import {app, BrowserWindow, dialog, globalShortcut, ipcMain, Menu, screen} from 'electron'; import * as path from 'path'; import * as fs from 'fs'; import {GameModelLoader} from "./storage/loader/GameModelLoader"; import {StoredGameModel} from "./storage/StoredGameModel"; import {ScriptAccountStorage} from "./storage/storing/ScriptAccountStoring"; import {ModelComponentFileDirectory} from "./storage/ModelComponentFileDirectory"; import {GamesystemStorage} from "./storage/storing/GamesystemStorage"; import {Character} from "../src/app/project/game-model/characters/Character"; import {CharacterStorage} from "./storage/storing/CharacterStorage"; let win: BrowserWindow | null = null; const args = process.argv.slice(1), serve = args.some(val => val === '--serve'); let projectDirectory = "testModel" function createWindow(): BrowserWindow { const size = screen.getPrimaryDisplay().workAreaSize; // Create the browser window. win = new BrowserWindow({ x: 0, y: 0, width: size.width, height: size.height, webPreferences: { nodeIntegration: true, allowRunningInsecureContent: (serve), contextIsolation: false, }, }); if (serve) { const debug = require('electron-debug'); debug(); require('electron-reloader')(module); win.loadURL('http://localhost:4200'); } else { // Path when running electron executable let pathIndex = './index.html'; if (fs.existsSync(path.join(__dirname, '../dist/index.html'))) { // Path when running electron in local folder pathIndex = '../dist/index.html'; } const url = new URL(path.join('file:', __dirname, pathIndex)); win.loadURL(url.href); } // Emitted when the window is closed. win.on('closed', () => { // Dereference the window object, usually you would store window // in an array if your app supports multi windows, this is the time // when you should delete the corresponding element. win = null; }); const contextMenuTemplate = [ { label: 'New', submenu: [ { label: "Gamesystem", submenu: [ { label: "Normal", click: () => { win!.webContents.send('context-menu', "new-gamesystem-normal"); } }, { label: "Character", click: () => { win!.webContents.send('context-menu', "new-gamesystem-character"); } } ] }, { label: "ScriptAccount", click: () => { win!.webContents.send('context-menu', "new-scriptaccount"); } }, { label: "Character", click: () => { win!.webContents.send('context-menu', "new-character"); } } ] }, { label: 'Edit...', click: () => { win!.webContents.send('context-menu', "edit"); } }, { label: 'Delete...', click: () => { win!.webContents.send('context-menu', "delete"); } } ] const contextMenu = Menu.buildFromTemplate(contextMenuTemplate); win.webContents.on('context-menu', (e, params) => { console.log("Electron: Context menu showing") contextMenu.popup({ window: win!, x: params.x, y: params.y }); }) ipcMain.on('save-model', (event, storedGameModel: StoredGameModel) => { recieveGameModelToStore(storedGameModel) }) /*ipcMain.on('delete-component', (event, deletedComponent: DeleteModel) => { console.log("Delete Model: ", deletedComponent) deleteComponent(deletedComponent); })*/ const menuTemplate = [ { label: 'File', submenu: [ { label: "New Project", click: () => { createNewProject(); } }, { label: "Open Project", click: () => { openProject() } }, { label: "Save", click: () => { saveProject(); } } ] } ] const menu = Menu.buildFromTemplate(menuTemplate); Menu.setApplicationMenu(menu) win.webContents.on('did-finish-load', () => { loadDevProjectAtStart() }) return win; } try { // This method will be called when Electron has finished // initialization and is ready to create browser windows. // Some APIs can only be used after this event occurs. // Added 400 ms to fix the black background issue while using transparent window. More detais at https://github.com/electron/electron/issues/15947 app.on('ready', () => setTimeout(createWindow, 400)); // Quit when all windows are closed. app.on('window-all-closed', () => { // On OS X it is common for applications and their menu bar // to stay active until the user quits explicitly with Cmd + Q if (process.platform !== 'darwin') { app.quit(); } }); app.on('activate', () => { // On OS X it's common to re-create a window in the app when the // dock icon is clicked and there are no other windows open. if (win === null) { createWindow(); } }); app.whenReady().then(() => { globalShortcut.register('CommandOrControl+S', () => { saveProject(); }) }) } catch (e) { // Catch Error // throw e; } function createNewProject() { } function openProject() { const selectedPaths = dialog.showOpenDialogSync(win!, { title: "Open Game-Model", properties: [ "openDirectory", ] }) if(selectedPaths != undefined) { openProjectFromFile(selectedPaths[0]) } } function loadDevProjectAtStart() { const projectDir = path.join(process.cwd(), "testModel/") openProjectFromFile(projectDir) } function openProjectFromFile(openProjectDir: string) { projectDirectory = openProjectDir const gameModelLoader = new GameModelLoader(openProjectDir); const loadedProject = gameModelLoader.loadGameModel(); win!.webContents.send("open-project", loadedProject) } function saveProject() { win!.webContents.send('get-project-data') } function recieveGameModelToStore(gameModel: StoredGameModel) { const scriptAccountStorage = new ScriptAccountStorage(path.join(projectDirectory, ModelComponentFileDirectory.SCRIPTACCOUNT_DIR_NAME)) scriptAccountStorage.storeScriptAccounts(gameModel.storedScriptAccounts) const gamesystemStorage = new GamesystemStorage(path.join(projectDirectory, ModelComponentFileDirectory.GAMESYSTEM_DIR_NAME)) gamesystemStorage.storeGamesystems(gameModel.storedGamesystems) const characterStorage = new CharacterStorage(path.join(projectDirectory, ModelComponentFileDirectory.CHARACTER_DIR_NAME)) characterStorage.storeCharacters(gameModel.storedCharacters) } /*function deleteComponent(component: DeleteModel) { console.log("Delete Component") if(component.modeltype == ModelComponentType.SCRIPTACCOUNT) { DeleteTransaction.deleteScriptAccount(projectDirectory, component.componentName); } else if(component.modeltype === ModelComponentType.GAMESYTEM) { DeleteTransaction.deleteGamesystem(projectDirectory, component.componentName); } }*/