This iwas a stupid mistake. I forgot to change
the Uplay library references when I copied them
to nmake the OriginLibrary. This caused issues
as they cross pollinated, breaking both :(.
OriginLibrary wasn't added to the validity
checking, so no Origin games would work.
Also added a LOAD more trace logging with the
Origin library so I can see from the logs what's
happening. Also updated the version to 1.0.5.1.
And finally, removed unneeded validityrefresh
from the base ShortcutItem constructor as it
is refreshed later anyway. Should speed up
object creation a little.
Managed to get the hotkeys for
the DisplayProfiles and the Game
Shortccuts to work ok. Still needs
polish for the HotKeyForm, and I
need a way to set the MainWindow,
DisplayProfileWindow and
ShortcutWindow Hotkeys
Completed the Shortcut and Display Profile
hotkey UI interface to a satisfactory level.
The hotkey settings are stored with the
profile JSON for profiles, and with the
shortcut JSON for shortcuts. This means
they load correctly and are remembered
between runs of DisplayMagician.
Next step is to actually register the Hotkeys
so they work, and then allow them to be
replaced or removed when they are changed.
At this point, we now have a hotkey form
that can generate hotkeys, and we have a way
of passing it some text to make it obvious which
hotkey we are setting. Additonally we can get
the set hotkey back.
Next steps are to store the hotkeys with the
display profiles and the game shortcuts, and
to load them as we load the files in.
This form will show when the user wants
to set a hotkey for a display profile or for
a shortcut. This will not be used for the
setting the main window, or shortcut library
hotkey...those will be set in the settings
window.
Added new 'Wait until an alternative
game executable is closed before continuing"
option to the game library part of the
ShortcutForm. This will allow people to
only change display/audio if a different
exe is closed from the game itself.
Closes#9
Have updated the loading and storing of the
alternative game exe monitoring and created
the user interface for it.
Need to next:
- create a file selection dialog
- have the file selected result in the name
being extracted into the text file
- actually set up the RunShortcut to use
the alternative monitoring if set
Added exception protection around the video
card identifier errors to at least allow
DisplayMagician to kind of keep working even
if there are errors in the NVIDIA drivers. This fix
was brought about to get around problems with
NVIDIA RTX 2080Ti cards when using NVIDIA
driver 466.11. This fix should allow users with
cards that report data incorrectly to recreate new
DisplayProfiles, and then change all their shortcuts
to use those new Display Profiles. DisplayMagician
should then start working again. Fixes#7.
NOTE: This problem is a workaround for a broken
NVIDIA driver. Once NVIDIA find out and fix it, then
you will need to recreate your Display Profile again
and change all your shortcuts to the new Display
Prrofile in order for your shortcuts to work again.
Have fixed the mistake I made with the
Parallel.Invoke actions where I accidentally
kept adding the SteamLibrary 3 times!
This now works well, and as a bonus the
game libraries are now thread safe!
Moving the IsRunning code for the game
libraries to the library itself, rather than having
it within the ShortcutRepository.RunShortcut
function. This should make it easier to modify
each game library detection code to understand
when it is running.
The program compiles and pulls
origin game data into the application.
The steam refactor didnt work as there
are 3x entries for each game being loaded
and I need to see why!
Need to also test that the new Origin
shortcuts are being loaded and saved correctly
and that the RunShortcut works now it's had
a massive refactor.
Moved from basic static class to proper thread
safe singleton pattern for the GameLibrary to
simplify the code in ShortcutRepository.
Still only halfway through that ShortcutRepository
code refactor :(
The Task finds the origin games and
returns them. Just need to add the logic
to actually use the returned data to
populate the game library, as well as
use the game library in the shortcuts
as well as actually run the new library too!
This is the first attempt at fixing the shortcut
library drawing issue. When the app is frozen
waiting for some games/apps to finish, the
ImageListView refreshes, but doesn't refresh
with any icons, so it all looks a bit pants.
This is my first attempt at fixing that.
Reworked the Uplay and Steam game
detection to make them more reliable.
Found a couple of logic errors that were
causing issues with process detection.
Also moved away from accessing
process.MainModule as it was causing
exceptions. Now just using process name
as it is simple and fast.
This time I know it works as I have checked
games are found even if saved in different
folders on different drives, and even when
Ubiconnect is installed in a non-default
location. It even copes when games are
uninstalled and their remnants are left in
registry.
Updated Uplay library scanning to work
properly, but it requires access to
the HKEY_LOCAL_MACHINE reg key,
which only works with adrministrative
rights. I really don't want to need that,
so I'll be trying to find an alternative way
to get the information I need from the file
system.
Modified some logic so that the audio device
volume and capture device volume will still
be applied even if the current device is selected.
Previous logic incorrectly would only change the
volume if the audio device was also changed.
Volume is always evaluated even if the audio
device doesn't have to change (unless don't
change audio device or don't change capture
device are selected).
Logic for determining the shortcut icon
name was flawed, and wouldn't work. Moved
to a new icon naming scheme using shortcut
UUID to make it simpler to update. Icon is written
every time that the shortcut is saved.