refactor: decompose LauncherApp, centralize magic strings/constants, configurable colors

- Extract InputController from AppHost (key handling + ReloadGameEntries)
- Centralize hardcoded values as code constants (non-configurable):
  FavoritesRootName, DefaultFileName, DefaultTitle, scroll fractions,
  AvailableLines helper, removed redundant ArgsTemplate fallback
- Make color scheme configurable via 'Colors' section in launcher.config.json
  with Enum.TryParse + default fallback; MenuRenderer uses constructor injection
- Clean up MenuRenderer: remove dead maxRow logic, unify cache sizing via EnsureCache
- Document intentional error swallowing in FavoritesService.Save/UIErrorService
- Update README + AGENTS.md with configurable color docs
- Remove redundant ArgsTemplate fallback (config is single source of truth)
This commit is contained in:
2026-08-11 01:33:33 +02:00
parent 7dca82baa8
commit 62968dbcd1
13 changed files with 551 additions and 319 deletions
+20 -17
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@@ -6,16 +6,16 @@ applyTo: '**'
The implementation is split into focused modules (files) under the `src/MarcerGameDvdLauncher/` folder. Keep this section up to date when files are added, removed or responsibilities change.
- MarcerGameDvdLauncher/Program.cs: Minimal entry point. Sets console title and starts the application by creating `LauncherApp`.
- MarcerGameDvdLauncher/LauncherApp.cs: Application lifecycle host — loads configuration, initializes components and runs the main directory navigation loop (contains `AppHost` internal class).
- MarcerGameDvdLauncher/AppConfiguration.cs: POCO configuration classes (`AppConfig`, `AppHatariConfig`) used to deserialize `launcher.config.json`.
- MarcerGameDvdLauncher/ProgramHelpers.cs: Small shared helpers (resolve relative paths, centralized console message helper) used across modules.
- MarcerGameDvdLauncher/Program.cs: Minimal entry point. Sets the console title (via `DefaultTitle` constant) and starts the application by creating `LauncherApp`.
- MarcerGameDvdLauncher/LauncherApp.cs: Application lifecycle host — loads configuration, initializes components and runs the main directory navigation loop (contains `AppHost` internal class). Key-handling logic is delegated to `InputController`.
- MarcerGameDvdLauncher/AppConfiguration.cs: POCO configuration classes (`AppConfig`, `AppHatariConfig`, `AppColorConfig`) used to deserialize `launcher.config.json`; color values resolved via `Enum.TryParse<ConsoleColor>` with default fallback.
- MarcerGameDvdLauncher/ProgramHelpers.cs: Small shared helpers (resolve relative paths, centralized console message helper, input buffer flushing) used across modules.
- MarcerGameDvdLauncher/OverlayDirectoryBrowser.cs: Filesystem overlay and browsing logic — merges root and patch directories, enumerates folders and ZIPs, protects against path traversal and ensures navigation cannot leave the configured roots.
- MarcerGameDvdLauncher/NavigationController.cs: Encapsulates selection, scrolling and relative-path navigation logic (cursor, page up/down, per-directory remembered selection/state).
- MarcerGameDvdLauncher/MenuRenderer.cs: Console rendering logic — efficient per-line redraw, double-buffering, color selection according to overlay rules, and the help box overlay.
- MarcerGameDvdLauncher/NavigationController.cs: Encapsulates selection, scrolling and relative-path navigation logic (cursor, page up/down, per-directory remembered selection/state); uses named scroll-fraction constants.
- MarcerGameDvdLauncher/MenuRenderer.cs: Console rendering logic — efficient per-line redraw, double-buffering, configurable color selection via injected `AppColorConfig`, and the help box overlay.
- MarcerGameDvdLauncher/InputController.cs: Handles key events (arrow keys, Enter, Backspace, PageUp/Down, `*`, `?`, ESC) and the associated navigation/drawing logic; owns `ReloadGameEntries` and the virtual `Favorites` folder integration.
- MarcerGameDvdLauncher/HatariLauncher.cs: Responsible for validating the Hatari executable and starting Hatari with the configured argument template (replaces `{cfg}` and `{zip}`).
- MarcerGameDvdLauncher/FavoritesService.cs: Manages the favorites/bookmark system — toggling favorites on ZIPs, persisting them to `favorites.txt`, and providing the virtual `Favorites` folder view.
- MarcerGameDvdLauncher/DirectoryService.cs: Filesystem service layer — enumerates directories and ZIPs, resolves paths, and provides the underlying I/O operations used by OverlayDirectoryBrowser.
- MarcerGameDvdLauncher/FavoritesService.cs: Manages the favorites/bookmark system — toggling favorites on ZIPs, persisting them to `favorites.txt` (via `DefaultFileName` constant), and providing the virtual `Favorites` folder view (via `FavoritesRootName` constant).
- MarcerGameDvdLauncher/UIErrorService.cs: Centralized UI error presentation using the console message helper.
Note: This overview is intentionally concise. For behavioral changes (navigation, color scheme, launch command or config schema), update this file (AGENTS.md) and README.md as required by project policy.
@@ -62,7 +62,7 @@ The console launcher is meant for browsing a games directory and can launch ZIP
- `?`: show a help box with key bindings
- The file list always shows exactly as many lines as fit the screen ALWAYS **one line less** than the console height (`Console.WindowHeight - 1`). This avoids overflow at the bottom and ensures the selection never enters the non-visible area.
Rationale: writing to the very last console line can cause the Windows console to auto-scroll or produce visual jumps when the cursor reaches the bottom row. Reserving one line prevents unintended scrolling/flicker and keeps the selection cursor strictly within the visible area.
Maintenance: when changing rendering or navigation logic, always compute the displayed page size as `availableLines = Console.WindowHeight - 1` and keep this value consistent across MenuRenderer, NavigationController and any other code that references the console height.
Maintenance: when changing rendering or navigation logic, always compute the displayed page size as `availableLines = ProgramHelpers.AvailableLines` (which resolves to `Console.WindowHeight - 1`) and keep this value consistent across MenuRenderer, NavigationController and any other code that references the console height.
- There is no information line/path display.
- Cursor and scroll logic:
- The selection cursor must always remain in the visible area.
