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Add RiotGames Plugin
1 parent 0951212 commit 2923171

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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0-windows</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<Packable>false</Packable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
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<PackageReference Include="System.ComponentModel.Composition" Version="6.0.0" />
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<PackageReference Include="System.Resources.Extensions" Version="6.0.0" />
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<PackageReference Include="System.Text.Json" Version="7.0.3" />
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<PackageReference Include="YamlDotNet" Version="13.1.1" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GameLib.Core\GameLib.Core.csproj" />
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</ItemGroup>
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<ItemGroup>
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<Compile Update="Properties\Resources.Designer.cs">
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<DesignTime>True</DesignTime>
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<AutoGen>True</AutoGen>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Update="Properties\Resources.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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</ItemGroup>
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</Project>
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GameLib.Plugin.RiotGames.Model
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{
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public enum ERiotGames
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{
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None = 0,
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Valorant = 1,
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LoL = 2,
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LoR = 3,
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TFT = 4,
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}
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}
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using Gamelib.Core.Util;
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using GameLib.Core;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GameLib.Plugin.RiotGames.Model
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{
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public class Game : IGame
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{
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public string Id { get; internal set; } = string.Empty;
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public Guid LauncherId { get; internal set; } = Guid.Empty;
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public string Name { get; internal set; } = string.Empty;
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public string InstallDir { get; internal set; } = string.Empty;
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public string Executable { get; internal set; } = string.Empty;
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public Icon? ExecutableIcon => PathUtil.GetFileIcon(Executable);
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public IEnumerable<string> Executables { get; internal set; } = Enumerable.Empty<string>();
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public string WorkingDir { get; internal set; } = string.Empty;
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public string LaunchString { get; internal set; } = string.Empty;
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public DateTime InstallDate { get; internal set; } = DateTime.MinValue;
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public bool IsRunning => ProcessUtil.IsProcessRunning(Executable);
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}
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}
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Text.Json;
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using System.Threading.Tasks;
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namespace GameLib.Plugin.RiotGames.Model
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{
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public partial class YamlData
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{
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[JsonProperty("auto_patching_enabled_by_player")]
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public bool AutoPatchingEnabledByPlayer { get; set; }
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[JsonProperty("dependencies")]
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public Dependencies Dependencies { get; set; }
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[JsonProperty("locale_data")]
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public LocaleData LocaleData { get; set; }
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[JsonProperty("patching_policy")]
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public string PatchingPolicy { get; set; }
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[JsonProperty("patchline_patching_ask_policy")]
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public string PatchlinePatchingAskPolicy { get; set; }
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[JsonProperty("product_install_full_path")]
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public string ProductInstallFullPath { get; set; }
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[JsonProperty("product_install_root")]
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public string ProductInstallRoot { get; set; }
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[JsonProperty("settings")]
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public Settings Settings { get; set; }
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[JsonProperty("shortcut_name")]
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public string ShortcutName { get; set; }
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[JsonProperty("should_repair")]
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public bool ShouldRepair { get; set; }
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}
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public partial class Dependencies
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{
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}
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public partial class LocaleData
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{
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[JsonProperty("available_locales")]
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public string[] AvailableLocales { get; set; }
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[JsonProperty("default_locale")]
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public string DefaultLocale { get; set; }
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}
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public partial class Settings
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{
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[JsonProperty("create_shortcut")]
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public bool CreateShortcut { get; set; }
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[JsonProperty("create_uninstall_key")]
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public bool CreateUninstallKey { get; set; }
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[JsonProperty("locale")]
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public string Locale { get; set; }
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}
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}

GameLib.Plugin.RiotGames/Properties/Resources.Designer.cs

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Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
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<data name="GameLibPluginLogo128px" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\GameLibPluginLogo128px.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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</data>
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<data name="GameLibPluginLogo64px" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\GameLibPluginLogo64px.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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</data>
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<data name="Logo256px" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\Logo256px.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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</data>
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<data name="Logo32px" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\Logo32px.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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</data>
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</root>
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