Files
winauth-go/internal/ui/app.go
T
iceking2nd c0dd3b9028 feat(ui): 系统托盘 + 关闭最小化到托盘
- 原生 win32 实现的 TrayManager:Shell_NotifyIcon + 私有 message-only
  窗口承载 popup 菜单,专用 OS 线程跑 GetMessage 泵,避免引入 cgo 依赖。
- WindowSubclass 通过 SetWindowLongPtrW 子类化 Gio 主窗口,拦截
  WM_CLOSE:minimize_to_tray=true 时吞掉消息只隐藏窗口;exit 路径下
  放行让 Gio 正常关闭事件循环。
- Preferences 新增"最小化到托盘"复选框,切换后立即重装/卸载钩子,
  不需要重启程序。
- 托盘菜单提供 Show / Hide / Exit;左键单击图标等同 Show;右键弹菜单。
- 非 Windows 平台所有相关 API 退化为 ErrUnsupported / no-op stub。
2026-06-12 04:13:35 +08:00

703 lines
21 KiB
Go

// Package ui hosts the Gio-based desktop user interface.
package ui
import (
"errors"
"fmt"
"image/color"
"os"
"sync"
"time"
"gioui.org/app"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
"git.wxccs.org/iceking2nd/winauth-go/internal/authenticator"
"git.wxccs.org/iceking2nd/winauth-go/internal/config"
"git.wxccs.org/iceking2nd/winauth-go/internal/global"
"git.wxccs.org/iceking2nd/winauth-go/internal/i18n"
"git.wxccs.org/iceking2nd/winauth-go/internal/win32"
)
// Run starts the Gio event loop and blocks until the window is closed.
// configPath is the YAML path to load from / save to. An empty string
// uses config.DefaultPath().
func Run(configPath string) error {
const fn = "internal.ui.Run"
if configPath == "" {
configPath = config.DefaultPath()
}
global.Log.WithField("func", fn).WithField("config", configPath).Info("starting Gio UI")
go func() {
w := new(app.Window)
w.Option(
app.Title(i18n.T("app_title")),
app.Size(unit.Dp(560), unit.Dp(420)),
)
if err := loop(w, configPath); err != nil {
global.Log.WithField("func", fn).WithError(err).Error("ui loop failed")
os.Exit(1)
}
os.Exit(0)
}()
app.Main()
return nil
}
type entry struct {
Name string
Auth authenticator.Authenticator
Code string
// Hotkey is the user-configured global shortcut string ("Ctrl+Alt+G")
// or "" if none is set.
Hotkey string
// hotkeyID is the win32 manager's id for the currently-registered
// shortcut, or 0 if not registered.
hotkeyID int32
// Clickable backing the row; for HOTP entries clicking advances the
// counter and reveals the next code.
click widget.Clickable
// tradesBtn is wired only for Steam entries; clicking it opens the
// confirmations window.
tradesBtn widget.Clickable
// hotkeyBtn opens the per-entry hotkey editor.
hotkeyBtn widget.Clickable
// copyBtn copies the current code to the clipboard.
copyBtn widget.Clickable
}
type appState struct {
mu sync.Mutex
entries []*entry
addBtn widget.Clickable
removeBtn widget.Clickable
settingsBtn widget.Clickable
list widget.List
vendorMenu *vendorMenu
settingsMenu *settingsMenu
dialog Dialog
pwDialog *passwordDialog
setPwDialog *setPasswordDialog
changePwDlg *changePasswordDialog
importDialog *importLegacyDialog
hotkeyDialog *hotkeyDialog
hotkeyTarget *entry
tradesDialog *steamTradesDialog
prefsDialog *preferencesDialog
aboutDialog *aboutDialog
store *store
saveErr string // surfaced in the top bar
hkMgr *win32.HotkeyManager
toast toast
// themeMode is the user's current theme preference. drawFrame
// rebuilds the material.Theme when this changes.
themeMode themeMode
// theme is the cached material.Theme matching themeMode. nil forces a
// rebuild on the next frame.
theme *material.Theme
// Auto-lock state. Active only when the config is encrypted and the
// user set auto_lock_minutes > 0. lastActivity is bumped on any UI
// interaction; once now-lastActivity exceeds the threshold the lock
// dialog is raised and the entry list hidden until the user
// re-enters the live passphrase.
lastActivity time.Time
locked bool
lockDialog *passwordDialog
// tray owns the system-tray icon and (when minimize_to_tray is on)
// the WM_CLOSE subclass. nil on platforms or installs where it
// could not be set up.
tray *trayRuntime
}
// snapshotEntries returns a freshly serialized slice of config entries.