@@ -114,15 +114,18 @@ Each entry is displayed with a left label indicating its layer status:
- **`[ROOT]`**: Entry exists only in main (root) layer
- **`[PTCH]`**: Entry exists only in patch layer
Color mapping:
- Folder in both layers: **ConsoleColor.Yellow** (`[BOTH]`)
- Folder only in patch layer: **ConsoleColor.DarkYellow** (`[PTCH]`)
- Folder only in main layer: **ConsoleColor.Gray** (`[ROOT]`)
- ZIP in both layers: **ConsoleColor.Green** (`[BOTH]`)
- ZIP only in main layer: **ConsoleColor.DarkGreen** (`[ROOT]`)
- ZIP only in patch layer: **ConsoleColor.Magenta** (`[PTCH]`)
Color mapping (now configurable via the `Colors` section in `launcher.config.json`; defaults shown below):
- Folder in both layers: **Yellow** (`[BOTH]`)`FolderBoth`
- Folder only in patch layer: **DarkYellow** (`[PTCH]`)`FolderPatchOnly`
- Folder only in main layer: **Gray** (`[ROOT]`)`FolderRootOnly`
- ZIP in both layers: **Green** (`[BOTH]`)`ZipBoth`
- ZIP only in main layer: **DarkGreen** (`[ROOT]`)`ZipRootOnly`
- ZIP only in patch layer: **Magenta** (`[PTCH]`)`ZipPatchOnly`
- Selected entry foreground: **Black**`SelectedForeground`
- Selected entry background: **DarkCyan**`SelectedBackground`
- Virtual entry (Favorites pseudo-folder): **White**`VirtualEntry`
Note: The ConsoleColor mapping above is authoritative for the application. If you change color values in code (MenuRenderer/GetColorForEntry), update this section to keep documentation and implementation in sync.
Note: Color values are resolved in `MenuRenderer` from the injected `AppColorConfig` (populated in `LauncherApp.LoadConfiguration` via `Enum.TryParse<ConsoleColor>` with default fallback). Invalid or missing values fall back to the defaults above. If you change default color values in `AppColorConfig`, update this section and the README color tables to keep documentation and implementation in sync.
### Navigation
- Navigation is always based strictly on the **relative path from root** and is consistent on all levels (Backspace always moves up one level, Enter always moves one level deeper, regardless of which layer).
+30 -38
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@@ -4,21 +4,18 @@ Ziel: Das Repo aufräumen (Doku, Code, Config)
## 1. Code-Qualität Schwächen beheben (harmlos, rein refaktoriell)
- [ ] **LauncherApp.cs zerlegen:** Die ~300-Zeilen-Klasse in separate Klassen aufteilen
(z.B. `InputController`/`KeyHandler` für den switch-Block, Lifecycle bleibt in LauncherApp).
- [x] **LauncherApp.cs zerlegen:** Die ~300-Zeilen-Klasse in separate Klassen aufteilen
(InputController.cs extrahiert mit Key-Handling + ReloadGameEntries; Lifecycle & Main-Loop bleiben in AppHost).
Ziel: keine Funktionsänderung, nur Struktur.
- [ ] **Magische Strings entfernen / zentralisieren (nur im Code, siehe 2c):**
- [ ] Virtueller Ordnername `"Favorites"` (LauncherApp.cs) → gemeinsame Konstante (nicht konfigurierbar).
- [ ] Dateiname `"favorites.txt"` (LauncherApp.cs) → Konstante in FavoritesService (nicht konfigurierbar).
- [ ] Console-Titel `"Marcer GameDVD Launcher"` (Program.cs) → Konstante (nicht konfigurierbar).
- [ ] Default-ArgsTemplate `-c "{cfg}" --disk-a "{zip}"` (LauncherApp.cs) → redundanten Fallback
entfernen; Config liefert den Template (ist schon in der example definiert, Validation `{zip}` existiert).
- [ ] **Scroll-Trigger magische Zahlen** (NavigationController.cs: `2/3`, `1/3`) in benannte Konstanten
(z.B. `BottomScrollFraction = 2f/3f`) mit Kommentar aufzählen.
- [ ] Redundanz beseitigen: `RedrawEntry` hat unnötige `maxRow`-Logik; `EnsureCacheForRow` ungenau →
klarer formulieren.
- [ ] **Fehler-Schlucken besprechen:** `FavoritesService.Save()` (catch leer) und `UIErrorService`
entweder Kommentar ergänzen („bewusst still") oder Rückgabewert einführen.
- [x] Virtueller Ordnername `"Favorites"` `FavoritesService.FavoritesRootName` Konstante (nicht konfigurierbar).
- [x] Dateiname `"favorites.txt"` `FavoritesService.DefaultFileName` Konstante (nicht konfigurierbar).
- [x] Console-Titel `"Marcer GameDVD Launcher"` (Program.cs) → `DefaultTitle` Konstante (nicht konfigurierbar).
- [x] Default-ArgsTemplate `-c "{cfg}" --disk-a "{zip}"` (LauncherApp.cs) → redundanten Fallback entfernt; Config liefert das Template (Validation `{zip}` existiert schon).
- [x] **Scroll-Trigger magische Zahlen** (NavigationController.cs: `2/3`, `1/3`) in benannte Konstanten
(`BottomScrollFraction = 2.0/3.0`, `TopScrollFraction = 1.0/3.0`) mit Kommentar aufzählen.
- [x] Redundanz beseitigen: `RedrawEntry` — überflüssige `maxRow`-Logik entfernt, `EnsureCacheForRow` durch `EnsureCache` ersetzt (klare Formulierung).
- [x] **Fehler-Schlucken besprechen:** `FavoritesService.Save()` (catch leer) — Kommentar korrigiert ("bewusst still", erklärt warum Persistence-Fehler nicht zum Absturz führen); `UIErrorService` — DocComment erweitert (Fehler werden gezeigt, nicht regeworfen, App bleibt im Loop).
- [ ] (Optional) Testprojekt hinzufügen für NavigationController & OverlayDirectoryBrowser
vorab mit Nutzer klären, da Policy bisher keine Tests vorsieht.
@@ -33,29 +30,25 @@ Ziel: Das Repo aufräumen (Doku, Code, Config)
- Ziel: Farben (Foreground pro Entry-Typ + Selection-Farben) in `launcher.config.json` konfigurierbar
machen (**Entscheidung: ja, konfigurierbar**), mit Default-Fallback auf heutige Werte.
- [ ] `AppConfig` erweitern: neuen Abschnitt z.B. `"Colors"` hinzufügen:
- [ ] POCO `AppColorConfig` mit `ConsoleColor`-Werten (als String, z.B. `"Yellow"`):
- FolderBoth, FolderPatchOnly, FolderRootOnly,
ZipBoth, ZipRootOnly, ZipPatchOnly,
SelectedForeground, SelectedBackground, VirtualEntry(vorab optional).
- [ ] Deserialisierung per `Enum.TryParse<ConsoleColor>` + Default-Fallback.
- [ ] `MenuRenderer` bekommt optional passende `AppColorConfig` (Konstruktor-Injection);
`GetColorForEntry`/`GetColors` nutzen Config statt Konstanten.
- [ ] Falls Config-Werte fehlen → heutiges Verhalten beibehalten (fallback).
- [ ] Doku synchronisieren: README + AGENTS.md Farbtabellen auf Config-Felder verlinken.
- [ ] Beispielwerte ins `launcher.config.example.json` aufnehmen.
- [x] `AppConfig` erweitern: neuen Abschnitt `"Colors"` hinzugefügt:
- [x] POCO `AppColorConfig` mit `ConsoleColor`-Werten (als String, z.B. `"Yellow"`):
FolderBoth, FolderPatchOnly, FolderRootOnly, ZipBoth, ZipRootOnly, ZipPatchOnly,
SelectedForeground, SelectedBackground, VirtualEntry.
