mirror of
https://github.com/goatcorp/Dalamud.git
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Add ImAnim bindings
This commit is contained in:
parent
e8485dee25
commit
2b5e2893c5
43 changed files with 4852 additions and 3 deletions
13
imgui/Dalamud.Bindings.ImAnim/Dalamud.Bindings.ImAnim.csproj
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13
imgui/Dalamud.Bindings.ImAnim/Dalamud.Bindings.ImAnim.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<DisableRuntimeMarshalling>true</DisableRuntimeMarshalling>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\Dalamud.Bindings.ImGui\Dalamud.Bindings.ImGui.csproj" />
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</ItemGroup>
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</Project>
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimAnchorSpace.cs
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimAnchorSpace.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimAnchorSpace
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{
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/// <summary>
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/// ImGui::GetContentRegionAvail()
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/// </summary>
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WindowContent,
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/// <summary>
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/// ImGui::GetWindowSize()
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/// </summary>
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Window,
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/// <summary>
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/// ImGui::GetWindowViewport()->Size
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/// </summary>
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Viewport,
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/// <summary>
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/// ImGui::GetItemRectSize()
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/// </summary>
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LastItem,
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}
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29
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimColorSpace.cs
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29
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimColorSpace.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimColorSpace
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{
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/// <summary>
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/// blend in sRGB (not physically linear)
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/// </summary>
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Srgb,
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/// <summary>
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/// sRGB<->linear, blend in linear, back to sRGB
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/// </summary>
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SrgbLinear,
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/// <summary>
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/// blend H/S/V (hue shortest arc), keep A linear
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/// </summary>
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Hsv,
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/// <summary>
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/// sRGB<->OKLAB, blend in OKLAB, back to sRGB
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/// </summary>
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Oklab,
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/// <summary>
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/// sRGB<->OKLCH (cylindrical OKLAB), blend in OKLCH, back to sRGB
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/// </summary>
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Oklch,
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}
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimDirection.cs
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimDirection.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimDirection
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{
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/// <summary>
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/// play forward
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/// </summary>
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Normal,
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/// <summary>
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/// play backward
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/// </summary>
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Reverse,
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/// <summary>
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/// ping-pong
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/// </summary>
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Alternate,
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}
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@ -0,0 +1,8 @@
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimEaseStepsMode
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{
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End,
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Start,
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Both,
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}
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70
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimEaseType.cs
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70
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimEaseType.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimEaseType
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{
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Linear,
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InQuad,
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OutQuad,
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InOutQuad,
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InCubic,
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OutCubic,
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InOutCubic,
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InQuart,
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OutQuart,
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InOutQuart,
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InQuint,
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OutQuint,
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InOutQuint,
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InSine,
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OutSine,
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InOutSine,
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InExpo,
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OutExpo,
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InOutExpo,
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InCirc,
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OutCirc,
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InOutCirc,
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/// <summary>
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/// p0 = overshoot
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/// </summary>
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InBack,
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/// <summary>
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/// p0 = overshoot
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/// </summary>
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OutBack,
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/// <summary>
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/// p0 = overshoot
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/// </summary>
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InOutBack,
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/// <summary>
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/// p0 = amplitude, p1 = period
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/// </summary>
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InElastic,
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/// <summary>
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/// p0 = amplitude, p1 = period
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/// </summary>
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OutElastic,
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/// <summary>
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/// p0 = amplitude, p1 = period
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/// </summary>
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InOutElastic,
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InBounce,
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OutBounce,
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InOutBounce,
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/// <summary>
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/// p0 = steps (>=1), p1 = 0:end 1:start 2:both
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/// </summary>
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Steps,
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/// <summary>
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/// p0=x1 p1=y1 p2=x2 p3=y2
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/// </summary>
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CubicBezier,
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/// <summary>
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/// p0=mass p1=stiffness p2=damping p3=v0
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/// </summary>
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Spring,
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/// <summary>
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/// User-defined easing function (use iam_ease_custom_fn)
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/// </summary>
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Custom,
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}
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimNoiseType.cs
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimNoiseType.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimNoiseType
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{
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/// <summary>
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/// Classic Perlin noise
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/// </summary>
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Perlin,
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/// <summary>
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/// Simplex noise (faster, fewer artifacts)
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/// </summary>
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Simplex,
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/// <summary>
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/// Value noise (blocky)
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/// </summary>
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Value,
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/// <summary>
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/// Worley/cellular noise
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/// </summary>
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Worley,
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}
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimPolicy.cs
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimPolicy.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimPolicy
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{
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/// <summary>
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/// smooth into new target
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/// </summary>
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Crossfade,
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/// <summary>
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/// snap to target
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/// </summary>
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Cut,
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/// <summary>