// Called from the store goroutine, so it must take appState.mu itself.
func (st *appState) snapshotEntries() []config.Entry {
st.mu.Lock()
defer st.mu.Unlock()
out := make([]config.Entry, 0, len(st.entries))
for _, en := range st.entries {
out = append(out, entryFromAuthenticator(en.Name, en.Auth, en.Hotkey))
}
return out
}
func loop(w *app.Window, configPath string) error {
const fn = "internal.ui.loop"
state := &appState{}
state.list.Axis = layout.Vertical
state.lastActivity = time.Now()
state.store = newStore(configPath, state.snapshotEntries, func(err error) {
state.mu.Lock()
state.saveErr = fmt.Sprintf(i18n.T("msg_save_failed"), err.Error())
state.mu.Unlock()
w.Invalidate()
})
// First-load attempt: empty passphrase. If the file is encrypted we'll
// surface a password dialog on the first frame.
if cfg, err := state.store.Load(nil); err != nil {
switch {
case errors.Is(err, ErrPasswordRequired):
state.pwDialog = newPasswordDialog(i18n.T("msg_password_required"))
default:
global.Log.WithField("func", fn).WithError(err).Warn("config load failed; starting empty")
state.saveErr = fmt.Sprintf(i18n.T("msg_load_failed"), err.Error())
}
} else if cfg != nil {
state.absorbConfig(cfg)
}
// Seed the theme cache from the stored preference. Empty / unknown
// values resolve to "system" which buildTheme then maps to light or
// dark via the OS-specific systemPrefersDark probe.
_, themePref, _, _ := state.store.Preferences()
state.themeMode = normalizeThemeMode(themePref)
// Spin up the global hotkey manager and register whatever the user
// already had configured. Failures are non-fatal (logged + the row
// just won't fire).
state.hkMgr = win32.NewHotkeyManager()
state.registerAllHotkeys()
go state.runHotkeyLoop(w)
// Install the system tray icon + close-hook (Windows only). HWND
// discovery races the very first FrameEvent, so kick it from a
// goroutine that polls FindWindow for a few hundred ms.
_, _, _, minToTray := state.store.Preferences()
go func() {
tr := installTrayRuntime(i18n.T("app_title"), minToTray, w.Invalidate)
state.mu.Lock()
state.tray = tr
state.mu.Unlock()
}()
// Tick once per second to refresh TOTP codes.
go func() {
t := time.NewTicker(time.Second)
defer t.Stop()
for range t.C {
w.Invalidate()
}
}()
var ops op.Ops
for {
switch e := w.Event().(type) {
case app.DestroyEvent:
global.Log.WithField("func", fn).Info("window closed")
state.tray.Stop()
return e.Err
case app.FrameEvent:
gtx := app.NewContext(&ops, e)
if state.theme == nil {
th, pal := buildTheme(state.themeMode)
state.theme = th
activePalette = pal
}
// Paint the window background using the active palette so
// dark mode does not show through as the Gio default grey.
fillBackground(gtx, activePalette.Background)
drawFrame(gtx, state.theme, state, w)
e.Frame(gtx.Ops)
}
}
}
// maybeAutoLock checks whether the inactivity threshold has elapsed and,
// if so, raises the lock dialog. Returns true when the UI should render
// the lock prompt this frame and skip the rest of the layout. The check
// is a no-op unless the configuration is encrypted AND the user set
// auto_lock_minutes > 0 — locking a plaintext config buys nothing
// security-wise (the file is already readable).
//
// Note: we do NOT clear store.passphrase on lock. Re-decrypt on every
// unlock would mean a transient window where we cannot save (e.g. a
// hotkey press just before unlock would race), and it would not improve
// the security model — process memory holding the key is the threat
// either way.
func (st *appState) maybeAutoLock() bool {
if st.locked {
return true
}
if !st.store.Encrypted() {
return false
}
_, _, autoLockMinutes, _ := st.store.Preferences()
if autoLockMinutes <= 0 {
return false
}
if st.lastActivity.IsZero() {
st.lastActivity = time.Now()
return false
}
threshold := time.Duration(autoLockMinutes) * time.Minute
if time.Since(st.lastActivity) < threshold {
return false
}
st.locked = true
st.lockDialog = newPasswordDialog(i18n.T("msg_locked"))
return true
}
// absorbConfig replaces the in-memory entries with the contents of cfg,
// best-effort: bad entries are logged and skipped.