- [x] Deserialisierung per `Enum.TryParse<ConsoleColor>` + Default-Fallback (manuell via `ParseAppColors`/`ParseColorField`).
- [x] `MenuRenderer` bekommt `AppColorConfig` via Konstruktor-Injection; `GetColorForEntry`/`GetColors` nutzen Config statt Konstanten.
- [x] Falls Config-Werte fehlen → heutiges Verhalten beibehalten (fallback).
- [x] Doku synchronisiert: README + AGENTS.md Farbtabellen auf Config-Felder verlinkt.
- [x] Beispielwerte ins `launcher.config.example.json` aufgenommen.
### 2b. Benutzer-Config (User-Config) entschieden
Ziel: die echte lokale Config gehört NICHT ins Repo, sondern bleibt lokal.
- [ ] **Entscheidung getroffen (Variante 1):** `launcher.config.json` bleibt im Build-Output/EXE-Ordner
(lokal, gitignored). Die `launcher.config.example.json` wird beim Release mitgeliefert und der
Nutzer passt sie sich manuell an → kopieren zu `launcher.config.json`.
- [ ] KEINE zusätzliche Suchreihenfolge (`%APPDATA%`, `~/.config`) implementieren.
- [ ] KEIN CLI-Parameter `--config` einführen.
- [ ] `.gitignore` entsprechend ergänzen (echte `launcher.config.json` + `favorites.txt` werden nie committet).
- [ ] README: Abschnitt „Configuration" beschreibt nur das manuelle Kopieren der example.
- [x] **Entscheidung getroffen (Variante 1):** `launcher.config.json` bleibt im Build-Output/EXE-Ordner (lokal, gitignored). Die `launcher.config.example.json` wird beim Release mitgeliefert und der Nutzer kopiert sie manuell zu `launcher.config.json`.
- [x] KEINE zusätzliche Suchreihenfolge (`%APPDATA%`, `~/.config`) implementiert — Pfad ist ausschließlich `AppContext.BaseDirectory`.
- [x] KEIN CLI-Parameter `--config` eingeführt.
- [x] `.gitignore` ergänzt: `launcher.config.json` und `favorites.txt` werden nie committet.
- [x] README: Abschnitt „Configuration" beschreibt manuelles Kopieren der example.
### 2c. Platzhalterwerte zentralisieren (sehr detailliert)
@@ -80,13 +73,12 @@ externe Anpassungsmöglichkeit dafür.
**Verbindliche To-dos für 2c:**
- [ ] Konstanten/Helfer einführen für: Favorites-Ordnername, `favorites.txt`, Konsolen-Titel,
Scroll-Anteile, `AvailableLines`-Helfer.
- [ ] Default-ArgsTemplate-Fallback entfernen; Config muss `ArgsTemplate` immer liefern.
- [ ] Alle vorkommenden String-Literale auf die neuen Konstanten zurückführen (kein doppeltes `"Favorites"` mehr).
- [ ] Kommentare ergänzen, die erklären, WARUM der Wert fest ist (z.B. `WindowHeight-1` als Policy).
- [ ] Win32-Konstanten (Punkt 7) NICHT anfassen, nur per Kommentar als „bewusst hartkodiert" markieren.
- [ ] README/agents nicht um diese rein implementativen Werte erweitern (keine Config-Felder dokumentieren);
- [x] Konstanten/Helfer eingeführt für: `FavoritesRootName` (FavoritesService), `DefaultFileName` (FavoritesService), `DefaultTitle` (Program), `BottomScrollFraction`/`TopScrollFraction` (NavigationController), `AvailableLines`-Helfer (ProgramHelpers).
- [x] Default-ArgsTemplate-Fallback entfernt; Config muss `ArgsTemplate` immer liefern (Validation existiert bereits).
- [x] Alle String-Literale auf Konstanten zurückgeführt (kein doppeltes `"Favorites"` mehr — nur die Konstantendefinition).
- [x] Kommentare ergänzt, die erklären, WARUM Werte fest sind (`AvailableLines` als Policy, Win32-Konstanten als API-konstant, Scroll-Anteile als feste Navigation).
- [x] Win32-Konstanten (Punkt 7) NICHT angefasst, nur per Kommentar als „bewusst hartkodiert" markiert.
- [x] README/agents nicht um diese rein implementativen Werte erweitert (keine Config-Felder dokumentiert);
Doku bleibt bei nutzersichtbaren, konfigurierbaren Werten (Farben, Titel, RootDir/Patch/Hatari).
---
+38 -1
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@@ -16,7 +16,9 @@ Built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/)
### Color Scheme
| Entry | Label | Color | Meaning |
Colors are configurable via the `Colors` section in `launcher.config.json` (see [Configuration](#-configuration)). Defaults are shown below:
| Entry | Label | Default Color | Meaning |
|---|---|---|---|
| Folder in both layers | `[BOTH]` | Yellow | Exists in main + patch |
| Patch-only folder | `[PTCH]` | DarkYellow | Only in patch layer |
@@ -24,6 +26,8 @@ Built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/)
| ZIP in both layers | `[BOTH]` | Green | Exists in main + patch |
| Main-only ZIP | `[ROOT]` | DarkGreen | Only in main layer |
| Patch-only ZIP | `[PTCH]` | Magenta | Only in patch layer |
| Selected entry | — | Black on DarkCyan | Highlighted entry |
| Virtual entry (Favorites) | — | White | Pseudo-folder |
---
@@ -69,6 +73,17 @@ The launcher reads `launcher.config.json` from the same directory as the executa
"Executable": "C:\\Tools\\hatari\\hatari.exe",
"ConfigFile": "C:\\Tools\\hatari\\hatari-st.cfg",
"ArgsTemplate": "-c \"{cfg}\" --disk-a \"{zip}\""
},
"Colors": {
"FolderBoth": "Yellow",
"FolderPatchOnly": "DarkYellow",
"FolderRootOnly": "Gray",
"ZipBoth": "Green",
"ZipRootOnly": "DarkGreen",
"ZipPatchOnly": "Magenta",
"SelectedForeground": "Black",
"SelectedBackground": "DarkCyan",
"VirtualEntry": "White"
}
}
```
@@ -80,6 +95,28 @@ The launcher reads `launcher.config.json` from the same directory as the executa
| `Hatari.Executable` | ✅ | Path to the Hatari executable. Validated at startup. |
| `Hatari.ConfigFile` | ✅ | Path to the Hatari configuration file. |
| `Hatari.ArgsTemplate` | ✅ | Argument template. Must contain `{zip}`, optionally `{cfg}`. |
| `Colors` | ❌ | Optional color overrides. See [Color Scheme](#-color-scheme) below. Missing or invalid values fall back to defaults. |
**Notes:**
- Relative paths are resolved relative to the executable's directory.
- Include quotes around `{cfg}` and `{zip}` in the template if your paths contain spaces.
- After editing `launcher.config.json`, restart the application.
