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Add configurable "anchor position" for notifications
This commit is contained in:
parent
20ef5fb919
commit
2b49170f6a
7 changed files with 401 additions and 16 deletions
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@ -3,12 +3,14 @@ using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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using Dalamud.Game.Text;
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using Dalamud.Interface;
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using Dalamud.Interface.FontIdentifier;
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using Dalamud.Interface.ImGuiNotification.Internal;
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using Dalamud.Interface.Internal;
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using Dalamud.Interface.Internal.ReShadeHandling;
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using Dalamud.Interface.Style;
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@ -501,6 +503,11 @@ internal sealed class DalamudConfiguration : IInternalDisposableService
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/// </summary>
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public bool SendUpdateNotificationToChat { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating where notifications are anchored to on the screen.
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/// </summary>
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public Vector2 NotificationAnchorPosition { get; set; } = new(1f, 1f);
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/// <summary>
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/// Load a configuration from the provided path.
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/// </summary>
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@ -15,8 +15,9 @@ internal sealed partial class ActiveNotification
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/// <summary>Draws this notification.</summary>
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/// <param name="width">The maximum width of the notification window.</param>
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/// <param name="offsetY">The offset from the bottom.</param>
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/// <param name="anchorPosition">Where notifications are anchored to on the screen.</param>
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/// <returns>The height of the notification.</returns>
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public float Draw(float width, float offsetY)
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public float Draw(float width, float offsetY, Vector2 anchorPosition, NotificationSnapDirection snapDirection)
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{
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var opacity =
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Math.Clamp(
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@ -35,7 +36,6 @@ internal sealed partial class ActiveNotification
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(NotificationConstants.ScaledWindowPadding * 2);
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var viewport = ImGuiHelpers.MainViewport;
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var viewportPos = viewport.WorkPos;
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var viewportSize = viewport.WorkSize;
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ImGui.PushStyleVar(ImGuiStyleVar.Alpha, opacity);
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@ -52,13 +52,78 @@ internal sealed partial class ActiveNotification
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NotificationConstants.BackgroundOpacity));
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}
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Vector2 topLeft;
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Vector2 pivot;
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if (snapDirection is NotificationSnapDirection.Top or NotificationSnapDirection.Bottom)
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{
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// Top or bottom
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var xPos = (viewportSize.X - width) * anchorPosition.X;
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xPos = Math.Max(NotificationConstants.ScaledViewportEdgeMargin, Math.Min(viewportSize.X - width - NotificationConstants.ScaledViewportEdgeMargin, xPos));
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if (snapDirection == NotificationSnapDirection.Top)
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{
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// Top
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var yPos = NotificationConstants.ScaledViewportEdgeMargin - offsetY;
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 0);
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}
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else
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{
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// Bottom
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var yPos = viewportSize.Y - offsetY - NotificationConstants.ScaledViewportEdgeMargin;
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 1);
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}
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}
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else
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{
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// Left or Right
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var yPos = (viewportSize.Y * anchorPosition.Y) - offsetY;
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yPos = Math.Max(
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NotificationConstants.ScaledViewportEdgeMargin,
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Math.Min(viewportSize.Y - offsetY - NotificationConstants.ScaledViewportEdgeMargin, yPos));
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if (snapDirection == NotificationSnapDirection.Left)
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{
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// Left
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var xPos = NotificationConstants.ScaledViewportEdgeMargin;
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if (anchorPosition.Y > 0.5f)
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{
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// Bottom
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 1);
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}
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else
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{
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// Top
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 0);
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}
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}
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else
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{
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// Right
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var xPos = viewportSize.X - width - NotificationConstants.ScaledViewportEdgeMargin;
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if (anchorPosition.Y > 0.5f)
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{
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 1);
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}
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else
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{
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topLeft = new Vector2(xPos, yPos);
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pivot = new(0, 0);
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}
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}
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}
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ImGuiHelpers.ForceNextWindowMainViewport();
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ImGui.SetNextWindowPos(
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(viewportPos + viewportSize) -
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new Vector2(NotificationConstants.ScaledViewportEdgeMargin) -
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new Vector2(0, offsetY),
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topLeft,
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ImGuiCond.Always,
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Vector2.One);
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pivot);
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ImGui.SetNextWindowSizeConstraints(
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new(width, actionWindowHeight),
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new(
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@ -142,7 +207,7 @@ internal sealed partial class ActiveNotification
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ImGui.PopStyleColor();
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ImGui.PopStyleVar(3);
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return windowSize.Y;
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return NotificationManager.ShouldScrollDownwards(anchorPosition) ? -windowSize.Y : windowSize.Y;
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}
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/// <summary>Calculates the effective expiry, taking ImGui window state into account.</summary>
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@ -54,6 +54,11 @@ internal static class NotificationConstants
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/// </summary>
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public const float ProgressWaveLoopMaxColorTimeRatio = 0.7f;
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/// <summary>
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/// The ratio of the screen at which the notification window will snap to the top or bottom of the screen.
