48 Commits
Author SHA1 Message Date
stefankoelle 7d9a73ebf6 moonweb.yml 2026-08-14 23:54:35 +02:00
stefankoelle 0cc389ff5d demo.sh update 2026-08-11 21:14:06 +02:00
stefankoelle 305588da8f help box sorted 2026-08-11 21:07:08 +02:00
stefankoelle bc39039c3c help box updated 2026-08-11 21:05:19 +02:00
stefankoelle d5d7cfb7c4 Fix help screen display
- Use symbols for cursor arrows (↑ / ↓, →, ←)
- Combine ESC/q into single line
- Simplify help box to grey background only
2026-08-11 21:02:53 +02:00
stefankoelle 12586262cb help box 2026-08-11 21:00:46 +02:00
stefankoelle 9c65dafdcf release v0.9.7
- Update AGENTS.md: cleanup redundant policy content
- Clean BUGS.md: remove all resolved bugs/issues
- Delete PLAN.md: completed document
- Fix InputController.cs: redraw menu after Hatari with cache invalidation
- ProgramHelpers.cs: add convenience ShowConsoleMessage overload
2026-08-11 20:44:33 +02:00
stefankoelle 03f7e5eed4 hatari running message redraw screen 2026-08-11 20:21:21 +02:00
stefankoelle 6e32223eef AGENTS.md 2026-08-11 20:17:53 +02:00
stefankoelle 2bb2b09c1d remove PLAN.md 2026-08-11 20:12:40 +02:00
stefankoelle bc9bb8e862 fix bugs 2026-08-11 20:11:23 +02:00
stefankoelle 4c7592582c release v0.9.6
## Summary

### New Features
- Improved Hatari launch configuration with {cfg} placeholder validation in args template
- Enhanced path traversal protection in overlay directory browser
- Added support for more joystick configurations
- Improved demo setup with folders G-Z

### Fixes
- Fixed hatari config file path handling to use bundled config by default
- Improved favorites service with positional constructor for better initialization
- Fixed Modal display logic for Hatari launches
- Enhanced error handling and validation throughout
- Fixed various typos and code style issues
- Improved menu rendering with better handling of console dimensions

### Documentation
- Updated README with Hatari setup instructions
- Updated AGENTS.md with enhanced release process
2026-08-11 20:08:06 +02:00
stefankoelle 5e2ab6581c README.md 2026-08-11 20:05:05 +02:00
stefankoelle e839c01a1e fix create release 2026-08-11 20:02:42 +02:00
stefankoelle 0117ba90c3 model center and wait for hatari 2026-08-11 19:55:44 +02:00
stefankoelle 9649910df6 demo.sh 2026-08-11 19:34:12 +02:00
stefankoelle 7971385beb cleanup 2026-08-11 19:31:18 +02:00
stefankoelle 410da6a98b Merge remote-tracking branch 'origin/main' 2026-08-11 19:30:56 +02:00
stefankoelle dd17b60784 launcher fixes - hatari config fixes 2026-08-11 19:30:35 +02:00
stefankoelle 5d8db1347b release v0.9.5 2026-08-11 19:30:33 +02:00
stefankoelle 7b40cbc331 launcher fixes - hatari config fixes 2026-08-11 19:22:53 +02:00
stefankoelle 4660cc6be8 release v0.9.5\n\nThis release updates the Marcer GameDVD Launcher with the following changes:\n\n#### Bug Fixes\n- Fix bundled config path resolution using Directory.GetCurrentDirectory() for better cross-platform compatibility\n\n#### Features\n- Add bundled Hatari configuration file for automatic fallback\n- Make Hatari.ConfigFile optional with automatic fallback to bundled config\n\n#### Code Improvements\n- Centralize configuration handling for better maintainability\n- Improve documentation and comments throughout\n\nThe launcher now provides improved configuration handling and bundled support for Hatari. 2026-08-11 14:51:40 +02:00
stefankoelle 148c2bb484 fix: use Directory.GetCurrentDirectory() for bundled config path 2026-08-11 14:45:27 +02:00
stefankoelle 607d0df28c release v0.9.4
### Changes

This release updates the Marcer GameDVD Launcher with the following changes:

#### Bug Fixes
- Fix the  placeholder handling when empty - now properly uses the bundled config file
- Add validation for  in constructor
- Fix  bounds checking on console resize
- Fix  key binding documentation in AGENTS.md

#### Features
- Add bundled Hatari configuration file ()
- Make  optional with automatic fallback to bundled config
- Update documentation to reflect new optional config behavior
- Add  key support (alias for Enter)

#### Documentation
- Update AGENTS.md module overview to include new RightArrow key binding
- Update README.md to clarify optional  with bundled fallback
- Create  documentation file with known issues and fixes

#### Code Improvements
- Centralize magic strings and constants
- Add  helper for console height management
- Make color scheme fully configurable via JSON
- Improve Win32 constants documentation

The launcher now provides a more robust and configurable experience with proper error handling and improved documentation.
2026-08-11 14:37:28 +02:00
stefankoelle 4b3321e812 fix 2026-08-11 14:31:30 +02:00
stefankoelle 6a4be2e397 fix 2026-08-11 14:30:55 +02:00
stefankoelle 61a8ae8457 fix 2026-08-11 14:30:49 +02:00
stefankoelle 5995a96516 fix 2026-08-11 14:30:42 +02:00
stefankoelle e704261ea4 provide hatari config with launcher 2026-08-11 14:30:27 +02:00
stefankoelle 1634ce806c hatari config 2026-08-11 14:14:55 +02:00
stefankoelle 292b642d76 some fixes 2026-08-11 14:14:12 +02:00
stefankoelle e8c43a9d52 release v0.9.3
Marcer GameDVD Launcher v0.9.3 - Major refactoring with configurable color scheme and centralized code organization

- Refactor: Decompose LauncherApp ~300-line class into separate InputController for key handling and ReloadGameEntries; Lifecycle & Main-loop remain in AppHost
- Centralize hardcoded magic strings/constants: FavoritesRootName, DefaultFileName, DefaultTitle, scroll fractions, AvailableLines helper; remove redundant ArgsTemplate fallback
- Make color scheme configurable via 'Colors' section in launcher.config.json with Enum.TryParse<ConsoleColor> + default fallback
- Update 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
- Update launcher.config.example.json with new Colors section
- Update README.md with /create-release command
2026-08-11 12:26:58 +02:00
stefankoelle 7f4df30ae7 docs: check off Magische Strings parent item 2026-08-11 01:34:20 +02:00
stefankoelle 7a75c635f6 docs: mark all PLAN.md items complete in checklist 2026-08-11 01:33:54 +02:00
stefankoelle 62968dbcd1 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)
2026-08-11 01:33:33 +02:00
stefankoelle 7dca82baa8 /create-release in README.md 2026-08-11 00:54:10 +02:00
stefankoelle 9f12ec9075 release v0.9.2
Release v0.9.2: MIT License + automated release notes

- Add MIT License to project root and license headers across all source files (C#, shell, batch)
- Include LICENSE in publish output via .csproj so it ships in release ZIPs
- Update GitHub Actions to latest versions (checkout v7, setup-dotnet v6, upload/download-artifact v7/v8, action-gh-release v3)
- Release workflow now uses the commit message body as release notes (via /create-release command)
- Add renovate.json for automated dependency updates
- Fix demo.sh setup script
- Update README.md and AGENTS.md with License sections and refreshed module overview
- Add .gitignore entry for Python virtual environments (.venv/)
2026-08-11 00:52:28 +02:00
stefankoelle c79ff80a84 add LICENSE to build 2026-08-11 00:50:40 +02:00
Stefan Koelle 8cb3b1a624 Merge pull request #1 from skoelle/renovate/major-github-actions
Update GitHub Actions (major)
2026-08-11 00:49:44 +02:00
renovate[bot] 393290e37e Update GitHub Actions 2026-08-10 22:49:16 +00:00
stefankoelle ba8004ef50 renovate 2026-08-11 00:47:51 +02:00
stefankoelle 6bb086516c LICENSE 2026-08-11 00:46:55 +02:00
stefankoelle 48a08f9bb1 fix demo.sh 2026-08-10 23:11:42 +02:00
stefankoelle d5cf0cd723 AGENTS.md 2026-08-10 22:34:18 +02:00
stefankoelle 45a7c3ace2 README.md 2026-08-10 22:29:54 +02:00
stefankoelle eabf2066b6 README.md 2026-08-10 22:22:57 +02:00
stefankoelle 86dcf7bd32 README.md 2026-08-10 22:20:57 +02:00
stefankoelle c8229dd0e1 release command 2026-08-10 22:13:55 +02:00
29 changed files with 1403 additions and 626 deletions
+14 -7
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@@ -26,10 +26,10 @@ jobs:
artifact_name: osx-x64
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- name: Setup .NET
uses: actions/setup-dotnet@v4
uses: actions/setup-dotnet@v6
with:
dotnet-version: '10.0.x'
@@ -57,7 +57,7 @@ jobs:
zip -r $GITHUB_WORKSPACE/MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}.zip .
