Viewport support within Dalamud

This commit is contained in:
Liam 2021-03-29 12:33:26 -04:00
parent 81e50bec6c
commit 19f77d2e6e
4 changed files with 62 additions and 21 deletions

View file

@ -10,7 +10,7 @@
<OutputPath></OutputPath> <OutputPath></OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath> <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>Portable</DebugType> <DebugType>full</DebugType>
<DocumentationFile>$(SolutionDir)\bin\Dalamud.xml</DocumentationFile> <DocumentationFile>$(SolutionDir)\bin\Dalamud.xml</DocumentationFile>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Label="Feature"> <PropertyGroup Label="Feature">
@ -30,6 +30,9 @@
<PropertyGroup> <PropertyGroup>
<GeneratePackageOnBuild>false</GeneratePackageOnBuild> <GeneratePackageOnBuild>false</GeneratePackageOnBuild>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE</DefineConstants>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<None Remove="Resources\Lumina.Generated.dll" /> <None Remove="Resources\Lumina.Generated.dll" />
</ItemGroup> </ItemGroup>

View file

@ -2,6 +2,7 @@ using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using Dalamud.Game.Chat.SeStringHandling.Payloads; using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Hooking; using Dalamud.Hooking;
using ImGuiNET;
using Serilog; using Serilog;
using SharpDX; using SharpDX;
@ -287,6 +288,8 @@ namespace Dalamud.Game.Internal.Gui {
// Read current ViewProjectionMatrix plus game window size // Read current ViewProjectionMatrix plus game window size
var viewProjectionMatrix = new Matrix(); var viewProjectionMatrix = new Matrix();
float width, height; float width, height;
var windowPos = ImGui.GetMainViewport().Pos;
unsafe { unsafe {
var rawMatrix = (float*) (matrixSingleton + 0x1b4).ToPointer(); var rawMatrix = (float*) (matrixSingleton + 0x1b4).ToPointer();
@ -301,10 +304,12 @@ namespace Dalamud.Game.Internal.Gui {
screenPos = new Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z); screenPos = new Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z);
screenPos.X = 0.5f * width * (screenPos.X + 1f); screenPos.X = 0.5f * width * (screenPos.X + 1f) + windowPos.X;
screenPos.Y = 0.5f * height * (1f - screenPos.Y); screenPos.Y = 0.5f * height * (1f - screenPos.Y) + windowPos.Y;
return pCoords.Z > 0; return pCoords.Z > 0 &&
screenPos.X > windowPos.X && screenPos.X < windowPos.X + width &&
screenPos.Y > windowPos.Y && screenPos.Y < windowPos.Y + height;
} }
/// <summary> /// <summary>
@ -316,6 +321,18 @@ namespace Dalamud.Game.Internal.Gui {
/// <returns>True if successful. On false, worldPos's contents are undefined</returns> /// <returns>True if successful. On false, worldPos's contents are undefined</returns>
public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f) public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f)
{ {
// The game is only visible in the main viewport, so if the cursor is outside
// of the game window, do not bother calculating anything
var windowPos = ImGui.GetMainViewport().Pos;
var windowSize = ImGui.GetMainViewport().Size;
if (screenPos.X < windowPos.X || screenPos.X > windowPos.X + windowSize.X ||
screenPos.Y < windowPos.Y || screenPos.Y > windowPos.Y + windowSize.Y)
{
worldPos = new Vector3();
return false;
}
// Get base object with matrices // Get base object with matrices
var matrixSingleton = this.getMatrixSingleton(); var matrixSingleton = this.getMatrixSingleton();

View file

@ -157,29 +157,44 @@ namespace Dalamud.Interface
PrintActor(actor, i.ToString()); PrintActor(actor, i.ToString());
if (this.drawActors && if (this.drawActors && this.dalamud.Framework.Gui.WorldToScreen(actor.Position, out var screenCoords)) {
this.dalamud.Framework.Gui.WorldToScreen(actor.Position, out var screenCoords)
) { // So, while WorldToScreen will return false if the point is off of game client screen, to
ImGui.PushID("ActorWindow" + i); // to avoid performance issues, we have to manually determine if creating a window would
ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y)); // produce a new viewport, and skip rendering it if so
var actorText = $"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name}";
var screenPos = ImGui.GetMainViewport().Pos;
var screenSize = ImGui.GetMainViewport().Size;
var windowSize = ImGui.CalcTextSize(actorText);
// Add some extra safety padding
windowSize.X += ImGui.GetStyle().WindowPadding.X + 10;
windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10;
if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X ||
screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y)
continue;
if (actor.YalmDistanceX > this.maxActorDrawDistance) if (actor.YalmDistanceX > this.maxActorDrawDistance)
continue; continue;
ImGui.SetNextWindowBgAlpha( ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
Math.Max(1f - (actor.YalmDistanceX / this.maxActorDrawDistance), 0.2f));
if (ImGui.Begin("Actor" + i, ImGui.SetNextWindowBgAlpha(Math.Max(1f - (actor.YalmDistanceX / this.maxActorDrawDistance), 0.2f));
if (ImGui.Begin($"Actor{i}##ActorWindow{i}",
ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.NoDecoration |
ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.AlwaysAutoResize |
ImGuiWindowFlags.NoSavedSettings | ImGuiWindowFlags.NoMove | ImGuiWindowFlags.NoSavedSettings |
ImGuiWindowFlags.NoMove |
ImGuiWindowFlags.NoMouseInputs | ImGuiWindowFlags.NoMouseInputs |
ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoNav)) { ImGuiWindowFlags.NoDocking |
ImGui.Text( ImGuiWindowFlags.NoFocusOnAppearing |
$"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name}"); ImGuiWindowFlags.NoNav)) {
ImGui.End(); ImGui.Text(actorText);
} }
ImGui.End();
ImGui.PopID();
} }
} }
} }

View file

@ -165,7 +165,7 @@ namespace Dalamud.Interface
// So... not great, but much better than constantly crashing on unload // So... not great, but much better than constantly crashing on unload
this.Disable(); this.Disable();
System.Threading.Thread.Sleep(500); System.Threading.Thread.Sleep(500);
this.scene?.Dispose(); this.scene?.Dispose();
this.presentHook.Dispose(); this.presentHook.Dispose();
this.resizeBuffersHook.Dispose(); this.resizeBuffersHook.Dispose();
@ -228,6 +228,7 @@ namespace Dalamud.Interface
private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags) private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
{ {
if (this.scene == null) { if (this.scene == null) {
this.scene = new RawDX11Scene(swapChain); this.scene = new RawDX11Scene(swapChain);
this.scene.ImGuiIniPath = Path.Combine(Path.GetDirectoryName(this.dalamud.StartInfo.ConfigurationPath), "dalamudUI.ini"); this.scene.ImGuiIniPath = Path.Combine(Path.GetDirectoryName(this.dalamud.StartInfo.ConfigurationPath), "dalamudUI.ini");
@ -353,7 +354,12 @@ namespace Dalamud.Interface
private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags) private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags)
{ {
Log.Verbose($"Calling resizebuffers {bufferCount} {width} {height} {newFormat} {swapChainFlags}"); Log.Verbose($"Calling resizebuffers swap@{swapChain.ToInt64():X}{bufferCount} {width} {height} {newFormat} {swapChainFlags}");
// We have to ensure we're working with the main swapchain,
// as viewports might be resizing as well
if (swapChain != this.scene.SwapChain.NativePointer)
return resizeBuffersHook.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
this.scene?.OnPreResize(); this.scene?.OnPreResize();