private void Start() { if (Running) { return; } _logger.Debug("Starting LoopManager"); if (_deviceManager.ActiveKeyboard == null) { _deviceManager.EnableLastKeyboard(); } // If still null, no last keyboard, so stop. if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Cancel LoopManager start, no keyboard"); return; } if (_effectManager.ActiveEffect == null) { var lastEffect = _effectManager.GetLastEffect(); if (lastEffect == null) { _logger.Debug("Cancel LoopManager start, no effect"); return; } _effectManager.ChangeEffect(lastEffect); } Running = true; }
private void Start() { if (Running) { return; } _logger.Debug("Starting LoopManager"); if (_deviceManager.ActiveKeyboard == null) { _deviceManager.EnableLastKeyboard(); } while (_deviceManager.ChangingKeyboard) { Thread.Sleep(200); } // If still null, no last keyboard, so stop. if (_deviceManager.ActiveKeyboard == null) { _logger.Debug("Cancel LoopManager start, no keyboard"); return; } if (_moduleManager.ActiveModule == null) { var lastModule = _moduleManager.GetLastModule(); if (lastModule == null || !lastModule.Settings.IsEnabled) { _logger.Debug("Cancel LoopManager start, no module"); return; } _moduleManager.ChangeActiveModule(lastModule); } Running = true; }
/// <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 (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(); }