Add ImAnim bindings

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Haselnussbomber 2025-12-08 21:25:32 +01:00
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commit 2b5e2893c5
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43 changed files with 4852 additions and 3 deletions

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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);
}
}

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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;
}

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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 };
}

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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;
}

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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 }
};
}

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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;
}

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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;
}
}

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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 };
}

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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;
}

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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;
}

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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 };
}

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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
};
}

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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;
}

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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,
};
}

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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
};
}

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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
};
}

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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,
};
}

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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,
};
}