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"
"time"
"gioui.org/app"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
"gioui.org/widget/material"
)
// toast is a transient top-of-window notification ("Copied", error
// messages, etc). It is non-modal: drawing it does not consume pointer
// input. Lifetime is governed by `until`; the next frame after the
// deadline simply skips drawing.
type toast struct {
msg string
until time.Time
}
const toastDuration = 1500 * time.Millisecond
// Show stores the message and schedules an Invalidate after the toast
// expires so the window redraws and removes it without waiting for the
// next user interaction.
func (t *toast) Show(msg string, w *app.Window) {
t.msg = msg
t.until = time.Now().Add(toastDuration)
go func(deadline time.Time) {
time.Sleep(time.Until(deadline) + 50*time.Millisecond)
w.Invalidate()
}(t.until)
}
// active reports whether the toast should be drawn this frame.
func (t *toast) active() bool {
return t.msg != "" && time.Now().Before(t.until)
}
// draw paints the toast as an overlay centered near the top of gtx.
// Call AFTER laying out the rest of the frame so it stacks on top.
func (t *toast) draw(gtx layout.Context, th *material.Theme) {
if !t.active() {
return
}
bg := color.NRGBA{R: 0x20, G: 0x20, B: 0x20, A: 0xe0}
fg := color.NRGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}
macro := op.Record(gtx.Ops)
pad := layout.UniformInset(unit.Dp(10))
dims := pad.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
lbl := material.Body2(th, t.msg)
lbl.Color = fg
return lbl.Layout(gtx)
})
call := macro.Stop()
// Center horizontally near the top.
x := (gtx.Constraints.Max.X - dims.Size.X) / 2
if x < 0 {
x = 0
}
y := gtx.Dp(unit.Dp(12))
stack := op.Offset(image.Point{X: x, Y: y}).Push(gtx.Ops)
rrect := clip.RRect{
Rect: image.Rectangle{Max: dims.Size},
SE: gtx.Dp(unit.Dp(6)),
SW: gtx.Dp(unit.Dp(6)),
NE: gtx.Dp(unit.Dp(6)),
NW: gtx.Dp(unit.Dp(6)),
}
bgArea := rrect.Push(gtx.Ops)
paint.ColorOp{Color: bg}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgArea.Pop()
call.Add(gtx.Ops)
stack.Pop()
}