const fs = require("fs"); const Fuse = require("fuse.js"); const ipcRenderer = require("electron").ipcRenderer; const lang = require("../../lang"); const events = require("./events"); const popups = require("./popups"); let settings_fuse; // base settings, and future set settings data let settings_data = { nsargs: "", gamepath: "", nsupdate: true, autolang: true, forcedlang: "en", autoupdate: true, originkill: false, zip: "/northstar.zip", lang: navigator.language, excludes: [ "ns_startup_args.txt", "ns_startup_args_dedi.txt" ] } // loads the settings if (fs.existsSync("viper.json")) { let iteration = 0; // loads the config file, it's loaded in an interval like this in // case the config file is currently being written to, if we were to // read from the file during that, then it'd be empty or similar. // // and because of that, we check if the file is empty when loading // it, if so we wait 100ms, then check again, and we keep doing that // hoping it'll become normal again. unless we've checked it 50 // times, then we simply give up, and force the user to re-select // the gamepath, as this'll make the config file readable again. // // ideally it'll never have to check those 50 times, it's only in // case something terrible has gone awry, like if a write got // interrupted, or a user messed with the file. // // were it to truly be broken, then it'd take up to 5 seconds to // then reset, this is basically nothing, especially considering // this should only happen in very rare cases... hopefully! let config_interval = setInterval(() => { let gamepath = require("./gamepath"); iteration++; config = json("viper.json") || {}; // checks whether `settings_data.gamepath` is set, and if so, // it'll attempt to load ns_startup_args.txt let parse_settings = () => { // if gamepath is not set, attempt to set it if (settings_data.gamepath.length === 0) { gamepath.set(false); } else { // if the gamepath is set, we'll simply tell the main // process about it, and it'll then show the main // renderer BrowserWindow gamepath.set(true); } // filepath to Northstar's startup args file let args = path.join(settings_data.gamepath, "ns_startup_args.txt"); // check file exists, and that no `nsargs` setting was set if (! settings_data.nsargs && fs.existsSync(args)) { // load arguments from file into `settings` settings_data.nsargs = fs.readFileSync(args, "utf8") || ""; } } // make sure config isn't empty if (Object.keys(config).length !== 0) { // add `config` to `settings_data` settings.set(config); parse_settings(); clearInterval(config_interval); return; } // we've attempted to load the config 50 times now, give up if (iteration >= 50) { // request a new gamepath be set gamepath.set(false); clearInterval(config_interval); } }, 100) } else { require("./gamepath").set(); } ipcRenderer.on("changed-settings", (e, new_settings) => { // attempt to set `settings_data` to `new_settings` try { settings.set(new_settings); }catch(e) {} }) let settings = { data: () => {return settings_data}, // asks the main process to reset the config/settings file reset: () => { ipcRenderer.send("reset-config"); }, // merges `object` with `settings_data`, unless `no_merge` is set, // then it replaces it entirely set: (object, no_merge) => { if (no_merge) { settings_data = object; return; } settings_data = { ...settings_data, ...object } }, popup: {} } settings.popup.toggle = (state) => { settings.popup.load(); options.scrollTo(0, 0); popups.set("#options", state); } settings.popup.apply = () => { settings = {...settings, ...settings.popup.get()}; ipcRenderer.send("save-settings", settings.popup.get()); } settings.popup.get = () => { let opts = {}; let options = document.querySelectorAll(".option"); for (let i = 0; i < options.length; i++) { let optName = options[i].getAttribute("name"); if (options[i].querySelector(".actions input")) { let input = options[i].querySelector(".actions input").value; if (options[i].getAttribute("type")) { opts[optName] = input.split(" "); } else { opts[optName] = input; } } else if (options[i].querySelector(".actions select")) { opts[optName] = options[i].querySelector(".actions select").value; } else if (options[i].querySelector(".actions .switch")) { if (options[i].querySelector(".actions .switch.on")) { opts[optName] = true; } else { opts[optName] = false; } } } return opts; } settings.popup.load = () => { // re-opens any closed categories let categories = document.querySelectorAll("#options details"); for (let i = 0; i < categories.length; i++) { categories[i].setAttribute("open", true); } let options = document.querySelectorAll(".option"); for (let i = 0; i < options.length; i++) { let optName = options[i].getAttribute("name"); if (optName == "forcedlang") { let div = options[i].querySelector("select"); div.innerHTML = ""; let lang_dir = __dirname + "/../../lang"; let langs = fs.readdirSync(lang_dir); for (let i in langs) { let lang_file = require(lang_dir + "/" + langs[i]); let lang_no_extension = langs[i].replace(/\..*$/, ""); if (! lang_file.lang || ! lang_file.lang.title) { continue; } let title = lang_file.lang.title; if (title) { div.innerHTML += `` } } div.value = settings_data.forcedlang; continue; } if (settings_data[optName] != undefined) { switch(typeof settings_data[optName]) { case "string": options[i].querySelector(".actions input").value = settings_data[optName]; break case "object": options[i].querySelector(".actions input").value = settings_data[optName].join(" "); break case "boolean": let switchDiv = options[i].querySelector(".actions .switch"); if (settings_data[optName]) { switchDiv.classList.add("on"); switchDiv.classList.remove("off"); } else { switchDiv.classList.add("off"); switchDiv.classList.remove("on"); } break } } } // create Fuse based on options from `get_search_arr()` settings_fuse = new Fuse(get_search_arr(), { keys: ["text"], threshold: 0.4, ignoreLocation: true }) // reset search settings.popup.search(); search_el.value = ""; ipcRenderer.send("can-autoupdate"); ipcRenderer.on("cant-autoupdate", () => { document.querySelector(".option[name=autoupdate]") .style.display = "none"; document.querySelector(".option[name=autoupdate]") .setAttribute("perma-hidden", true); }) } settings.popup.switch = (el, state) => { if (state) { return el.classList.add("on"); } else if (state === false) { return el.classList.remove("on"); } if (el.classList.contains("switch") && el.tagName == "BUTTON") { el.classList.toggle("on"); } } // searches for `query` in the list of options, hides the options // that dont match, and shows the one that do, if `query` is falsy, // it'll simply reset everything back to being visible settings.popup.search = (query = "") => { // get list of elements that can be hidden let search_els = [ ...document.querySelectorAll(".options .title"), ...document.querySelectorAll(".options .option"), ...document.querySelectorAll(".options .buttons"), ...document.querySelectorAll(".options .details"), ] // this sets the visibility of all elements found in // `search_els` unless the element has the `perma-hidden` // attribute set let set_all = (state) => { // set `state` to the CSS equivalent if (state) { state = null; } else { state = "none"; } // run through elements for (let i = 0; i < search_els.length; i++) { // check that the element shouldn't be perma hidden, and // if so, hide it correctly. if (search_els[i].hasAttribute("perma-hidden")) { search_els[i].style.display = "none"; continue; } // set the visibility search_els[i].style.display = state; } } // check if `query` is empty, and reset search if so if (! query || ! query.trim()) { set_all(true); } else { // hide everything set_all(false); } // unhides `el` and relevant elements related to it let unhide = (el) => { // list of elements that could be relevant through `el`'s // `.closest()` function let closest = [ ".option", "details", ".buttons", ] // run through `closest` for (let i = 0; i < closest.length; i++) { // shorthand let closest_el = el.closest(closest[i]); // was a relevant element found? if (closest_el) { // is it supposed to always be hidden? do nothing if (el.hasAttribute("perma-hidden") || closest_el.hasAttribute("perma-hidden")) { break; } // reset visibility closest_el.style.display = null; // are we at a `
`? if (closest[i] == "details") { // attempt to get a `.title` inside that // `
` element let title = closest_el.querySelector(".title"); // did we find a title? if (title) { // reset visibility of title and also reset // open state of `
` title.style.display = null; closest_el.setAttribute("open", false); } } } } } // do a Fuse.js search with `query` let res = settings_fuse.search(query); // if nothing was found, reset all if (res.length == 0) { return set_all(true); } // run through results and unhide all of them for (let i = 0; i < res.length; i++) { unhide(res[i].item.el); } } // search on key events in search input let search_el = document.body.querySelector("#options .search"); search_el.addEventListener("keyup", () => { settings.popup.search(search_el.value); }) // returns a Fuse.js compatible Array for searching through the settings function get_search_arr() { // list of elements that should be taken into consideration when // trying to do a search let searchables_queries = [ ".option .text", ".buttons .text", ".option .actions input", ".option .actions select", ".buttons .actions button:not(.switch)", ] let searchables_els = []; // run through queries for (let i = 0; i < searchables_queries.length; i++) { // attempt to get element(s) with that query let query = document.querySelectorAll( ".options " + searchables_queries[i] ) // if something was found add it searchables_els = [ ...query, ...searchables_els ] } let searchables = []; // run through the found elements for (let i = 0; i < searchables_els.length; i++) { let el = searchables_els[i]; switch(el.tagName.toLowerCase()) { // is this an ``? case "input": // if no value is in the input, do nothing if (! el.value) { continue; } // add to list of searchable elements, using the value // of the input as the text searchables.push({ el: el, text: el.value }) break; // is this a `` let options = el.children; // run through options for (let ii = 0; ii < options.length; ii++) { // add to list of searchable elements, using the // insides of the option as the text, and the // element being the `