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main.js
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main.js
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const {app, BrowserWindow, ipcMain, dialog} = require('electron')
const {autoUpdater} = require('electron-updater')
// Ignore warning about third-party AMD drivers on linux
app.commandLine.appendSwitch('ignore-gpu-blacklist', 'true')
const path = require('path')
const url = require('url')
const fs = require('fs')
// init for updates
autoUpdater.setFeedURL({
provider: 'github',
repo: 'socha-gui',
owner: 'CAU-Kiel-Tech-Inf',
vPrefixedTagName: false,
})
autoUpdater.on('error', (error) => {
dialog.showErrorBox('Error: ', error == null ? 'unknown' : (error.stack || error).toString())
})
// Keep a global reference of the window object, if you don't, the window will
// be closed automatically when the JavaScript object is garbage collected.
let win
let splashWin
function createWindow() {
splashWin = new BrowserWindow({
width: 300,
height: 200,
frame: false,
alwaysOnTop: true,
})
splashWin.loadFile(path.join(app.getAppPath(), 'assets/build-resources/icon512x512.png'))
// Create the browser window.
win = new BrowserWindow({
kiosk: app.commandLine.hasSwitch('kiosk'),
icon: 'assets/build-resources/icon64x64.png',
width: app.commandLine.hasSwitch('dev') ? 1500 : 1000,
height: 850,
webPreferences: {
nodeIntegration: true,
webgl: true,
experimentalFeatures: true,
experimentalCanvasFeatures: true,
},
show: false,
})
let logDir
let appDir = app.getAppPath()
// application path may be a directory (in dev mode) or a file (when distributed)
// .asar files are identified as directories, but are not directories in the filesystem
if(fs.lstatSync(appDir).isDirectory()) {
console.log('Application directory', appDir)
logDir = appDir.endsWith('.asar') ? process.platform === 'win32'? '.' : '/var/tmp' : appDir
} else {
console.log('Application file', appDir)
logDir = path.dirname(appDir)
}
// and load the index.html of the app.
win.loadURL(url.format({
pathname: path.join(app.getAppPath(), 'src/index.html'),
protocol: 'file:',
slashes: true,
}) + '?dirname=' + encodeURIComponent(logDir), {
//WebGL needs to be forced on with older radeon cards
webgl: true,
//Some extra features to speed up canvas/GL operations
experimentalFeatures: true,
experimentalCanvasFeatures: true,
//Enable offscreen rendering
offscreen: true,
})
// Open the DevTools.
if(app.commandLine.hasSwitch('dev')) {
win.webContents.openDevTools()
} else if(app.commandLine.hasSwitch('kiosk')) {
win.removeMenu()
win.setMenu(null)
} else {
win.removeMenu()
win.setMenu(null)
// Dies ist auch eine einfachere Version des Auto-Updates und installiert sich bei einem Neustart automatisch
autoUpdater.checkForUpdatesAndNotify()
}
win.once('ready-to-show', () => {
splashWin.destroy()
win.show()
})
// Emitted when the window is closed.
win.on('closed', () => {
win.destroy()
win = null
})
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.on('ready', createWindow)
// Quit when all windows are closed.
app.on('window-all-closed', () => {
// On macOS it is common for applications and their menu bar
// to stay active until the user quits explicitly with Cmd + Q
if(process.platform !== 'darwin') {
app.quit()
}
})
app.on('activate', () => {
// On macOS it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if(win === null) {
createWindow()
}
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.B
ipcMain.on('showErrorBox', (event, title, message) => {
const {dialog} = require('electron')
console.log(title, message)
dialog.showErrorBox(title, message)
})
ipcMain.on('showGameErrorBox', (event, title, gameId, message) => {
win.webContents.send('showGame', gameId)
const {dialog} = require('electron')
console.log(title, message)
dialog.showErrorBox(title, message)
})
ipcMain.on('kioskGameOver', (event, gameId) => {
win.webContents.send('closeGame', gameId)
})