func (st *appState) absorbConfig(cfg *config.Config) {
const fn = "internal.ui.appState.absorbConfig"
if cfg == nil {
return
}
st.mu.Lock()
defer st.mu.Unlock()
st.entries = st.entries[:0]
for _, e := range cfg.Entries {
a, err := buildAuthenticator(e)
if err != nil {
global.Log.WithField("func", fn).WithError(err).Warn("skip entry")
continue
}
st.entries = append(st.entries, &entry{Name: e.Name, Auth: a, Hotkey: e.Hotkey})
}
}
// mergeImportedConfig appends entries from cfg onto the live list
// without dropping anything the user already had. Bad entries are
// logged and skipped, same as absorbConfig.
func (st *appState) mergeImportedConfig(cfg *config.Config) {
const fn = "internal.ui.appState.mergeImportedConfig"
if cfg == nil {
return
}
st.mu.Lock()
defer st.mu.Unlock()
for _, e := range cfg.Entries {
a, err := buildAuthenticator(e)
if err != nil {
global.Log.WithField("func", fn).WithError(err).Warn("skip imported entry")
continue
}
st.entries = append(st.entries, &entry{Name: e.Name, Auth: a, Hotkey: e.Hotkey})
}
}
func drawFrame(gtx layout.Context, th *material.Theme, st *appState, w *app.Window) layout.Dimensions {
// Auto-lock check runs before any input is dispatched so a user who
// returns mid-frame still has to type the passphrase before they can
// interact. Active only when the config is encrypted and the user
// configured a positive timeout.
if st.maybeAutoLock() && st.lockDialog != nil {
return st.lockDialog.Layout(gtx, th, func(pw []byte, ok bool) {
if !ok {
// Cancel is meaningless while locked — just re-prompt.
st.lockDialog.SetError(i18n.T("msg_locked"))
w.Invalidate()
return
}
if st.store.VerifyPassword(pw) {
st.locked = false
st.lockDialog = nil
st.lastActivity = time.Now()
} else {
st.lockDialog.SetError(i18n.T("msg_password_wrong"))
}
w.Invalidate()
})
}
if st.addBtn.Clicked(gtx) {
st.vendorMenu = newVendorMenu()
st.lastActivity = time.Now()
}
if st.removeBtn.Clicked(gtx) {
st.mu.Lock()
if len(st.entries) > 0 {
st.entries = st.entries[:len(st.entries)-1]
}
st.mu.Unlock()
st.store.Push()
st.lastActivity = time.Now()
}
if st.settingsBtn.Clicked(gtx) {
st.settingsMenu = newSettingsMenu()
st.lastActivity = time.Now()
}
// Refresh TOTP codes on every frame; HOTP entries advance on user click only.
st.mu.Lock()
var tradesTarget *entry
var hotkeyTarget *entry
var copyTarget *entry
for _, en := range st.entries {
if en.Auth.Name() == "steam" {
if en.tradesBtn.Clicked(gtx) {
tradesTarget = en
st.lastActivity = time.Now()
}
}
if en.hotkeyBtn.Clicked(gtx) {
hotkeyTarget = en
st.lastActivity = time.Now()
}
if en.copyBtn.Clicked(gtx) {
copyTarget = en
st.lastActivity = time.Now()
}
if en.Auth.Name() == "hotp" {
if en.click.Clicked(gtx) {
if code, err := en.Auth.CurrentCode(); err == nil {
en.Code = code
// Surface the new counter value (not the code) so the
// user has feedback that the click registered.
if h, ok := en.Auth.(*authenticator.HOTPAuthenticator); ok {
st.toast.Show(fmt.Sprintf(i18n.T("msg_hotp_advanced"), h.Counter), w)
}
st.lastActivity = time.Now()
// Counter advanced — persist so a restart does not
// reuse the same counter value.
go st.store.Push()
}
}
continue
}
if code, err := en.Auth.CurrentCode(); err == nil {
en.Code = code
}
}
st.mu.Unlock()
if tradesTarget != nil {
st.openTradesDialog(tradesTarget, w)
}
if hotkeyTarget != nil {
st.hotkeyTarget = hotkeyTarget
st.hotkeyDialog = newHotkeyDialog(hotkeyTarget)
}
if copyTarget != nil {
st.copyCodeToClipboard(copyTarget, w)
}
// Password retry / first-decrypt loop.
if st.pwDialog != nil {
return st.pwDialog.Layout(gtx, th, func(pw []byte, ok bool) {
if !ok {
// User cancelled. Leave the entry list empty; do NOT
// trigger a save (we don't want to overwrite the
// encrypted file with an empty plaintext one).
