public GameTabViewModel(GameSetting setting, ZGameArchitecture baseArchitecture) { _setting = setting; _defaultArchitecture = baseArchitecture; Header = setting.Game.ToString(); BaseArchitecture = baseArchitecture.ToString(); OpposeArchitecture = baseArchitecture == ZGameArchitecture.x32 ? ZGameArchitecture.x64.ToString() : ZGameArchitecture.x32.ToString(); OpposeArchitecture = $"Use {OpposeArchitecture}"; UseAnotherArchitecture = _defaultArchitecture != _setting.PreferredArchitecture; Dlls = new ObservableCollection <string>(setting.Dlls.Select(Path.GetFileName)); }
public GameSettingsViewModel(GameSetting setting, ISettingsService settingsService, bool canChangeArchitecture) { _settings = setting; _defaultArchitecture = Environment.Is64BitOperatingSystem ? ZGameArchitecture.x64 : ZGameArchitecture.x32; _settingsService = settingsService; _settingsService.SetGlobalLock(); BaseArchitecture = _defaultArchitecture.ToString(); OpposeArchitecture = _defaultArchitecture == ZGameArchitecture.x32 ? ZGameArchitecture.x64.ToString() : ZGameArchitecture.x32.ToString(); OpposeArchitecture = $"Use {OpposeArchitecture}"; UseAnotherArchitecture = _defaultArchitecture != _settings.PreferredArchitecture; Dlls = new ObservableCollection <string>(setting.Dlls.Select(Path.GetFileName)); CanChangeArchitecture = canChangeArchitecture; CurrentArchitecture = $"Your system architecture is {_defaultArchitecture}"; }
private IZGameProcess _createRunGame(ZInstalledGame target, string command, ZGame game, ZGameArchitecture architecture) { switch (game) { case ZGame.BF3: return(new ZGameProcess(command, target, "venice_snowroller", "bf3")); case ZGame.BF4: return(new ZGameProcess(command, target, "warsaw_snowroller", architecture == ZGameArchitecture.x64 ? "bf4" : "bf4_x86")); case ZGame.BFH: return(new ZGameProcess(command, target, "omaha_snowroller", architecture == ZGameArchitecture.x64 ? "bfh" : "bfh_x86")); case ZGame.None: default: throw new Exception(); } }