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/// queue one pending target
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/// </summary>
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Queue,
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}
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9
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimResult.cs
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9
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimResult.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimResult
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{
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Ok,
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ErrNotFound,
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ErrBadArg,
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ErrNoMem,
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}
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29
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimRotationMode.cs
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29
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimRotationMode.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimRotationMode
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{
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/// <summary>
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/// Shortest path (default) - never rotates more than 180 degrees
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/// </summary>
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Shortest,
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/// <summary>
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/// Longest path - always takes the long way around
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/// </summary>
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Longest,
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/// <summary>
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/// Clockwise - always rotates clockwise (positive direction)
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/// </summary>
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Cw,
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/// <summary>
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/// Counter-clockwise - always rotates counter-clockwise
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/// </summary>
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Ccw,
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/// <summary>
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/// Direct lerp - no angle unwrapping, can cause spinning for large deltas
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/// </summary>
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Direct,
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}
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimTextPathAlign.cs
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19
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimTextPathAlign.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimTextPathAlign
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{
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/// <summary>
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/// Text starts at path start (or offset)
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/// </summary>
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Start,
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/// <summary>
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/// Text centered on path
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/// </summary>
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Center,
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/// <summary>
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/// Text ends at path end
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/// </summary>
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End,
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}
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimTextStaggerEffect
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{
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/// <summary>
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/// No effect (instant appear)
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/// </summary>
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None,
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/// <summary>
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/// Fade in alpha
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/// </summary>
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Fade,
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/// <summary>
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/// Scale from center
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/// </summary>
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Scale,
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/// <summary>
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/// Slide up from below
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/// </summary>
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SlideUp,
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/// <summary>
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/// Slide down from above
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/// </summary>
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SlideDown,
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/// <summary>
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/// Slide in from right
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/// </summary>
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SlideLeft,
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/// <summary>
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/// Slide in from left
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/// </summary>
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SlideRight,
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/// <summary>
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/// Rotate in
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/// </summary>
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Rotate,
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/// <summary>
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/// Bounce in with overshoot
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/// </summary>
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Bounce,
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/// <summary>
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/// Wave motion (continuous)
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/// </summary>
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Wave,
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/// <summary>
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/// Typewriter style (instant per char)
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/// </summary>
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Typewriter,
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}
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44
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimVariationMode.cs
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44
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimVariationMode.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimVariationMode
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{
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/// <summary>
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/// No variation
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/// </summary>
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None,
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/// <summary>
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/// Add amount each iteration
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/// </summary>
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Increment,
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/// <summary>
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/// Subtract amount each iteration
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/// </summary>
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Decrement,
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/// <summary>
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/// Multiply by factor each iteration
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/// </summary>
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Multiply,
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/// <summary>
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/// Random in range [-amount, +amount]
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/// </summary>
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Random,
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/// <summary>
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/// Random in range [0, amount]
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/// </summary>
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RandomAbs,
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/// <summary>
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/// Alternate +/- each iteration
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/// </summary>
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PingPong,
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/// <summary>
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/// Use custom callback
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/// </summary>
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Callback,
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}
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimWaveType.cs
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24
imgui/Dalamud.Bindings.ImAnim/Enums/ImAnimWaveType.cs
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namespace Dalamud.Bindings.ImAnim;
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public enum ImAnimWaveType
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{
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/// <summary>
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/// Smooth sine wave
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/// </summary>
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Sine,
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/// <summary>
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/// Triangle wave (linear up/down)
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/// </summary>
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Triangle,
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/// <summary>
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/// Sawtooth wave (linear up, instant reset)
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/// </summary>
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Sawtooth,
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/// <summary>
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/// Square wave (on/off pulse)
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/// </summary>
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Square,
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}
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1236
imgui/Dalamud.Bindings.ImAnim/ImAnim.cs
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1236
imgui/Dalamud.Bindings.ImAnim/ImAnim.cs
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File diff suppressed because it is too large
Load diff
809
imgui/Dalamud.Bindings.ImAnim/ImAnimNative.cs
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809
imgui/Dalamud.Bindings.ImAnim/ImAnimNative.cs
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using System.Numerics;
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using System.Runtime.InteropServices;
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using Dalamud.Bindings.ImGui;
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namespace Dalamud.Bindings.ImAnim;
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public static unsafe partial class ImAnimNative
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{
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private const string LibName = "cimanim";
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// ----------------------------------------------------
