Inheritance: IDisposable
示例#1
0
        protected EffectViewModel(MainManager mainManager, EffectModel effectModel)
        {
            MainManager = mainManager;
            EffectModel = effectModel;
            EffectSettings = effectModel.Settings;

            MainManager.OnEnabledChangedEvent += MainManagerOnOnEnabledChangedEvent;
            MainManager.EffectManager.OnEffectChangedEvent += EffectManagerOnOnEffectChangedEvent;
        }
示例#2
0
        /// <summary>
        ///     Get all profiles matching the provided game
        /// </summary>
        /// <param name="game">The game to match</param>
        /// <param name="keyboard">The keyboard to match</param>
        /// <returns>All profiles matching the provided game</returns>
        public static List<ProfileModel> GetAll(EffectModel game, KeyboardProvider keyboard)
        {
            if (game == null)
                throw new ArgumentNullException(nameof(game));
            if (keyboard == null)
                throw new ArgumentNullException(nameof(keyboard));

            return GetAll().Where(g => g.GameName.Equals(game.Name) && g.KeyboardSlug.Equals(keyboard.Slug)).ToList();
        }
        public ProfileEditorViewModel(MainManager mainManager, EffectModel gameModel, ProfileViewModel profileViewModel,
            MetroDialogService dialogService, string lastProfile, ILayerEditorVmFactory layerEditorVmFactory)
        {
            _mainManager = mainManager;
            _gameModel = gameModel;
            _layerEditorVmFactory = layerEditorVmFactory;

            Profiles = new BindableCollection<ProfileModel>();
            Layers = new BindableCollection<LayerModel>();
            ProfileViewModel = profileViewModel;
            DialogService = dialogService;
            LastProfile = lastProfile;

            PropertyChanged += EditorStateHandler;
            ProfileViewModel.PropertyChanged += LayerSelectedHandler;
            mainManager.DeviceManager.OnKeyboardChangedEvent += DeviceManagerOnOnKeyboardChangedEvent;

            _saveTimer = new Timer(5000);
            _saveTimer.Elapsed += ProfileSaveHandler;

            LoadProfiles();
        }
 public EffectChangedEventArgs(EffectModel effect)
 {
     Effect = effect;
 }
示例#5
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();
        }
示例#6
0
 /// <summary>
 ///     Disables the given game
 /// </summary>
 /// <param name="activeEffect"></param>
 public void DisableGame(EffectModel activeEffect)
 {
     _logger.Debug("Disabling game: {0}", activeEffect?.Name);
     if (GetLastEffect() == null)
         ClearEffect();
     else
         ChangeEffect(GetLastEffect());
 }
示例#7
0
        private void DeviceManagerOnOnKeyboardChangedEvent(object sender, KeyboardChangedEventArgs e)
        {
            _deviceManager.OnKeyboardChangedEvent -= DeviceManagerOnOnKeyboardChangedEvent;
            _logger.Debug("Resuming effect change");

            var effect = _waitEffect;
            _waitEffect = null;
            var loopManager = _waitLoopManager;
            _waitLoopManager = null;

            ChangeEffect(effect, loopManager);
        }