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v7
with:
name: MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}
path: MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}.zip
@@ -66,12 +66,12 @@ jobs:
needs: build
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Download all artifacts
uses: actions/download-artifact@v4
uses: actions/download-artifact@v8
with:
path: artifacts
@@ -81,7 +81,14 @@ jobs:
CURRENT_TAG="${GITHUB_REF_NAME}"
PREV_TAG=$(git describe --tags --abbrev=0 ${CURRENT_TAG}^ 2>/dev/null || echo "")
if [ -n "$PREV_TAG" ]; then
# Get the full commit message body of the release commit
# (the empty commit created by /create-release)
COMMIT_HASH=$(git rev-list -n 1 ${CURRENT_TAG})
BODY=$(git log -1 --format=%b ${COMMIT_HASH})
if [ -n "$BODY" ]; then
echo "$BODY" > release-notes.md
elif [ -n "$PREV_TAG" ]; then
echo "## Changes since ${PREV_TAG}" > release-notes.md
echo "" >> release-notes.md
git log --oneline ${PREV_TAG}..${CURRENT_TAG} >> release-notes.md
@@ -90,7 +97,7 @@ jobs:
fi
- name: Create GitHub Release
uses: softprops/action-gh-release@v2
uses: softprops/action-gh-release@v3
with:
name: MarcerGameDvdLauncher ${{ github.ref_name }}
body_path: release-notes.md
+3
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@@ -12,6 +12,9 @@ obj/
.DS_Store
Thumbs.db
# Python virtual environment
.venv/
# Release-Verzeichnis (keine ZIPs o.ä. ins Git!)
# Only ignore top-level release/ directory. Release directories in subfolders are allowed.
/release/
+6
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@@ -0,0 +1,6 @@
title: "Marcer GameDVD Launcher"
emoji: "🕹️"
category: code
subcategory: "Retro"
status: active
stack: [C#, .NET, Console]
+40
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@@ -0,0 +1,40 @@
---
description: Create and push a release tag (e.g. /create-release 1.0.0)
---
Create a release tag and push it to origin. The GitHub Action will automatically build for all platforms and create the GitHub Release.
## Steps
1. Validate the version argument ($ARGUMENTS):
- Must be provided, otherwise show error and stop
- Must match semver format (e.g. 1.0.0, 0.9.1, 2.0.0-beta.1)
2. Check for uncommitted changes:
- Run `git status --porcelain`
- If any output, warn the user and stop (commit first)
3. Find the previous tag dynamically:
- Run `git describe --tags --abbrev=0 HEAD` to find the most recent tag before HEAD
- If no previous tag exists (first release), note this and skip to step 5
- Report the previous tag to the user (e.g. "Previous tag found: v0.9.5")
4. Analyze changes since the previous tag:
- Run `git log --oneline <PREV_TAG>..HEAD` to list all commits between the previous tag and HEAD
- Read the changed files to understand context
- Write a concise, well-structured release summary in English with:
- A one-line overview
- Bullet points for each notable change (features, fixes, breaking changes)
- Keep it developer-friendly, no fluff
5. Create release commit with the summary as message:
- Run `git commit --allow-empty -m "release v$ARGUMENTS\n\n<summary>"`
- The commit message IS the release notes — the GitHub Action picks it up automatically
6. Create annotated tag on that commit:
- Run `git tag -a v$ARGUMENTS -m "Release v$ARGUMENTS"`
7. Push commit and tag:
- Run `git push origin main --tags` (or current branch)
8. Confirm success with the version number
+38 -37
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@@ -6,19 +6,21 @@ 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/HatariLauncher.cs: Responsible for validating the Hatari executable and starting Hatari with the configured argument template (replaces `{cfg}` and `{zip}`).
- 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, RightArrow) 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}`). Exposes `DefaultConfigFile` constant (`MarcerGameDvd-Hatari.cfg`).
- 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.
**Note for Automated Tests/CI:**
The Launcher cannot be executed or tested via `scripts/start.cmd` from this environment (build system, automation agent) since no Windows console environment is present. For release workflows and developer validation, it is ALWAYS required to do a manual test run via scripts/start.cmd per documentation and policy before delivery.
The Launcher cannot be executed or tested via `scripts/start.cmd` from this environment (build system, automation agent) since no Windows console environment is present. For release workflows and developer validation, it is ALWAYS required to do a manual test run via `scripts/start.cmd` (Windows) or `scripts/start.sh` (Linux/macOS) per documentation and policy before delivery.
**Release Process (automated via GitHub Actions):**
- Pushing a tag (`v*`) triggers the GitHub Action workflow (`.github/workflows/release.yml`).
@@ -30,19 +32,10 @@ The Launcher cannot be executed or tested via `scripts/start.cmd` from this envi
4. The GitHub Action handles the rest (build, ZIP, release notes, GitHub Release).
- Local release artifacts in `release/` are optional and no longer required for the release process.
Additional policy:
- README.md must be written in English. Any functional change that affects usage, configuration, or behavior MUST update README.md in English immediately after the change. If there are consequential changes to developer-facing policies, build steps, or requirements, AGENTS.md must be updated as well.
Developer note: Visual Studio Solution
- A Visual Studio solution file exists at `src/marcer-gamedvd-launcher.sln`. Developers may open this solution in Visual Studio to work on the project, debug and build from the IDE. The solution references `MarcerGameDvdLauncher\MarcerGameDvdLauncher.csproj` and includes Debug and Release configurations. Use `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux) and `scripts/start.cmd` for consistent command-line builds/releases as described elsewhere in this document.
With this, it is ensured that binary/release files never end up in git, and the release process is always traceable and performed exclusively manually in the web interface.
# Requirements for the Marcer GameDVD Launcher (AGENTS.md)
## Basic Function / Purpose
The console launcher is meant for browsing a games directory and can launch ZIP files with the Hatari emulator under Windows. Control is exclusively via keyboard in the console window.
The console launcher is meant for browsing a games directory and can launch ZIP files with the Hatari emulator. It runs on Windows, Linux, and macOS. Control is exclusively via keyboard in the console window.
## Detailed Requirements
@@ -53,14 +46,14 @@ The console launcher is meant for browsing a games directory and can launch ZIP
- Only display subfolders and ZIP files; ignore other file types and hidden files.
- Navigation and control exclusively with these keys:
- Arrow down/up: scroll by single entries
- Enter: open folder or launch ZIP with Hatari
- Backspace: jump to parent directory (never outside root)
- Enter / RightArrow: open folder or launch ZIP with Hatari
- Backspace / LeftArrow: jump to parent directory (never outside root)
- ESC: exit the program
- PageUp/PageDown: jump by one page up/down through the file list
- `?`: 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.
@@ -69,6 +62,7 @@ The console launcher is meant for browsing a games directory and can launch ZIP
### Launching a Game
- If Enter is pressed on a ZIP, Hatari is called with the configured executable, config file, and the full path to the ZIP file as arguments.
- `Hatari.ConfigFile` is optional. When empty, the bundled `MarcerGameDvd-Hatari.cfg` (shipped with the launcher) is used automatically.
### Error Handling & Edge Cases
- Paths with special characters or spaces must work robustly.
@@ -76,18 +70,16 @@ The console launcher is meant for browsing a games directory and can launch ZIP
- Empty directories must be displayed correctly (or reported correctly).
- In the root directory, Backspace must have no effect (no error, do not leave the program).
- Navigation (Backspace, Enter, etc.) must remain robust even for very deep or large directory trees.
- Hatari.Executable is validated during startup: the path is resolved (relative to the EXE directory when applicable) and must point to an existing file. If validation fails the program must present a clear error and exit.
- Hatari.Executable is validated during startup: the path is resolved (relative to the EXE directory when applicable) and must point to an existing file. If validation fails the program must present a clear error and exit.
### Miscellaneous
- Optional: Build and start scripts (`scripts/build.cmd` / `scripts/build.sh` / `scripts/start.cmd` / `scripts/start.sh`) are present, adapt as needed.
- For ALL builds, tests, and releases, ONLY the platform build script may be used: `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux). Direct `dotnet build`/`dotnet run` calls are NOT allowed, as they can lead to version/runtime conflicts. The application must always be started and tested using `scripts/start.cmd`.
- After making any code changes that affect behavior or touch source files, run the platform build script (`scripts/build.cmd` on Windows, `scripts/build.sh` on Linux) and ensure the build completes successfully before committing. Additionally, perform a manual functional test using `scripts/start.cmd` on a Windows machine prior to pushing a release.
- Build and start scripts (`scripts/build.cmd` / `scripts/build.sh` / `scripts/start.cmd` / `scripts/start.sh`) are present and must be used.
- For ALL builds, tests, and releases, ONLY the platform build script may be used: `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux/macOS). Direct `dotnet build`/`dotnet run` calls are NOT allowed, as they can lead to version/runtime conflicts. The application must always be started and tested using `scripts/start.cmd` (Windows) or `scripts/start.sh` (Linux/macOS).
- After making any code changes that affect behavior or touch source files, run the platform build script (`scripts/build.cmd` on Windows, `scripts/build.sh` on Linux/macOS) and ensure the build completes successfully before committing. Additionally, perform a manual functional test on a Windows, Linux, or macOS machine prior to pushing a release.
- The console window can have any number of lines; display/navigation must adapt dynamically.
- After each build for a release, the entire build output directory (`bin/Release/net10.0/`) must be zipped in the `release/` directory, and the ZIP must be uploaded as a release asset in Gitea.
- For every release, a Release Notes file must be maintained that summarizes all changes, bugfixes, and new features in that version; Release Notes must be provided with the release asset.
- **IMPORTANT:** With any functional change to the launcher, BOTH this file (AGENTS.md) AND the README.md must always be updated and kept current. Immediately after, a successful build must be executed. This is mandatory for all development on the project.
- README.md must be written in English. Any functional change that affects usage, configuration, or behavior MUST update README.md in English immediately after the change. If there are consequential changes to developer-facing policies, build steps, or requirements, AGENTS.md must be updated as well.
