/// <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(); }