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/// </summary>
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public const float NotificationTopBottomSnapMargin = 0.08f;
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/// <summary>Default duration of the notification.</summary>
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public static readonly TimeSpan DefaultDuration = TimeSpan.FromSeconds(7);
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@ -1,6 +1,8 @@
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Numerics;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game.Gui;
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using Dalamud.Interface.GameFonts;
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using Dalamud.Interface.ManagedFontAtlas;
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@ -22,9 +24,14 @@ internal class NotificationManager : INotificationManager, IInternalDisposableSe
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[ServiceManager.ServiceDependency]
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private readonly GameGui gameGui = Service<GameGui>.Get();
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[ServiceManager.ServiceDependency]
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private readonly DalamudConfiguration configuration = Service<DalamudConfiguration>.Get();
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private readonly List<ActiveNotification> notifications = new();
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private readonly ConcurrentBag<ActiveNotification> pendingNotifications = new();
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private NotificationPositionChooser? positionChooser;
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[ServiceManager.ServiceConstructor]
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private NotificationManager(FontAtlasFactory fontAtlasFactory)
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{
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@ -48,6 +55,48 @@ internal class NotificationManager : INotificationManager, IInternalDisposableSe
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/// <summary>Gets the private atlas for use with notification windows.</summary>
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private IFontAtlas PrivateAtlas { get; }
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/// <summary>
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/// Calculate the width to be used to draw notifications.
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/// </summary>
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/// <returns>The width.</returns>
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public static float CalculateNotificationWidth()
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{
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var viewportSize = ImGuiHelpers.MainViewport.WorkSize;
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var width = ImGui.CalcTextSize(NotificationConstants.NotificationWidthMeasurementString).X;
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width += NotificationConstants.ScaledWindowPadding * 3;
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width += NotificationConstants.ScaledIconSize;
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return Math.Min(width, viewportSize.X * NotificationConstants.MaxNotificationWindowWidthWrtMainViewportWidth);
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}
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/// <summary>
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/// Check if notifications should scroll downwards on the screen, based on the anchor position.
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/// </summary>
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/// <param name="anchorPosition">Where notifications are anchored to.</param>
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/// <returns>A value indicating wether notifications should scroll downwards.</returns>
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public static bool ShouldScrollDownwards(Vector2 anchorPosition)
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{
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return anchorPosition.Y < 0.5f;
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}
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/// <summary>
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/// Choose the snap position for a notification based on the anchor position.
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/// </summary>
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/// <param name="anchorPosition">Where notifications are anchored to.</param>
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/// <returns>The snap position.</returns>
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public static NotificationSnapDirection ChooseSnapDirection(Vector2 anchorPosition)
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{
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if (anchorPosition.Y <= NotificationConstants.NotificationTopBottomSnapMargin)
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return NotificationSnapDirection.Top;
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if (anchorPosition.Y >= 1f - NotificationConstants.NotificationTopBottomSnapMargin)
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return NotificationSnapDirection.Bottom;
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if (anchorPosition.X <= 0.5f)
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return NotificationSnapDirection.Left;
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return NotificationSnapDirection.Right;
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}
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/// <inheritdoc/>
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public void DisposeService()
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{
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@ -98,25 +147,38 @@ internal class NotificationManager : INotificationManager, IInternalDisposableSe
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/// <summary>Draw all currently queued notifications.</summary>
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public void Draw()
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{
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var viewportSize = ImGuiHelpers.MainViewport.WorkSize;
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var height = 0f;
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var uiHidden = this.gameGui.GameUiHidden;
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while (this.pendingNotifications.TryTake(out var newNotification))
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this.notifications.Add(newNotification);
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var width = ImGui.CalcTextSize(NotificationConstants.NotificationWidthMeasurementString).X;
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width += NotificationConstants.ScaledWindowPadding * 3;
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width += NotificationConstants.ScaledIconSize;
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width = Math.Min(width, viewportSize.X * NotificationConstants.MaxNotificationWindowWidthWrtMainViewportWidth);
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var width = CalculateNotificationWidth();
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this.notifications.RemoveAll(static x => x.UpdateOrDisposeInternal());
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var scrollsDownwards = ShouldScrollDownwards(this.configuration.NotificationAnchorPosition);
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var snapDirection = ChooseSnapDirection(this.configuration.NotificationAnchorPosition);
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foreach (var tn in this.notifications)
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{
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if (uiHidden && tn.RespectUiHidden)
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continue;
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height += tn.Draw(width, height) + NotificationConstants.ScaledWindowGap;
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height += tn.Draw(width, height, this.configuration.NotificationAnchorPosition, snapDirection);
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height += scrollsDownwards ? -NotificationConstants.ScaledWindowGap : NotificationConstants.ScaledWindowGap;
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}
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this.positionChooser?.Draw();
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}
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/// <summary>
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/// Starts the position chooser for notifications. Will block the UI until the user makes a selection.