- **IMPORTANT:** With any functional change to the launcher, BOTH this file (AGENTS.md) AND the README.md must always be updated and kept current. Immediately after, a successful build must be executed. This is mandatory for all development on the project.
---
@@ -113,17 +105,26 @@ 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).
---
## License
MIT License - Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
- Full text in `LICENSE`
- License headers in all source code files
+46
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@@ -0,0 +1,46 @@
# Known Bugs & Issues
## Critical Bugs
_No open critical bugs._
## Medium Bugs
_No open medium bugs._
## Documentation Inconsistencies
_No open documentation inconsistencies._
## Code Quality / Minor
_No open code quality issues._
---
## Fixed / Non-Issues (Verified)
| Item | Status | Notes |
|------|--------|-------|
| `demo.sh` location | ✅ OK | Exists at repo root, README link correct |
| Magic strings centralized | ✅ Done | `FavoritesRootName`, `DefaultFileName`, `DefaultTitle` |
| Scroll fractions as constants | ✅ Done | `BottomScrollFraction`, `TopScrollFraction` |
| `AvailableLines` helper | ✅ Done | `ProgramHelpers.AvailableLines` |
| Colors configurable | ✅ Done | `Colors` section in config |
| Win32 constants documented | ✅ Done | Marked "intentionally hardcoded" |
| `Hatari.ConfigFile` optional with bundled fallback | ✅ Done | Empty ConfigFile falls back to bundled `MarcerGameDvd-Hatari.cfg` |
| `FavoritesService.Save()` swallow comment | ✅ Done | Explains intentional behavior |
| `UIErrorService` no-rethrow doc | ✅ Done | Explains design decision |
| ArgsTemplate `{cfg}` empty ConfigFile fallback | ✅ Done | `HatariLauncher.Launch()` falls back to bundled config |
| `MenuRenderer.RedrawEntry()` resize bounds check | ✅ Done | Row validated against `availableLines` + `Console.WindowHeight`, catch in `WriteConsoleLine` |
| `HatariLauncher` ArgsTemplate validation | ✅ Done | Constructor validates both `{zip}` and `{cfg}` placeholders |
| ZIP launch file existence check | ✅ Done | `File.Exists` defense-in-depth in `InputController` |
| `RightArrow`/`LeftArrow` in AGENTS.md | ✅ Done | Added to key bindings |
| `OverlayDirectoryBrowser` path traversal | ✅ Non-issue | `..` segments filtered at entry, `IsSubPathOf` as additional safety net |
| `ShowConsoleMessage` params overload | ✅ Done | Added convenience overload with flat argument list |
---
## Priority Recommendation
All identified issues have been resolved. See the Fixed table above for details.
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MIT License
Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# PLAN
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).
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.
- [ ] (Optional) Testprojekt hinzufügen für NavigationController & OverlayDirectoryBrowser
vorab mit Nutzer klären, da Policy bisher keine Tests vorsieht.
---
## 2. Hardcoded-Werte Aufgaben
### 2a. Colorschema konfigurierbar machen (entschieden)
- Aktuell: `MenuRenderer.cs` (`GetColorForEntry`) und README/agents-Doku (6 Entry-Typen +
Auswahl-Schema schwarz/blau).
- 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.
### 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.
### 2c. Platzhalterwerte zentralisieren (sehr detailliert)
**Was bedeutet das Problem?**
Einige Werte stehen direkt („hartkodiert") im Code statt an einer zentralen Stelle. Bei Wiederverwendung
oder Änderung des Verhaltens sucht man sie an mehreren Stellen im Quelltext — und es passieren schnell
Inkonsistenzen. Die folgenden Werte sind betroffen:
| # | Wert | Aktuelle Stelle | Was es tut | Geplanter Fix |
|---|------|-----------------|------------|---------------|
| 1 | `"Favorites"` | `LauncherApp.cs` (2×) | Virtueller Ordnername, der dem Nutzer als Eintrag an der Wurzel angezeigt wird. Wenn zwei voneinander abweichende Literale im Codestand bleiben, funktioniert Enter/Anzeige dieses Ordners nicht mehr. | Eine einzige Konstante `const string FavoritesRootName = "Favorites";` (z.B. in `FavoritesService`); beide Verwendungen darauf zurückführen. **Nur Code-Konstante, nicht konfigurierbar.** |
| 2 | `"favorites.txt"` | `LauncherApp.cs` | Dateiname der Favoriten-Persistenz (liegt im Patch-Dir oder neben EXE). | Konstante im `FavoritesService` (z.B. `public const string DefaultFileName = "favorites.txt";`); Aufrufer nutzen diese statt Literal. **Nur Code-Konstante, nicht konfigurierbar.** |
| 3 | `"Marcer GameDVD Launcher"` | `Program.cs` (`Console.Title`) | Konsolen-Titel, der im Fenstertitel erscheint. | Konstante `const string DefaultTitle = "Marcer GameDVD Launcher";` (Nutzer-visible, aber **nicht konfigurierbar** — fixer Anzeige-Titel). |
| 4 | Default-ArgsTemplate `-c "{cfg}" --disk-a "{zip}"` | `LauncherApp.cs` | Redundanter Fallback, falls `Hatari.ArgsTemplate` in der Config nicht gesetzt ist. Ist bereits in der example definiert → das Hardcode ist nur ein Sicherheitsnetz. | Redundanz entfernen: Fallback streichen und erzwingen, dass die Config den Template liefert (Validation `{zip}` existiert schon). **Config-Feld bleibt die einzige Quelle.** |
| 5 | Scroll-Anteile `2/3` und `1/3` | `NavigationController.cs` | Bestimmt, ab welcher relativen Position im sichtbaren Fenster automatisch gescrollt wird (Cursor bei 2/3 unten → scrollen, bei 1/3 oben → zurückscrollen). | Benannte Konstanten `BottomScrollTriggerFraction = 2f/3f` und `TopScrollTriggerFraction = 1f/3f` mit Kommentar; Logik bleibt identisch. **Nur Code-Konstanten, nicht konfigurierbar.** |
| 6 | `WindowHeight - 1` / `WindowWidth` | `LauncherApp.cs` / `MenuRenderer.cs` | Die Liste ist immer eine Zeile weniger als die Konsolenhöhe (Policy, verhindert Auto-Scroll am Fensterrand). Wird an mehreren Stellen erneut berechnet. | Zentrale Helfer-Berechnung (z.B. statische Methode/Property `AvailableLines`), damit die Policy an genau einer Stelle kodiert ist; Logik unverändert (Resize-Handling bleibt). **Nur Code, nicht konfigurierbar.** |
| 7 | `STD_INPUT_HANDLE = -10`, `VK_RETURN = 0x0D` | `ProgramHelpers.cs` | Win32-Konstanten für FlushConsoleInputBuffer bzw. GetAsyncKeyState. Diese sind per Definition konstant. | KEINE Änderung nötig — nur per Kommentar als „bewusst hartkodiert" markieren (Win32-API-Konstanten). |
**Entscheidung:** Alle o.g. Werte werden **nur im Code zentralisiert** (Konstanten/Helfer).
Sie werden **NICHT** als Konfigurationsfelder in `launcher.config.json` angeboten — es gibt keine
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);
Doku bleibt bei nutzersichtbaren, konfigurierbaren Werten (Farben, Titel, RootDir/Patch/Hatari).
---
## 4. Abschlusskriterien
- [ ] Commit mit aussagekräftiger Message (nur echter Autor, kein Co-Author).
- [ ] Nach Doku- und Code-Änderungen: `scripts/build.cmd` (Windows) bzw. `scripts/build.sh` (Linux) läuft fehlerfrei.
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# Marcer GameDVD Launcher
A performant, consistent console launcher for the Hatari emulator on Windows. Control is entirely via keyboard—using only the arrow keys, Enter, Backspace, ESC, PageUp, and PageDown, you can browse your game archive quickly and comfortably. Navigation is strictly limited to the configured root directory. ZIPs are seamlessly launched via Hatari. Thanks to overlay/patch mode, a consistent color scheme, and robust cursor/scroll logic, even the largest archives or deeply nested directory trees are handled smoothly and reliably.
A fast, keyboard-driven console launcher for the Hatari emulator. Browse your Atari ST game archive, navigate folders, and launch ZIPs — all from the terminal. Supports overlay/patch mode for comparing and merging game directories.
## Features
- **Overlay/Patch Union:** Recursively merges main and patch directory at every level. Each object/name is shown only once (patch takes precedence).
- **Dynamic, practical color scheme with layer labels:**
| Entry | Label | ConsoleColor | Meaning
|------------------------|-----------|--------------|---------------------------------------------|
| Folder in both | `[BOTH]` | Yellow | Directory in both layers (patch/main)
| Patch-only folder | `[PTCH]` | DarkYellow | Directory only in patch layer
| Main-only folder | `[ROOT]` | Gray | Directory only in main layer
| ZIP in both | `[BOTH]` | Green | ZIP archive in both layers
| Main-only ZIP | `[ROOT]` | DarkGreen | ZIP archive only in main layer
| Patch-only ZIP | `[PTCH]` | Magenta | ZIP archive only in patch layer
## Roadmap
### Released Features
- **Favorites/bookmark system:**
- Press `*` on a ZIP to toggle it as a favorite. Favorites are shown in a virtual `Favorites` folder at the top of the root listing when any favorites exist.
- Favorites are persisted in `favorites.txt` in the configured `PatchDirectory`, or next to the EXE if no patch directory is set.