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// Public API declarations
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// ----------------------------------------------------
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[LibraryImport(LibName, EntryPoint = "c_iam_set_imgui_context")]
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public static partial void SetImGuiContext(ImGuiContext* context);
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[LibraryImport(LibName, EntryPoint = "c_iam_demo_window")]
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public static partial void DemoWindow();
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// Frame management
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[LibraryImport(LibName, EntryPoint = "c_iam_update_begin_frame")]
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public static partial void UpdateBeginFrame();
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[LibraryImport(LibName, EntryPoint = "c_iam_gc")]
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public static partial void Gc(uint maxAgeFrames = 600);
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[LibraryImport(LibName, EntryPoint = "c_iam_reserve")]
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public static partial void Reserve(int capFloat, int capVec2, int capVec4, int capInt, int capColor);
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[LibraryImport(LibName, EntryPoint = "c_iam_set_ease_lut_samples")]
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public static partial void SetEaseLutSamples(int count);
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// Global time scale (for slow-motion / fast-forward debugging)
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[LibraryImport(LibName, EntryPoint = "c_iam_set_global_time_scale")]
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public static partial void SetGlobalTimeScale(float scale);
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[LibraryImport(LibName, EntryPoint = "c_iam_get_global_time_scale")]
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public static partial float GetGlobalTimeScale();
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// Lazy Initialization - defer channel creation until animation is needed
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[LibraryImport(LibName, EntryPoint = "c_iam_set_lazy_init")]
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public static partial void SetLazyInit(byte enable);
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[LibraryImport(LibName, EntryPoint = "c_iam_is_lazy_init_enabled")]
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public static partial byte IsLazyInitEnabled();
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[LibraryImport(LibName, EntryPoint = "c_iam_register_custom_ease")]
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public static partial void RegisterCustomEase(int slot, delegate* unmanaged[Cdecl]<float, float> fn);
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[LibraryImport(LibName, EntryPoint = "c_iam_get_custom_ease")]
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public static partial void GetCustomEase(delegate* unmanaged[Cdecl]<float, float>* pOut, int slot);
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// Debug UI
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[LibraryImport(LibName, EntryPoint = "c_iam_show_unified_inspector")]
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public static partial void ShowUnifiedInspector(byte* pOpen = null);
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// Performance Profiler
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_enable")]
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public static partial void ProfilerEnable(byte enable);
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_is_enabled")]
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public static partial byte ProfilerIsEnabled();
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_begin_frame")]
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public static partial void ProfilerBeginFrame();
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_end_frame")]
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public static partial void ProfilerEndFrame();
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_begin")]
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public static partial void ProfilerBegin(byte* name);
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[LibraryImport(LibName, EntryPoint = "c_iam_profiler_end")]
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public static partial void ProfilerEnd();
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// Drag Feedback - animated feedback for drag operations
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[LibraryImport(LibName, EntryPoint = "c_iam_drag_begin")]
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public static partial void DragBegin(ImAnimDragFeedback* pOut, uint id, Vector2* pos);
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[LibraryImport(LibName, EntryPoint = "c_iam_drag_update")]
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public static partial void DragUpdate(ImAnimDragFeedback* pOut, uint id, Vector2* pos, float dt);
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[LibraryImport(LibName, EntryPoint = "c_iam_drag_release")]
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public static partial void DragRelease(ImAnimDragFeedback* pOut, uint id, Vector2* pos, ImAnimDragOpts* opts, float dt);
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[LibraryImport(LibName, EntryPoint = "c_iam_drag_cancel")]
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public static partial void DragCancel(uint id);
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||||
|
||||
// Oscillators - continuous periodic animations
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_oscillate")]
|
||||
public static partial float Oscillate(uint id, float amplitude, float frequency, ImAnimWaveType waveType, float phase, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_oscillate_int")]
|
||||
public static partial int OscillateInt(uint id, int amplitude, float frequency, ImAnimWaveType waveType, float phase, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_oscillate_vec2")]
|
||||
public static partial void OscillateVec2(Vector2* pOut, uint id, Vector2* amplitude, Vector2* frequency, ImAnimWaveType waveType, Vector2* phase, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_oscillate_vec4")]
|
||||
public static partial void OscillateVec4(Vector4* pOut, uint id, Vector4* amplitude, Vector4* frequency, ImAnimWaveType waveType, Vector4* phase, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_oscillate_color")]
|
||||
public static partial void OscillateColor(Vector4* pOut, uint id, Vector4* baseColor, Vector4* amplitude, float frequency, ImAnimWaveType waveType, float phase, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
// Shake/Wiggle - procedural noise animations
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_shake")]
|
||||
public static partial float Shake(uint id, float intensity, float frequency, float decayTime, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_shake_int")]
|
||||
public static partial int ShakeInt(uint id, int intensity, float frequency, float decayTime, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_shake_vec2")]
|
||||
public static partial void ShakeVec2(Vector2* pOut, uint id, Vector2* intensity, float frequency, float decayTime, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_shake_vec4")]
|
||||
public static partial void ShakeVec4(Vector4* pOut, uint id, Vector4* intensity, float frequency, float decayTime, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_shake_color")]
|
||||
public static partial void ShakeColor(Vector4* pOut, uint id, Vector4* baseColor, Vector4* intensity, float frequency, float decayTime, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_wiggle")]
|
||||
public static partial float Wiggle(uint id, float amplitude, float frequency, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_wiggle_int")]
|
||||
public static partial int WiggleInt(uint id, int amplitude, float frequency, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_wiggle_vec2")]
|
||||
public static partial void WiggleVec2(Vector2* pOut, uint id, Vector2* amplitude, float frequency, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_wiggle_vec4")]
|
||||
public static partial void WiggleVec4(Vector4* pOut, uint id, Vector4* amplitude, float frequency, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_wiggle_color")]
|
||||
public static partial void WiggleColor(Vector4* pOut, uint id, Vector4* baseColor, Vector4* amplitude, float frequency, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_trigger_shake")]
|
||||
public static partial void TriggerShake(uint id);
|
||||
|
||||
// Easing evaluation
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_eval_preset")]
|
||||
public static partial float EvalPreset(ImAnimEaseType type, float t);
|
||||
|
||||
// Tween API - smoothly interpolate values over time
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_float")]
|
||||
public static partial float TweenFloat(uint id, uint channelId, float target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec2")]
|
||||
public static partial void TweenVec2(Vector2* pOut, uint id, uint channelId, Vector2* target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec4")]
|
||||
public static partial void TweenVec4(Vector4* pOut, uint id, uint channelId, Vector4* target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_int")]
|
||||
public static partial int TweenInt(uint id, uint channelId, int target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_color")]
|
||||
public static partial void TweenColor(Vector4* pOut, uint id, uint channelId, Vector4* targetSrgb, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
// Resize-friendly helpers
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_anchor_size")]
|
||||
public static partial void GetAnchorSize(Vector2* pOut, ImAnimAnchorSpace space);
|
||||
|
||||
// Relative target tweens (percent of anchor + pixel offset) - survive window resizes
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_float_rel")]
|
||||
public static partial float TweenFloatRel(uint id, uint channelId, float percent, float pxBias, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimAnchorSpace anchorSpace, int axis, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec2_rel")]
|
||||
public static partial void TweenVec2Rel(Vector2* pOut, uint id, uint channelId, Vector2* percent, Vector2* pxBias, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimAnchorSpace anchorSpace, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec4_rel")]
|
||||
public static partial void TweenVec4Rel(Vector4* pOut, uint id, uint channelId, Vector4* percent, Vector4* pxBias, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimAnchorSpace anchorSpace, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_color_rel")]
|
||||
public static partial void TweenColorRel(Vector4* pOut, uint id, uint channelId, Vector4* percent, Vector4* pxBias, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimColorSpace colorSpace, ImAnimAnchorSpace anchorSpace, float dt);
|
||||
|
||||
// Rebase functions - change target of in-progress animation without restarting
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_rebase_float")]
|
||||
public static partial void RebaseFloat(uint id, uint channelId, float newTarget, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_rebase_vec2")]
|
||||
public static partial void RebaseVec2(uint id, uint channelId, Vector2* newTarget, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_rebase_vec4")]
|
||||
public static partial void RebaseVec4(uint id, uint channelId, Vector4* newTarget, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_rebase_int")]
|
||||
public static partial void RebaseInt(uint id, uint channelId, int newTarget, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_rebase_color")]
|
||||
public static partial void RebaseColor(uint id, uint channelId, Vector4* newTarget, float dt);
|
||||
|
||||
// Resolved tweens - target computed dynamically by callback each frame
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_float_resolved")]
|
||||
public static partial float TweenFloatResolved(uint id, uint channelId, delegate* unmanaged[Cdecl]<void*, float> fn, void* userData, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec2_resolved")]
|
||||