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/// </summary>
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public void StartPositionChooser()
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{
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this.positionChooser = new NotificationPositionChooser(this.configuration);
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this.positionChooser.SelectionMade += () => { this.positionChooser = null; };
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}
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}
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@ -0,0 +1,213 @@
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using System.Numerics;
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using Dalamud.Configuration.Internal;
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using Dalamud.Interface.Utility;
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using Dalamud.Interface.Utility.Raii;
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using ImGuiNET;
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namespace Dalamud.Interface.ImGuiNotification.Internal;
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/// <summary>
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/// Class responsible for drawing UI that lets users choose the position of notifications.
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/// </summary>
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internal class NotificationPositionChooser
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{
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private readonly DalamudConfiguration configuration;
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private readonly Vector2 previousAnchorPosition;
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private Vector2 currentAnchorPosition;
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/// <summary>
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/// Initializes a new instance of the <see cref="NotificationPositionChooser"/> class.
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/// </summary>
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/// <param name="configuration">The configuration we are reading or writing from.</param>
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public NotificationPositionChooser(DalamudConfiguration configuration)
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{
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this.configuration = configuration;
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this.previousAnchorPosition = configuration.NotificationAnchorPosition;
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}
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/// <summary>
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/// Gets or sets an action that is invoked when the user makes a selection.
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/// </summary>
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public event Action? SelectionMade;
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/// <summary>
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/// Draw the chooser UI.
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/// </summary>
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public void Draw()
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{
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using var style1 = ImRaii.PushStyle(ImGuiStyleVar.WindowRounding, 0f);
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using var style2 = ImRaii.PushStyle(ImGuiStyleVar.WindowBorderSize, 0f);
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using var color = ImRaii.PushColor(ImGuiCol.WindowBg, new Vector4(0, 0, 0, 0));
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ImGui.SetNextWindowFocus();
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ImGui.SetNextWindowPos(ImGuiHelpers.MainViewport.Pos);
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ImGui.SetNextWindowSize(ImGuiHelpers.MainViewport.Size);
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ImGuiHelpers.ForceNextWindowMainViewport();
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ImGui.SetNextWindowBgAlpha(0.6f);
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ImGui.Begin(
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"###NotificationPositionChooser",
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ImGuiWindowFlags.NoDocking | ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoMove |
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ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoNav);
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var mousePosUnit = ImGui.GetMousePos() / ImGuiHelpers.MainViewport.Size;
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// Store the offset as a Vector2
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this.currentAnchorPosition = mousePosUnit;
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DrawPreview(this.previousAnchorPosition, 0.3f);
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DrawPreview(this.currentAnchorPosition, 1f);
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if (ImGui.IsMouseClicked(ImGuiMouseButton.Right))
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{
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this.SelectionMade?.Invoke();
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}
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else if (ImGui.IsMouseClicked(ImGuiMouseButton.Left))
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{
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this.configuration.NotificationAnchorPosition = this.currentAnchorPosition;
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this.configuration.QueueSave();
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this.SelectionMade?.Invoke();
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}
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// In the middle of the screen, draw some instructions
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string[] instructions = ["Drag to move the notifications to where you would like them to appear.",
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"Click to select the position.",
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"Right-click to close without making changes."];
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var dl = ImGui.GetWindowDrawList();
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for (var i = 0; i < instructions.Length; i++)
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{
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var instruction = instructions[i];
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var instructionSize = ImGui.CalcTextSize(instruction);
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var instructionPos = new Vector2(
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ImGuiHelpers.MainViewport.Size.X / 2 - instructionSize.X / 2,
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ImGuiHelpers.MainViewport.Size.Y / 2 - instructionSize.Y / 2 + i * instructionSize.Y);
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dl.AddText(instructionPos, 0xFFFFFFFF, instruction);
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}
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ImGui.End();
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}
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private static void DrawPreview(Vector2 anchorPosition, float borderAlpha)
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{
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var dl = ImGui.GetWindowDrawList();
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var width = NotificationManager.CalculateNotificationWidth();
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var height = 100f * ImGuiHelpers.GlobalScale;
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var smallBoxHeight = height * 0.4f;
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var edgeMargin = NotificationConstants.ScaledViewportEdgeMargin;
