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