Пример #1
0
        /// <summary>
        ///     Clears the current effect
        /// </summary>
        public void ClearEffect()
        {
            if (ActiveEffect == null)
            {
                return;
            }

            lock (ActiveEffect)
            {
                ActiveEffect.Dispose();
                ActiveEffect = null;

                _generalSettings.LastEffect = null;
                _generalSettings.Save();
            }

            _logger.Debug("Cleared active effect");
        }
Пример #2
0
        /// <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();
        }
Пример #3
0
        /// <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();
        }