public static partial void TweenVec2Resolved(Vector2* pOut, uint id, uint channelId, delegate* unmanaged[Cdecl]<void*, Vector2> fn, void* userData, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec4_resolved")]
|
||||
public static partial void TweenVec4Resolved(Vector4* pOut, uint id, uint channelId, delegate* unmanaged[Cdecl]<void*, Vector4> fn, void* userData, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_color_resolved")]
|
||||
public static partial void TweenColorResolved(Vector4* pOut, uint id, uint channelId, delegate* unmanaged[Cdecl]<void*, Vector4> fn, void* userData, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_int_resolved")]
|
||||
public static partial int TweenIntResolved(uint id, uint channelId, delegate* unmanaged[Cdecl]<void*, int> fn, void* userData, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
// Color blending utility
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_blended_color")]
|
||||
public static partial void GetBlendedColor(Vector4* pOut, Vector4* a, Vector4* b, float t, ImAnimColorSpace colorSpace);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Convenience shorthands for common easings
|
||||
// ----------------------------------------------------
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_preset")]
|
||||
public static partial void EasePreset(ImAnimEaseDesc* pOut, ImAnimEaseType type);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_bezier")]
|
||||
public static partial void EaseBezier(ImAnimEaseDesc* pOut, float x1, float y1, float x2, float y2);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_steps_desc")]
|
||||
public static partial void EaseStepsDesc(ImAnimEaseDesc* pOut, int steps, ImAnimEaseStepsMode mode);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_back")]
|
||||
public static partial void EaseBack(ImAnimEaseDesc* pOut, float overshoot);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_elastic")]
|
||||
public static partial void EaseElastic(ImAnimEaseDesc* pOut, float amplitude, float period);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_spring_desc")]
|
||||
public static partial void EaseSpring(ImAnimEaseDesc* pOut, float mass, float stiffness, float damping, float v0);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_ease_custom_fn")]
|
||||
public static partial void EaseCustomFn(ImAnimEaseDesc* pOut, int slot);
|
||||
|
||||
// Scroll animation - smooth scrolling for ImGui windows
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_scroll_to_y")]
|
||||
public static partial void ScrollToY(float targetY, float duration, ImAnimEaseDesc* ez = null);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_scroll_to_x")]
|
||||
public static partial void ScrollToX(float targetX, float duration, ImAnimEaseDesc* ez = null);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_scroll_to_top")]
|
||||
public static partial void ScrollToTop(float duration = 0.3f, ImAnimEaseDesc* ez = null);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_scroll_to_bottom")]
|
||||
public static partial void ScrollToBottom(float duration = 0.3f, ImAnimEaseDesc* ez = null);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Per-axis easing - different easing per component
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Tween with per-axis easing - each component uses its own easing curve
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec2_per_axis")]
|
||||
public static partial void TweenVec2PerAxis(Vector2* pOut, uint id, uint channelId, Vector2* target, float dur, ImAnimEasePerAxis* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_vec4_per_axis")]
|
||||
public static partial void TweenVec4PerAxis(Vector4* pOut, uint id, uint channelId, Vector4* target, float dur, ImAnimEasePerAxis* ez, ImAnimPolicy policy, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_color_per_axis")]
|
||||
public static partial void TweenColorPerAxis(Vector4* pOut, uint id, uint channelId, Vector4* targetSrgb, float dur, ImAnimEasePerAxis* ez, ImAnimPolicy policy, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Motion Paths - animate along curves and splines
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Single-curve evaluation functions (stateless, for direct use)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_bezier_quadratic")]
|
||||
public static partial void BezierQuadratic(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_bezier_cubic")]
|
||||
public static partial void BezierCubic(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, Vector2* p3, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_catmull_rom")]
|
||||
public static partial void CatmullRom(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, Vector2* p3, float t, float tension);
|
||||
|
||||
// Derivatives (for tangent/velocity)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_bezier_quadratic_deriv")]
|
||||
public static partial void BezierQuadraticDeriv(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_bezier_cubic_deriv")]
|
||||
public static partial void BezierCubicDeriv(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, Vector2* p3, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_catmull_rom_deriv")]
|
||||
public static partial void CatmullRomDeriv(Vector2* pOut, Vector2* p0, Vector2* p1, Vector2* p2, Vector2* p3, float t, float tension);
|
||||
|
||||
// Query path info
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_exists")]
|
||||
public static partial byte PathExists(uint pathId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_length")]
|
||||
public static partial float PathLength(uint pathId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_evaluate")]
|
||||
public static partial void PathEvaluate(Vector2* pOut, uint pathId, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_tangent")]
|
||||
public static partial void PathTangent(Vector2* pOut, uint pathId, float t);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_angle")]
|
||||
public static partial float PathAngle(uint pathId, float t);
|
||||
|
||||
// Tween along a path
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_path")]
|
||||
public static partial void TweenPath(Vector2* pOut, uint id, uint channelId, uint pathId, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt = -1f);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_path_angle")]
|
||||
public static partial float TweenPathAngle(uint id, uint channelId, uint pathId, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, float dt = -1f);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Arc-length parameterization (for constant-speed animation)
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Build arc-length lookup table for a path (call once per path, improves accuracy)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_build_arc_lut")]
|
||||
public static partial void PathBuildArcLut(uint pathId, int subdivisions);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_has_arc_lut")]
|
||||
public static partial byte PathHasArcLut(uint pathId);
|
||||
|
||||
// Distance-based path evaluation (uses arc-length LUT for constant speed)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_distance_to_t")]
|
||||
public static partial float PathDistanceToT(uint pathId, float distance);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_evaluate_at_distance")]
|
||||
public static partial void PathEvaluateAtDistance(Vector2* pOut, uint pathId, float distance);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_angle_at_distance")]
|
||||
public static partial float PathAngleAtDistance(uint pathId, float distance);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_tangent_at_distance")]
|
||||
public static partial void PathTangentAtDistance(Vector2* pOut, uint pathId, float distance);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Path Morphing - interpolate between two paths
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Evaluate morphed path at parameter t [0,1] with blend factor [0,1]
|
||||
// path_a at blend=0, path_b at blend=1
|
||||
// Paths can have different numbers of segments - they are resampled to match
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_morph")]
|
||||
public static partial void PathMorph(Vector2* pOut, uint pathA, uint pathB, float t, float blend, ImAnimMorphOpts* opts = null);
|
||||
|
||||
// Get tangent of morphed path
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_morph_tangent")]
|
||||
public static partial void PathMorphTangent(Vector2* pOut, uint pathA, uint pathB, float t, float blend, ImAnimMorphOpts* opts = null);
|
||||
|
||||
// Get angle (radians) of morphed path
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_path_morph_angle")]
|
||||
public static partial float PathMorphAngle(uint pathA, uint pathB, float t, float blend, ImAnimMorphOpts* opts = null);
|
||||
|
||||
// Tween along a morphing path - animates both position along path AND the morph blend
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_path_morph")]
|
||||
public static partial void TweenPathMorph(Vector2* pOut, uint id, uint channelId, uint pathA, uint pathB, float targetBlend, float dur, ImAnimEaseDesc* pathEase, ImAnimEaseDesc* morphEase, ImAnimPolicy policy, float dt, ImAnimMorphOpts* opts = null);
|
||||
|
||||
// Get current morph blend value from a tween (for querying state)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_morph_blend")]
|
||||
public static partial float GetMorphBlend(uint id, uint channelId);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Text along motion paths
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Render text along a path (static - no animation)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_path")]
|
||||
public static partial void TextPath(uint pathId, byte* text, ImAnimTextPathOpts* opts = null);
|
||||
|
||||
// Animated text along path (characters appear progressively)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_path_animated")]
|
||||
public static partial void TextPathAnimated(uint pathId, byte* text, float progress, ImAnimTextPathOpts* opts = null);
|
||||
|
||||
// Helper: Get text width for path layout calculations
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_path_width")]
|
||||
public static partial float TextPathWidth(byte* text, ImAnimTextPathOpts* opts = null);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Quad transform helpers (for advanced custom rendering)
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Transform a quad (4 vertices) by rotation and translation
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_transform_quad")]
|
||||
public static partial void TransformQuad(Quaternion* quad, Vector2* center, float angleRad, Vector2* translation);
|
||||
|
||||
// Create a rotated quad for a glyph at a position on the path
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_make_glyph_quad")]
|
||||
public static partial void MakeGlyphQuad(Quaternion* quad, Vector2* pos, float angleRad, float glyphWidth, float glyphHeight, float baselineOffset);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Text Stagger - per-character animation effects
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Render text with per-character stagger animation
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_stagger")]
|
||||
public static partial void TextStagger(uint id, byte* text, float progress, ImAnimTextStaggerOpts* opts = null);
|
||||
|
||||
// Get text width for layout calculations
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_stagger_width")]
|
||||
public static partial float TextStaggerWidth(byte* text, ImAnimTextStaggerOpts* opts = null);
|
||||
|
||||
// Get total animation duration for text (accounts for stagger delays)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_text_stagger_duration")]
|
||||
public static partial float TextStaggerDuration(byte* text, ImAnimTextStaggerOpts* opts = null);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Noise Channels - Perlin/Simplex noise for organic movement
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Sample noise at a point (returns value in [-1, 1])
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_2d")]
|
||||
public static partial float Noise2D(float x, float y, ImAnimNoiseOpts* opts = null);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_3d")]
|
||||
public static partial float Noise3D(float x, float y, float z, ImAnimNoiseOpts* opts = null);
|
||||
|
||||
// Animated noise channels - continuous noise that evolves over time
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_channel_float")]
|
||||
public static partial float NoiseChannelFloat(uint id, float frequency, float amplitude, ImAnimNoiseOpts* opts, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_channel_vec2")]
