refactor: new code style in DalamudPluginInterface.cs

This commit is contained in:
goat 2021-04-01 20:39:03 +02:00
parent 8024538588
commit 0d8ef94647

View file

@ -1,12 +1,9 @@
using System;
using System.Collections.Generic;
using System.Dynamic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Dalamud.Configuration;
using Dalamud.Data;
using Dalamud.Game;
@ -15,7 +12,6 @@ using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.ClientState;
using Dalamud.Game.Command;
using Dalamud.Game.Internal;
using Dalamud.Game.Internal.Gui;
using Dalamud.Interface;
namespace Dalamud.Plugin
@ -23,97 +19,23 @@ namespace Dalamud.Plugin
/// <summary>
/// This class acts as an interface to various objects needed to interact with Dalamud and the game.
/// </summary>
public class DalamudPluginInterface : IDisposable {
/// <summary>
/// The reason this plugin was loaded.
/// </summary>
public PluginLoadReason Reason { get; }
/// <summary>
/// Get the directory Dalamud assets are stored in.
/// </summary>
public DirectoryInfo DalamudAssetDirectory => this.dalamud.AssetDirectory;
/// <summary>
/// Get the directory your plugin configurations are stored in.
/// </summary>
public DirectoryInfo ConfigDirectory => new DirectoryInfo(GetPluginConfigDirectory());
/// <summary>
/// Get the config file of your plugin.
/// </summary>
public FileInfo ConfigFile => this.configs.GetConfigFile(this.pluginName);
/// <summary>
/// The CommandManager object that allows you to add and remove custom chat commands.
/// </summary>
public readonly CommandManager CommandManager;
/// <summary>
/// The ClientState object that allows you to access current client memory information like actors, territories, etc.
/// </summary>
public readonly ClientState ClientState;
/// <summary>
/// The Framework object that allows you to interact with the client.
/// </summary>
public readonly Framework Framework;
/// <summary>
/// A <see cref="UiBuilder">UiBuilder</see> instance which allows you to draw UI into the game via ImGui draw calls.
/// </summary>
public readonly UiBuilder UiBuilder;
/// <summary>
/// A <see cref="SigScanner">SigScanner</see> instance targeting the main module of the FFXIV process.
/// </summary>
public readonly SigScanner TargetModuleScanner;
/// <summary>
/// A <see cref="DataManager">DataManager</see> instance which allows you to access game data needed by the main dalamud features.
/// </summary>
public readonly DataManager Data;
/// <summary>
/// A <see cref="SeStringManager">SeStringManager</see> instance which allows creating and parsing SeString payloads.
/// </summary>
public readonly SeStringManager SeStringManager;
/// <summary>
/// Returns true if Dalamud is running in Debug mode or the /xldev menu is open. This can occur on release builds.
/// </summary>
#if DEBUG
public bool IsDebugging => true;
#else
public bool IsDebugging => this.dalamud.DalamudUi.IsDevMenu;
#endif
/// <summary>
/// Event that gets fired when loc is changed
/// </summary>
public event LanguageChangedDelegate OnLanguageChanged;
/// <summary>
/// Delegate for localization change with two-letter iso lang code
/// </summary>
/// <param name="langCode"></param>
public delegate void LanguageChangedDelegate(string langCode);
/// <summary>
/// Current ui language in two-letter iso format
/// </summary>
public string UiLanguage { get; private set; }
public class DalamudPluginInterface : IDisposable
{
private readonly Dalamud dalamud;
private readonly string pluginName;
private readonly PluginConfigurations configs;
/// <summary>
/// Initializes a new instance of the <see cref="DalamudPluginInterface"/> class.
/// Set up the interface and populate all fields needed.
/// </summary>
/// <param name="dalamud"></param>
internal DalamudPluginInterface(Dalamud dalamud, string pluginName, PluginConfigurations configs, PluginLoadReason reason) {
Reason = reason;
/// <param name="dalamud">The dalamud instance to expose.</param>
/// <param name="pluginName">The internal name of the plugin.</param>
/// <param name="configs">The plugin configurations handler.</param>
/// <param name="reason">The reason this plugin was loaded.</param>
internal DalamudPluginInterface(Dalamud dalamud, string pluginName, PluginConfigurations configs, PluginLoadReason reason)
{
this.Reason = reason;
this.CommandManager = dalamud.CommandManager;
this.Framework = dalamud.Framework;
this.ClientState = dalamud.ClientState;
@ -127,28 +49,100 @@ namespace Dalamud.Plugin
this.configs = configs;
this.UiLanguage = this.dalamud.Configuration.LanguageOverride;
dalamud.LocalizationManager.OnLocalizationChanged += OnLocalizationChanged;
}
private void OnLocalizationChanged(string langCode) {
this.UiLanguage = langCode;
OnLanguageChanged?.Invoke(langCode);
dalamud.LocalizationManager.OnLocalizationChanged += this.OnLocalizationChanged;
}
/// <summary>
/// Unregister your plugin and dispose all references. You have to call this when your IDalamudPlugin is disposed.
