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mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-13 05:48:35 +00:00
Robert 11de30318e Core - Added stores for the different register-able types
Profiles - Refactored large parts of the profile structure to use these stores
2020-09-09 19:56:06 +02:00

261 lines
9.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Artemis.Core.DataModelExpansions;
using Artemis.Storage.Entities.Module;
using SkiaSharp;
namespace Artemis.Core.Modules
{
/// <summary>
/// Allows you to add support for new games/applications while utilizing your own data model
/// </summary>
public abstract class Module<T> : Module where T : DataModel
{
/// <summary>
/// The data model driving this module
/// <para>Note: This default data model is automatically registered upon plugin enable</para>
/// </summary>
public T DataModel
{
get => (T) InternalDataModel;
internal set => InternalDataModel = value;
}
/// <summary>
/// Gets or sets whether this module must also expand the main data model
/// <para>
/// Note: If expanding the main data model is all you want your plugin to do, create a
/// <see cref="DataModelExpansion{T}" /> plugin instead.
/// </para>
/// </summary>
public bool ExpandsDataModel
{
get => InternalExpandsMainDataModel;
set => InternalExpandsMainDataModel = value;
}
/// <summary>
/// Override to provide your own data model description. By default this returns a description matching your plugin
/// name and description
/// </summary>
/// <returns></returns>
public virtual DataModelPropertyAttribute GetDataModelDescription()
{
return new DataModelPropertyAttribute {Name = PluginInfo.Name, Description = PluginInfo.Description};
}
internal override void InternalEnablePlugin()
{
DataModel = Activator.CreateInstance<T>();
DataModel.PluginInfo = PluginInfo;
DataModel.DataModelDescription = GetDataModelDescription();
base.InternalEnablePlugin();
}
internal override void InternalDisablePlugin()
{
DataModel = null;
base.InternalDisablePlugin();
}
}
/// <summary>
/// Allows you to add support for new games/applications
/// </summary>
public abstract class Module : Plugin
{
/// <summary>
/// The modules display name that's shown in the menu
/// </summary>
public string DisplayName { get; protected set; }
/// <summary>
/// The modules display icon that's shown in the menu see <see href="https://materialdesignicons.com" /> for available
/// icons
/// </summary>
public string DisplayIcon { get; set; }
/// <summary>
/// A path to an image to use as the modules display icon that's shown in the menu.
/// <para>If set, takes precedence over <see cref="DisplayIcon" /></para>
/// </summary>
public string DisplayIconPath { get; set; }
/// <summary>
/// Gets whether this module is activated. A module can only be active while its <see cref="ActivationRequirements" />
/// are met
/// </summary>
public bool IsActivated { get; internal set; }
/// <summary>
/// Gets whether this module's activation was due to an override, can only be true if <see cref="IsActivated" /> is
/// true
/// </summary>
public bool IsActivatedOverride { get; set; }
/// <summary>
/// A list of activation requirements
/// <para>Note: if empty the module is always activated</para>
/// </summary>
public List<IModuleActivationRequirement> ActivationRequirements { get; } = new List<IModuleActivationRequirement>();
/// <summary>
/// Gets or sets the activation requirement mode, defaults to <see cref="ActivationRequirementType.Any" />
/// </summary>
public ActivationRequirementType ActivationRequirementMode { get; set; } = ActivationRequirementType.Any;
/// <summary>
/// Gets or sets the default priority category for this module, defaults to
/// <see cref="ModulePriorityCategory.Normal" />
/// </summary>
public ModulePriorityCategory DefaultPriorityCategory { get; set; } = ModulePriorityCategory.Normal;
/// <summary>
/// Gets the current priority category of this module
/// </summary>
public ModulePriorityCategory PriorityCategory { get; internal set; }
/// <summary>
/// Gets the current priority of this module within its priority category
/// </summary>
public int Priority { get; internal set; }
internal DataModel InternalDataModel { get; set; }
internal bool InternalExpandsMainDataModel { get; set; }
internal ModuleSettingsEntity Entity { get; set; }
/// <summary>
/// A list of custom module tabs that show in the UI
/// </summary>
public IEnumerable<ModuleTab> ModuleTabs { get; protected set; }
/// <summary>
/// Called each frame when the module must update
/// </summary>
/// <param name="deltaTime">Time in seconds since the last update</param>
public abstract void Update(double deltaTime);
/// <summary>
/// Called each frame when the module must render
/// </summary>
/// <param name="deltaTime">Time since the last render</param>
/// <param name="surface">The RGB Surface to render to</param>
/// <param name="canvas"></param>
/// <param name="canvasInfo"></param>
public abstract void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas, SKImageInfo canvasInfo);
/// <summary>
/// Called when the <see cref="ActivationRequirements" /> are met or during an override
/// </summary>
/// <param name="isOverride">
/// If true, the activation was due to an override. This usually means the module was activated
/// by the profile editor
/// </param>
public abstract void ModuleActivated(bool isOverride);
/// <summary>
/// Called when the <see cref="ActivationRequirements" /> are no longer met or during an override
/// </summary>
/// <param name="isOverride">
/// If true, the deactivation was due to an override. This usually means the module was deactivated
/// by the profile editor
/// </param>
public abstract void ModuleDeactivated(bool isOverride);
internal virtual void InternalUpdate(double deltaTime)
{
Update(deltaTime);
}
internal virtual void InternalRender(double deltaTime, ArtemisSurface surface, SKCanvas canvas, SKImageInfo canvasInfo)
{
Render(deltaTime, surface, canvas, canvasInfo);
}
/// <summary>
/// Evaluates the activation requirements following the <see cref="ActivationRequirementMode" /> and returns the result
/// </summary>
/// <returns>The evaluated result of the activation requirements</returns>
public bool EvaluateActivationRequirements()
{
if (!ActivationRequirements.Any())
return true;
if (ActivationRequirementMode == ActivationRequirementType.All)
return ActivationRequirements.All(r => r.Evaluate());
if (ActivationRequirementMode == ActivationRequirementType.Any)
return ActivationRequirements.Any(r => r.Evaluate());
return false;
}
internal virtual void Activate(bool isOverride)
{
if (IsActivated)
return;
IsActivatedOverride = isOverride;
ModuleActivated(isOverride);
IsActivated = true;
}
internal virtual void Deactivate(bool isOverride)
{
if (!IsActivated)
return;
IsActivatedOverride = false;
IsActivated = false;
ModuleDeactivated(isOverride);
}
internal void ApplyToEntity()
{
if (Entity == null)
Entity = new ModuleSettingsEntity();
Entity.PluginGuid = PluginInfo.Guid;
Entity.PriorityCategory = (int) PriorityCategory;
Entity.Priority = Priority;
}
}
/// <summary>
/// Describes in what way the activation requirements of a module must be met
/// </summary>
public enum ActivationRequirementType
{
/// <summary>
/// Any activation requirement must be met for the module to activate
/// </summary>
Any,
/// <summary>
/// All activation requirements must be met for the module to activate
/// </summary>
All
}
/// <summary>
/// Describes the priority category of a module
/// </summary>
public enum ModulePriorityCategory
{
/// <summary>
/// Indicates a normal render priority
/// </summary>
Normal,
/// <summary>
/// Indicates that the module renders for a specific application/game, rendering on top of normal modules
/// </summary>
Application,
/// <summary>
/// Indicates that the module renders an overlay, always rendering on top
/// </summary>
Overlay
}
}