feat: Phase 1 WinAuth Go 移植完整实现

将原 C#/.NET WinAuth 移植为 Go + Gio GUI,覆盖 Phase 1 全部功能。

核心模块:
- internal/authenticator: TOTP (Google/Microsoft/Okta) + HOTP + BattleNet + Steam,含
  enroll/sync/code 生成、Steam 交易确认轮询
- internal/config: YAML 配置 + 老版 WinAuth XML 导入(DPAPI + Password + Blowfish/PBKDF2 解密链)
- internal/crypto: 现代加密 (WAGO1) + DPAPI 跨平台封装 + 老版 Blowfish ECB
- internal/win32: 单实例 Mutex 锁 + 全局热键管理器 (RegisterHotKey + PeekMessage 泵) +
  SendInput Unicode 注入 + 剪贴板文本/CF_DIB 图像读写 + AttachThreadInput 焦点切换
- internal/hotkey: "Ctrl+Alt+G" 风格快捷键字符串解析/格式化
- internal/qr: gozxing 二维码解码 + otpauth:// URI 解析
- internal/i18n: en/zh-CN/de 三语 TOML

UI 模块 (Gio):
- 主窗口:圆环倒计时进度条、复制按钮 + Toast 反馈、空列表占位、行分隔线
- 添加流程:vendor 菜单 + 各 vendor 独立对话框 + 二维码扫描入口(文件 / 剪贴板)
- 设置:密码加密、老版 XML 导入、每条目热键配置
- Steam:注册向导(含 captcha/email/SMS 多步)+ 交易确认窗

构建:Windows 主目标,非 Windows 平台所有 Win32 功能走 build-tag 桩实现。
This commit is contained in:
2026-06-12 03:10:37 +08:00
commit c671f2115e
165 changed files with 10102 additions and 0 deletions
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package ui
import (
"gioui.org/layout"
"gioui.org/widget"
"gioui.org/widget/material"
"git.wxccs.org/iceking2nd/winauth-go/internal/i18n"
)
// passwordDialog asks the user for the password to decrypt an existing
// config. The dialog is shown at startup when the config file is found
// to be encrypted; on submit it calls onDone with the entered passphrase.
// Cancel returns an empty passphrase and signals abort.
type passwordDialog struct {
prompt string // optional explanatory line above the field
errorMsg string
pwEd widget.Editor
okBtn widget.Clickable
cancelBtn widget.Clickable
}
func newPasswordDialog(prompt string) *passwordDialog {
d := &passwordDialog{prompt: prompt}
d.pwEd.SingleLine = true
d.pwEd.Mask = '*'
return d
}
// SetError lets the caller surface a "wrong password" message after a
// failed Load attempt, so the same dialog can be reused for a retry loop.
func (d *passwordDialog) SetError(msg string) { d.errorMsg = msg }
// Layout takes onDone(password, ok). ok=true on submit; ok=false on cancel.
// On ok the password slice is freshly allocated (the editor's underlying
// buffer is not retained).
func (d *passwordDialog) Layout(
gtx layout.Context, th *material.Theme,
onDone func(password []byte, ok bool),
) layout.Dimensions {
if d.okBtn.Clicked(gtx) {
pw := []byte(d.pwEd.Text())
onDone(pw, true)
return layout.Dimensions{Size: gtx.Constraints.Max}
}
if d.cancelBtn.Clicked(gtx) {
onDone(nil, false)
return layout.Dimensions{Size: gtx.Constraints.Max}
}
body := func(gtx layout.Context) layout.Dimensions {
children := []layout.FlexChild{}
if d.prompt != "" {
children = append(children,
layout.Rigid(material.Body2(th, d.prompt).Layout),
layout.Rigid(layout.Spacer{Height: 8}.Layout),
)
}
children = append(children,
layout.Rigid(labeledEditor(th, i18n.T("label_password"), &d.pwEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
return layout.Flex{Axis: layout.Vertical}.Layout(gtx, children...)
}
return modalCard(gtx, th, i18n.T("dialog_password_title"),
i18n.T("btn_ok"), i18n.T("btn_cancel"),
&d.okBtn, &d.cancelBtn, body)
}