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ServiceCollectionExtensions.cs
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using LoupixDeck.Controllers;
using LoupixDeck.Models;
using LoupixDeck.Registry;
using LoupixDeck.Services;
using LoupixDeck.Services.ActiveWindow;
using LoupixDeck.Services.AppSwitching;
using LoupixDeck.Services.Commands;
using LoupixDeck.Services.FolderNavigation;
using LoupixDeck.Services.Macros;
using LoupixDeck.Services.Mouse;
using LoupixDeck.Services.Plugins;
using LoupixDeck.Services.SystemPower;
using LoupixDeck.Utils;
using LoupixDeck.ViewModels;
using LoupixDeck.Views;
using Microsoft.Extensions.DependencyInjection;
namespace LoupixDeck;
public static class ServiceCollectionExtensions
{
/// <summary>
/// Wires every service. <paramref name="deviceInfo"/> selects the device
/// whose per-device config file will be loaded; when null we fall back to
/// the legacy "config.json" path so an existing single-device install
/// boots even before the resolver has run (defensive — App resolves first
/// in normal flow).
/// </summary>
public static void AddCommonServices(this IServiceCollection collection, DeviceRegistry.DeviceInfo deviceInfo)
{
ArgumentNullException.ThrowIfNull(deviceInfo);
collection.AddSingleton(deviceInfo);
collection.AddSingleton(provider =>
{
var configService = provider.GetRequiredService<IConfigService>();
var configPath = FileDialogHelper.GetConfigPath(deviceInfo);
var config = configService.LoadConfig<LoupedeckConfig>(configPath);
if (config == null)
{
config = new LoupedeckConfig
{
DeviceVid = deviceInfo.VendorId,
DevicePid = deviceInfo.ProductId
};
// First launch for this device — seed the serial port/baud from any
// existing sibling config so the user does not have to re-run InitSetup
// just because they switched device type (the port is hardware, not
// device-type-specific). Crucial for the LOUPIXDECK_FAKE_DEVICE flow:
// without this the fresh config has no port → device times out →
// App.CreateMainWindowViewModel catches and shuts down silently.
SeedSerialPortFromSibling(config, configService, deviceInfo);
}
return config;
});
collection.AddSingleton<IConfigService, ConfigService>();
collection.AddSingleton<IAssetService, AssetService>();
collection.AddSingleton<ICommandService, CommandService>();
collection.AddSingleton<IDeviceService, LoupedeckDeviceService>();
collection.AddSingleton<IPageManager, PageManager>();
collection.AddSingleton<ICommandBuilder, CommandBuilder>();
collection.AddSingleton<ISysCommandService, SysCommandService>();
// The command registry unifies built-in commands and plugin commands.
// CoreCommandProvider wraps the reflection-based scanner;
// PluginCommandProvider feeds in commands from loaded plugins.
collection.AddSingleton<IPluginManager, PluginManager>();
collection.AddSingleton<IPluginInstaller, PluginInstaller>();
collection.AddSingleton<IPluginReloadService, PluginReloadService>();
collection.AddSingleton<ICommandProvider, CoreCommandProvider>();
collection.AddSingleton<ICommandProvider, PluginCommandProvider>();
collection.AddSingleton<ICommandRegistry, CommandRegistry>();
// The command-selection menu is assembled generically from these
// contributors instead of the former per-ViewModel hard-coded logic.
collection.AddSingleton<IMenuContributor, CommandGroupMenuContributor>();
collection.AddSingleton<IMenuContributor, UserMacroMenuContributor>();
collection.AddSingleton<IPluginMenuSource, PluginMenuContributor>();
collection.AddSingleton<IMenuTreeBuilder, MenuTreeBuilder>();
// User-defined macros: in-memory store (macros.json) + sequential step executor.
collection.AddSingleton<IMacroManager, MacroManager>();
collection.AddSingleton<MacroRunner>();
// UInputKeyboard is only available on Linux
if (OperatingSystem.IsLinux())
{
collection.AddSingleton<IUInputKeyboard, UInputKeyboard>();
// No Interception on Linux — register a stand-in so SettingsViewModel still resolves.
collection.AddSingleton<IInterceptionService, NoOpInterceptionService>();
// Virtual mouse for macro mouse steps (uinput-backed).
collection.AddSingleton<IVirtualMouse, UInputMouse>();
}
else
{
// Two concrete keyboard backends plus a router that picks between them per call:
// SendInput (always works) and Interception (kernel driver, reaches raw-input apps).
collection.AddSingleton<WindowsUInputKeyboard>();
collection.AddSingleton<InterceptionKeyboard>();
collection.AddSingleton<IUInputKeyboard, WindowsKeyboardRouter>();
// Manages downloading/installing/uninstalling the Interception driver (settings page).
collection.AddSingleton<IInterceptionService, InterceptionService>();
// Virtual mouse for macro mouse steps — same backend split as the keyboard:
// SendInput (always works) and Interception, picked per call by a router.
collection.AddSingleton<WindowsVirtualMouse>();
collection.AddSingleton<InterceptionMouse>();
collection.AddSingleton<IVirtualMouse, WindowsMouseRouter>();
}
collection.AddSingleton<IDBusController, DBusController>();
collection.AddSingleton<ICommandRunner, CommandRunner>();
collection.AddSingleton<IDynamicTextManager, DynamicTextManager>();
collection.AddSingleton<IFolderNavigationService, FolderNavigationService>();
collection.AddSingleton<IExclusiveModeService, ExclusiveModeService>();
collection.AddSingleton<INativeHapticService, NativeHapticService>();
if (OperatingSystem.IsLinux())
collection.AddSingleton<ISystemPowerService, LinuxSystemPowerService>();
#if WINDOWS
else if (OperatingSystem.IsWindows())
collection.AddSingleton<ISystemPowerService, WindowsSystemPowerService>();
#endif
else
collection.AddSingleton<ISystemPowerService, NoOpSystemPowerService>();
// Foreground-window monitor + app-switching driver. The Linux monitor needs
// no #if guard (it only uses Process + /proc, compiles platform-neutrally);
// only the Windows type lives behind #if WINDOWS.