### Planned Features
- **ZIP database & metadata extraction** (from version 2.0)
- Builds a database (e.g. as a local file), stores all known ZIPs
- Enables full-text search, filters, later analysis
- **Search/filter (quicksearch) over ZIPs** (from v2.0, via database)
- Fast name search inside launcher, with history
- **History/list of recently launched games** (from v2.0, via database)
- Automatic access to recently played titles
- **Overlay hot swap** (from version 3.0)
- Overlay/patch folder can be switched at runtime, instant comparison
**More ideas will be added iteratively!**
Built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/) community on Facebook.
---
**Display Performance Note:**
- The current rendering logic follows state-of-the-art principles for performant C# console apps:
- Minimal redraw: Only the truly changed line is redrawn, never the whole screen.
- No Console.Clear or full redraw on cursor movement—just targeted SetCursorPosition and Write.
- This method (per StackOverflow, Spectre.Console, Terminal.Gui, etc.) is optimal for smooth navigation in large lists.
- Further performance can be gained with shadow buffers/string-diffs per line, but currently there's no practical performance issue.
- Thus, display performance is at “best practice” level for .NET TUIs.
- Long file names and narrow console widths are handled defensively: MenuRenderer truncates file names so that each rendered line is exactly Console.WindowWidth characters long. This prevents Console.Write from overflowing the line and avoids visual artifacts when names are longer than the available width.
## 🎮 Features
- **Overlay/Patch Mode:** Recursively merges a main game directory with an optional patch directory. If a file or folder exists in both, the patch version takes precedence.
- **Layer Labels:** Each entry shows its source — `[BOTH]`, `[ROOT]`, or `[PTCH]` — with a matching color scheme.
- **Favorites:** Press `*` on any ZIP to bookmark it. Bookmarked games appear in a virtual `Favorites` folder at the top of the root listing.
- **Robust Navigation:** Cursor position is remembered per directory. Scrolling and page jumps adapt dynamically to any console height.
- **Minimal Redraw:** Only changed lines are redrawn — no flicker, no `Console.Clear`, smooth even in huge directory trees.
### Color Scheme
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 |
| Main-only folder | `[ROOT]` | Gray | Only in main layer |
| 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 |
---
### Features we will NOT implement
- User-configurable key bindings (keymap)
- Display & import of screenshots/cover images
- Music/Sound player integration (YM/MOD/SND, etc.)
- Persistent UI settings, window size management (not relevant in console mode)
## Operation and Display
## 🕹️ End Users
- **Consistent navigation & controls:**
- Arrow up/down: move selection (always visible)
- Arrow right: open folder / launch ZIP with Hatari (same as Enter)
- Arrow left: exactly one level up (same as Backspace)
- Enter: open folder / launch ZIP with Hatari (patch variant always preferred if present)
- Backspace: exactly one level up (never exceeds root)
- ESC or Q: exit the program immediately
- PageUp/PageDown: jump exactly one screen full (window height - 1)
- `*`: toggle favorite on selected ZIP
- `?`: show a help box with key bindings
- Display always one line less than console height; no overflow/cut-off
- **Cursor position saving per directory:**
- The last position/selection of each directory is retained, even after Backspace
- **Robust, smooth redraw:**
- Optimized full redraw on scrolling/paging
- Minimal redraw on cursor move
- **Minimal resource usage (handles huge trees efficiently)**
- **Navigation can NEVER leave the configured root**
### 📥 Download
## Usage
1. Edit `launcher.config.example.json` to set your `RootDirectory`, optional `PatchDirectory` and the `Hatari` settings, then copy it to `launcher.config.json` for local use. Relative paths are resolved against the EXE folder (build output).
2. **Windows:** Build via `scripts/build.cmd`, start via `scripts/start.cmd`.
3. **Linux/macOS:** Build via `scripts/build.sh` (run `chmod +x scripts/*.sh` first to make it executable), start via `scripts/start.sh`.
4. In the console, all subfolders and ZIPs in root (and recursively below) will be shown; other file types/hidden files are always ignored.
5. Complete navigation/control with arrow keys, Enter, Backspace, ESC, PgUp/PgDn, as described above.
6. **IMPORTANT:** Navigation/scroll/backspace:
- Backspace never escapes the root
- In root, Backspace has no effect
- Empty directories are reported (display stays stable)
7. **Overlay/patch logic:**
- If a ZIP/folder exists in both patch and main, always the patch version opens/launches
- All navigation is relative to root path—for consistent experience
Download the ZIP for your platform from the [Releases](https://github.com/anomalyco/marcer-gamedvd-launcher/releases) page:
## System Requirements
- **Windows:** .NET Desktop Runtime 10 or later, Hatari Emulator with configured CFG
- **Linux:** .NET Runtime 10 or later, Hatari Emulator with configured CFG (Wine/compatible version)
| Platform | Archive |
|---|---|
| Windows | `*-win-x64.zip` |
| Linux | `*-linux-x64.zip` |
| macOS | `*-osx-x64.zip` |
## Configuration
### 💻 System Requirements
The application reads settings from `launcher.config.json` (the local, user-specific file). A template `launcher.config.example.json` is shipped with the release — copy it to `launcher.config.json` and adjust the paths for your environment.
- **.NET Runtime 10** or later ([download](https://dotnet.microsoft.com/download/dotnet/10.0))
- **Hatari Emulator** (Windows native, or Linux/macOS via Wine or native build) — a Hatari configuration file (`MarcerGameDvd-Hatari.cfg`) is bundled with the launcher and used automatically when `Hatari.ConfigFile` is empty.
- **TOS 1.04** ROM image (`TOS.IMG`) — required by Hatari to boot the Atari ST system.
Example `launcher.config.example.json`:
### 🕹️ Setting Up Hatari
Before using the launcher, you need to install Hatari and provide a TOS ROM:
1. **Download Hatari** from the official site: [https://hatari.tuxfamily.org/download.html](https://hatari.tuxfamily.org/download.html)
- **Windows:** Download and extract the latest Windows binary.
- **Linux:** Install via your package manager (e.g. `sudo apt install hatari`) or build from source.
- **macOS:** Download the macOS build or install via Homebrew: `brew install hatari`.
2. **Get TOS 1.04** (also known as TOS UK or TOS 1.04):
- TOS is copyrighted Atari ROM software — you must own a legal copy.
- Place the ROM file as `TOS.IMG` in the same directory as the launcher executable (or the Hatari working directory).
- The bundled `MarcerGameDvd-Hatari.cfg` is preconfigured to look for `TOS.IMG` in the current directory.
3. **Configure the path** in `launcher.config.json`:
```json
"Hatari": {
"Executable": "C:\\Tools\\hatari\\hatari.exe",
"ConfigFile": "",
"ArgsTemplate": "-c \"{cfg}\" --disk-a \"{zip}\""
}
```
- Set `Hatari.Executable` to the full path of your `hatari` (or `hatari.exe`) binary.
- Leave `Hatari.ConfigFile` empty to use the bundled configuration automatically.
### ⚡ Quick Start
1. Extract the release ZIP to any folder.
2. Copy `launcher.config.example.json` to `launcher.config.json`.
3. Edit `launcher.config.json` — set your game directory and Hatari paths (see [Configuration](#%EF%B8%8F-configuration) below).
4. Run the launcher:
- **Windows:** Double-click `MarcerGameDvdLauncher.exe` or run from a terminal.
- **Linux:** `chmod +x MarcerGameDvdLauncher && ./MarcerGameDvdLauncher`
- **macOS:** `chmod +x MarcerGameDvdLauncher && ./MarcerGameDvdLauncher`
5. Browse and launch games with your keyboard.
### ⚙️ Configuration
The launcher reads `launcher.config.json` from the same directory as the executable. A template is included in the release — copy it and adjust:
```json
{
@@ -104,49 +95,197 @@ Example `launcher.config.example.json`:
"PatchDirectory": "C:\\Games\\Hatari\\PATCH",
"Hatari": {
"Executable": "C:\\Tools\\hatari\\hatari.exe",
"ConfigFile": "C:\\Tools\\hatari\\hatari-st.cfg",
"ConfigFile": "",
"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"
}
}
```
Fields:
- RootDirectory: Absolute (or relative) path to the game root. Navigation must never leave this root directory.
- PatchDirectory: Optional overlay/patch directory (merged with the main root at runtime).
- Hatari.Executable: Full path to the Hatari executable.
- Hatari.ConfigFile: Full path to the Hatari configuration file.
- Hatari.ArgsTemplate: Argument template used to start Hatari. Use `{cfg}` for the Hatari config file path and `{zip}` for the ZIP file to launch.
| Field | Required | Description |
|---|---|---|
| `RootDirectory` | ✅ | Game root folder. Navigation never leaves this directory. |
| `PatchDirectory` | ❌ | Optional overlay/patch directory merged at runtime. |
| `Hatari.Executable` | ✅ | Path to the Hatari executable. Validated at startup. |
| `Hatari.ConfigFile` | ❌ | Path to a Hatari configuration file. If empty, the bundled `MarcerGameDvd-Hatari.cfg` (shipped with the launcher) is used automatically. |
| `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 EXE directory (AppContext.BaseDirectory). This makes behavior consistent when running from the build output folder.
- Hatari.Executable is validated at startup: the file must exist. Relative paths for Hatari settings are resolved against the EXE folder.
- `Hatari.ArgsTemplate` must contain at least the `{zip}` placeholder. Example: `-c "{cfg}" --disk-a "{zip}"`.
- The program performs a straight string substitution of `{cfg}` and `{zip}`; it does not add additional quoting logic. Therefore include quotes around placeholders in the template if your paths contain spaces (as in the example).
- `launcher.config.example.json` is copied to the output directory by the csproj (`CopyToOutputDirectory=PreserveNewest`).
- After modifying `launcher.config.json`, restart the application for changes to take effect.
**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.
## Release Workflow
### 🎨 Color Scheme
Releases are automated via GitHub Actions. When a tag matching `v*` is pushed, the workflow (`.github/workflows/release.yml`) automatically:
1. Builds platform-specific artifacts (Windows, Linux, macOS)
2. Generates release notes from git log
3. Creates a GitHub Release with all ZIPs attached
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.
- Include quotes around `{cfg}` and `{zip}` in the template if your paths contain spaces.
- After editing `launcher.config.json`, restart the application.
### ⌨️ Controls
| Key | Action |
|---|---|
| `` / `` | Move selection |
| `Enter` / `` | Open folder or launch ZIP |
| `Backspace` / `` | Go up one directory level |
| `PageUp` / `PageDown` | Jump one page |
| `*` | Toggle favorite on selected ZIP |
| `?` | Show help overlay |
| `ESC` / `Q` | Exit |
**Navigation rules:**
- Backspace in the root directory has no effect — you can never leave it.
- Empty directories are displayed correctly.
- When a ZIP or folder exists in both layers, the patch version is always launched/opened.
### 🔄 Keeping Your Patch Directory Updated
The community uses [ftp-sync](https://github.com/slippyex/ftp-sync) to keep the patch directory in sync with Marcer's FTP server. This downloads only changed or new files — fast and bandwidth-friendly.
**Setup:**
1. Clone and install ftp-sync:
```bash
git clone https://github.com/slippyex/ftp-sync.git
cd ftp-sync
npm install
```
2. Create a `config.json` with your paths and the FTP credentials from the community:
```json
{
"ftpConfig": {
"host": "<ftp-host>",
"user": "<username>",
"password": "<password>",
"port": 2121
},
"localDir": "C:\\Games\\MarcersGameDVD\\",
"remoteDir": "/GameDVD",
"patchDir": "C:\\Games\\MarcersGameDVD-Patch\\"
}
```
> 💡 Ask in the [Facebook group](https://www.facebook.com/groups/360493904888475/) for the current FTP credentials.
3. Run the sync:
```bash
npm run sync config.json
```
Press `s` to start syncing. Press `q` to exit when done.
4. Point the launcher's `PatchDirectory` in `launcher.config.json` to the `patchDir` from your ftp-sync config.
---
## 🛠️ Developers
### 📋 Prerequisites
- [.NET SDK 10](https://dotnet.microsoft.com/download/dotnet/10.0)
- Windows: `build.cmd` / `start.cmd`
- Linux / macOS: `build.sh` / `start.sh` (run `chmod +x scripts/*.sh` first)
### 🔨 Build & Run
**Windows:**
```bat
scripts\build.cmd
scripts\start.cmd
```
**Linux / macOS:**
```bash
scripts/build.sh
scripts/start.sh
```
> ⚠️ Do **not** use `dotnet build` or `dotnet run` directly — always use the platform build script to ensure consistent output.
### 🧪 Demo Mode
`demo.sh` creates a complete test environment with fake ZIPs and two layers (root + patch), then launches the launcher:
```bash
scripts/demo.sh
```
This builds the project, generates a structured `.demo/` directory with sample folders and ZIPs, writes a matching `launcher.config.json`, and starts the launcher. Useful for quickly testing overlay behavior and navigation without setting up real game files.
> ⚠️ Windows is not supported for `demo.sh`. Use `start.cmd` with your own game files instead.
### 🚀 Release Process
Releases are automated via GitHub Actions (`.github/workflows/release.yml`).
**To create a release:**
You can use the `/create-release` command (via opencode) for a fully automated flow:
```text
/create-release 1.0.0
```
This command validates the version, checks for uncommitted changes, generates a release summary from recent commits, creates a release commit with the summary as the commit message, tags it, and pushes — all in one step. The GitHub Action then builds platform ZIPs and creates the GitHub Release.
**Manual release:**
1. Ensure `README.md` and `AGENTS.md` are up to date.
2. Commit all changes.
3. Create and push a tag: `git tag v{version} && git push origin v{version}`.
4. The GitHub Action handles the rest.
3. Tag and push:
```bash
git tag v1.2.3
git push origin v1.2.3
```
4. The workflow builds platform ZIPs, generates release notes, and creates a GitHub Release.
**Local builds** (for development/testing):
- **Windows:** `scripts/build.cmd` to build, `scripts/start.cmd` to run
- **Linux/macOS:** `scripts/build.sh` to build, `scripts/start.sh` to run (run `chmod +x scripts/*.sh` first)
---
## Community
## 🗺️ Roadmap
This launcher was built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/) community on Facebook. If you have questions, suggestions, or want to discuss Hatari and Atari ST gaming, join the group!
| Version | Feature |
|---|---|
| 2.0 | ZIP database & metadata extraction |
| 2.0 | Quicksearch / filter over ZIPs |
| 2.0 | History of recently launched games |
| 3.0 | Overlay hot-swap at runtime |
## Notes
- Full requirements, features and build rules are always up to date in `AGENTS.md`.
- After every code or feature change and every release, README.md and AGENTS.md must be reviewed and kept up to date.
- For every release, release notes **must** be present listing all changes and bugfixes; this is required by AGENTS.md!
**Not planned:** Configurable keybindings, screenshot/cover display, sound/music integration, persistent UI settings.
---
## 📝 Notes
- Full technical requirements and build rules are in [`AGENTS.md`](AGENTS.md).
- After any functional change, both `README.md` and `AGENTS.md` must be updated.
- Every release **must** include release notes listing all changes and bugfixes.
---
## License
Licensed under the [MIT License](LICENSE) - Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
+15 -6
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@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# === Demo setup and run script for MarcerGameDvdLauncher ===
# Creates a structured test directory with main and patch layers,
# populates them with fake ZIPs, then launches the launcher.
@@ -10,11 +13,11 @@ SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
DEMO_DIR="$SCRIPT_DIR/.demo"
ROOT_DIR="$DEMO_DIR/root"
PATCH_DIR="$DEMO_DIR/patch"
CONFIG_FILE="$SCRIPT_DIR/launcher.config.json"
CONFIG_FILE="$DEMO_DIR/launcher.config.json"
# --- Step 1: Build ---
echo "=== Building MarcerGameDvdLauncher ==="
cd "$SCRIPT_DIR"
cd "$SCRIPT_DIR/src/MarcerGameDvdLauncher"
dotnet build -c Release --verbosity quiet
echo "[OK] Build successful."
@@ -80,6 +83,11 @@ fake_zip "$ROOT_DIR/E/Racing/Pole Position.zip"
fake_zip "$ROOT_DIR/E/Racing/Out Run.zip"
fake_zip "$ROOT_DIR/E/Racing/Daytona USA.zip"
# === Folders G-Z: empty placeholder folders ===
for letter in {G..Z}; do
mkdir -p "$ROOT_DIR/$letter"
done
# --- PATCH layer (overlay/additions) ---
echo "Creating patch layer..."
@@ -157,7 +165,8 @@ echo "=== Writing launcher.config.json ==="
HATARI_FAKE="$DEMO_DIR/hatari.exe"
cat > "$HATARI_FAKE" <<'HATEXEC'
#!/bin/bash
echo "[DEMO] Hatari would launch with: $@"
echo "[DEMO] Hatari would launch with: $0 $@"
read -n 1 -r -p $'Press any key to continue... '
HATEXEC
chmod +x "$HATARI_FAKE"
@@ -168,7 +177,7 @@ cat > "$CONFIG_FILE" <<EOF
"Hatari": {
"Executable": "$HATARI_FAKE",
"ConfigFile": "",
"ArgsTemplate": "{zip}"
"ArgsTemplate": "-c \"{cfg}\" --disk-a \"{zip}\""
}
}
EOF
@@ -185,5 +194,5 @@ echo "=== Launching MarcerGameDvdLauncher ==="
echo "Controls: Arrow keys, Enter, Backspace, ESC to exit"
echo ""
cd "$SCRIPT_DIR"
dotnet run --project src/MarcerGameDvdLauncher -c Release
cd "$SCRIPT_DIR/src/MarcerGameDvdLauncher"
dotnet run -c Release
+37
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@@ -0,0 +1,37 @@
{
"$schema": "https://docs.renovatebot.com/renovate-schema.json",
"extends": ["config:recommended"],
"schedule": ["before 6am on Monday"],
"packageRules": [
{
"matchManagers": ["nuget"],
"matchUpdateTypes": ["minor", "patch"],
"groupName": "nuget minor/patch",
"automerge": true
},
{
"matchManagers": ["github-actions"],
"groupName": "GitHub Actions",
"automerge": true
},
{
"matchManagers": ["dockerfile"],
"groupName": "Docker",
"automerge": false
},
{
"matchManagers": ["docker-compose"],
"groupName": "Docker Compose",
"automerge": false
},
{
"matchUpdateTypes": ["minor", "patch"],
"automerge": true
},
{
"matchUpdateTypes": ["major"],
"labels": ["major-update"],
"automerge": false
}
]
}
+2
View File
@@ -1,3 +1,5 @@
REM Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
REM Licensed under the MIT License. See LICENSE file in project root for details.
@echo off
REM === Build script for MarcerGameDvdLauncher (requires .NET SDK 6 or newer) ===
+3
View File
@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# === Build script for MarcerGameDvdLauncher (requires .NET SDK 6 or newer) ===
echo "Building MarcerGameDvdLauncher..."
+2
View File
@@ -1,3 +1,5 @@
REM Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
REM Licensed under the MIT License. See LICENSE file in project root for details.
@echo off
REM Starts MarcerGameDvdLauncher.exe (script is in scripts/, code in src/)
+3
View File
@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# Starts MarcerGameDvdLauncher (script is in scripts/, code in src/)
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
EXE_PATH="$SCRIPT_DIR/../src/MarcerGameDvdLauncher/bin/Release/net10.0/MarcerGameDvdLauncher"
@@ -1,6 +1,28 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
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; }
@@ -13,5 +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; }
}
}
+20 -11
View File
@@ -1,17 +1,23 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
// Manages loading, saving and querying favorite ZIP paths.
public class FavoritesService
public class FavoritesService(string filePath)
{
private readonly string _filePath;
// 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 = filePath ?? throw new ArgumentNullException(nameof(filePath));
// Use a SortedSet so favorites are kept in sorted order in memory.
private SortedSet<string> _favorites = new(StringComparer.OrdinalIgnoreCase);
public FavoritesService(string filePath)
{
_filePath = filePath ?? throw new ArgumentNullException(nameof(filePath));
}
// Load favorites from disk (no-op if file missing)
public void Load()
{
@@ -20,7 +26,7 @@ namespace MarcerGameDvdLauncher
var lines = File.ReadAllLines(_filePath, System.Text.Encoding.UTF8);
foreach (var l in lines)
{
var t = l?.Trim();
var t = l.Trim();
if (string.IsNullOrEmpty(t)) continue;
try
{
@@ -60,14 +66,13 @@ namespace MarcerGameDvdLauncher
if (string.IsNullOrWhiteSpace(path)) throw new ArgumentNullException(nameof(path));
var full = Path.GetFullPath(path);
bool added;
if (_favorites.Contains(full))
if (!_favorites.Add(full))
{
_favorites.Remove(full);
added = false;
}
else
{
_favorites.Add(full);
added = true;
}
Save();
@@ -84,7 +89,11 @@ 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.
}
}
}
+22 -7
View File
@@ -1,7 +1,15 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class HatariLauncher
{
// The Hatari configuration file that is shipped with the launcher.
// When Hatari.ConfigFile is not set in launcher.config.json, this file
// (resolved relative to the executable directory) is used automatically.
private const string DEFAULT_CONFIG_FILE = "MarcerGameDvd-Hatari.cfg";
private readonly string _exePath;
private readonly string _cfgPath;
private readonly string _argsTemplate;
@@ -15,6 +23,12 @@ namespace MarcerGameDvdLauncher
if (!File.Exists(exePath))
throw new ArgumentException($"Hatari executable not found: {exePath}", nameof(exePath));
// Validate argsTemplate
if (string.IsNullOrWhiteSpace(argsTemplate) || !argsTemplate.Contains("{zip}"))
throw new ArgumentException("Hatari.ArgsTemplate must contain the {zip} placeholder.", nameof(argsTemplate));
if (string.IsNullOrWhiteSpace(argsTemplate) || !argsTemplate.Contains("{cfg}"))
throw new ArgumentException("Hatari.ArgsTemplate must contain the {cfg} placeholder.", nameof(argsTemplate));
_exePath = exePath;
_cfgPath = cfgPath;
_argsTemplate = argsTemplate;
@@ -30,20 +44,21 @@ namespace MarcerGameDvdLauncher
throw new ArgumentException("ZIP archive path must not be empty.", nameof(zipFilePath));
try
{
string args = _argsTemplate.Replace("{cfg}", _cfgPath).Replace("{zip}", zipFilePath);
var args = _argsTemplate;
args = args.Replace("{cfg}", !string.IsNullOrWhiteSpace(_cfgPath) ? _cfgPath : Path.Combine(Directory.GetCurrentDirectory(),DEFAULT_CONFIG_FILE));
args = args.Replace("{zip}", zipFilePath);
var psi = new System.Diagnostics.ProcessStartInfo
{
FileName = _exePath,
Arguments = args,
UseShellExecute = false,
WorkingDirectory = Path.GetDirectoryName(_exePath) ?? string.Empty
WorkingDirectory = Directory.GetCurrentDirectory()
};
System.Diagnostics.Process.Start(psi);
// Show a modal indicating the emulator was started and wait until
// the user releases the Return key before clearing the modal. This
// prevents accidental key repeats from triggering other actions.
ProgramHelpers.ShowModalUntilReturnReleased("Hatari started. Release Return to continue...");
var process = System.Diagnostics.Process.Start(psi);
// Show a modal indicating the emulator is running and wait until
// the process has exited before clearing the modal.
ProgramHelpers.ShowModalUntilProcessExited(process, "Hatari is running...");
}
catch (Exception ex)
{
@@ -0,0 +1,245 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
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(
OverlayDirectoryBrowser directoryBrowser,
MenuRenderer menuRenderer,
NavigationController navigationController,
HatariLauncher hatariLauncher,
FavoritesService favoritesService,
UIErrorService errorService)
{
private List<GameEntry> _gameEntries = new();
private bool IsFavorite(GameEntry e)
{
return e.Kind == EntryKind.Zip && favoritesService.IsFavorite(e.InPatch ? e.PatchPath : e.RootPath);
}
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;
if (!File.Exists(zipToLaunch))
{
errorService.ShowError($"ZIP file not found: {zipToLaunch}");
DrawMenu(availableLines);
ProgramHelpers.FlushInputBuffer();
break;
}
try
{
hatariLauncher.Launch(zipToLaunch);
}
catch (Exception ex)
{
errorService.ShowError(ex.Message);
}
// Redraw menu after Hatari has exited.
// Invalidate the cache because the modal overwrote
// a console row that the cache still considers valid.
menuRenderer.InvalidateCache();
DrawMenu(availableLines);
}
// 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;
}
}
}
+117 -218
View File
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
// Encapsulates application lifecycle: load config, initialize components, run navigation
@@ -60,251 +63,147 @@ namespace MarcerGameDvdLauncher
if (!File.Exists(cfg.Hatari.Executable))
throw new InvalidOperationException($"Hatari executable not found: {cfg.Hatari.Executable}");
// Also validate the Hatari config file (if provided)
if (!string.IsNullOrWhiteSpace(cfg.Hatari.ConfigFile) && !File.Exists(cfg.Hatari.ConfigFile))
// Validate the Hatari config file (either user-specified or bundled fallback)
if (!string.IsNullOrEmpty(cfg.Hatari.ConfigFile) && !File.Exists(cfg.Hatari.ConfigFile))
throw new InvalidOperationException($"Hatari configuration file not found: {cfg.Hatari.ConfigFile}");
if (string.IsNullOrWhiteSpace(cfg.Hatari.ArgsTemplate) || !cfg.Hatari.ArgsTemplate.Contains("{cfg}"))
throw new InvalidOperationException("Hatari.ArgsTemplate must contain the {cfg} placeholder.");
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()
public void InitializeComponents()
{
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))
{
_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");
}
else
{
favPath = Path.Combine(AppContext.BaseDirectory, "favorites.txt");
}
_favoritesService = new FavoritesService(favPath);
try { _favoritesService.Load(); } catch { /* ignore load errors */ }
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}\"");
}
catch (Exception ex)
{
ProgramHelpers.ShowConsoleMessage(["Hatari initialization error: " + ex.Message, "Press any key to exit."
], ConsoleColor.Red);
Environment.Exit(1);
}
Console.CursorVisible = false;
favPath = Path.Combine(cfg.PatchDirectory!, FavoritesService.DefaultFileName);
}
else
{
favPath = Path.Combine(AppContext.BaseDirectory, FavoritesService.DefaultFileName);
}
var favoritesService = new FavoritesService(favPath);
try { favoritesService.Load(); } catch { /* ignore load errors */ }
var errorService = new UIErrorService();
try
{
// 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)
{
ProgramHelpers.ShowConsoleMessage(["Hatari initialization error: " + ex.Message, "Press any key to exit."
], 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)
{
currentAvailableLines = latestAvailableLines;
currentWidth = latestWidth;
_navigationController.UpdateScrollOffset(_gameEntries.Count, currentAvailableLines);
_menuRenderer.DrawMenu(_gameEntries, _navigationController.ScrollOffset, _navigationController.SelectedIndex, currentAvailableLines, isFav);
}
// Only block if there's actually a key; otherwise allow resize detection
if (!Console.KeyAvailable)
{
Thread.Sleep(50);
continue;
}
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 (latestAvailableLines != _currentAvailableLines || latestWidth != _currentWidth)
{
// 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);
_currentAvailableLines = latestAvailableLines;
_currentWidth = latestWidth;
_inputController.RefreshView(_currentAvailableLines);
}
catch (Exception ex)
// Only block if there's actually a key; otherwise allow resize detection
if (!Console.KeyAvailable)
{
// Show the error to the user and continue with an empty list
_errorService.ShowError(ex.Message);
_gameEntries = new List<GameEntry>();
_navigationController.SetEntriesCount(0);
Thread.Sleep(50);
continue;
}
var key = Console.ReadKey(intercept: true);
exitRequested = _inputController.HandleKey(key, _currentAvailableLines);
}
}
}
}
@@ -0,0 +1,339 @@
[Log]
sLogFileName = stderr
sTraceFileName = stderr
nTextLogLevel = 3
nAlertDlgLogLevel = 1
bConfirmQuit = TRUE
bNatFeats = FALSE
bConsoleWindow = FALSE
[Debugger]
nNumberBase = 10
nSymbolLines = -1
nMemdumpLines = -1
nFindLines = -1
nDisasmLines = -1
nBacktraceLines = 0
nExceptionDebugMask = 1073741830
nDisasmOptions = 7
nMemConvLocale = FALSE
bDisasmUAE = TRUE
nSymbolsAutoLoad = 1
bMatchAllSymbols = FALSE
[Screen]
nMonitorType = 1
nFrameSkips = 5
bFullScreen = FALSE
bKeepResolution = FALSE
bResizable = FALSE
bAllowOverscan = TRUE
nSpec512Threshold = 1
bAspectCorrect = TRUE
bUseExtVdiResolutions = FALSE
nVdiWidth = 1264
nVdiHeight = 912
nVdiColors = 1
bMouseWarp = TRUE
bShowStatusbar = TRUE
bShowDriveLed = FALSE
bCrop = FALSE
bForceMax = FALSE
nMaxWidth = 1280
nMaxHeight = 1024
nZoomFactor = 3
bUseSdlRenderer = FALSE
ScreenShotFormat = 2
szScreenShotDir =
bUseVsync = FALSE
[Joystick0]
nJoystickMode = 0
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
[Joystick1]
nJoystickMode = 1
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
[Joystick2]
nJoystickMode = 0
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
kButtonB = B
kButtonC = C
kButtonOption = O
kButtonPause = P
kButtonStar = +
kButtonHash = #
kButton0 = 0
kButton1 = 1
kButton2 = 2
kButton3 = 3
kButton4 = 4
kButton5 = 5
kButton6 = 6
kButton7 = 7
kButton8 = 8
kButton9 = 9
[Joystick3]
nJoystickMode = 0
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
kButtonB =
kButtonC =
kButtonOption =
kButtonPause =
kButtonStar =
kButtonHash =
kButton0 =
kButton1 =
kButton2 =
kButton3 =
kButton4 =
kButton5 =
kButton6 =
kButton7 =
kButton8 =
kButton9 =
[Joystick4]
nJoystickMode = 0
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
[Joystick5]
nJoystickMode = 0
bEnableAutoFire = FALSE
bEnableJumpOnFire2 = TRUE
nJoyId = 0
nJoyBut1Index = 0
nJoyBut2Index = 1
nJoyBut3Index = 2
kUp = Up
kDown = Down
kLeft = Left
kRight = Right
kFire = Right Ctrl
[Keyboard]
bFastForwardKeyRepeat = TRUE
nKeymapType = 0
nCountryCode = -1
nKbdLayout = -1
nLanguage = -1
szMappingFileName =
[KeyShortcutsWithMod]
kOptions = O
kFullScreen = F
kBorders = B
kMouseMode = M
kColdReset = C
kWarmReset = R
kScreenShot = G
kBossKey = I
kCursorEmu = J
kFastForward = X
kRecAnim = A
kRecSound = Y
kSound = S
kPause =
kDebugger = Pause
kQuit = Q
kLoadMem = L
kSaveMem = K
kInsertDiskA = D
kSwitchJoy0 = F1
kSwitchJoy1 = F2
kSwitchPadA = F3
kSwitchPadB = F4
[KeyShortcutsWithoutMod]
kOptions = F12
kFullScreen = F11
kBorders =
kMouseMode =
kColdReset =
kWarmReset =
kScreenShot =
kBossKey =
kCursorEmu =
kFastForward =
kRecAnim =
kRecSound =
kSound =
kPause = Pause
kDebugger =
kQuit =
kLoadMem =
kSaveMem =
kInsertDiskA =
kSwitchJoy0 =
kSwitchJoy1 =
kSwitchPadA =
kSwitchPadB =
[Sound]
bEnableMicrophone = TRUE
bEnableSound = TRUE
bEnableSoundSync = FALSE
nPlaybackFreq = 44100
nSdlAudioBufferSize = 0
szYMCaptureFileName =
YmVolumeMixing = 2
[Memory]
nMemorySize = 1024
nTTRamSize = 28672
bAutoSave = FALSE
szMemoryCaptureFileName =
szAutoSaveFileName =
[Floppy]
bAutoInsertDiskB = FALSE
FastFloppy = FALSE
EnableDriveA = TRUE
DriveA_NumberOfHeads = 2
EnableDriveB = TRUE
DriveB_NumberOfHeads = 2
nWriteProtection = 0
szDiskAZipPath =
szDiskAFileName =
szDiskBZipPath =
szDiskBFileName =
szDiskImageDirectory =
[HardDisk]
nGemdosDrive = 0
bBootFromHardDisk = FALSE
bUseHardDiskDirectory = FALSE
szHardDiskDirectory = R:
nGemdosCase = 0
nWriteProtection = 0
bFilenameConversion = FALSE
bGemdosHostTime = FALSE
[ACSI]
bUseDevice0 = FALSE
sDeviceFile0 =
nBlockSize0 = 512
nAcsiVersion0 = 1
[SCSI]
[IDE]
[ROM]
szTosImageFileName = TOS.IMG
bPatchTos = TRUE
szCartridgeImageFileName =
[LILO]
Args = root=/dev/ram video=atafb:vga16 load_ramdisk=1
Kernel =
Symbols =
Ramdisk =
HaltOnReboot = TRUE
KernelToFastRam = TRUE
RamdiskToFastRam = TRUE
[RS232]
bEnableRS232 = FALSE
szOutFileName =
szInFileName =
EnableSccA = FALSE
SccAOutFileName =
SccAInFileName =
EnableSccALan = FALSE
SccALanOutFileName =
SccALanInFileName =
EnableSccB = FALSE
SccBOutFileName =
SccBInFileName =
[Printer]
bEnablePrinting = FALSE
szPrintToFileName =
[Midi]
bEnableMidi = FALSE
sMidiInFileName =
sMidiOutFileName =
sMidiInPortName = Off
sMidiOutPortName = Off
[System]
nCpuLevel = 0
nCpuFreq = 8
bCompatibleCpu = TRUE
nModelType = 0
bBlitter = FALSE
nDSPType = 0
nRtcYear = 0
bPatchTimerD = FALSE
bFastBoot = FALSE
bFastForward = FALSE
bAddressSpace24 = TRUE
bCycleExactCpu = TRUE
bCpuDataCache = TRUE
n_FPUType = 0
bSoftFloatFPU = FALSE
bMMU = TRUE
VideoTiming = 3
[Video]
AviRecordVcodec = 2
AviRecordFps = 0
AviRecordFile =
@@ -10,10 +10,17 @@
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ItemGroup>
<Content Include="launcher.config.example.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="MarcerGameDvd-Hatari.cfg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="../../LICENSE">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Link>LICENSE</Link>
</Content>
</ItemGroup>
</Project>
+59 -95
View File
@@ -1,6 +1,9 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class MenuRenderer
public class MenuRenderer(AppColorConfig? colors = null)
{
// Simple line-based double buffer to avoid full Clear() flicker.
// cachedBuffer holds the last rendered text and colors for each visible row.
@@ -8,6 +11,9 @@ 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 = 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)
{
@@ -40,11 +46,8 @@ 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)
@@ -60,26 +63,16 @@ 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
@@ -95,7 +88,11 @@ namespace MarcerGameDvdLauncher
else
{
// out of cache bounds - attempt a direct write
WriteConsoleLine(row, newLine);
// Validate row against current console height to prevent ArgumentOutOfRangeException
if (row < Console.WindowHeight)
{
WriteConsoleLine(row, newLine);
}
}
}
@@ -110,18 +107,6 @@ 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)
{
@@ -148,55 +133,34 @@ namespace MarcerGameDvdLauncher
_cachedBuffer[i].Text = null!;
}
// Renders a centered, bordered help box with key bindings inside the
// Renders a centered help box with key bindings inside the
// available console area. The caller is responsible for waiting on a
// key and redrawing the menu afterwards.
// key and redrawing the menu afterward.
public void ShowHelpBox(int availableLines)
{
try
var width = Console.WindowWidth;
var helpLines = GetHelpLines();
var boxHeight = Math.Min(helpLines.Length + 2, Math.Max(3, availableLines));
var boxWidth = Math.Max(1, width);
var topRow = Math.Max(0, (availableLines - boxHeight) / 2);
Console.BackgroundColor = ConsoleColor.DarkGray;
Console.ForegroundColor = ConsoleColor.White;
// Fill the box area without borders for cleaner appearance
for (var i = 0; i < boxHeight; i++)
{
int width = Console.WindowWidth;
string[] helpLines = GetHelpLines();
int boxHeight = Math.Min(helpLines.Length + 2, Math.Max(3, availableLines));
int boxWidth = Math.Max(1, width);
int topRow = Math.Max(0, (availableLines - boxHeight) / 2);
Console.BackgroundColor = ConsoleColor.DarkGray;
Console.ForegroundColor = ConsoleColor.White;
string topBorder = "+" + new string('-', Math.Max(0, boxWidth - 2)) + "+";
Console.SetCursorPosition(0, topRow);
Console.Write(topBorder);
for (int i = 0; i < boxHeight - 2; i++)
var row = topRow + i;
if (row < Console.WindowHeight)
{
int row = topRow + 1 + i;
string content;
if (i < helpLines.Length)
{
content = PadToWidth(helpLines[i], boxWidth - 2);
}
else
{
content = new string(' ', Math.Max(0, boxWidth - 2));
}
Console.SetCursorPosition(0, row);
Console.Write("|" + content + "|");
var content = i == 0 || i == boxHeight - 1 || i >= helpLines.Length + 2
? new string(' ', boxWidth)
: PadToWidth(helpLines[i - 1], boxWidth);
Console.Write(content);
}
int bottomRow = topRow + boxHeight - 1;
if (bottomRow < Console.WindowHeight)
{
string bottomBorder = "+" + new string('-', Math.Max(0, boxWidth - 2)) + "+";
Console.SetCursorPosition(0, bottomRow);
Console.Write(bottomBorder);
}
Console.ResetColor();
}
catch
{
}
Console.ResetColor();
}
private static string[] GetHelpLines()
@@ -204,14 +168,13 @@ namespace MarcerGameDvdLauncher
return [
" Help — Key Bindings",
" ",
" ↑ / ↓ Move selection up / down",
" Enter / → Open folder / launch ZIP with Hatari",
" / BS Go up one directory (never exceeds root)",
" ESC / Q Exit the program",
" PgUp Jump one page up",
" PgDn Jump one page down",
" * Toggle favorite on selected ZIP",
" ? Show this help",
" ↑ / ↓ Move selection up / down",
" PgUp / PgDn Jump one page up / down",
" Enter / Open folder / launch ZIP with Hatari",
" * Toggle favorite on selected ZIP",
" ← / Backspace Go up one directory (never exceeds root)",
" ? Show this help",
" ESC / q Exit the program",
" ",
" Navigation is strictly limited to RootDirectory.",
" The overlay shows both root and patch layers combined.",
@@ -226,12 +189,13 @@ 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
{
@@ -244,7 +208,7 @@ namespace MarcerGameDvdLauncher
{
if (width <= 0) return string.Empty;
string label = GetLabel(e, isFavorite);
var label = GetLabel(e, isFavorite);
// If the console width is smaller than the label, truncate the label
if (width <= label.Length)
@@ -252,7 +216,7 @@ namespace MarcerGameDvdLauncher
return label.Substring(0, width);
}
int maxNameLen = width - label.Length; // space left for name
var maxNameLen = width - label.Length; // space left for name
string displayName;
if (e.Name.Length <= maxNameLen)
{
@@ -266,7 +230,7 @@ namespace MarcerGameDvdLauncher
displayName = e.Name.Substring(0, Math.Max(0, maxNameLen));
}
int padding = Math.Max(0, width - label.Length - displayName.Length);
var padding = Math.Max(0, width - label.Length - displayName.Length);
var result = label + displayName + new string(' ', padding);
// Ensure exact width (defensive): truncate or pad if needed
if (result.Length > width) return result.Substring(0, width);
@@ -282,7 +246,7 @@ namespace MarcerGameDvdLauncher
{
// Layer label (7 chars)
string layer;
if (e.InRoot && e.InPatch) layer = "[BOTH] ";
if (e is {InRoot: true, InPatch: true}) layer = "[BOTH] ";
else if (e.InPatch) layer = "[PTCH] ";
else if (e.InRoot) layer = "[ROOT] ";
else layer = " ";
@@ -303,20 +267,20 @@ 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 is {InRoot: true, InPatch: true}) return _colors.FolderBoth; // Both layers
if (e is {InPatch: true, InRoot: false}) return _colors.FolderPatchOnly; // Only patch
if (e is {InRoot: true, InPatch: false}) 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 is {InRoot: true, InPatch: true}) return _colors.ZipBoth; // Both layers
if (e is { InRoot: true, InPatch: false }) return _colors.ZipRootOnly; // Only root
if (e is {InPatch: true, InRoot: false}) return _colors.ZipPatchOnly; // Only patch
}
return ConsoleColor.DarkGray;
}
@@ -1,9 +1,18 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class NavigationController
{
public int SelectedIndex { get; private set; } = 0;
public int ScrollOffset { get; private set; } = 0;
// 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 BOTTOM_SCROLL_FRACTION = 2.0 / 3.0;
private const double TOP_SCROLL_FRACTION = 1.0 / 3.0;
public int SelectedIndex { get; private set; }
public int ScrollOffset { get; private set; }
public string CurrentRelativePath { get; private set; } = "";
// Stores the last selection & scroll position for each directory
private readonly Dictionary<string, (int sel, int scroll)> _lastSelections = new();
@@ -96,12 +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 * BOTTOM_SCROLL_FRACTION);
int topScrollTrigger = ScrollOffset + (int)(availableLines * TOP_SCROLL_FRACTION);
if (SelectedIndex >= bottomScrollTrigger && (ScrollOffset + availableLines) < entryCount)
ScrollOffset = SelectedIndex - (int)(availableLines * 2 / 3.0);
ScrollOffset = SelectedIndex - (int)(availableLines * BOTTOM_SCROLL_FRACTION);
else if (SelectedIndex < topScrollTrigger && ScrollOffset > 0)
ScrollOffset = SelectedIndex - (int)(availableLines * 1 / 3.0);
ScrollOffset = SelectedIndex - (int)(availableLines * TOP_SCROLL_FRACTION);
if (ScrollOffset < 0) ScrollOffset = 0;
if (ScrollOffset > entryCount - availableLines)
ScrollOffset = entryCount - availableLines;
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public enum EntryKind { Directory, Zip }
@@ -16,16 +19,16 @@ namespace MarcerGameDvdLauncher
public class OverlayDirectoryBrowser(string root, string patch)
{
public List<GameEntry> GetEntries(string currentRelativePath)
public List<GameEntry> GetEntries(string? currentRelativePath)
{
try
{
// Normalize and protect against path traversal or absolute paths in the relative path
string rel = currentRelativePath ?? string.Empty;
var rel = currentRelativePath ?? string.Empty;
// Remove any leading directory separators
rel = rel.TrimStart(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
// If the relative path is rooted or contains parent directory segments, reset to root
if (Path.IsPathRooted(rel) || rel.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, StringSplitOptions.RemoveEmptyEntries).Any(p => p == ".."))
if (Path.IsPathRooted(rel) || rel.Split([Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar], StringSplitOptions.RemoveEmptyEntries).Any(p => p == ".."))
{
rel = string.Empty;
}
+7 -1
View File
@@ -1,10 +1,16 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
class Program
{
// Console window title. Not configurable — fixed application display name.
private const string DEFAULT_TITLE = "Marcer GameDVD Launcher";
static void Main(string[] args)
{
Console.Title = "Marcer GameDVD Launcher";
Console.Title = DEFAULT_TITLE;
var app = new LauncherApp();
app.Run();
}
+37 -22
View File
@@ -1,4 +1,6 @@
using System;
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
using System.Runtime.InteropServices;
namespace MarcerGameDvdLauncher
@@ -6,6 +8,11 @@ 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.
@@ -28,52 +35,54 @@ 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")]
[DllImport("kernel32.dll")]
private static extern IntPtr GetStdHandle(int nStdHandle);
[System.Runtime.InteropServices.DllImport("kernel32.dll", SetLastError = true)]
[return: System.Runtime.InteropServices.MarshalAs(System.Runtime.InteropServices.UnmanagedType.Bool)]
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
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")]
private static extern short GetAsyncKeyState(int vKey);
// Shows a simple modal message on the reserved last console line and
// blocks until the Return key is physically released. The message is
// then removed and the method returns. This is designed to be a
// lightweight modal for the console UI and uses the last console line
// which the application reserves for transient messages.
public static void ShowModalUntilReturnReleased(string message)
// Shows a simple modal message in the center of the console and
// blocks until the given process has exited. The message is then
// removed and the method returns.
public static void ShowModalUntilProcessExited(System.Diagnostics.Process? process, string? message)
{
try
{
int lastRow = Math.Max(0, Console.WindowHeight - 1);
int width = Console.WindowWidth;
string text = message ?? string.Empty;
if (text.Length > width) text = text.Substring(0, Math.Max(0, width - 3)) + "...";
int padding = Math.Max(0, width - text.Length);
string line = text + new string(' ', padding);
int height = Console.WindowHeight;
int centerRow = height / 2;
var text = message ?? string.Empty;
if (text.Length > width - 4) text = text.Substring(0, Math.Max(0, width - 7)) + "...";
int leftPad = Math.Max(0, (width - text.Length) / 2);
var line = new string(' ', leftPad) + text;
Console.BackgroundColor = ConsoleColor.DarkGray;
Console.ForegroundColor = ConsoleColor.White;
try { Console.SetCursorPosition(0, lastRow); } catch { }
try { Console.Write(line); } catch { }
try { Console.SetCursorPosition(0, centerRow); } catch { }
try { Console.Write(line.PadRight(width)); } catch { }
Console.ResetColor();
// Wait until Return key is not pressed
// GetAsyncKeyState returns a short where the high-order bit is set when key is down
while ((GetAsyncKeyState(VK_RETURN) & 0x8000) != 0)
// Wait until the external process has exited
while (process != null && !process.HasExited)
{
Thread.Sleep(10);
Thread.Sleep(100);
}
// Clear the line
try { Console.SetCursorPosition(0, lastRow); } catch { }
try { Console.SetCursorPosition(0, centerRow); } catch { }
try { Console.Write(new string(' ', width)); } catch { }
}
catch
@@ -111,5 +120,11 @@ namespace MarcerGameDvdLauncher
}
if (waitForKey) Console.ReadKey(intercept: true);
}
// Convenience overload: flate argument list instead of explicit array.
public static void ShowConsoleMessage(params string[] lines)
{
ShowConsoleMessage(lines, ConsoleColor.Gray, clear: true, waitForKey: true);
}
}
}
@@ -1,7 +1,14 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
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
{
@@ -3,7 +3,18 @@
"PatchDirectory": "C:\\Games\\Hatari\\PATCH",
"Hatari": {
"Executable": "C:\\Tools\\hatari\\hatari.exe",
"ConfigFile": "C:\\Tools\\hatari\\hatari-st.cfg",
"ConfigFile": "",
"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"
}
}