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var spacing = 10f * ImGuiHelpers.GlobalScale;
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var viewportSize = ImGuiHelpers.MainViewport.Size;
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var borderColor = ImGui.ColorConvertFloat4ToU32(new(1f, 1f, 1f, borderAlpha));
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var borderThickness = 4.0f * ImGuiHelpers.GlobalScale;
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var borderRounding = 4.0f * ImGuiHelpers.GlobalScale;
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var backgroundColor = new Vector4(0, 0, 0, 0.5f); // Semi-transparent black
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// Calculate positions based on the snap position
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Vector2 topLeft, bottomRight, smallTopLeft, smallBottomRight;
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var snapPos = NotificationManager.ChooseSnapDirection(anchorPosition);
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if (snapPos is NotificationSnapDirection.Top or NotificationSnapDirection.Bottom)
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{
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// Calculate X position - same logic for top and bottom
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var xPos = (viewportSize.X - width) * anchorPosition.X;
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xPos = Math.Max(edgeMargin, Math.Min(viewportSize.X - width - edgeMargin, xPos));
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if (snapPos == NotificationSnapDirection.Top)
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{
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// For top position: big box at top, small box below it
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var yPos = edgeMargin;
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topLeft = new Vector2(xPos, yPos);
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bottomRight = new Vector2(xPos + width, yPos + height);
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smallTopLeft = new Vector2(xPos, yPos + height + spacing);
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smallBottomRight = new Vector2(xPos + width, yPos + height + spacing + smallBoxHeight);
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}
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else
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{
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// For bottom position: big box at bottom, small box above it
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var yPos = viewportSize.Y - height - edgeMargin;
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topLeft = new Vector2(xPos, yPos);
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bottomRight = new Vector2(xPos + width, yPos + height);
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smallTopLeft = new Vector2(xPos, yPos - smallBoxHeight - spacing);
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smallBottomRight = new Vector2(xPos + width, yPos - spacing);
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}
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}
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else
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{
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// For left and right positions, boxes are still stacked vertically (one above the other)
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// Only the horizontal position changes
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// Calculate Y position based on unit offset - used for both left and right positions
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var yPos = (viewportSize.Y - height) * anchorPosition.Y;
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yPos = Math.Max(edgeMargin, Math.Min(viewportSize.Y - height - edgeMargin, yPos));
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if (snapPos == NotificationSnapDirection.Left)
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{
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// For left position: boxes are at the left edge of the screen
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var xPos = edgeMargin;
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if (anchorPosition.Y > 0.5f)
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{
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// Small box on top
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smallTopLeft = new Vector2(xPos, yPos - smallBoxHeight - spacing);
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smallBottomRight = new Vector2(xPos + width, yPos - spacing);
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// Big box below
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topLeft = new Vector2(xPos, yPos);
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bottomRight = new Vector2(xPos + width, yPos + height);
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}
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else
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{
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// Big box on top
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topLeft = new Vector2(xPos, yPos);
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bottomRight = new Vector2(xPos + width, yPos + height);
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// Small box below
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smallTopLeft = new Vector2(xPos, yPos + height + spacing);
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smallBottomRight = new Vector2(xPos + width, yPos + height + spacing + smallBoxHeight);
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}
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}
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else
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{
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// For right position: boxes are at the right edge of the screen
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var xPos = viewportSize.X - width - edgeMargin;
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if (anchorPosition.Y > 0.5f)
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{
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// Small box on top
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smallTopLeft = new Vector2(xPos, yPos - smallBoxHeight - spacing);
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smallBottomRight = new Vector2(xPos + width, yPos - spacing);
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// Big box below
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topLeft = new Vector2(xPos, yPos);
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bottomRight = new Vector2(xPos + width, yPos + height);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Big box on top
|
||||
topLeft = new Vector2(xPos, yPos);
|
||||
bottomRight = new Vector2(xPos + width, yPos + height);
|
||||
|
||||
// Small box below
|
||||
smallTopLeft = new Vector2(xPos, yPos + height + spacing);
|
||||
smallBottomRight = new Vector2(xPos + width, yPos + height + spacing + smallBoxHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the big box
|
||||
dl.AddRectFilled(topLeft, bottomRight, ImGui.ColorConvertFloat4ToU32(backgroundColor), borderRounding, ImDrawFlags.RoundCornersAll);
|
||||
dl.AddRect(topLeft, bottomRight, borderColor, borderRounding, ImDrawFlags.RoundCornersAll, borderThickness);
|
||||
|
||||
// Draw the small box
|
||||
dl.AddRectFilled(smallTopLeft, smallBottomRight, ImGui.ColorConvertFloat4ToU32(backgroundColor), borderRounding, ImDrawFlags.RoundCornersAll);
|
||||
dl.AddRect(smallTopLeft, smallBottomRight, borderColor, borderRounding, ImDrawFlags.RoundCornersAll, borderThickness);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
namespace Dalamud.Interface.ImGuiNotification.Internal;
|
||||
|
||||
/// <summary>
|
||||
/// Where notifications should snap to on the screen when they are shown.
