); } } else { if (_effectManager.ActiveEffect != ProfilePreviewModel && !(_effectManager.ActiveEffect is GameModel)) { _logger.Debug("Activate profile preview"); _effectManager.ChangeEffect(ProfilePreviewModel); } // LoopManager might be running, this method won't do any harm in that case. _loopManager.StartAsync(); ProfilePreviewModel.ProfileViewModel = activePreview.ProfileEditor.ProfileViewModel; if (!ReferenceEquals(ProfilePreviewModel.Profile, activePreview.ProfileEditor.SelectedProfile)) { ProfilePreviewModel.Profile = activePreview.ProfileEditor.SelectedProfile; } } }
/// <summary> /// Disables the current module and changes it to the provided module. /// </summary> /// <param name="moduleModel">The module to activate</param> /// <param name="loopManager">Optionally pass the LoopManager to automatically start it, if it's not running.</param> /// <param name="storeAsLast">Whether or not to store this effect as the last effect</param> public void ChangeActiveModule(ModuleModel moduleModel, LoopManager loopManager = null, bool storeAsLast = true) { if (_waitEffect != null) { _logger.Debug("Stopping module change because a change is already queued"); return; } if (moduleModel == null) { throw new ArgumentNullException(nameof(moduleModel)); } if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Stopping module change until keyboard is enabled"); _waitEffect = moduleModel; _waitLoopManager = loopManager; _deviceManager.OnKeyboardChanged += DeviceManagerOnOnKeyboardChanged; _deviceManager.EnableLastKeyboard(); return; } // Process bound modules are only used if they are enabled if (moduleModel.Settings != null && !moduleModel.Settings.IsEnabled && moduleModel.IsBoundToProcess) { _logger.Debug("Cancelling module change, provided module is process bound and not enabled"); return; } var wasNull = false; if (ActiveModule == null) { wasNull = true; ActiveModule = moduleModel; } lock (ActiveModule) { if (!wasNull) { ActiveModule.Dispose(); } lock (moduleModel) { ActiveModule = moduleModel; ActiveModule.Enable(); if (!ActiveModule.IsInitialized) { _logger.Debug("Cancelling module change, couldn't initialize the module ({0})", moduleModel.Name); ActiveModule = null; return; } } } if (loopManager != null && !loopManager.Running) { _logger.Debug("Starting LoopManager for module change"); loopManager.StartAsync(); } if (!ActiveModule.IsBoundToProcess && !ActiveModule.IsOverlay && storeAsLast) { _generalSettings.LastModule = ActiveModule?.Name; _generalSettings.Save(); } _logger.Debug("Changed active module to: {0}", moduleModel.Name); RaiseEffectChangedEvent(new ModuleChangedEventArgs(moduleModel)); }
/// <summary> /// Disables the current effect and changes it to the provided effect. /// </summary> /// <param name="effectModel">The effect to activate</param> /// <param name="loopManager">Optionally pass the LoopManager to automatically start it, if it's not running.</param> public void ChangeEffect(EffectModel effectModel, LoopManager loopManager = null) { if (_waitEffect != null) { _logger.Debug("Stopping effect because a change is already queued"); return; } if (effectModel == null) throw new ArgumentNullException(nameof(effectModel)); if (effectModel is OverlayModel) throw new ArgumentException("Can't set an Overlay effect as the active effect"); if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Stopping effect change until keyboard is enabled"); _waitEffect = effectModel; _waitLoopManager = loopManager; _deviceManager.OnKeyboardChangedEvent += DeviceManagerOnOnKeyboardChangedEvent; _deviceManager.EnableLastKeyboard(); return; } // Game models are only used if they are enabled var gameModel = effectModel as GameModel; if (gameModel != null) if (!gameModel.Enabled) { _logger.Debug("Cancelling effect change, provided game not enabled"); return; } var wasNull = false; if (ActiveEffect == null) { wasNull = true; ActiveEffect = effectModel; } lock (ActiveEffect) { if (!wasNull) ActiveEffect.Dispose(); ActiveEffect = effectModel; ActiveEffect.Enable(); if (!ActiveEffect.Initialized) { _logger.Debug("Cancelling effect change, couldn't initialize the effect ({0})", effectModel.Name); ActiveEffect = null; return; } } if (loopManager != null && !loopManager.Running) { _logger.Debug("Starting LoopManager for effect change"); loopManager.StartAsync(); } _logger.Debug("Changed active effect to: {0}", effectModel.Name); if (ActiveEffect is GameModel || ActiveEffect is ProfilePreviewModel) return; // Non-game effects are stored as the new LastEffect. _generalSettings.LastEffect = ActiveEffect?.Name; _generalSettings.Save(); }