|
||||
public static partial void NoiseChannelVec2(Vector2* pOut, uint id, Vector2* frequency, Vector2* amplitude, ImAnimNoiseOpts* opts, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_channel_vec4")]
|
||||
public static partial void NoiseChannelVec4(Vector4* pOut, uint id, Vector4* frequency, Vector4* amplitude, ImAnimNoiseOpts* opts, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_noise_channel_color")]
|
||||
public static partial void NoiseChannelColor(Vector4* pOut, uint id, Vector4* baseColor, Vector4* amplitude, float frequency, ImAnimNoiseOpts* opts, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
// Convenience: smooth random movement (like wiggle but using noise)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_smooth_noise_float")]
|
||||
public static partial float SmoothNoiseFloat(uint id, float amplitude, float speed, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_smooth_noise_vec2")]
|
||||
public static partial void SmoothNoiseVec2(Vector2* pOut, uint id, Vector2* amplitude, float speed, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_smooth_noise_vec4")]
|
||||
public static partial void SmoothNoiseVec4(Vector4* pOut, uint id, Vector4* amplitude, float speed, float dt);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_smooth_noise_color")]
|
||||
public static partial void SmoothNoiseColor(Vector4* pOut, uint id, Vector4* baseColor, Vector4* amplitude, float speed, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Style Interpolation - animate between ImGuiStyle themes
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Register a named style for interpolation
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_register")]
|
||||
public static partial void StyleRegister(uint styleId, ImGuiStyle* style);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_register_current")]
|
||||
public static partial void StyleRegisterCurrent(uint styleId);
|
||||
|
||||
// Blend between two registered styles (result applied to ImGui::GetStyle())
|
||||
// Uses iam_color_space for color blending mode (iam_col_oklab recommended)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_blend")]
|
||||
public static partial void StyleBlend(uint styleA, uint styleB, float t, ImAnimColorSpace colorSpace = ImAnimColorSpace.Oklab);
|
||||
|
||||
// Tween between styles over time
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_tween")]
|
||||
public static partial void StyleTween(uint id, uint targetStyle, float duration, ImAnimEaseDesc* ease, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
// Get interpolated style without applying
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_blend_to")]
|
||||
public static partial void StyleBlendTo(uint styleA, uint styleB, float t, ImGuiStyle* outStyle, ImAnimColorSpace colorSpace = ImAnimColorSpace.Oklab);
|
||||
|
||||
// Check if a style is registered
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_exists")]
|
||||
public static partial byte StyleExists(uint styleId);
|
||||
|
||||
// Remove a registered style
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_style_unregister")]
|
||||
public static partial void StyleUnregister(uint styleId);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Gradient Interpolation - animate between color gradients
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Blend between two gradients
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_gradient_lerp")]
|
||||
public static partial void GradientLerp(ImAnimGradient* pOut, ImAnimGradient* a, ImAnimGradient* b, float t, ImAnimColorSpace colorSpace = ImAnimColorSpace.Oklab);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_gradient")]
|
||||
public static partial void TweenGradient(ImAnimGradient* pOut, uint id, uint channelId, ImAnimGradient* target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, ImAnimColorSpace colorSpace, float dt);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Transform Interpolation - animate 2D transforms
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Blend between two transforms with rotation interpolation
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_transform_lerp")]
|
||||
public static partial void TransformLerp(ImAnimTransform* pOut, ImAnimTransform* a, ImAnimTransform* b, float t, ImAnimRotationMode rotationMode = ImAnimRotationMode.Shortest);
|
||||
|
||||
// Tween between transforms over time
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_tween_transform")]
|
||||
public static partial void TweenTransform(ImAnimTransform* pOut, uint id, uint channelId, ImAnimTransform* target, float dur, ImAnimEaseDesc* ez, ImAnimPolicy policy, int rotationMode, float dt);
|
||||
|
||||
// Decompose a 3x2 matrix into transform components
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_transform_from_matrix")]
|
||||
public static partial void TransformFromMatrix(ImAnimTransform* pOut, float m00, float m01, float m10, float m11, float tx, float ty);
|
||||
|
||||
// Convert transform to 3x2 matrix (row-major: [m00 m01 tx; m10 m11 ty])
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_transform_to_matrix")]
|
||||
public static partial void TransformToMatrix(ImAnimTransform* t, Matrix3x2* outMatrix);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// iam_clip - fluent API for authoring animations
|
||||
// ----------------------------------------------------
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_begin")]
|
||||
public static partial void ClipBegin(ImAnimClip* pOut, uint clipId);
|
||||
|
||||
// Add keyframes for different channel types
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_float")]
|
||||
public static partial void ClipKeyFloat(ImAnimClip* self, uint channel, float time, float value, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec2")]
|
||||
public static partial void ClipKeyVec2(ImAnimClip* self, uint channel, float time, Vector2* value, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec4")]
|
||||
public static partial void ClipKeyVec4(ImAnimClip* self, uint channel, float time, Vector4* value, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_int")]
|
||||
public static partial void ClipKeyInt(ImAnimClip* self, uint channel, float time, int value, ImAnimEaseType easeType);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_color")]
|
||||
public static partial void ClipKeyColor(ImAnimClip* self, uint channel, float time, Vector4* value, ImAnimColorSpace colorSpace, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
// Keyframes with repeat variation (value changes per loop iteration)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_float_var")]
|
||||
public static partial void ClipKeyFloatVar(ImAnimClip* self, uint channel, float time, float value, ImAnimVariationFloat* var, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec2_var")]
|
||||
public static partial void ClipKeyVec2Var(ImAnimClip* self, uint channel, float time, Vector2* value, ImAnimVariationVec2* var, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec4_var")]
|
||||
public static partial void ClipKeyVec4Var(ImAnimClip* self, uint channel, float time, Vector4* value, ImAnimVariationVec4* var, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_int_var")]
|
||||
public static partial void ClipKeyIntVar(ImAnimClip* self, uint channel, float time, int value, ImAnimVariationInt* var, ImAnimEaseType easeType);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_color_var")]
|
||||
public static partial void ClipKeyColorVar(ImAnimClip* self, uint channel, float time, Vector4* value, ImAnimVariationColor* var, ImAnimColorSpace colorSpace, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
// Spring-based keyframe (float only)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_float_spring")]
|
||||
public static partial void ClipKeyFloatSpring(ImAnimClip* self, uint channel, float time, float target, ImAnimSpringParams* spring);
|
||||
|
||||
// Anchor-relative keyframes (values resolved relative to window/viewport at get time)
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_float_rel")]
|
||||
public static partial void ClipKeyFloatRel(ImAnimClip* self, uint channel, float time, float percent, float pxBias, ImAnimAnchorSpace anchorSpace, int axis, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec2_rel")]
|
||||
public static partial void ClipKeyVec2Rel(ImAnimClip* self, uint channel, float time, Vector2* percent, Vector2* pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_vec4_rel")]
|
||||
public static partial void ClipKeyVec4Rel(ImAnimClip* self, uint channel, float time, Vector4* percent, Vector4* pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_key_color_rel")]
|
||||
public static partial void ClipKeyColorRel(ImAnimClip* self, uint channel, float time, Vector4* percent, Vector4* pxBias, ImAnimColorSpace colorSpace, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4* bezier4);
|
||||
|
||||
// Timeline grouping - sequential and parallel keyframe blocks
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_seq_begin")]
|
||||
public static partial void ClipSeqBegin(ImAnimClip* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_seq_end")]
|
||||
public static partial void ClipSeqEnd(ImAnimClip* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_par_begin")]
|
||||
public static partial void ClipParBegin(ImAnimClip* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_par_end")]
|
||||
public static partial void ClipParEnd(ImAnimClip* self);
|
||||
|
||||
// Timeline markers - callbacks at specific times during playback
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_marker_id")]
|
||||
public static partial void ClipMarkerId(ImAnimClip* self, float time, uint markerId, delegate* unmanaged[Cdecl]<uint, uint, float, void*, void> cb, void* userData);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_marker")]
|
||||
public static partial void ClipMarker(ImAnimClip* self, float time, delegate* unmanaged[Cdecl]<uint, uint, float, void*, void> cb, void* userData);
|
||||
|
||||
// Clip options
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_loop")]
|
||||
public static partial void ClipSetLoop(ImAnimClip* self, byte loop, ImAnimDirection direction, int loopCount);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_delay")]
|
||||
public static partial void ClipSetDelay(ImAnimClip* self, float delaySeconds);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_stagger")]
|
||||
public static partial void ClipSetStagger(ImAnimClip* self, int count, float eachDelay, float fromCenterBias);
|
||||
|
||||
// Timing variation per loop iteration
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_duration_var")]
|
||||
public static partial void ClipSetDurationVar(ImAnimClip* self, ImAnimVariationFloat* var);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_delay_var")]
|
||||
public static partial void ClipSetDelayVar(ImAnimClip* self, ImAnimVariationFloat* var);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_set_timescale_var")]
|
||||
public static partial void ClipSetTimescaleVar(ImAnimClip* self, ImAnimVariationFloat* var);
|
||||
|
||||
// Callbacks
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_on_begin")]
|
||||
public static partial void ClipOnBegin(ImAnimClip* self, delegate* unmanaged[Cdecl]<uint, void*, void> cb, void* userData);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_on_update")]
|
||||
public static partial void ClipOnUpdate(ImAnimClip* self, delegate* unmanaged[Cdecl]<uint, void*, void> cb, void* userData);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_on_complete")]
|
||||
public static partial void ClipOnComplete(ImAnimClip* self, delegate* unmanaged[Cdecl]<uint, void*, void> cb, void* userData);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_end")]
|
||||
public static partial void ClipEnd(ImAnimClip* self);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// iam_instance - playback control for a clip
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Playback control
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_pause")]
|
||||
public static partial void InstancePause(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_resume")]
|
||||
public static partial void InstanceResume(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_stop")]
|
||||
public static partial void InstanceStop(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_destroy_playback")]
|
||||
public static partial void InstanceDestroyPlayback(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_seek")]
|
||||
public static partial void InstanceSeek(ImAnimInstance* self, float time);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_set_time_scale")]
