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 (
"image"
"image/color"
"math"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
)
// progressRing renders a circular progress indicator. Progress is clamped
// to [0, 1]; 1.0 fills the full circle. Drawing approximates the arc with
// short line segments, which is plenty smooth at the small sizes used in
// list rows.
type progressRing struct {
Size unit.Dp
Stroke unit.Dp
Progress float32
Color color.NRGBA
BgColor color.NRGBA
}
func (r progressRing) Layout(gtx layout.Context) layout.Dimensions {
sizePx := gtx.Dp(r.Size)
if sizePx <= 0 {
return layout.Dimensions{}
}
strokePx := float32(gtx.Dp(r.Stroke))
if strokePx <= 0 {
strokePx = 2
}
center := f32.Pt(float32(sizePx)/2, float32(sizePx)/2)
radius := float32(sizePx)/2 - strokePx/2
if r.BgColor.A > 0 {
var bg clip.Path
bg.Begin(gtx.Ops)
buildArc(&bg, center, radius, -math.Pi/2, math.Pi*2)
paint.FillShape(gtx.Ops, r.BgColor,
clip.Stroke{Path: bg.End(), Width: strokePx}.Op())
}
if r.Progress > 0 {
sweep := float64(r.Progress) * math.Pi * 2
if sweep > math.Pi*2 {
sweep = math.Pi * 2
}
var fg clip.Path
fg.Begin(gtx.Ops)
buildArc(&fg, center, radius, -math.Pi/2, sweep)
paint.FillShape(gtx.Ops, r.Color,
clip.Stroke{Path: fg.End(), Width: strokePx}.Op())
}
return layout.Dimensions{Size: image.Pt(sizePx, sizePx)}
}
// buildArc emits a polyline approximation of an arc into p. startRad is
// the starting angle (radians, 0 = +x axis, clockwise), sweepRad is the
// signed angular extent.
func buildArc(p *clip.Path, center f32.Point, radius float32, startRad, sweepRad float64) {
const segs = 48
step := sweepRad / float64(segs)
start := f32.Pt(
center.X+radius*float32(math.Cos(startRad)),
center.Y+radius*float32(math.Sin(startRad)),
)
p.MoveTo(start)
for i := 1; i <= segs; i++ {
a := startRad + step*float64(i)
p.LineTo(f32.Pt(
center.X+radius*float32(math.Cos(a)),
center.Y+radius*float32(math.Sin(a)),
))
}
}