### 🎨 Color Scheme
Colors are fully configurable via the `Colors` section of `launcher.config.json`. Each field accepts a [ConsoleColor](https://learn.microsoft.com/dotnet/api/system.consolecolor) name (case-insensitive). Omitting the entire `Colors` section — or any individual field — falls back to the built-in defaults:
| Field | Default | Applies to |
|---|---|---|
| `FolderBoth` | Yellow | Folders in both layers |
| `FolderPatchOnly` | DarkYellow | Folders in patch only |
| `FolderRootOnly` | Gray | Folders in root only |
| `ZipBoth` | Green | ZIPs in both layers |
| `ZipRootOnly` | DarkGreen | ZIPs in root only |
| `ZipPatchOnly` | Magenta | ZIPs in patch only |
| `SelectedForeground` | Black | Foreground for the highlighted entry |
| `SelectedBackground` | DarkCyan | Background for the highlighted entry |
| `VirtualEntry` | White | Virtual entries (e.g. the Favorites pseudo-folder) |
**Notes:**
- Relative paths are resolved relative to the executable's directory.
@@ -4,6 +4,25 @@
namespace MarcerGameDvdLauncher
{
// Configuration POCOs separated into their own file for clarity
/// <summary>
/// Color configuration for the menu renderer.
/// All properties have default values matching the original hardcoded scheme,
/// so omitting any value (or the entire "Colors" section) preserves existing behaviour.
/// </summary>
public class AppColorConfig
{
public ConsoleColor FolderBoth { get; set; } = ConsoleColor.Yellow;
public ConsoleColor FolderPatchOnly { get; set; } = ConsoleColor.DarkYellow;
public ConsoleColor FolderRootOnly { get; set; } = ConsoleColor.Gray;
public ConsoleColor ZipBoth { get; set; } = ConsoleColor.Green;
public ConsoleColor ZipRootOnly { get; set; } = ConsoleColor.DarkGreen;
public ConsoleColor ZipPatchOnly { get; set; } = ConsoleColor.Magenta;
public ConsoleColor SelectedForeground { get; set; } = ConsoleColor.Black;
public ConsoleColor SelectedBackground { get; set; } = ConsoleColor.DarkCyan;
public ConsoleColor VirtualEntry { get; set; } = ConsoleColor.White;
}
public class AppHatariConfig
{
public string? Executable { get; set; }
@@ -16,5 +35,9 @@ namespace MarcerGameDvdLauncher
public string? RootDirectory { get; set; }
public string? PatchDirectory { get; set; }
public AppHatariConfig? Hatari { get; set; }
// Ignored during JSON deserialization — parsed manually in LoadConfiguration so that
// invalid color strings fall back to defaults instead of throwing.
[System.Text.Json.Serialization.JsonIgnore]
public AppColorConfig? Colors { get; set; }
}
}
+13 -1
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@@ -6,6 +6,14 @@ namespace MarcerGameDvdLauncher
// Manages loading, saving and querying favorite ZIP paths.
public class FavoritesService
{
// Virtual folder name displayed at the root when favorites exist.
// Not configurable — fixed UI element.
public const string FavoritesRootName = "Favorites";
// Filename used for persisting favorites to disk.
// Not configurable — fixed persistence file.
public const string DefaultFileName = "favorites.txt";
private readonly string _filePath;
// Use a SortedSet so favorites are kept in sorted order in memory.
private SortedSet<string> _favorites = new(StringComparer.OrdinalIgnoreCase);
@@ -87,7 +95,11 @@ namespace MarcerGameDvdLauncher
}
catch
{
// Let callers surface errors (we swallow here to avoid throwing on write failures during UI operations)
// Swallowed intentionally ("bewusst still"): a persistence failure
// (e.g. disk full, read-only directory) must not crash or interrupt
// the UI. The in-memory state is still updated so the user sees
// immediate feedback; only the on-disk write is lost. On next
// application start the favorites reflect the last successful save.
}
}
}
@@ -0,0 +1,255 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
namespace MarcerGameDvdLauncher
{
/// <summary>
/// Handles user input (key events) and the associated navigation / drawing logic.
/// Extracted from AppHost so that LauncherApp stays focused on lifecycle management.
/// No functional change - all key-handling behaviour is preserved exactly.
/// </summary>
internal class InputController
{
private readonly OverlayDirectoryBrowser _directoryBrowser;
private readonly MenuRenderer _menuRenderer;
private readonly NavigationController _navigationController;
private readonly HatariLauncher _hatariLauncher;
private readonly FavoritesService _favoritesService;
private readonly UIErrorService _errorService;
private List<GameEntry> _gameEntries = new();
public IReadOnlyList<GameEntry> GameEntries => _gameEntries;
public InputController(OverlayDirectoryBrowser directoryBrowser, MenuRenderer menuRenderer,
NavigationController navigationController, HatariLauncher hatariLauncher,
FavoritesService favoritesService, UIErrorService errorService)
{
_directoryBrowser = directoryBrowser;
_menuRenderer = menuRenderer;
_navigationController = navigationController;
_hatariLauncher = hatariLauncher;
_favoritesService = favoritesService;
_errorService = errorService;
}
private bool IsFavorite(GameEntry e)
{
return e.Kind == EntryKind.Zip
? _favoritesService.IsFavorite(e.InPatch ? e.PatchPath : e.RootPath)
: false;
}
private void DrawMenu(int availableLines)
{
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset,
_navigationController.SelectedIndex, availableLines, IsFavorite);
}
/// <summary>
/// Updates scroll offset and redraws the full menu. Called on initial load and console resize.
/// </summary>
public void RefreshView(int availableLines)
{
_navigationController.UpdateScrollOffset(_gameEntries.Count, availableLines);
DrawMenu(availableLines);
}
/// <summary>
/// Loads entries for the current directory (or the virtual Favorites folder).
/// </summary>
public void ReloadGameEntries()
{
try
{
// If we are at the virtual Favorites folder, produce the flat list from the favorites service
if (string.Equals(_navigationController.CurrentRelativePath, FavoritesService.FavoritesRootName, StringComparison.OrdinalIgnoreCase))
{
var favs = _favoritesService.GetAll();
_gameEntries = new List<GameEntry>();
foreach (var p in favs)
{
_gameEntries.Add(new GameEntry
{
Name = Path.GetFileName(p),
Kind = EntryKind.Zip,
InRoot = true,
InPatch = false,
RootPath = p,
PatchPath = string.Empty,
IsVirtual = false
});
}
_navigationController.SetEntriesCount(_gameEntries.Count);
return;
}
// Otherwise use the overlay directory browser for normal folders
_gameEntries = _directoryBrowser.GetEntries(_navigationController.CurrentRelativePath);
// If we are at the root and there are favorites, prepend a virtual Favorites folder
if (string.IsNullOrEmpty(_navigationController.CurrentRelativePath) && _favoritesService.HasFavorites())
{
var virtualEntry = new GameEntry
{
Name = FavoritesService.FavoritesRootName,
Kind = EntryKind.Directory,
InRoot = true,
InPatch = false,
RootPath = string.Empty,
PatchPath = string.Empty,
IsVirtual = true
};
_gameEntries.Insert(0, virtualEntry);
}
_navigationController.SetEntriesCount(_gameEntries.Count);
}
catch (Exception ex)
{
// Show the error to the user and continue with an empty list
_errorService.ShowError(ex.Message);
_gameEntries = new List<GameEntry>();
_navigationController.SetEntriesCount(0);
}
}
/// <summary>
/// Handles a key press. Returns true if the application should exit.