|
||||
public static partial void InstanceSetTimeScale(ImAnimInstance* self, float scale);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_set_weight")]
|
||||
public static partial void InstanceSetWeight(ImAnimInstance* self, float weight);
|
||||
|
||||
// Animation chaining - play another clip when this one completes
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_then")]
|
||||
public static partial void InstanceThen(ImAnimInstance* pOut, ImAnimInstance* self, uint nextClipId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_then_id")]
|
||||
public static partial void InstanceThenId(ImAnimInstance* pOut, ImAnimInstance* self, uint nextClipId, uint nextInstanceId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_then_delay")]
|
||||
public static partial void InstanceThenDelay(ImAnimInstance* pOut, ImAnimInstance* self, float delay);
|
||||
|
||||
// Query state
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_time")]
|
||||
public static partial float InstanceTime(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_duration")]
|
||||
public static partial float InstanceDuration(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_is_playing")]
|
||||
public static partial byte InstanceIsPlaying(ImAnimInstance* self);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_is_paused")]
|
||||
public static partial byte InstanceIsPaused(ImAnimInstance* self);
|
||||
|
||||
// Get animated values
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_get_float")]
|
||||
public static partial byte InstanceGetFloat(ImAnimInstance* self, uint channel, float* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_get_vec2")]
|
||||
public static partial byte InstanceGetVec2(ImAnimInstance* self, uint channel, Vector2* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_get_vec4")]
|
||||
public static partial byte InstanceGetVec4(ImAnimInstance* self, uint channel, Vector4* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_get_int")]
|
||||
public static partial byte InstanceGetInt(ImAnimInstance* self, uint channel, int* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_get_color")]
|
||||
public static partial byte InstanceGetColor(ImAnimInstance* self, uint channel, Vector4* outVal, ImAnimColorSpace colorSpace);
|
||||
|
||||
// Check validity
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_instance_valid")]
|
||||
public static partial byte InstanceValid(ImAnimInstance* self);
|
||||
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Clip System API
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Initialize/shutdown (optional - auto-init on first use)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_init")]
|
||||
public static partial void ClipInit(int initialClipCap, int initialInstCap);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_shutdown")]
|
||||
public static partial void ClipShutdown();
|
||||
|
||||
// c_Per-frame update (call after iam_update_begin_frame)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_update")]
|
||||
public static partial void ClipUpdate(float dt);
|
||||
|
||||
// Garbage collection for instances
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_gc")]
|
||||
public static partial void ClipGc(uint maxAgeFrames);
|
||||
|
||||
// Play a clip on an instance (creates or reuses instance)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_play")]
|
||||
public static partial void Play(ImAnimInstance* pOut, uint clipId, uint instanceId);
|
||||
|
||||
// c_Get an existing instance (returns invalid iam_instance if not found)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_instance")]
|
||||
public static partial void GetInstance(ImAnimInstance* pOut, uint instanceId);
|
||||
|
||||
// Query clip info
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_duration")]
|
||||
public static partial float ClipDuration(uint clipId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_exists")]
|
||||
public static partial byte ClipExists(uint clipId);
|
||||
|
||||
// Stagger helpers - compute delay for indexed instances
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_stagger_delay")]
|
||||
public static partial float StaggerDelay(uint clipId, int index);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_play_stagger")]
|
||||
public static partial void PlayStagger(ImAnimInstance* pOut, uint clipId, uint instanceId, int index);
|
||||
|
||||
// Layering support - blend multiple animation instances
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_layer_begin")]
|
||||
public static partial void LayerBegin(uint instanceId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_layer_add")]
|
||||
public static partial void LayerAdd(ImAnimInstance* inst, float weight);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_layer_end")]
|
||||
public static partial void LayerEnd(uint instanceId);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_blended_float")]
|
||||
public static partial byte GetBlendedFloat(uint instanceId, uint channel, float* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_blended_vec2")]
|
||||
public static partial byte GetBlendedVec2(uint instanceId, uint channel, Vector2* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_blended_vec4")]
|
||||
public static partial byte GetBlendedVec4(uint instanceId, uint channel, Vector4* outVal);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_get_blended_int")]
|
||||
public static partial byte GetBlendedInt(uint instanceId, uint channel, int* outVal);
|
||||
|
||||
// Persistence (optional)
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_save")]
|
||||
public static partial ImAnimResult ClipSave(uint clipId, byte* path);
|
||||
|
||||
[LibraryImport(LibName, EntryPoint = "c_iam_clip_load")]
|
||||
public static partial ImAnimResult ClipLoad(byte* path, uint* outClipId);
|
||||
}
|
||||
338
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimClip.cs
Normal file
338
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimClip.cs
Normal file
|
|
@ -0,0 +1,338 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Dalamud.Bindings.ImGui;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimClip
|
||||
{
|
||||
public uint ClipId;
|
||||
|
||||
public static ImAnimClip Begin(uint clipId)
|
||||
{
|
||||
return ImAnim.ClipBegin(clipId);
|
||||
}
|
||||
|
||||
public ImAnimClip KeyFloat(uint channel, float time, float value, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloat(@this, channel, time, value, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyFloat(uint channel, float time, float value, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloat(@this, channel, time, value, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2(uint channel, float time, Vector2 value, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2(@this, channel, time, &value, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2(uint channel, float time, Vector2 value, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2(@this, channel, time, &value, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4(uint channel, float time, Vector4 value, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4(@this, channel, time, &value, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4(uint channel, float time, Vector4 value, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4(@this, channel, time, &value, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyInt(uint channel, float time, int value, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyInt(@this, channel, time, value, easeType);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColor(uint channel, float time, Vector4 value, ImAnimColorSpace colorSpace, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColor(@this, channel, time, &value, colorSpace, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColor(uint channel, float time, Vector4 value, ImAnimColorSpace colorSpace, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColor(@this, channel, time, &value, colorSpace, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Keyframes with repeat variation (value changes per loop iteration)
|
||||
|
||||
public ImAnimClip KeyFloatVar(uint channel, float time, float value, ImAnimVariationFloat var, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloatVar(@this, channel, time, value, &var, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyFloatVar(uint channel, float time, float value, ImAnimVariationFloat var, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloatVar(@this, channel, time, value, &var, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2Var(uint channel, float time, Vector2 value, ImAnimVariationVec2 var, ImAnimEaseType easeType)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2Var(@this, channel, time, &value, &var, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2Var(uint channel, float time, Vector2 value, ImAnimVariationVec2 var, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2Var(@this, channel, time, &value, &var, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4Var(uint channel, float time, Vector4 value, ImAnimVariationVec4 var, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4Var(@this, channel, time, &value, &var, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4Var(uint channel, float time, Vector4 value, ImAnimVariationVec4 var, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4Var(@this, channel, time, &value, &var, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyIntVar(uint channel, float time, int value, ImAnimVariationInt var, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyIntVar(@this, channel, time, value, &var, easeType);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColorVar(uint channel, float time, Vector4 value, ImAnimVariationColor var, ImAnimColorSpace colorSpace, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColorVar(@this, channel, time, &value, &var, colorSpace, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColorVar(uint channel, float time, Vector4 value, ImAnimVariationColor var, ImAnimColorSpace colorSpace, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColorVar(@this, channel, time, &value, &var, colorSpace, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Spring-based keyframe (float only)
|
||||
|
||||
public ImAnimClip KeyFloatSpring(uint channel, float time, float target, ImAnimSpringParams spring)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloatSpring(@this, channel, time, target, &spring);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Anchor-relative keyframes (values resolved relative to window/viewport at get time)
|
||||
|
||||
public ImAnimClip KeyFloatRel(uint channel, float time, float percent, float pxBias, ImAnimAnchorSpace anchorSpace, int axis, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloatRel(@this, channel, time, percent, pxBias, anchorSpace, axis, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyFloatRel(uint channel, float time, float percent, float pxBias, ImAnimAnchorSpace anchorSpace, int axis, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyFloatRel(@this, channel, time, percent, pxBias, anchorSpace, axis, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2Rel(uint channel, float time, Vector2 percent, Vector2 pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2Rel(@this, channel, time, &percent, &pxBias, anchorSpace, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec2Rel(uint channel, float time, Vector2 percent, Vector2 pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec2Rel(@this, channel, time, &percent, &pxBias, anchorSpace, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4Rel(uint channel, float time, Vector4 percent, Vector4 pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4Rel(@this, channel, time, &percent, &pxBias, anchorSpace, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyVec4Rel(uint channel, float time, Vector4 percent, Vector4 pxBias, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyVec4Rel(@this, channel, time, &percent, &pxBias, anchorSpace, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColorRel(uint channel, float time, Vector4 percent, Vector4 pxBias, ImAnimColorSpace colorSpace, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType = ImAnimEaseType.Linear)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColorRel(@this, channel, time, &percent, &pxBias, colorSpace, anchorSpace, easeType, null);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip KeyColorRel(uint channel, float time, Vector4 percent, Vector4 pxBias, ImAnimColorSpace colorSpace, ImAnimAnchorSpace anchorSpace, ImAnimEaseType easeType, Vector4 bezier4)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipKeyColorRel(@this, channel, time, &percent, &pxBias, colorSpace, anchorSpace, easeType, &bezier4);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Timeline grouping - sequential and parallel keyframe blocks
