using Newtonsoft.Json; using ReactiveUI.Fody.Helpers; using System; using System.Collections.Generic; using System.IO; using System.Reactive; using System.Reactive.Disposables; using System.Reactive.Subjects; using Wabbajack.Common; using Wabbajack.Lib; namespace Wabbajack { [JsonObject(MemberSerialization.OptOut)] public class MainSettings { public double PosX { get; set; } public double PosY { get; set; } public double Height { get; set; } public double Width { get; set; } public InstallerSettings Installer { get; set; } = new InstallerSettings(); public CompilerSettings Compiler { get; set; } = new CompilerSettings(); public PerformanceSettings Performance { get; set; } = new PerformanceSettings(); private Subject _saveSignal = new Subject(); [JsonIgnore] public IObservable SaveSignal => _saveSignal; public static bool TryLoadTypicalSettings(out MainSettings settings) { if (!File.Exists(Consts.SettingsFile)) { settings = default; return false; } settings = JsonConvert.DeserializeObject(File.ReadAllText(Consts.SettingsFile)); return true; } public static void SaveSettings(MainSettings settings) { settings._saveSignal.OnNext(Unit.Default); // Might add this if people are putting save work on other threads or other // things that delay the operation. //settings._saveSignal.OnCompleted(); //await settings._saveSignal; File.WriteAllText(Consts.SettingsFile, JsonConvert.SerializeObject(settings, Formatting.Indented)); } } public class InstallerSettings { public string LastInstalledListLocation { get; set; } public Dictionary Mo2ModlistSettings { get; } = new Dictionary(); } public class Mo2ModlistInstallationSettings { public string InstallationLocation { get; set; } public string DownloadLocation { get; set; } public bool AutomaticallyOverrideExistingInstall { get; set; } } public class CompilerSettings { public ModManager LastCompiledModManager { get; set; } public string OutputLocation { get; set; } public MO2CompilationSettings MO2Compilation { get; } = new MO2CompilationSettings(); public VortexCompilationSettings VortexCompilation { get; } = new VortexCompilationSettings(); } [JsonObject(MemberSerialization.OptOut)] public class PerformanceSettings : ViewModel { private bool _Manual = false; public bool Manual { get => _Manual; set => this.RaiseAndSetIfChanged(ref _Manual, value); } private byte _MaxCores = byte.MaxValue; public byte MaxCores { get => _MaxCores; set => this.RaiseAndSetIfChanged(ref _MaxCores, value); } private Percent _TargetUsage = Percent.One; public Percent TargetUsage { get => _TargetUsage; set => this.RaiseAndSetIfChanged(ref _TargetUsage, value); } public void AttachToBatchProcessor(ABatchProcessor processor) { processor.Add( this.WhenAny(x => x.Manual) .Subscribe(processor.ManualCoreLimit)); processor.Add( this.WhenAny(x => x.MaxCores) .Subscribe(processor.MaxCores)); processor.Add( this.WhenAny(x => x.TargetUsage) .Subscribe(processor.TargetUsagePercent)); } } public class CompilationModlistSettings { public string ModListName { get; set; } public string Author { get; set; } public string Description { get; set; } public string Website { get; set; } public bool ReadmeIsWebsite { get; set; } public string Readme { get; set; } public string SplashScreen { get; set; } } public class MO2CompilationSettings { public string DownloadLocation { get; set; } public string LastCompiledProfileLocation { get; set; } public Dictionary ModlistSettings { get; } = new Dictionary(); } public class VortexCompilationSettings { public Game LastCompiledGame { get; set; } public Dictionary ModlistSettings { get; } = new Dictionary(); } public class VortexGameSettings { public string GameLocation { get; set; } public string DownloadLocation { get; set; } public string StagingLocation { get; set; } public CompilationModlistSettings ModlistSettings { get; } = new CompilationModlistSettings(); } }