/// </summary>
public bool HandleKey(ConsoleKeyInfo key, int availableLines)
{
if (key.KeyChar == '?')
{
_menuRenderer.ShowHelpBox(availableLines);
Console.ReadKey(intercept: true);
_menuRenderer.InvalidateCache();
DrawMenu(availableLines);
ProgramHelpers.FlushInputBuffer();
return false;
}
switch (key.Key)
{
case ConsoleKey.UpArrow:
{
int previousSelectedIndex = _navigationController.SelectedIndex;
bool didScroll = _navigationController.MoveUp(_gameEntries, availableLines);
if (didScroll)
{
DrawMenu(availableLines);
}
else
{
_menuRenderer.RedrawEntry(_gameEntries, previousSelectedIndex, previousSelectedIndex - _navigationController.ScrollOffset, false, availableLines, IsFavorite);
_menuRenderer.RedrawEntry(_gameEntries, _navigationController.SelectedIndex, _navigationController.SelectedIndex - _navigationController.ScrollOffset, true, availableLines, IsFavorite);
}
// flush input to avoid key repeat
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.DownArrow:
{
int previousSelectedIndex = _navigationController.SelectedIndex;
bool didScroll = _navigationController.MoveDown(_gameEntries, availableLines);
if (didScroll)
{
DrawMenu(availableLines);
}
else
{
_menuRenderer.RedrawEntry(_gameEntries, previousSelectedIndex, previousSelectedIndex - _navigationController.ScrollOffset, false, availableLines, IsFavorite);
_menuRenderer.RedrawEntry(_gameEntries, _navigationController.SelectedIndex, _navigationController.SelectedIndex - _navigationController.ScrollOffset, true, availableLines, IsFavorite);
}
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.Enter:
case ConsoleKey.RightArrow:
{
var oldRelativePath = _navigationController.CurrentRelativePath;
var isDirectory = _gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Directory;
_navigationController.HandleEnter(_gameEntries);
if (isDirectory && oldRelativePath != _navigationController.CurrentRelativePath)
{
ReloadGameEntries();
_navigationController.UpdateScrollOffset(_gameEntries.Count, availableLines);
}
DrawMenu(availableLines);
// Only start a ZIP if NOT switching to a directory
if (!isDirectory && _gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Zip)
{
string zipToLaunch = _gameEntries[_navigationController.SelectedIndex].InPatch ? _gameEntries[_navigationController.SelectedIndex].PatchPath : _gameEntries[_navigationController.SelectedIndex].RootPath;
try
{
_hatariLauncher.Launch(zipToLaunch);
}
catch (Exception ex)
{
_errorService.ShowError(ex.Message);
}
}
// flush input to avoid leftover key events after an enter/navigation
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.Backspace:
case ConsoleKey.LeftArrow:
{
_navigationController.GoUpDirectory();
ReloadGameEntries();
_navigationController.UpdateScrollOffset(_gameEntries.Count, availableLines);
DrawMenu(availableLines);
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.PageDown:
{
_navigationController.PageDown(_gameEntries, availableLines);
DrawMenu(availableLines);
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.PageUp:
{
_navigationController.PageUp(_gameEntries, availableLines);
DrawMenu(availableLines);
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.Multiply:
case ConsoleKey.Oem8:
{
// Toggle favorite for selected ZIP (handles numpad * and some layouts)
if (_gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Zip)
{
var ge = _gameEntries[_navigationController.SelectedIndex];
string path = ge.InPatch ? ge.PatchPath : ge.RootPath;
try
{
_favoritesService.Toggle(path);
}
catch (Exception ex)
{
_errorService.ShowError("Failed to toggle favorite: " + ex.Message);
}
// Redraw the whole menu so the '*' marker updates immediately
DrawMenu(availableLines);
}
ProgramHelpers.FlushInputBuffer();
}
break;
case ConsoleKey.Escape:
case ConsoleKey.Q:
return true;
}
return false;
}
}
}
+83 -189
View File
@@ -69,39 +69,88 @@ namespace MarcerGameDvdLauncher
if (string.IsNullOrWhiteSpace(cfg.Hatari.ArgsTemplate) || !cfg.Hatari.ArgsTemplate.Contains("{zip}"))
throw new InvalidOperationException("Hatari.ArgsTemplate must contain the {zip} placeholder.");
// Parse Colors section manually so invalid values fall back to defaults
// instead of crashing the deserialization.
cfg.Colors = ParseAppColors(json);
return cfg;
}
// Parses the optional "Colors" JSON section into an AppColorConfig.
// Each field is resolved with Enum.TryParse<ConsoleColor>; unparseable or
// missing values silently fall back to the defaults defined in AppColorConfig.
private static AppColorConfig ParseAppColors(string json)
{
var colors = new AppColorConfig();
try
{
using var doc = System.Text.Json.JsonDocument.Parse(json);
if (doc.RootElement.TryGetProperty("Colors", out var colorsEl) && colorsEl.ValueKind == System.Text.Json.JsonValueKind.Object)
{
ParseColorField(colorsEl, "FolderBoth", v => colors.FolderBoth = v);
ParseColorField(colorsEl, "FolderPatchOnly", v => colors.FolderPatchOnly = v);
ParseColorField(colorsEl, "FolderRootOnly", v => colors.FolderRootOnly = v);
ParseColorField(colorsEl, "ZipBoth", v => colors.ZipBoth = v);
ParseColorField(colorsEl, "ZipRootOnly", v => colors.ZipRootOnly = v);
ParseColorField(colorsEl, "ZipPatchOnly", v => colors.ZipPatchOnly = v);
ParseColorField(colorsEl, "SelectedForeground", v => colors.SelectedForeground = v);
ParseColorField(colorsEl, "SelectedBackground", v => colors.SelectedBackground = v);
ParseColorField(colorsEl, "VirtualEntry", v => colors.VirtualEntry = v);
}
}
catch
{
// On any JSON error, fall back to default colors (already set above)
}
return colors;
}
private static void ParseColorField(System.Text.Json.JsonElement colorsEl, string name, Action<ConsoleColor> setter)
{
if (colorsEl.TryGetProperty(name, out var prop) && prop.ValueKind == System.Text.Json.JsonValueKind.String)
{
var str = prop.GetString();
if (Enum.TryParse<ConsoleColor>(str ?? string.Empty, ignoreCase: true, out var parsed))
setter(parsed);
// Invalid color names are silently ignored — defaults are preserved
}
}
}
// Internal host that keeps state previously stored in Program.cs
// Internal host that keeps state and lifecycle management for the application.
// Key-handling logic has been extracted into InputController; this class
// focuses on component wiring, initialization and the main loop (resize detection + key polling).
internal class AppHost(AppConfig cfg)
{
OverlayDirectoryBrowser? _directoryBrowser;
MenuRenderer _menuRenderer = new MenuRenderer();
NavigationController _navigationController = new NavigationController();
List<GameEntry> _gameEntries = new List<GameEntry>();
HatariLauncher? _hatariLauncher;
readonly UIErrorService _errorService = new UIErrorService();
FavoritesService? _favoritesService;
private InputController? _inputController;
private MenuRenderer? _menuRenderer;
private HatariLauncher? _hatariLauncher;
private int _currentAvailableLines;
private int _currentWidth;
public void InitializeComponents()
{
_directoryBrowser = new OverlayDirectoryBrowser(cfg.RootDirectory ?? string.Empty, cfg.PatchDirectory ?? string.Empty);
var directoryBrowser = new OverlayDirectoryBrowser(cfg.RootDirectory ?? string.Empty, cfg.PatchDirectory ?? string.Empty);
// Initialize favorites service. Use PatchDirectory if present, otherwise exe dir fallback.
string favPath;
if (!string.IsNullOrWhiteSpace(cfg.PatchDirectory))
{
favPath = Path.Combine(cfg.PatchDirectory!, "favorites.txt");
favPath = Path.Combine(cfg.PatchDirectory!, FavoritesService.DefaultFileName);
}
else
{
favPath = Path.Combine(AppContext.BaseDirectory, "favorites.txt");
favPath = Path.Combine(AppContext.BaseDirectory, FavoritesService.DefaultFileName);
}
_favoritesService = new FavoritesService(favPath);
try { _favoritesService.Load(); } catch { /* ignore load errors */ }
var favoritesService = new FavoritesService(favPath);
try { favoritesService.Load(); } catch { /* ignore load errors */ }
var errorService = new UIErrorService();
try
{
_hatariLauncher = new HatariLauncher(cfg.Hatari?.Executable ?? throw new InvalidOperationException("Hatari.Executable not configured"), cfg.Hatari?.ConfigFile ?? string.Empty, cfg.Hatari?.ArgsTemplate ?? "-c \"{cfg}\" --disk-a \"{zip}\"");
// ArgsTemplate is validated in LoadConfiguration — it must always contain {zip}.
// No hardcoded fallback is needed; the config file is the single source of truth.
_hatariLauncher = new HatariLauncher(cfg.Hatari?.Executable ?? throw new InvalidOperationException("Hatari.Executable not configured"), cfg.Hatari?.ConfigFile ?? string.Empty, cfg.Hatari?.ArgsTemplate ?? string.Empty);
}
catch (Exception ex)
{
@@ -109,32 +158,38 @@ namespace MarcerGameDvdLauncher
], ConsoleColor.Red);
Environment.Exit(1);
}
_menuRenderer = new MenuRenderer(cfg.Colors);
var navigationController = new NavigationController();
_inputController = new InputController(directoryBrowser, _menuRenderer, navigationController,
_hatariLauncher!, favoritesService, errorService);
Console.CursorVisible = false;
}
public void RunDirectoryNavigation()
{
_currentAvailableLines = ProgramHelpers.AvailableLines;
_currentWidth = Console.WindowWidth;
_inputController!.ReloadGameEntries();
_inputController.RefreshView(_currentAvailableLines);
bool exitRequested = false;
ReloadGameEntries();
int currentAvailableLines = Console.WindowHeight - 1;
int currentWidth = Console.WindowWidth;
_navigationController.UpdateScrollOffset(_gameEntries.Count, currentAvailableLines);
var isFav = new Func<GameEntry, bool>(e => _favoritesService?.IsFavorite(e.Kind == EntryKind.Zip ? (e.InPatch ? e.PatchPath : e.RootPath) ?? string.Empty : string.Empty) ?? false);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
while (!exitRequested)
{
// Reloads are performed explicitly when entering or leaving directories (Enter/Backspace)
// Reloads are performed explicitly by InputController when entering/leaving directories
// Do NOT hit the filesystem here on every loop iteration.
// detect a change in console height and/or width and redraw immediately
int latestAvailableLines = Console.WindowHeight - 1;
int latestAvailableLines = ProgramHelpers.AvailableLines;
int latestWidth = Console.WindowWidth;
if (latestAvailableLines != currentAvailableLines || latestWidth != currentWidth)
if (latestAvailableLines != _currentAvailableLines || latestWidth != _currentWidth)
{
currentAvailableLines = latestAvailableLines;
currentWidth = latestWidth;
_navigationController.UpdateScrollOffset(_gameEntries.Count, currentAvailableLines);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
_currentAvailableLines = latestAvailableLines;
_currentWidth = latestWidth;
_inputController.RefreshView(_currentAvailableLines);
}
// Only block if there's actually a key; otherwise allow resize detection
@@ -145,168 +200,7 @@ namespace MarcerGameDvdLauncher
}
var key = Console.ReadKey(intercept: true);
if (key.KeyChar == '?')
{
_menuRenderer.ShowHelpBox(currentAvailableLines);
Console.ReadKey(intercept: true);
_menuRenderer.InvalidateCache();
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
ProgramHelpers.FlushInputBuffer();
continue;
}
switch (key.Key)
{
case ConsoleKey.UpArrow:
int previousSelectedIndexUp = _navigationController.SelectedIndex;
bool didScrollUp = _navigationController.MoveUp(_gameEntries, currentAvailableLines);
if (didScrollUp)
{
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
}
else
{
_menuRenderer.RedrawEntry(_gameEntries, previousSelectedIndexUp, previousSelectedIndexUp - _navigationController.ScrollOffset, false, currentAvailableLines, isFav);
_menuRenderer.RedrawEntry(_gameEntries, _navigationController.SelectedIndex, _navigationController.SelectedIndex - _navigationController.ScrollOffset, true, currentAvailableLines, isFav);
}
// flush input to avoid key repeat
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.DownArrow:
int previousSelectedIndexDown = _navigationController.SelectedIndex;
bool didScrollDown = _navigationController.MoveDown(_gameEntries, currentAvailableLines);
if (didScrollDown)
{
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
}
else
{
_menuRenderer.RedrawEntry(_gameEntries, previousSelectedIndexDown, previousSelectedIndexDown - _navigationController.ScrollOffset, false, currentAvailableLines, isFav);
_menuRenderer.RedrawEntry(_gameEntries, _navigationController.SelectedIndex, _navigationController.SelectedIndex - _navigationController.ScrollOffset, true, currentAvailableLines, isFav);
}
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.Enter:
case ConsoleKey.RightArrow:
var oldRelativePath = _navigationController.CurrentRelativePath;
var isDirectory = _gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Directory;
_navigationController.HandleEnter(_gameEntries);
if (isDirectory && oldRelativePath != _navigationController.CurrentRelativePath) {
ReloadGameEntries();
_navigationController.UpdateScrollOffset(_gameEntries.Count, currentAvailableLines);
}
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
// Only start a ZIP if NOT switching to a directory
if (!isDirectory && _gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Zip)
{
string zipToLaunch = _gameEntries[_navigationController.SelectedIndex].InPatch ? _gameEntries[_navigationController.SelectedIndex].PatchPath : _gameEntries[_navigationController.SelectedIndex].RootPath;
try
{
_hatariLauncher!.Launch(zipToLaunch);
}
catch (Exception ex)
{
_errorService.ShowError(ex.Message);
}
}
// flush input to avoid leftover key events after an enter/navigation
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.Backspace:
case ConsoleKey.LeftArrow:
_navigationController.GoUpDirectory();
ReloadGameEntries();
_navigationController.UpdateScrollOffset(_gameEntries.Count, currentAvailableLines);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.PageDown:
_navigationController.PageDown(_gameEntries, currentAvailableLines);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.PageUp:
_navigationController.PageUp(_gameEntries, currentAvailableLines);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.Multiply:
case ConsoleKey.Oem8:
// Toggle favorite for selected ZIP (handles numpad * and some layouts)
if (_gameEntries.Count > 0 && _gameEntries[_navigationController.SelectedIndex].Kind == EntryKind.Zip)
{
var ge = _gameEntries[_navigationController.SelectedIndex];
string path = ge.InPatch ? ge.PatchPath : ge.RootPath;
try
{
_favoritesService?.Toggle(path);
}
catch (Exception ex)
{
_errorService.ShowError("Failed to toggle favorite: " + ex.Message);
}
// Redraw the whole menu so the '*' marker updates immediately
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
}
ProgramHelpers.FlushInputBuffer();
break;
case ConsoleKey.Escape:
case ConsoleKey.Q:
exitRequested = true;
break;
}
}
}
void ReloadGameEntries()
{
try
{
// If we are at the virtual Favorites folder, produce the flat list from the favorites service
if (string.Equals(_navigationController.CurrentRelativePath, "Favorites", StringComparison.OrdinalIgnoreCase))
{
var favs = _favoritesService?.GetAll() ?? new List<string>();
_gameEntries = favs.Select(p => new GameEntry
{
Name = Path.GetFileName(p),
Kind = EntryKind.Zip,
InRoot = true,
InPatch = false,
RootPath = p,
PatchPath = string.Empty,
IsVirtual = false
}).ToList();
_navigationController.SetEntriesCount(_gameEntries.Count);
return;
}
// Otherwise use the overlay directory browser for normal folders
_gameEntries = _directoryBrowser!.GetEntries(_navigationController.CurrentRelativePath);
// If we are at the root and there are favorites, prepend a virtual "Favorites" folder
if (string.IsNullOrEmpty(_navigationController.CurrentRelativePath) && (_favoritesService?.HasFavorites() ?? false))
{
var virtualEntry = new GameEntry
{
Name = "Favorites",
Kind = EntryKind.Directory,
InRoot = true,
InPatch = false,
RootPath = string.Empty,
PatchPath = string.Empty,
IsVirtual = true
};
// insert at the beginning
_gameEntries.Insert(0, virtualEntry);
}
_navigationController.SetEntriesCount(_gameEntries.Count);
}
catch (Exception ex)
{
// Show the error to the user and continue with an empty list
_errorService.ShowError(ex.Message);
_gameEntries = new List<GameEntry>();
_navigationController.SetEntriesCount(0);
exitRequested = _inputController.HandleKey(key, _currentAvailableLines);
}
}
}
+24 -40
View File
@@ -11,6 +11,14 @@ namespace MarcerGameDvdLauncher
private LineState[] _cachedBuffer = Array.Empty<LineState>();
private int _cachedWidth = -1;
// Color configuration (injected; defaults to built-in scheme if null)
private readonly AppColorConfig _colors;
public MenuRenderer(AppColorConfig? colors = null)
{
_colors = colors ?? new AppColorConfig();
}
// availableLines is provided per-draw so the renderer adapts to console resizes
public void DrawMenu(List<GameEntry> entries, int scrollOffset, int selectedIndex, int availableLines, Func<GameEntry, bool>? isFavorite = null)
{
@@ -43,11 +51,8 @@ namespace MarcerGameDvdLauncher
}
// Diff & write only changed lines
// Use the caller-provided availableLines (which should be Console.WindowHeight - 1)
int maxRow = Math.Max(0, availableLines - 1);
for (int row = 0; row < availableLines; row++)
{
if (row > maxRow) break;
var newLine = newBuffer[row];
var oldLine = _cachedBuffer[row];
if (oldLine.Text != newLine.Text || oldLine.Fg != newLine.Fg || oldLine.Bg != newLine.Bg)
@@ -63,26 +68,16 @@ namespace MarcerGameDvdLauncher
{
if (entryIdx < 0 || entryIdx >= entries.Count) return;
availableLines = Math.Max(1, availableLines);
int maxRow = Math.Max(0, availableLines - 1);
if (row < 0 || row > maxRow) return;
// row is a visual row within the visible window; validate against availableLines
if (row < 0 || row >= availableLines) return;
int width = Console.WindowWidth;
// ensure cache is valid for current width/height and the target row
EnsureCacheForRow(width, Math.Min(availableLines, Math.Max(1, _cachedBuffer.Length == 0 ? 1 : _cachedBuffer.Length)));
// Ensure the cache matches the current dimensions (same as DrawMenu)
EnsureCache(width, availableLines);
var e = entries[entryIdx];
var (fg, bg) = GetColors(e, selected);
string text = BuildLineText(e, width, isFavorite?.Invoke(e) ?? false);
ConsoleColor fg, bg;
if (selected)
{
bg = ConsoleColor.DarkCyan;
fg = ConsoleColor.Black;
}
else
{
bg = ConsoleColor.Black;
fg = GetColorForEntry(e);
}
var newLine = new LineState { Text = text, Fg = fg, Bg = bg };
// If cache differs, write
@@ -113,18 +108,6 @@ namespace MarcerGameDvdLauncher
}
}
// Ensures the cached buffer has at least requiredRows entries and matches width.
private void EnsureCacheForRow(int width, int requiredRows)
{
if (_cachedBuffer.Length < requiredRows || _cachedWidth != width)
{
int newLen = Math.Max(requiredRows, 1);
_cachedBuffer = new LineState[newLen];
for (int i = 0; i < newLen; i++) _cachedBuffer[i].Text = null!;
_cachedWidth = width;
}
}
// Write a line to the console using the centralized logic (handles concurrent resizes safely)
private void WriteConsoleLine(int row, LineState newLine)
{
@@ -229,12 +212,13 @@ namespace MarcerGameDvdLauncher
return text + new string(' ', width - text.Length);
}
// Returns foreground and background colors for an entry depending on selection state
// Returns foreground and background colors for an entry depending on selection state.
// Selected colors and entry colors come from the injected AppColorConfig.
private (ConsoleColor fg, ConsoleColor bg) GetColors(GameEntry e, bool selected)
{
if (selected)
{
return (ConsoleColor.Black, ConsoleColor.DarkCyan);
return (_colors.SelectedForeground, _colors.SelectedBackground);
}
else
{
@@ -306,20 +290,20 @@ namespace MarcerGameDvdLauncher
private ConsoleColor GetColorForEntry(GameEntry e)
{
// Virtual entries (like the Favorites pseudo-folder) should be white
if (e.IsVirtual) return ConsoleColor.White;
// Virtual entries (like the Favorites pseudo-folder) use the configured VirtualEntry color
if (e.IsVirtual) return _colors.VirtualEntry;
if (e.Kind == EntryKind.Directory)
{
if (e.InRoot && e.InPatch) return ConsoleColor.Yellow; // Both layers
if (e.InPatch && !e.InRoot) return ConsoleColor.DarkYellow; // Only patch
if (e.InRoot && !e.InPatch) return ConsoleColor.Gray; // Only root
if (e.InRoot && e.InPatch) return _colors.FolderBoth; // Both layers
if (e.InPatch && !e.InRoot) return _colors.FolderPatchOnly; // Only patch
if (e.InRoot && !e.InPatch) return _colors.FolderRootOnly; // Only root
}
else if (e.Kind == EntryKind.Zip)
{
if (e.InRoot && e.InPatch) return ConsoleColor.Green; // Both layers
if (e.InRoot && !e.InPatch) return ConsoleColor.DarkGreen; // Only root
if (e.InPatch && !e.InRoot) return ConsoleColor.Magenta; // Only patch
if (e.InRoot && e.InPatch) return _colors.ZipBoth; // Both layers
if (e.InRoot && !e.InPatch) return _colors.ZipRootOnly; // Only root
if (e.InPatch && !e.InRoot) return _colors.ZipPatchOnly; // Only patch
}
return ConsoleColor.DarkGray;
}
@@ -5,6 +5,12 @@ namespace MarcerGameDvdLauncher
{
public class NavigationController
{
// Scroll fractions: when the selection cursor reaches 2/3 of the visible window
// height from the top, the list scrolls down; when it reaches 1/3, it scrolls up.
// Not configurable — these ratios are the established navigation behaviour.
private const double BottomScrollFraction = 2.0 / 3.0;
private const double TopScrollFraction = 1.0 / 3.0;
public int SelectedIndex { get; private set; } = 0;
public int ScrollOffset { get; private set; } = 0;
public string CurrentRelativePath { get; private set; } = "";
@@ -99,12 +105,12 @@ namespace MarcerGameDvdLauncher
if (availableLines < 1) availableLines = 1;
if (entryCount <= availableLines) { ScrollOffset = 0; return; }
if (SelectedIndex == 0) { ScrollOffset = 0; return; }
int bottomScrollTrigger = ScrollOffset + (int)(availableLines * 2 / 3.0);
int topScrollTrigger = ScrollOffset + (int)(availableLines * 1 / 3.0);
int bottomScrollTrigger = ScrollOffset + (int)(availableLines * BottomScrollFraction);
int topScrollTrigger = ScrollOffset + (int)(availableLines * TopScrollFraction);
if (SelectedIndex >= bottomScrollTrigger && (ScrollOffset + availableLines) < entryCount)
ScrollOffset = SelectedIndex - (int)(availableLines * 2 / 3.0);
ScrollOffset = SelectedIndex - (int)(availableLines * BottomScrollFraction);
else if (SelectedIndex < topScrollTrigger && ScrollOffset > 0)
ScrollOffset = SelectedIndex - (int)(availableLines * 1 / 3.0);
ScrollOffset = SelectedIndex - (int)(availableLines * TopScrollFraction);
if (ScrollOffset < 0) ScrollOffset = 0;
if (ScrollOffset > entryCount - availableLines)
ScrollOffset = entryCount - availableLines;
+4 -1
View File
@@ -5,9 +5,12 @@ namespace MarcerGameDvdLauncher
{
class Program
{
// Console window title. Not configurable — fixed application display name.
private const string DefaultTitle = "Marcer GameDVD Launcher";
static void Main(string[] args)
{
Console.Title = "Marcer GameDVD Launcher";
Console.Title = DefaultTitle;
var app = new LauncherApp();
app.Run();
}
+9 -1
View File
@@ -9,6 +9,11 @@ namespace MarcerGameDvdLauncher
// Small helpers refactored into their own file to keep Program.cs focused.
internal static class ProgramHelpers
{
// The console window height minus one. The last row is reserved to prevent
// auto-scroll / flicker when the cursor reaches the bottom row (project policy).
// Centralized here so the policy lives in exactly one place.
public static int AvailableLines => Math.Max(0, Console.WindowHeight - 1);
// Flushes the console input buffer to avoid processing leftover key events
// Uses Win32 FlushConsoleInputBuffer on the standard input handle. On non-Windows
// environments this will be a no-op.
@@ -31,6 +36,8 @@ namespace MarcerGameDvdLauncher
}
}
// Win32 API constants — intentionally hardcoded (bewusst hartkodiert).
// These are defined by the Windows API and do not change.
private const int STD_INPUT_HANDLE = -10;
[System.Runtime.InteropServices.DllImport("kernel32.dll")]
@@ -41,6 +48,7 @@ namespace MarcerGameDvdLauncher
private static extern bool FlushConsoleInputBuffer(IntPtr hConsoleInput);
// P/Invoke to query key state (used to detect physical key release)
// Win32 virtual-key code — intentionally hardcoded (bewusst hartkodiert).
private const int VK_RETURN = 0x0D;
[DllImport("user32.dll")]
@@ -55,7 +63,7 @@ namespace MarcerGameDvdLauncher
{
try
{
int lastRow = Math.Max(0, Console.WindowHeight - 1);
int lastRow = AvailableLines;
int width = Console.WindowWidth;
string text = message ?? string.Empty;
if (text.Length > width) text = text.Substring(0, Math.Max(0, width - 3)) + "...";
@@ -5,6 +5,10 @@ namespace MarcerGameDvdLauncher;
/// <summary>
/// Centralized service for error and user message output in the console UI.
/// Errors are presented to the user via <see cref="ProgramHelpers.ShowConsoleMessage"/>
/// and are not rethrown — the caller's context does not allow for meaningful error
/// recovery, so the application stays in the navigation loop after the user dismisses
/// the message.
/// </summary>
public class UIErrorService
{
@@ -5,5 +5,16 @@
"Executable": "C:\\Tools\\hatari\\hatari.exe",
"ConfigFile": "C:\\Tools\\hatari\\hatari-st.cfg",
"ArgsTemplate": "-c \"{cfg}\" --disk-a \"{zip}\""
},
"Colors": {
"FolderBoth": "Yellow",
"FolderPatchOnly": "DarkYellow",
"FolderRootOnly": "Gray",
"ZipBoth": "Green",
"ZipRootOnly": "DarkGreen",
"ZipPatchOnly": "Magenta",
"SelectedForeground": "Black",
"SelectedBackground": "DarkCyan",
"VirtualEntry": "White"
}
}