|
||||
|
||||
public ImAnimClip SeqBegin()
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSeqBegin(@this);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip SeqEnd()
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSeqEnd(@this);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip ParBegin()
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipParBegin(@this);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip ParEnd()
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipParEnd(@this);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Timeline markers - callbacks at specific times during playback
|
||||
|
||||
public ImAnimClip MarkerId(float time, uint markerId, ImAnim.MarkerCallback cb, void* userData = null)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipMarkerId(@this, time, markerId, (delegate* unmanaged[Cdecl]<uint, uint, float, void*, void>)Marshal.GetFunctionPointerForDelegate(cb), userData);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip Marker(float time, ImAnim.MarkerCallback cb, void* userData = null)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipMarker(@this, time, (delegate* unmanaged[Cdecl]<uint, uint, float, void*, void>)Marshal.GetFunctionPointerForDelegate(cb), userData);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Clip options
|
||||
|
||||
public ImAnimClip SetLoop(bool loop, ImAnimDirection direction, int loopCount = -1)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetLoop(@this, (byte)(loop ? 1 : 0), direction, loopCount);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip SetDelay(float delaySeconds)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetDelay(@this, delaySeconds);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip SetStagger(int count, float eachDelay, float fromCenterBias)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetStagger(@this, count, eachDelay, fromCenterBias);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Timing variation per loop iteration
|
||||
|
||||
public ImAnimClip SetDurationVar(ImAnimVariationFloat var)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetDurationVar(@this, &var);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip SetDelayVar(ImAnimVariationFloat var)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetDelayVar(@this, &var);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip SetTimescaleVar(ImAnimVariationFloat var)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipSetTimescaleVar(@this, &var);
|
||||
return this;
|
||||
}
|
||||
|
||||
// Callbacks
|
||||
|
||||
public ImAnimClip OnBegin(ImAnim.ClipCallback cb, void* userData = null)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipOnBegin(@this, (delegate* unmanaged[Cdecl]<uint, void*, void>)Marshal.GetFunctionPointerForDelegate(cb), userData);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip OnUpdate(ImAnim.ClipCallback cb, void* userData = null)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipOnUpdate(@this, (delegate* unmanaged[Cdecl]<uint, void*, void>)Marshal.GetFunctionPointerForDelegate(cb), userData);
|
||||
return this;
|
||||
}
|
||||
|
||||
public ImAnimClip OnComplete(ImAnim.ClipCallback cb, void* userData = null)
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipOnComplete(@this, (delegate* unmanaged[Cdecl]<uint, void*, void>)Marshal.GetFunctionPointerForDelegate(cb), userData);
|
||||
return this;
|
||||
}
|
||||
|
||||
public void End()
|
||||
{
|
||||
fixed (ImAnimClip* @this = &this)
|
||||
ImAnimNative.ClipEnd(@this);
|
||||
}
|
||||
|
||||
public ImAnimResult Save(ImU8String path)
|
||||
{
|
||||
return ImAnim.ClipSave(this.ClipId, path);
|
||||
}
|
||||
}
|
||||
15
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimDragFeedback.cs
Normal file
15
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimDragFeedback.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ImAnimDragFeedback
|
||||
{
|
||||
public Vector2 Position;
|
||||
public Vector2 Offset;
|
||||
public Vector2 Velocity;
|
||||
public bool IsDragging;
|
||||
public bool IsSnapping;
|
||||
public float SnapProgress;
|
||||
}
|
||||
17
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimDragOpts.cs
Normal file
17
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimDragOpts.cs
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimDragOpts
|
||||
{
|
||||
public Vector2 SnapGrid;
|
||||
public Vector2* SnapPoints;
|
||||
public int SnapPointsCount;
|
||||
public float SnapDuration;
|
||||
public float Overshoot;
|
||||
public ImAnimEaseType EaseType;
|
||||
|
||||
public static ImAnimDragOpts Default() => new() { SnapDuration = 0.2f, EaseType = ImAnimEaseType.OutCubic };
|
||||
}
|
||||
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimEaseDesc.cs
Normal file
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimEaseDesc.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ImAnimEaseDesc
|
||||
{
|
||||
public ImAnimEaseType Type;
|
||||
public float P0;
|
||||
public float P1;
|
||||
public float P2;
|
||||
public float P3;
|
||||
}
|
||||
28
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimEasePerAxis.cs
Normal file
28
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimEasePerAxis.cs
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ImAnimEasePerAxis
|
||||
{
|
||||
public ImAnimEaseDesc X;
|
||||
public ImAnimEaseDesc Y;
|
||||
public ImAnimEaseDesc Z;
|
||||
public ImAnimEaseDesc W;
|
||||
|
||||
public static ImAnimEasePerAxis From(ImAnimEaseDesc all) => new()
|
||||
{
|
||||
X = all,
|
||||
Y = all,
|
||||
Z = all,
|
||||
W = all
|
||||
};
|
||||
|
||||
public static ImAnimEasePerAxis From(ImAnimEaseDesc ex, ImAnimEaseDesc ey) => new()
|
||||
{
|
||||
X = ex,
|
||||
Y = ey,
|
||||
Z = new ImAnimEaseDesc { Type = ImAnimEaseType.Linear },
|
||||
W = new ImAnimEaseDesc { Type = ImAnimEaseType.Linear }
|
||||
};
|
||||
}
|
||||
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimGradient.cs
Normal file
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimGradient.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Dalamud.Bindings.ImGui;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimGradient
|
||||
{
|
||||
public ImVector<Vector2> Positions;
|
||||
public ImVector<Vector2> Colors;
|
||||
}
|
||||
155
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimInstance.cs
Normal file
155
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimInstance.cs
Normal file
|
|
@ -0,0 +1,155 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimInstance
|
||||
{
|
||||
public uint InstId;
|
||||
|
||||
// Playback control
|
||||
|
||||
public static ImAnimInstance Create()
|
||||
{
|
||||
return new ImAnimInstance();
|
||||
}
|
||||
|
||||
public static ImAnimInstance Create(uint instId)
|
||||
{
|
||||
return new ImAnimInstance() { InstId = instId };
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstancePause(@this);
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceResume(@this);
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceStop(@this);
|
||||
}
|
||||
|
||||
public void Seek(float time)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceSeek(@this, time);
|
||||
}
|
||||
|
||||
public void SetTimeScale(float scale)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceSetTimeScale(@this, scale);
|
||||
}
|
||||
|
||||
public void SetWeight(float weight)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceSetWeight(@this, weight);
|
||||
}
|
||||
|
||||
// Animation chaining - play another clip when this one completes
|
||||
|
||||
public ImAnimInstance Then(uint nextClipId)
|
||||
{
|
||||
ImAnimInstance ret = default;
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceThen(&ret, @this, nextClipId);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public ImAnimInstance Then(uint nextClipId, uint nextInstanceId)
|
||||
{
|
||||
ImAnimInstance ret = default;
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceThenId(&ret, @this, nextClipId, nextInstanceId);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public ImAnimInstance ThenDelay(float delay)
|
||||
{
|
||||
ImAnimInstance ret = default;
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
ImAnimNative.InstanceThenDelay(&ret, @this, delay);
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Query state
|
||||
|
||||
public float Time()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
return ImAnimNative.InstanceTime(@this);
|
||||
}
|
||||
|
||||
public float Duration()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
return ImAnimNative.InstanceDuration(@this);
|
||||
}
|
||||
|
||||
public bool IsPlaying()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
return ImAnimNative.InstanceIsPlaying(@this) == 1;
|
||||
}
|
||||
|
||||
public bool IsPaused()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
return ImAnimNative.InstanceIsPaused(@this) == 1;
|
||||
}
|
||||
|
||||
// Get animated values
|
||||
|
||||
public bool GetFloat(uint channel, out float value)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
fixed (float* outVal = &value)
|
||||
return ImAnimNative.InstanceGetFloat(@this, channel, outVal) == 1;
|
||||
}
|
||||
|
||||
public bool GetVec2(uint channel, out Vector2 value)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
fixed (Vector2* outVal = &value)
|
||||
return ImAnimNative.InstanceGetVec2(@this, channel, outVal) == 1;
|
||||
}
|
||||
|
||||
public bool GetVec4(uint channel, out Vector4 value)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
fixed (Vector4* outVal = &value)
|
||||
return ImAnimNative.InstanceGetVec4(@this, channel, outVal) == 1;
|
||||
}
|
||||
|
||||
public bool GetInt(uint channel, out int value)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
fixed (int* outVal = &value)
|
||||
return ImAnimNative.InstanceGetInt(@this, channel, outVal) == 1;
|
||||
}
|
||||
|
||||
public bool GetColor(uint channel, out Vector4 value, ImAnimColorSpace colorSpace = ImAnimColorSpace.Oklab)
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
fixed (Vector4* outVal = &value)
|
||||
return ImAnimNative.InstanceGetColor(@this, channel, outVal, colorSpace) == 1;
|
||||
}
|
||||
|
||||
// Check validity
|
||||
|
||||
public bool Valid()
|
||||
{
|
||||
fixed (ImAnimInstance* @this = &this)
|
||||
return ImAnimNative.InstanceValid(@this) == 1;
|
||||
}
|
||||
}
|
||||
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimMorphOpts.cs
Normal file
13
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimMorphOpts.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ImAnimMorphOpts
|
||||
{
|
||||
public int Samples;
|
||||
public bool MatchEndpoints;
|
||||
public bool UseArcLength;
|
||||
|
||||
public static ImAnimMorphOpts Default() => new() { Samples = 64, MatchEndpoints = true, UseArcLength = true };
|
||||
}
|
||||
28
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimNoiseOpts.cs
Normal file
28
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimNoiseOpts.cs
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimNoiseOpts
|
||||
{
|
||||
public ImAnimNoiseType Type;
|
||||
/// <summary>
|
||||
/// Number of octaves for fractal noise (1-8)
|
||||
/// </summary>
|
||||
public int Octaves;
|
||||
|
||||
/// <summary>
|
||||
/// Amplitude multiplier per octave (0.0-1.0)
|
||||
/// </summary>
|
||||
public float Persistence;
|
||||
|
||||
/// <summary>
|
||||
/// Frequency multiplier per octave (typically 2.0)
|
||||
/// </summary>
|
||||
public float Lacunarity;
|
||||
|
||||
/// <summary>
|
||||
/// Random seed for noise generation
|
||||
/// </summary>
|
||||
public int Seed;
|
||||
}
|
||||
12
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimSpringParams.cs
Normal file
12
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimSpringParams.cs
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 4)]
|
||||
public struct ImAnimSpringParams
|
||||
{
|
||||
public float Mass;
|
||||
public float Stiffness;
|
||||
public float Damping;
|
||||
public float InitialVelocity;
|
||||
}
|
||||
21
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimTextPathOpts.cs
Normal file
21
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimTextPathOpts.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Dalamud.Bindings.ImGui;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ImAnimTextPathOpts
|
||||
{
|
||||
public Vector2 Origin;
|
||||
public float Offset;
|
||||
public float LetterSpacing;
|
||||
public ImAnimTextPathAlign Align;
|
||||
public bool FlipY;
|
||||