st.pwDialog = nil
w.Invalidate()
return
}
cfg, err := st.store.Load(pw)
switch {
case errors.Is(err, ErrPasswordWrong):
st.pwDialog.SetError(i18n.T("msg_password_wrong"))
case err != nil:
st.pwDialog.SetError(fmt.Sprintf(i18n.T("msg_load_failed"), err.Error()))
default:
st.absorbConfig(cfg)
st.pwDialog = nil
}
w.Invalidate()
})
}
if st.setPwDialog != nil {
return st.setPwDialog.Layout(gtx, th, func(pw []byte, ok bool) {
if ok {
st.store.SetPassword(pw)
}
st.setPwDialog = nil
w.Invalidate()
})
}
if st.changePwDlg != nil {
return st.changePwDlg.Layout(gtx, th,
func(oldPw []byte) bool { return st.store.VerifyPassword(oldPw) },
func(r changePasswordResult) {
if !r.cancel {
st.store.SetPassword(r.newPw)
st.toast.Show(i18n.T("msg_password_changed"), w)
}
st.changePwDlg = nil
w.Invalidate()
})
}
if st.settingsMenu != nil {
if act, closed := st.settingsMenu.Pick(gtx); closed {
st.settingsMenu = nil
switch act {
case settingsActionSetPassword:
st.setPwDialog = newSetPasswordDialog()
case settingsActionChangePassword:
st.changePwDlg = newChangePasswordDialog()
case settingsActionImportLegacy:
st.importDialog = newImportLegacyDialog()
case settingsActionPreferences:
lang, theme, autoLock, minToTray := st.store.Preferences()
st.prefsDialog = newPreferencesDialog(lang, normalizeThemeMode(theme), autoLock, minToTray)
case settingsActionAbout:
st.aboutDialog = newAboutDialog()
}
w.Invalidate()
} else {
return st.settingsMenu.Layout(gtx, th)
}
}
if st.prefsDialog != nil {
return st.prefsDialog.Layout(gtx, th, func(r preferencesResult) {
if !r.cancel {
_, _, _, prevMinToTray := st.store.Preferences()
st.store.SetPreferences(r.language, string(r.theme), r.autoLockMinutes, r.minimizeToTray)
i18n.SetLanguage(r.language)
st.themeMode = r.theme
st.theme = nil // force rebuild on next frame
// Re-arm or release the WM_CLOSE hook when the user
// flips the minimize-to-tray preference. Hot-reloading
// avoids forcing a restart for a setting change.
if prevMinToTray != r.minimizeToTray && st.tray != nil {
st.tray.setMinimizeToTray(r.minimizeToTray)
}
}
st.prefsDialog = nil
w.Invalidate()
})
}
if st.aboutDialog != nil {
return st.aboutDialog.Layout(gtx, th, func() {
st.aboutDialog = nil
w.Invalidate()
})
}
if st.importDialog != nil {
return st.importDialog.Layout(gtx, th, func(r importLegacyResult) {
if !r.cancel && r.cfg != nil {
st.mergeImportedConfig(r.cfg)
st.store.Push()
}
st.importDialog = nil
w.Invalidate()
})
}
if st.vendorMenu != nil {
if v, closed := st.vendorMenu.Pick(gtx); closed {
st.vendorMenu = nil
switch v {
case vendorGoogle:
st.dialog = newAddGoogleDialog()
case vendorMicrosoft:
st.dialog = newAddMicrosoftDialog()
case vendorOkta:
st.dialog = newAddOktaDialog()
case vendorHOTP:
st.dialog = newAddHOTPDialog()
case vendorBattleNet:
st.dialog = newAddBattleNetDialog(w.Invalidate)
case vendorBattleNetRestore:
st.dialog = newRestoreBattleNetDialog(w.Invalidate)
case vendorSteam:
st.dialog = newAddSteamDialog(w.Invalidate)
case vendorScanQR:
st.dialog = newScanQRDialog()
}
w.Invalidate()
} else {
return st.vendorMenu.Layout(gtx, th)
}
}
if st.dialog != nil {
return st.dialog.Layout(gtx, th, func(added authenticator.Authenticator, name string) {
if added != nil {
st.mu.Lock()
st.entries = append(st.entries, &entry{Name: name, Auth: added})
st.mu.Unlock()
st.store.Push()
}
st.dialog = nil
w.Invalidate()
})
}
if st.hotkeyDialog != nil {
return st.hotkeyDialog.Layout(gtx, th, func(r hotkeyResult) {
if !r.cancel && st.hotkeyTarget != nil {
if r.cleared {
st.applyHotkey(st.hotkeyTarget, "")
} else {
st.applyHotkey(st.hotkeyTarget, r.value)
}
st.store.Push()
}
st.hotkeyDialog = nil
st.hotkeyTarget = nil
w.Invalidate()
})
}
if st.tradesDialog != nil {
return st.tradesDialog.Layout(gtx, th)
}
dims := layout.UniformInset(unit.Dp(12)).Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx,
layout.Rigid(material.H6(th, i18n.T("app_title")).Layout),
layout.Flexed(1, func(gtx layout.Context) layout.Dimensions {
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Rigid(material.Button(th, &st.addBtn, i18n.T("btn_add")).Layout),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Inset{Left: unit.Dp(8)}.Layout(gtx,
material.Button(th, &st.removeBtn, i18n.T("btn_remove")).Layout)
}),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Inset{Left: unit.Dp(8)}.Layout(gtx,
material.Button(th, &st.settingsBtn, i18n.T("menu_settings")).Layout)
}),
)
}),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
st.mu.Lock()
msg := st.saveErr
st.mu.Unlock()
if msg == "" {
return layout.Dimensions{}
}
lbl := material.Body2(th, msg)
lbl.Color = activePalette.ErrorFg
return layout.Inset{Top: unit.Dp(4)}.Layout(gtx, lbl.Layout)
}),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Flexed(1, func(gtx layout.Context) layout.Dimensions {
st.mu.Lock()
count := len(st.entries)
st.mu.Unlock()
if count == 0 {
return drawEmptyPlaceholder(gtx, th)
}
return material.List(th, &st.list).Layout(gtx, count, func(gtx layout.Context, i int) layout.Dimensions {
st.mu.Lock()
en := st.entries[i]
st.mu.Unlock()
return entryRow(gtx, th, en)
})
}),
)
})
st.toast.draw(gtx, th)
return dims
}
func entryRow(gtx layout.Context, th *material.Theme, en *entry) layout.Dimensions {
return en.click.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Inset{Top: unit.Dp(6), Bottom: unit.Dp(6)}.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx,
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Inset{Right: unit.Dp(10)}.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return entryProgressRing(gtx, en)
})
}),
layout.Flexed(1, material.Body1(th, en.Name).Layout),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
label := i18n.T("btn_hotkey")
if en.Hotkey != "" {
label = en.Hotkey
}
return layout.Inset{Right: unit.Dp(8)}.Layout(gtx,
material.Button(th, &en.hotkeyBtn, label).Layout)
}),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
if en.Auth.Name() != "steam" {
return layout.Dimensions{}
}
return layout.Inset{Right: unit.Dp(8)}.Layout(gtx,
material.Button(th, &en.tradesBtn, i18n.T("btn_trades")).Layout)
}),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
if en.Auth.Name() == "hotp" {
return layout.Dimensions{}
}
return layout.Inset{Right: unit.Dp(8)}.Layout(gtx,
material.Button(th, &en.copyBtn, i18n.T("btn_copy")).Layout)
}),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
lbl := material.H6(th, en.Code)
lbl.Color = activePalette.RingFg
return lbl.Layout(gtx)
}),
)
})
}),
layout.Rigid(drawDivider),
)
})
}
// openTradesDialog initialises the Steam confirmations modal for the
// given entry. If the authenticator has no usable session we surface a
// hint in the top bar instead of opening an empty window.
func (st *appState) openTradesDialog(en *entry, w *app.Window) {
const fn = "internal.ui.appState.openTradesDialog"
sauth, ok := en.Auth.(*authenticator.SteamAuthenticator)
if !ok {
return
}
if sauth.SessionData == "" {
st.mu.Lock()
st.saveErr = i18n.T("steam_trades_session_missing")
st.mu.Unlock()
return
}
dlg, err := newSteamTradesDialog(sauth, en.Name, w.Invalidate, func() {
st.tradesDialog = nil
// Persist any session-cookie rotation that happened while the
// dialog was open.
st.store.Push()
w.Invalidate()
})
if err != nil {
global.Log.WithField("func", fn).WithError(err).Warn("open trades dialog failed")
st.mu.Lock()
st.saveErr = fmt.Sprintf(i18n.T("steam_trades_error"), err.Error())
st.mu.Unlock()
return
}
st.tradesDialog = dlg
w.Invalidate()
}
// fillBackground paints a rectangle that covers gtx with the given color.
// Useful for dialog backdrops without depending on material.Surface.
func fillBackground(gtx layout.Context, c color.NRGBA) {
defer clip.Rect{Max: gtx.Constraints.Max}.Push(gtx.Ops).Pop()
paint.ColorOp{Color: c}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}