if (OperatingSystem.IsLinux())
collection.AddSingleton<IActiveWindowMonitor, LinuxActiveWindowMonitor>();
#if WINDOWS
else if (OperatingSystem.IsWindows())
collection.AddSingleton<IActiveWindowMonitor, WindowsActiveWindowMonitor>();
#endif
else
collection.AddSingleton<IActiveWindowMonitor, NoOpActiveWindowMonitor>();
collection.AddSingleton<IAppSwitchingService, AppSwitchingService>();
collection.AddSingleton<LoupedeckLiveSController>();
collection.AddSingleton<IDeviceController>(sp => sp.GetRequiredService<LoupedeckLiveSController>());
collection.AddTransient<MainWindowViewModel>();
InitDialogs(collection);
}
private static void SeedSerialPortFromSibling(LoupedeckConfig fresh, IConfigService configService,
DeviceRegistry.DeviceInfo self)
{
try
{
var dir = FileDialogHelper.GetConfigDir();
var candidates = DeviceRegistry.SupportedDevices
.Where(d => d.Slug != self.Slug)
.Select(d => FileDialogHelper.GetConfigPath(d))
.Where(File.Exists)
.OrderByDescending(File.GetLastWriteTimeUtc)
.ToList();
foreach (var path in candidates)
{
var sibling = configService.LoadConfig<LoupedeckConfig>(path);
if (sibling == null || string.IsNullOrEmpty(sibling.DevicePort)) continue;
fresh.DevicePort = sibling.DevicePort;
fresh.DeviceBaudrate = sibling.DeviceBaudrate;
Console.WriteLine($"[Config] Seeded {self.Slug} port from sibling: {sibling.DevicePort} @ {sibling.DeviceBaudrate}");
return;
}
}
catch (Exception ex)
{
Console.WriteLine($"[Config] Sibling-port seed failed: {ex.Message}");
}
}
private static void InitDialogs(IServiceCollection collection)
{
collection.AddTransient<SimpleButtonSettings>();
collection.AddTransient<SimpleButtonSettingsViewModel>();
collection.AddTransient<RotaryButtonSettings>();
collection.AddTransient<RotaryButtonSettingsViewModel>();
collection.AddTransient<TouchButtonSettings>();
collection.AddTransient<TouchButtonSettingsViewModel>();
collection.AddTransient<SymbolPicker>();
collection.AddTransient<SymbolPickerViewModel>();
collection.AddTransient<TouchPageWallpaperSettings>();
collection.AddTransient<TouchPageWallpaperSettingsViewModel>();
collection.AddTransient<PageCommandsSettings>();
collection.AddTransient<PageCommandsSettingsViewModel>();
collection.AddTransient<Settings>();
collection.AddTransient<SettingsViewModel>();
collection.AddTransient<MacroEditor>();
collection.AddTransient<MacroEditorViewModel>();
collection.AddTransient<About>();
collection.AddTransient<AboutViewModel>();
collection.AddSingleton<IDialogService, DialogService>();
}
public static void PostInit(this IServiceProvider services)
{
var dialogService = services.GetRequiredService<IDialogService>();
dialogService.Register<SimpleButtonSettingsViewModel, SimpleButtonSettings>();
dialogService.Register<RotaryButtonSettingsViewModel, RotaryButtonSettings>();
dialogService.Register<TouchButtonSettingsViewModel, TouchButtonSettings>();
dialogService.Register<SymbolPickerViewModel, SymbolPicker>();
dialogService.Register<TouchPageWallpaperSettingsViewModel, TouchPageWallpaperSettings>();
dialogService.Register<PageCommandsSettingsViewModel, PageCommandsSettings>();
dialogService.Register<SettingsViewModel, Settings>();
dialogService.Register<MacroEditorViewModel, MacroEditor>();
dialogService.Register<AboutViewModel, About>();
// Load user macros once — execution and menus read from memory afterwards.
services.GetRequiredService<IMacroManager>().Load();
// Let the (static) bitmap renderer resolve image-layer assets via DI.
var assetService = services.GetRequiredService<IAssetService>();
BitmapHelper.AssetResolver = assetService.Load;
// Heal configs that were saved before HapticSteps had ObjectCreationHandling.Replace —
// those files accumulated duplicate steps on every save+load round.
var hapticConfig = services.GetRequiredService<LoupedeckConfig>();
while (hapticConfig.HapticSteps.Count > SettingsViewModel.MaxHapticSteps)
hapticConfig.HapticSteps.RemoveAt(hapticConfig.HapticSteps.Count - 1);
if (hapticConfig.HapticSteps.Count == 0)
hapticConfig.HapticSteps.Add(new HapticStep());
// Materialize the haptic service so it subscribes to config/page events,
// and push the persisted config to the device once it's connected.
services.GetRequiredService<INativeHapticService>().Apply();
// After config load, rewire per-layer PropertyChanged handlers so edits
// trigger TouchButton.Refresh(). The collection setter in TouchButton
// wires its own CollectionChanged hook, but layers created by the JSON
// converter bypass AttachLayerHandlers.
var config = services.GetRequiredService<LoupedeckConfig>();
if (config.TouchButtonPages != null)
{
foreach (var page in config.TouchButtonPages)
{
if (page?.TouchButtons == null) continue;
foreach (var button in page.TouchButtons)
{
button?.RewireLayerHandlers();
}
}
}
}
}