public uint Color;
|
||||
public ImFontPtr Font;
|
||||
public float FontScale;
|
||||
|
||||
public static ImAnimTextPathOpts Default() => new() { Color = 0xFFFFFFFF, FontScale = 1.0f };
|
||||
}
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Dalamud.Bindings.ImGui;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimTextStaggerOpts
|
||||
{
|
||||
public Vector2 Pos;
|
||||
public ImAnimTextStaggerEffect Effect;
|
||||
public float CharDelay;
|
||||
public float CharDuration;
|
||||
public float EffectIntensity;
|
||||
public ImAnimEaseDesc Ease;
|
||||
public uint Color;
|
||||
public ImFontPtr Font;
|
||||
public float FontScale;
|
||||
public float LetterSpacing;
|
||||
|
||||
public static ImAnimTextStaggerOpts Default() => new()
|
||||
{
|
||||
Effect = ImAnimTextStaggerEffect.Fade,
|
||||
CharDelay = 0.05f,
|
||||
CharDuration = 0.3f,
|
||||
EffectIntensity = 20.0f,
|
||||
Ease = new ImAnimEaseDesc { Type = ImAnimEaseType.OutCubic },
|
||||
Color = 0xFFFFFFFF,
|
||||
FontScale = 1.0f
|
||||
};
|
||||
}
|
||||
12
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimTransform.cs
Normal file
12
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimTransform.cs
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimTransform
|
||||
{
|
||||
public Vector2 Position;
|
||||
public Vector2 Scale;
|
||||
public float Rotation;
|
||||
}
|
||||
170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationColor.cs
Normal file
170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationColor.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimVariationColor
|
||||
{
|
||||
public ImAnimVariationMode Mode;
|
||||
public Vector4 Amount;
|
||||
public Vector4 MinClamp;
|
||||
public Vector4 MaxClamp;
|
||||
public ImAnimColorSpace ColorSpace;
|
||||
public delegate* unmanaged[Cdecl]<int, void*, Vector4> Callback;
|
||||
public void* User;
|
||||
public ImAnimVariationFloat R;
|
||||
public ImAnimVariationFloat G;
|
||||
public ImAnimVariationFloat B;
|
||||
public ImAnimVariationFloat A;
|
||||
|
||||
public static ImAnimVariationColor None => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Inc(Vector4 color) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = color,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Inc(float r, float g, float b, float a) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = new Vector4(r, g, b, a),
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Dec(Vector4 color) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = color,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Dec(float r, float g, float b, float a) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = new Vector4(r, g, b, a),
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Mul(float f) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Multiply,
|
||||
Amount = new Vector4(f, f, f, 1),
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Rand(Vector4 acolort) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = acolort,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Rand(float r, float g, float b, float a) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = new Vector4(r, g, b, a),
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Fn(ImAnim.VariationVec4Fn fn, void* userData = null) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Callback,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = (delegate* unmanaged[Cdecl]<int, void*, Vector4>)Marshal.GetFunctionPointerForDelegate(fn),
|
||||
User = userData,
|
||||
R = ImAnimVariationFloat.None,
|
||||
G = ImAnimVariationFloat.None,
|
||||
B = ImAnimVariationFloat.None,
|
||||
A = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationColor Axis(ImAnimVariationFloat vr, ImAnimVariationFloat vg, ImAnimVariationFloat vb, ImAnimVariationFloat va) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = Vector4.Zero,
|
||||
MaxClamp = Vector4.One,
|
||||
ColorSpace = ImAnimColorSpace.Oklab,
|
||||
Callback = null,
|
||||
User = null,
|
||||
R = vr,
|
||||
G = vg,
|
||||
B = vb,
|
||||
A = va,
|
||||
};
|
||||
}
|
||||
103
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationFloat.cs
Normal file
103
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationFloat.cs
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimVariationFloat
|
||||
{
|
||||
public ImAnimVariationMode Mode;
|
||||
public float Amount;
|
||||
public float MinClamp;
|
||||
public float MaxClamp;
|
||||
public uint Seed;
|
||||
public delegate* unmanaged[Cdecl]<int, void*, float> Callback;
|
||||
public void* User;
|
||||
|
||||
public static ImAnimVariationFloat None => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = 0,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat Inc(float amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = amt,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat Dec(float amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = amt,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat Mul(float f) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Multiply,
|
||||
Amount = f,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat Rand(float r) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = r,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat RandAbs(float r) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.RandomAbs,
|
||||
Amount = r,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat PingPong(float amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.PingPong,
|
||||
Amount = amt,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationFloat Fn(ImAnim.VariationFloatFn fn, void* userData = null) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Callback,
|
||||
Amount = 0,
|
||||
MinClamp = float.MinValue,
|
||||
MaxClamp = float.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = (delegate* unmanaged[Cdecl]<int, void*, float>)Marshal.GetFunctionPointerForDelegate(fn),
|
||||
User = userData
|
||||
};
|
||||
}
|
||||
92
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationInt.cs
Normal file
92
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationInt.cs
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimVariationInt
|
||||
{
|
||||
public ImAnimVariationMode Mode;
|
||||
public int Amount;
|
||||
public int MinClamp;
|
||||
public int MaxClamp;
|
||||
public uint Seed;
|
||||
public delegate* unmanaged[Cdecl]<int, void*, int> Callback;
|
||||
public void* User;
|
||||
|
||||
public static ImAnimVariationInt None => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = 0,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt Inc(int amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = amt,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt Dec(int amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = amt,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt Mul(int f) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Multiply,
|
||||
Amount = f,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt Rand(int r) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = r,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt RandAbs(int r) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.RandomAbs,
|
||||
Amount = r,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null
|
||||
};
|
||||
|
||||
public static ImAnimVariationInt Fn(ImAnim.VariationIntFn fn, void* userData = null) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Callback,
|
||||
Amount = 0,
|
||||
MinClamp = int.MinValue,
|
||||
MaxClamp = int.MaxValue,
|
||||
Seed = 0,
|
||||
Callback = (delegate* unmanaged[Cdecl]<int, void*, int>)Marshal.GetFunctionPointerForDelegate(fn),
|
||||
User = userData
|
||||
};
|
||||
}
|
||||
149
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec2.cs
Normal file
149
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec2.cs
Normal file
|
|
@ -0,0 +1,149 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimVariationVec2
|
||||
{
|
||||
public ImAnimVariationMode Mode;
|
||||
public Vector2 Amount;
|
||||
public Vector2 MinClamp;
|
||||
public Vector2 MaxClamp;
|
||||
public uint Seed;
|
||||
public delegate* unmanaged[Cdecl]<int, void*, Vector2> Callback;
|
||||
public void* User;
|
||||
public ImAnimVariationFloat X;
|
||||
public ImAnimVariationFloat Y;
|
||||
|
||||
public static ImAnimVariationVec2 None => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector2.Zero,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Inc(Vector2 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Inc(float x, float y) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = new Vector2(x, y),
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Dec(Vector2 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Dec(float x, float y) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = new Vector2(x, y),
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Mul(float f) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Multiply,
|
||||
Amount = new Vector2(f),
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Rand(Vector2 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Rand(float x, float y) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = new Vector2(x, y),
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
// TODO: iam_variation_vec2_fn
|
||||
public static ImAnimVariationVec2 Fn(ImAnim.VariationVec2Fn fn, void* userData = null) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Callback,
|
||||
Amount = Vector2.Zero,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = (delegate* unmanaged[Cdecl]<int, void*, Vector2>)Marshal.GetFunctionPointerForDelegate(fn),
|
||||
User = userData,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec2 Axis(ImAnimVariationFloat vx, ImAnimVariationFloat vy) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector2.Zero,
|
||||
MinClamp = new Vector2(float.MinValue),
|
||||
MaxClamp = new Vector2(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = vx,
|
||||
Y = vy,
|
||||
};
|
||||
}
|
||||
170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec4.cs
Normal file
170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec4.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Dalamud.Bindings.ImAnim;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct ImAnimVariationVec4
|
||||
{
|
||||
public ImAnimVariationMode Mode;
|
||||
public Vector4 Amount;
|
||||
public Vector4 MinClamp;
|
||||
public Vector4 MaxClamp;
|
||||
public uint Seed;
|
||||
public delegate* unmanaged[Cdecl]<int, void*, Vector4> Callback;
|
||||
public void* User;
|
||||
public ImAnimVariationFloat X;
|
||||
public ImAnimVariationFloat Y;
|
||||
public ImAnimVariationFloat Z;
|
||||
public ImAnimVariationFloat W;
|
||||
|
||||
public static ImAnimVariationVec4 None => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Inc(Vector4 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Inc(float x, float y, float z, float w) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Increment,
|
||||
Amount = new Vector4(x, y, z, w),
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Dec(Vector4 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Dec(float x, float y, float z, float w) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Decrement,
|
||||
Amount = new Vector4(x, y, z, w),
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Mul(float f) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Multiply,
|
||||
Amount = new Vector4(f),
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Rand(Vector4 amt) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = amt,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Rand(float x, float y, float z, float w) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Random,
|
||||
Amount = new Vector4(x, y, z, w),
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Fn(ImAnim.VariationVec4Fn fn, void* userData = null) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.Callback,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = (delegate* unmanaged[Cdecl]<int, void*, Vector4>)Marshal.GetFunctionPointerForDelegate(fn),
|
||||
User = userData,
|
||||
X = ImAnimVariationFloat.None,
|
||||
Y = ImAnimVariationFloat.None,
|
||||
Z = ImAnimVariationFloat.None,
|
||||
W = ImAnimVariationFloat.None,
|
||||
};
|
||||
|
||||
public static ImAnimVariationVec4 Axis(ImAnimVariationFloat vx, ImAnimVariationFloat vy, ImAnimVariationFloat vz, ImAnimVariationFloat vw) => new()
|
||||
{
|
||||
Mode = ImAnimVariationMode.None,
|
||||
Amount = Vector4.Zero,
|
||||
MinClamp = new Vector4(float.MinValue),
|
||||
MaxClamp = new Vector4(float.MaxValue),
|
||||
Seed = 0,
|
||||
Callback = null,
|
||||
User = null,
|
||||
X = vx,
|
||||
Y = vy,
|
||||
Z = vz,
|
||||
W = vw,
|
||||
};
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue