The ApplyProfile had some logic that would stop
reverting the profile after the game/exe was exited.
This should now be fixed.
Also attempted a fix to centralise the timer circle
in the middle window while applying a profile.
The shortcut editing window was broken and was
not copying the information across properly to the
new shortcuts when the shortcut was edited. I have
now moved to actually replacing the shortcut when
the form updates it. So basically the ShortcutForm
loads the shortcut info from the ShortcutItem, then
when you save the form, it returns a new ShortcutItem.
The shortcut library then removes the old shortcut
(which removes the icons, and updates the file), then
it saves the new shortcut we just created (which saves
the icons and updates the save file). This was the easiest
way to make the shortcut modification process work.
Icon logic works well now except for a single issue.
It will not change the shortcut image if the profile
or the game has been changed, and it needs to.
The Bitmap processing wasm't working in the
listitemview. Traced it to a problem with a missing
GenerateThumbnailView call.
Also adjusted when the save to icon cache happens
so that it is part of the ShortcutItem and is called
when a new shortcut is created. This saves times.
The StartPrograms processes now all correctly are added
to a list of processes to stop only if the user requested they
are stopped.
Additionally, a 300ms delay was added after SteamGame is
launched to give it time to actually run the darn game! It was
erroring due to testing for the launch too quickly. Steam
takes a wee bit of time to start the game, and we need to
account for that.
The RunShortcut commandline option mostly works
but it fails to cleanly execute thanks to a partially broken
Program.ApplyProfile. The ApplyProfile exception logic
is not working properly and that is causing an exception
in Program.RunShortcut. Just needs some improved
ApplyProfile logic to detect when it does actually
(correctly) fail.
This change loads the start programs into
the form. The structure of the ShortcutItem
changes are designed to be extensible to a
large number of start programs, but the UI
only supports 4. The plan is to add as many
as you want in the WPF version of this app,
but right now its not worth the effort :).
Program to start UI works as intended. It's
a bit basic but will be good enough until
I manage to get to the WPF rewrite in a
year or so! Next step is to start adding the
background changes to the ShortcutItem
to store the information in the JSON.
Had missed the shortcutsave button so it
wold be disabled on load, even if the shortcut
was a valid shortcut. This is now changed so
that it works fine on load.
Have also changed the shortcut library selection
colours to match the rest of the application.
Adding these checkboxes will let the user
easily temporarily disable running a program
without losing the very complicated arguments
passed to the program. This is especially true if
it is a thing like SimHub or something like that!
This is the first design for a simple form to
detail the programs that the user wants us to start
before the main Game. This is a first go and
is only the initial draft.
I'd made a revision to the Paths and Topologies
equality comparison and it used Equals for
sequences rather than SequenceEqual as it should.
Comparison works correctly now.
Fixed up some broken logic around detecting
loadedProfiles as the currentProfile. Now when
we load the profiles from disk we also correctly
check whether one of the profiles is in use now
and if it is then we use that profile instead of
creating a new one.
I broke the circularProgressBar but now it works
fine. Messed with the style a bit to get the look
I wanted. Also adjusted the positioning of the
text in the middle.
Added some logic to check if either the from or to
profile conatins an NVIDIA surround screen. If not,
then there is no need to apply a GridTopology as it
is all single devices! Saves up to 15 seconds on
swap over.
DisplayUI is mostly working but it needs some work
fixing the error situations when the PathInfo can't be
applied properly. Need a way of setting the Task
result from the Task Action. Don't know how to do that
so something new to learn!
This code makes the display profile change work. There
are a few things broken still.... namely the showing of a
timer when the profile is being applied, the accuracy of
the display detection code, and the correct logic for
determining a profile can be used.
There are different displayIdentifiers created if the video card
is an NVidia card, or if it is anything else. These identifiers
are saved in the display profiles, and that allows us to compare
the display identifiers we currently have with the ones in various
profiles, and then work out which profiles are valid.
This code committed today ensures that the nvidia device
identifier will always use the NVAPIWrapper lib (whether in
surround mode or not) so that the application allows both
surround mode profiles and non-surround mode profiles
to be selected if the same displays are present.
For all other display adapters it just uses the
WindowsDisplayAPI to create a different displayIdentifier
which isn't as smart. It means that if you have an AMD and
use EyeInfinity, then this isn't clever enough to understand
the profiles use the same matching screens. I will have to
fix this eventually when i build in native AMD support in
the future.
DisplayIdentifiers are the minimum GPU/Display
that will allow us to identify whether a profile
will actually work. We look for the same DisplayIdentifiers
or a subset of them to determine whether a profile
will be valid to show. This is different from the data
stored under DisplayTarget, as that is used for detailed
compatibility....
First part of installing an MSTest suite.
Included some config file to read in
for testing the ShortcutRepository and
the ProfileRepository. Had the data
handy so it made sense to save it :)
The ProfileAdapter and ShortcutAdapters used
by the ImageListView Control unfortunately
have to access the sizes of the bitmaps being
loaded into the respective imagelistviews. I
can't find anyway of stopping the GDI+
from complaining about the Bitmap being
accessed by multiple different threads (as
ImageListView creates one thread per image.
This will be fixed once I move to this being a
WPF application as we'll use a different control.
Profile selection logic was running functions multiple
times which was resulting in a lot of extra delay
while using the DisplayProfileFOrm. These changes
streamline it and make it work a lot faster!
Moved the shortcut running logic from the
main Program into the ShortcutRepository
so that it can be used from the
Shortcut Library UI as well as from the
commandline.
It's marked as WIP because I also moved
the ApplyingChangesForm and accompanying
ApplyTopos/ApplyProfiles logic and I broke
it. It needs refactoring and hopefully
simplifying but I need to work on that next!