/// <summary> /// Disables the current effect and changes it to the provided effect. /// </summary> /// <param name="effectModel">The effect to activate</param> /// <param name="loopManager">Optionally pass the LoopManager to automatically start it, if it's not running.</param> public void ChangeEffect(EffectModel effectModel, LoopManager loopManager = null) { if (effectModel == null) { throw new ArgumentNullException(nameof(effectModel)); } if (effectModel is OverlayModel) { throw new ArgumentException("Can't set an Overlay effect as the active effect"); } if (_deviceManager.ActiveKeyboard == null) { _deviceManager.EnableLastKeyboard(); } // If still null, no last keyboard, so stop. if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Cancelling effect change, no LastKeyboard"); return; } // Game models are only used if they are enabled var gameModel = effectModel as GameModel; if (gameModel != null) { if (!gameModel.Enabled) { _logger.Debug("Cancelling effect change, provided game not enabled"); return; } } var wasNull = false; if (ActiveEffect == null) { wasNull = true; ActiveEffect = effectModel; } lock (ActiveEffect) { if (!wasNull) { ActiveEffect.Dispose(); } ActiveEffect = effectModel; ActiveEffect.Enable(); if (!ActiveEffect.Initialized) { _logger.Debug("Cancelling effect change, couldn't initialize the effect ({0})", effectModel.Name); ActiveEffect = null; return; } } if (loopManager != null && !loopManager.Running) { _logger.Debug("Starting LoopManager for effect change"); loopManager.StartAsync(); } _logger.Debug("Changed active effect to: {0}", effectModel.Name); if (ActiveEffect is GameModel || ActiveEffect is ProfilePreviewModel) { return; } // Non-game effects are stored as the new LastEffect. General.Default.LastEffect = ActiveEffect?.Name; General.Default.Save(); }
/// <summary> /// Disables the current effect and changes it to the provided effect. /// </summary> /// <param name="effectModel">The effect to activate</param> /// <param name="loopManager">Optionally pass the LoopManager to automatically start it, if it's not running.</param> public void ChangeEffect(EffectModel effectModel, LoopManager loopManager = null) { if (_waitEffect != null) { _logger.Debug("Stopping effect because a change is already queued"); return; } if (effectModel == null) { throw new ArgumentNullException(nameof(effectModel)); } if (effectModel is OverlayModel) { throw new ArgumentException("Can't set an Overlay effect as the active effect"); } if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Stopping effect change until keyboard is enabled"); _waitEffect = effectModel; _waitLoopManager = loopManager; _deviceManager.OnKeyboardChangedEvent += DeviceManagerOnOnKeyboardChangedEvent; _deviceManager.EnableLastKeyboard(); return; } // Game models are only used if they are enabled var gameModel = effectModel as GameModel; if (gameModel != null) { if (!gameModel.Enabled) { _logger.Debug("Cancelling effect change, provided game not enabled"); return; } } var wasNull = false; if (ActiveEffect == null) { wasNull = true; ActiveEffect = effectModel; } lock (ActiveEffect) { if (!wasNull) { ActiveEffect.Dispose(); } ActiveEffect = effectModel; ActiveEffect.Enable(); if (!ActiveEffect.Initialized) { _logger.Debug("Cancelling effect change, couldn't initialize the effect ({0})", effectModel.Name); ActiveEffect = null; return; } } if (loopManager != null && !loopManager.Running) { _logger.Debug("Starting LoopManager for effect change"); loopManager.StartAsync(); } _logger.Debug("Changed active effect to: {0}", effectModel.Name); if (ActiveEffect is GameModel || ActiveEffect is ProfilePreviewModel) { return; } // Non-game effects are stored as the new LastEffect. _generalSettings.LastEffect = ActiveEffect?.Name; _generalSettings.Save(); }