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`
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[optName] != undefined) {
switch(typeof settings[optName]) {
case "string":
options[i].querySelector(".actions input").value = settings[optName];
break
case "object":
options[i].querySelector(".actions input").value = settings[optName].join(" ");
break
case "boolean":
let switchDiv = options[i].querySelector(".actions .switch");
if (settings[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 `