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https://github.com/skoelle/marcer-gamedvd-launcher.git
synced 2026-09-17 18:50:25 +00:00
220 lines
8.9 KiB
C#
220 lines
8.9 KiB
C#
namespace MarcerGameDvdLauncher
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{
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public class MenuRenderer
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{
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// Simple line-based double buffer to avoid full Clear() flicker.
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// cachedBuffer holds the last rendered text and colors for each visible row.
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private struct LineState { public string Text; public ConsoleColor Fg; public ConsoleColor Bg; }
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private LineState[] _cachedBuffer = Array.Empty<LineState>();
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private int _cachedWidth = -1;
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// availableLines is provided per-draw so the renderer adapts to console resizes
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public void DrawMenu(List<GameEntry> entries, int scrollOffset, int selectedIndex, int availableLines, Func<GameEntry, bool>? isFavorite = null)
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{
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availableLines = Math.Max(1, availableLines);
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int width = Console.WindowWidth;
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// Ensure cache matches current dimensions
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EnsureCache(width, availableLines);
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var newBuffer = new LineState[availableLines];
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for (int row = 0; row < availableLines; row++)
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{
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int idx = scrollOffset + row;
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if (idx < entries.Count)
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{
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var e = entries[idx];
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bool selected = (selectedIndex == idx);
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// format the line text and colors
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string text = BuildLineText(e, width, isFavorite?.Invoke(e) ?? false);
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var (fg, bg) = GetColors(e, selected);
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newBuffer[row].Text = text;
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newBuffer[row].Fg = fg;
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newBuffer[row].Bg = bg;
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}
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else
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{
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newBuffer[row].Text = new string(' ', width);
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newBuffer[row].Fg = ConsoleColor.Gray;
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newBuffer[row].Bg = ConsoleColor.Black;
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}
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}
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// Diff & write only changed lines
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// Use the caller-provided availableLines (which should be Console.WindowHeight - 1)
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int maxRow = Math.Max(0, availableLines - 1);
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for (int row = 0; row < availableLines; row++)
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{
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if (row > maxRow) break;
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var newLine = newBuffer[row];
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var oldLine = _cachedBuffer[row];
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if (oldLine.Text != newLine.Text || oldLine.Fg != newLine.Fg || oldLine.Bg != newLine.Bg)
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{
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WriteConsoleLine(row, newLine);
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_cachedBuffer[row] = newLine;
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}
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}
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}
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// Now accepts availableLines so the caller remains the single source of truth
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public void RedrawEntry(List<GameEntry> entries, int entryIdx, int row, bool selected, int availableLines, Func<GameEntry, bool>? isFavorite = null)
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{
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if (entryIdx < 0 || entryIdx >= entries.Count) return;
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availableLines = Math.Max(1, availableLines);
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int maxRow = Math.Max(0, availableLines - 1);
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if (row < 0 || row > maxRow) return;
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int width = Console.WindowWidth;
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// ensure cache is valid for current width/height and the target row
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EnsureCacheForRow(width, Math.Min(availableLines, Math.Max(1, _cachedBuffer.Length == 0 ? 1 : _cachedBuffer.Length)));
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var e = entries[entryIdx];
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string text = BuildLineText(e, width, isFavorite?.Invoke(e) ?? false);
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ConsoleColor fg, bg;
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if (selected)
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{
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bg = ConsoleColor.DarkCyan;
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fg = ConsoleColor.Black;
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}
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else
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{
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bg = ConsoleColor.Black;
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fg = GetColorForEntry(e);
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}
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var newLine = new LineState { Text = text, Fg = fg, Bg = bg };
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// If cache differs, write
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if (row < _cachedBuffer.Length)
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{
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var old = _cachedBuffer[row];
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if (old.Text != newLine.Text || old.Fg != newLine.Fg || old.Bg != newLine.Bg)
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{
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WriteConsoleLine(row, newLine);
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_cachedBuffer[row] = newLine;
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}
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}
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else
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{
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// out of cache bounds - attempt a direct write
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WriteConsoleLine(row, newLine);
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}
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}
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// Ensures the cached buffer has exactly availableLines entries and matches width.