/// Delegate for localization change with two-letter iso lang code.
/// </summary>
public void Dispose() {
this.UiBuilder.Dispose();
this.Framework.Gui.Chat.RemoveChatLinkHandler(this.pluginName);
this.dalamud.LocalizationManager.OnLocalizationChanged -= OnLocalizationChanged;
}
/// <param name="langCode">The new language code.</param>
public delegate void LanguageChangedDelegate(string langCode);
/// <summary>
/// Event that gets fired when loc is changed
/// </summary>
public event LanguageChangedDelegate OnLanguageChanged;
/// <summary>
/// Gets the reason this plugin was loaded.
/// </summary>
public PluginLoadReason Reason { get; }
/// <summary>
/// Gets the directory Dalamud assets are stored in.
/// </summary>
public DirectoryInfo DalamudAssetDirectory => this.dalamud.AssetDirectory;
/// <summary>
/// Gets the directory your plugin configurations are stored in.
/// </summary>
public DirectoryInfo ConfigDirectory => new DirectoryInfo(this.GetPluginConfigDirectory());
/// <summary>
/// Gets the config file of your plugin.
/// </summary>
public FileInfo ConfigFile => this.configs.GetConfigFile(this.pluginName);
/// <summary>
/// Gets the CommandManager object that allows you to add and remove custom chat commands.
/// </summary>
public CommandManager CommandManager { get; private set; }
/// <summary>
/// Gets the ClientState object that allows you to access current client memory information like actors, territories, etc.
/// </summary>
public ClientState ClientState { get; private set; }
/// <summary>
/// Gets the Framework object that allows you to interact with the client.
/// </summary>
public Framework Framework { get; private set; }
/// <summary>
/// Gets the <see cref="UiBuilder">UiBuilder</see> instance which allows you to draw UI into the game via ImGui draw calls.
/// </summary>
public UiBuilder UiBuilder { get; private set; }
/// <summary>
/// Gets the <see cref="SigScanner">SigScanner</see> instance targeting the main module of the FFXIV process.
/// </summary>
public SigScanner TargetModuleScanner { get; private set; }
/// <summary>
/// Gets the <see cref="DataManager">DataManager</see> instance which allows you to access game data needed by the main dalamud features.
/// </summary>
public DataManager Data { get; private set; }
/// <summary>
/// Gets the <see cref="SeStringManager">SeStringManager</see> instance which allows creating and parsing SeString payloads.
/// </summary>
public SeStringManager SeStringManager { get; private set; }
/// <summary>
/// Gets a value indicating whether Dalamud is running in Debug mode or the /xldev menu is open. This can occur on release builds.
/// </summary>
#if DEBUG
public bool IsDebugging => true;
#else
public bool IsDebugging => this.dalamud.DalamudUi.IsDevMenu;
#endif
/// <summary>
/// Gets the current UI language in two-letter iso format.
/// </summary>
public string UiLanguage { get; private set; }
/// <summary>
/// Gets the action that should be executed when any plugin sends a message.
/// </summary>
internal Action<string, ExpandoObject> AnyPluginIpcAction { get; private set; }
/// <summary>
/// Save a plugin configuration(inheriting IPluginConfiguration).
/// </summary>
/// <param name="currentConfig">The current configuration.</param>
public void SavePluginConfig(IPluginConfiguration currentConfig) {
public void SavePluginConfig(IPluginConfiguration currentConfig)
{
if (currentConfig == null)
return;
@ -159,7 +153,8 @@ namespace Dalamud.Plugin
/// Get a previously saved plugin configuration or null if none was saved before.
/// </summary>
/// <returns>A previously saved config or null if none was saved before.</returns>
public IPluginConfiguration GetPluginConfig() {
public IPluginConfiguration GetPluginConfig()
{
// This is done to support json deserialization of plugin configurations
// even after running an in-game update of plugins, where the assembly version
// changes.
@ -182,9 +177,9 @@ namespace Dalamud.Plugin
}
/// <summary>
/// Get the config directory
/// Get the config directory.
/// </summary>
/// <returns>directory with path of AppData/XIVLauncher/pluginConfig/PluginInternalName </returns>
/// <returns>directory with path of AppData/XIVLauncher/pluginConfig/PluginInternalName.</returns>
public string GetPluginConfigDirectory() => this.configs.GetDirectory(this.pluginName);
#region Chat Links
@ -192,43 +187,44 @@ namespace Dalamud.Plugin
/// <summary>
/// Register a chat link handler.
/// </summary>
/// <param name="commandId"></param>
/// <param name="commandAction"></param>
/// <param name="commandId">The ID of the command.</param>
/// <param name="commandAction">The action to be executed.</param>
/// <returns>Returns an SeString payload for the link.</returns>
public DalamudLinkPayload AddChatLinkHandler(uint commandId, Action<uint, SeString> commandAction) {
public DalamudLinkPayload AddChatLinkHandler(uint commandId, Action<uint, SeString> commandAction)
{
return this.Framework.Gui.Chat.AddChatLinkHandler(this.pluginName, commandId, commandAction);
}
/// <summary>
/// Remove a chat link handler.
/// </summary>
/// <param name="commandId"></param>
public void RemoveChatLinkHandler(uint commandId) {
/// <param name="commandId">The ID of the command.</param>
public void RemoveChatLinkHandler(uint commandId)
{
this.Framework.Gui.Chat.RemoveChatLinkHandler(this.pluginName, commandId);
}
/// <summary>
/// Removes all chat link handlers registered by the plugin.
/// </summary>
public void RemoveChatLinkHandler() {
public void RemoveChatLinkHandler()
{
this.Framework.Gui.Chat.RemoveChatLinkHandler(this.pluginName);
}
#endregion
#region IPC
internal Action<string, ExpandoObject> anyPluginIpcAction;
/// <summary>
/// Subscribe to an IPC message by any plugin.
/// </summary>
/// <param name="action">The action to take when a message was received.</param>
public void SubscribeAny(Action<string, ExpandoObject> action)
{
if (this.anyPluginIpcAction != null)
if (this.AnyPluginIpcAction != null)
throw new InvalidOperationException("Can't subscribe multiple times.");
this.anyPluginIpcAction = action;
this.AnyPluginIpcAction = action;
}
/// <summary>
@ -236,7 +232,8 @@ namespace Dalamud.Plugin
/// </summary>
/// <param name="pluginName">The InternalName of the plugin to subscribe to.</param>
/// <param name="action">The action to take when a message was received.</param>
public void Subscribe(string pluginName, Action<ExpandoObject> action) {
public void Subscribe(string pluginName, Action<ExpandoObject> action)
{
if (this.dalamud.PluginManager.IpcSubscriptions.Any(x => x.SourcePluginName == this.pluginName && x.SubPluginName == pluginName))
throw new InvalidOperationException("Can't add multiple subscriptions for the same plugin.");
@ -248,17 +245,18 @@ namespace Dalamud.Plugin
/// </summary>
public void UnsubscribeAny()
{
if (this.anyPluginIpcAction == null)
if (this.AnyPluginIpcAction == null)
throw new InvalidOperationException("Wasn't subscribed to this plugin.");
this.anyPluginIpcAction = null;
this.AnyPluginIpcAction = null;
}
/// <summary>
/// Unsubscribe from messages from a plugin.
/// </summary>
/// <param name="pluginName">The InternalName of the plugin to unsubscribe from.</param>
public void Unsubscribe(string pluginName) {
public void Unsubscribe(string pluginName)
{
var sub = this.dalamud.PluginManager.IpcSubscriptions.FirstOrDefault(x => x.SourcePluginName == this.pluginName && x.SubPluginName == pluginName);
if (sub.SubAction == null)
throw new InvalidOperationException("Wasn't subscribed to this plugin.");
@ -270,9 +268,11 @@ namespace Dalamud.Plugin
/// Send a message to all subscribed plugins.
/// </summary>
/// <param name="message">The message to send.</param>
public void SendMessage(ExpandoObject message) {
public void SendMessage(ExpandoObject message)
{
var subs = this.dalamud.PluginManager.IpcSubscriptions.Where(x => x.SubPluginName == this.pluginName);
foreach (var sub in subs.Select(x => x.SubAction)) {
foreach (var sub in subs.Select(x => x.SubAction))
{
sub.Invoke(message);
}
}
@ -287,10 +287,10 @@ namespace Dalamud.Plugin
{
var (_, _, pluginInterface, _) = this.dalamud.PluginManager.Plugins.FirstOrDefault(x => x.Definition.InternalName == pluginName);
if (pluginInterface?.anyPluginIpcAction == null)
if (pluginInterface?.AnyPluginIpcAction == null)
return false;
pluginInterface.anyPluginIpcAction.Invoke(this.pluginName, message);
pluginInterface.AnyPluginIpcAction.Invoke(this.pluginName, message);
return true;
}
@ -304,7 +304,8 @@ namespace Dalamud.Plugin
/// <param name="messageTemplate">The message template.</param>
/// <param name="values">Values to log.</param>
[Obsolete]
public void Log(string messageTemplate, params object[] values) {
public void Log(string messageTemplate, params object[] values)
{
Serilog.Log.Information(messageTemplate, values);
}
@ -332,5 +333,21 @@ namespace Dalamud.Plugin
}
#endregion
/// <summary>
/// Unregister your plugin and dispose all references. You have to call this when your IDalamudPlugin is disposed.
/// </summary>
public void Dispose()
{
this.UiBuilder.Dispose();
this.Framework.Gui.Chat.RemoveChatLinkHandler(this.pluginName);
this.dalamud.LocalizationManager.OnLocalizationChanged -= this.OnLocalizationChanged;
}
private void OnLocalizationChanged(string langCode)
{
this.UiLanguage = langCode;
this.OnLanguageChanged?.Invoke(langCode);
}
}
}