Age | Commit message (Collapse) | Author |
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The buttons in the GUI disable whilst you're updating Northstar and
potentionally doing other things in the future, I also added a way to
log things in the app, albeit it just prints it in the "Welcome to
Viper!" part of the app, which is just fine.
I also added all the needed language strings for the GUI logs and
removed "gui.missinggamepath" as we use it for both the CLI and GUI even
tho "general.missinggamepath" exists, and so we now use the general one
for both, as the messages are the same.
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The version now refreshes when you update/install Northstar, I renamed
vpVersion/nsVersion to just vpversion/nsversion and
getInstalledVersion() to getNSVersion(), removed uses of
getElementById() with just the ID. I also added English localization.
The versions text color is now bound by a CSS variable (we may use it in
the future again).
I'm also not sure what the point of `style="white-space: nowrap;"` was,
as I don't see much of a difference? Rather instead use `<nobr>` in the
lang file if needed.
Besides that I did tiny code cleanup.
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This will need to be remade once #10 is merged, as to include the
installed Northstar version.
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feat: Icons
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feat: French localisation
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Simply code style changes, also removed the content of the version divs
since they'll be replaced anyway.
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into feat/icon
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Apparently I'm dumb and when I did this I read what it was on by default
when making the `width` variable, when doing so I accidentally read the
height's value (115), compared to the width (600), I don't know how I
managed to do this, I'm dumb...
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This should more or less ensure everything remains responsive even if
the language is one with very long strings.
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That is, it's now using our localization module...
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If a message is not localized it'll default back to English, instead of
just giving back the string...
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feat: Updates downloading
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I'm not quite sure what the purpose of this function is considering we
only use it once, and there's not much reason to export it or anything.
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After game path was set on Windows in first launch, the settings
object would not be written to viper.json file, meaning that on
next start, settings.gamepath variable would be loaded with a ""
value, leading to errors.
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By error I forgot to include this check... I also added in the ability
for it to look for a lang file without the extra locale info on the end,
i.e if "en-GB" is not found it'll try "en"
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This may or may not be how we actually do localization in the future,
however for now this seems doable. I will obviously need to look at how
we detect the language, as I think instead of relying on names like
"en-US" just have "en", so we don't have to symlink various editions of
English to the same file. But for now this is a draft, and the important
part of this is rather how the underlying localization works.
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We now just use a fixed string ("viper.json")
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However, I can't figure out a way to directly exclude it in the unzip
package, hence, it just renames the original to "<file>.excluded" when
the extraction is done it then renames it back to it's original aka
"<file>", overwriting what was extracted, which essentially excludes
some files.
If there exists an unzip library/package that has options for excluding
files we should move to that, but until something as such is found the
current way is how we'll do it.
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A bug stopped the settings.zip variable from being set after choosing
the path, this resulted in Viper trying to save the zip to root.
This was only on first launch, relaunching would fix this. For obvious
reasons.
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