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private void EnsureCache(int width, int availableLines)
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{
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if (_cachedBuffer.Length != availableLines || _cachedWidth != width)
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{
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_cachedBuffer = new LineState[availableLines];
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for (int i = 0; i < availableLines; i++) _cachedBuffer[i].Text = null!;
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_cachedWidth = width;
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}
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}
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// Ensures the cached buffer has at least requiredRows entries and matches width.
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private void EnsureCacheForRow(int width, int requiredRows)
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{
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if (_cachedBuffer.Length < requiredRows || _cachedWidth != width)
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{
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int newLen = Math.Max(requiredRows, 1);
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_cachedBuffer = new LineState[newLen];
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for (int i = 0; i < newLen; i++) _cachedBuffer[i].Text = null!;
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_cachedWidth = width;
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}
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}
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// Write a line to the console using the centralized logic (handles concurrent resizes safely)
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private void WriteConsoleLine(int row, LineState newLine)
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{
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try
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{
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Console.SetCursorPosition(0, row);
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Console.BackgroundColor = newLine.Bg;
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Console.ForegroundColor = newLine.Fg;
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Console.Write(newLine.Text);
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Console.ResetColor();
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}
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catch
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{
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// ignore potential SetCursorPosition errors due to concurrent resize
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}
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}
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// Returns foreground and background colors for an entry depending on selection state
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private (ConsoleColor fg, ConsoleColor bg) GetColors(GameEntry e, bool selected)
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{
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if (selected)
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{
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return (ConsoleColor.Black, ConsoleColor.DarkCyan);
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}
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else
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{
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return (GetColorForEntry(e), ConsoleColor.Black);
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}
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}
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// Build the visible line text for an entry, ensuring it never exceeds the given width.
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private string BuildLineText(GameEntry e, int width, bool isFavorite)
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{
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if (width <= 0) return string.Empty;
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// Reserve 6 characters for the label area. For directories we show "[DIR] ",
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// for ZIPs we use the same width and optionally show a leading '*' when favorited.
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string label;
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if (e.Kind == EntryKind.Directory)
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{
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label = "[DIR] ";
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}
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else
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{
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// For ZIPs, show '*' after 4 spaces when favorited (keeps 6-char label area).
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label = isFavorite ? " * " : new string(' ', 6);
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}
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// If the console width is smaller than the label, truncate the label
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if (width <= label.Length)
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{
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return label.Substring(0, width);
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}
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int maxNameLen = width - label.Length; // space left for name
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string displayName;
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if (e.Name.Length <= maxNameLen)
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{
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displayName = e.Name;
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}
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else
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{
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if (maxNameLen > 3)
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displayName = e.Name.Substring(0, maxNameLen - 3) + "...";
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else
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displayName = e.Name.Substring(0, Math.Max(0, maxNameLen));
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}
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int padding = Math.Max(0, width - label.Length - displayName.Length);
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var result = label + displayName + new string(' ', padding);
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// Ensure exact width (defensive): truncate or pad if needed
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if (result.Length > width) return result.Substring(0, width);
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if (result.Length < width) return result + new string(' ', width - result.Length);
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return result;
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}
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private ConsoleColor GetColorForEntry(GameEntry e)
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{
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// Virtual entries (like the Favorites pseudo-folder) should be white
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if (e.IsVirtual) return ConsoleColor.White;
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if (e.Kind == EntryKind.Directory)
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{
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if (e.InRoot && e.InPatch) return ConsoleColor.Yellow; // Both layers
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if (e.InPatch && !e.InRoot) return ConsoleColor.DarkYellow; // Only patch
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if (e.InRoot && !e.InPatch) return ConsoleColor.Gray; // Only root
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}
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else if (e.Kind == EntryKind.Zip)
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{
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if (e.InRoot && e.InPatch) return ConsoleColor.Green;
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if (e.InRoot && !e.InPatch) return ConsoleColor.DarkGreen;
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if (e.InPatch && !e.InRoot) return ConsoleColor.Magenta;
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}
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return ConsoleColor.DarkGray;
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}
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}
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}
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