|
||||
/// </summary>
|
||||
public enum NotificationSnapDirection
|
||||
{
|
||||
/// <summary>
|
||||
/// Snap to the top of the screen.
|
||||
/// </summary>
|
||||
Top,
|
||||
|
||||
/// <summary>
|
||||
/// Snap to the bottom of the screen.
|
||||
/// </summary>
|
||||
Bottom,
|
||||
|
||||
/// <summary>
|
||||
/// Snap to the left of the screen.
|
||||
/// </summary>
|
||||
Left,
|
||||
|
||||
/// <summary>
|
||||
/// Snap to the right of the screen.
|
||||
/// </summary>
|
||||
Right,
|
||||
}
|
||||
|
|
@ -11,6 +11,7 @@ using Dalamud.Interface.Colors;
|
|||
using Dalamud.Interface.FontIdentifier;
|
||||
using Dalamud.Interface.GameFonts;
|
||||
using Dalamud.Interface.ImGuiFontChooserDialog;
|
||||
using Dalamud.Interface.ImGuiNotification.Internal;
|
||||
using Dalamud.Interface.Internal.Windows.PluginInstaller;
|
||||
using Dalamud.Interface.Internal.Windows.Settings.Widgets;
|
||||
using Dalamud.Interface.ManagedFontAtlas.Internals;
|
||||
|
|
@ -38,7 +39,7 @@ public class SettingsTabLook : SettingsTab
|
|||
private IFontSpec defaultFontSpec = null!;
|
||||
|
||||
public override SettingsEntry[] Entries { get; } =
|
||||
{
|
||||
[
|
||||
new GapSettingsEntry(5, true),
|
||||
|
||||
new ButtonSettingsEntry(
|
||||
|
|
@ -46,6 +47,11 @@ public class SettingsTabLook : SettingsTab
|
|||
Loc.Localize("DalamudSettingsStyleEditorHint", "Modify the look & feel of Dalamud windows."),
|
||||
() => Service<DalamudInterface>.Get().OpenStyleEditor()),
|
||||
|
||||
new ButtonSettingsEntry(
|
||||
Loc.Localize("DalamudSettingsOpenNotificationEditor", "Modify Notification Position"),
|
||||
Loc.Localize("DalamudSettingsNotificationEditorHint", "Choose where Dalamud notifications appear on the screen."),
|
||||
() => Service<NotificationManager>.Get().StartPositionChooser()),
|
||||
|
||||
new SettingsEntry<bool>(
|
||||
Loc.Localize("DalamudSettingsUseDarkMode", "Use Windows immersive/dark mode"),
|
||||
Loc.Localize("DalamudSettingsUseDarkModeHint", "This will cause the FFXIV window title bar to follow your preferred Windows color settings, and switch to dark mode if enabled."),
|
||||
|
|
@ -167,8 +173,8 @@ public class SettingsTabLook : SettingsTab
|
|||
ImGui.TextUnformatted("\uE020\uE021\uE022\uE023\uE024\uE025\uE026\uE027");
|
||||
ImGui.PopStyleVar(1);
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
];
|
||||
|
||||
public override string Title => Loc.Localize("DalamudSettingsVisual", "Look & Feel");
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue