Files
winauth-go/internal/ui/dialog_import_legacy.go
T
iceking2nd c671f2115e 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。
2026-06-12 03:10:37 +08:00

103 lines
3.1 KiB
Go

package ui
import (
"errors"
"fmt"
"gioui.org/layout"
"gioui.org/widget"
"gioui.org/widget/material"
"git.wxccs.org/iceking2nd/winauth-go/internal/config"
"git.wxccs.org/iceking2nd/winauth-go/internal/global"
"git.wxccs.org/iceking2nd/winauth-go/internal/i18n"
)
// importLegacyDialog drives the "Import legacy WinAuth XML..." flow.
// It is intentionally minimal: a path field, an optional password field
// for entries the user encrypted in the original C# WinAuth, and Import
// + Cancel buttons. DPAPI-encrypted entries decrypt transparently on
// Windows; on other platforms they are skipped with a warning in the
// log.
type importLegacyDialog struct {
pathEd widget.Editor
pwEd widget.Editor
importBt widget.Clickable
cancelBt widget.Clickable
errorMsg string
}
func newImportLegacyDialog() *importLegacyDialog {
d := &importLegacyDialog{}
d.pathEd.SingleLine = true
d.pwEd.SingleLine = true
d.pwEd.Mask = '*'
return d
}
// importLegacyResult is what the dialog reports to its caller.
type importLegacyResult struct {
cfg *config.Config
cancel bool
}
// Layout returns dimensions and reports outcomes via onDone. onDone is
// called with cancel=true on Cancel and with a non-nil cfg on success;
// validation errors are kept inside the dialog so the user can retry.
func (d *importLegacyDialog) Layout(
gtx layout.Context, th *material.Theme,
onDone func(importLegacyResult),
) layout.Dimensions {
if d.cancelBt.Clicked(gtx) {
d.wipe()
onDone(importLegacyResult{cancel: true})
return layout.Dimensions{Size: gtx.Constraints.Max}
}
if d.importBt.Clicked(gtx) {
path := d.pathEd.Text()
if path == "" {
d.errorMsg = i18n.T("msg_empty_import_path")
} else {
password := []byte(d.pwEd.Text())
cfg, err := config.LoadLegacyXML(path, password)
for i := range password {
password[i] = 0
}
switch {
case errors.Is(err, config.ErrLegacyPasswordRequired):
d.errorMsg = i18n.T("msg_legacy_password_required")
case errors.Is(err, config.ErrLegacyPasswordWrong):
d.errorMsg = i18n.T("msg_legacy_password_wrong")
case err != nil:
d.errorMsg = fmt.Sprintf(i18n.T("msg_import_failed"), err.Error())
global.Log.WithField("func", "internal.ui.importLegacyDialog.Layout").
WithError(err).Warn("legacy import failed")
default:
d.wipe()
onDone(importLegacyResult{cfg: cfg})
return layout.Dimensions{Size: gtx.Constraints.Max}
}
}
}
body := func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("import_legacy_intro")).Layout),
layout.Rigid(layout.Spacer{Height: 8}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_import_path"), &d.pathEd, "C:\\Users\\...\\winauth.xml")),
layout.Rigid(labeledEditor(th, i18n.T("label_password"), &d.pwEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
}
return modalCard(gtx, th, i18n.T("dialog_import_legacy_title"),
i18n.T("btn_import"), i18n.T("btn_cancel"),
&d.importBt, &d.cancelBt, body)
}
// wipe clears the password editor so the plaintext bytes are not kept
// after the dialog closes.
func (d *importLegacyDialog) wipe() {
d.pwEd.SetText("")
}