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Add ImAnim bindings
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43 changed files with 4852 additions and 3 deletions
170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec4.cs
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170
imgui/Dalamud.Bindings.ImAnim/Structs/ImAnimVariationVec4.cs
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Dalamud.Bindings.ImAnim;
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct ImAnimVariationVec4
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{
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public ImAnimVariationMode Mode;
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public Vector4 Amount;
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public Vector4 MinClamp;
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public Vector4 MaxClamp;
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public uint Seed;
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public delegate* unmanaged[Cdecl]<int, void*, Vector4> Callback;
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public void* User;
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public ImAnimVariationFloat X;
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public ImAnimVariationFloat Y;
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public ImAnimVariationFloat Z;
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public ImAnimVariationFloat W;
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public static ImAnimVariationVec4 None => new()
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{
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Mode = ImAnimVariationMode.None,
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Amount = Vector4.Zero,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Inc(Vector4 amt) => new()
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{
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Mode = ImAnimVariationMode.Increment,
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Amount = amt,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Inc(float x, float y, float z, float w) => new()
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{
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Mode = ImAnimVariationMode.Increment,
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Amount = new Vector4(x, y, z, w),
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Dec(Vector4 amt) => new()
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{
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Mode = ImAnimVariationMode.Decrement,
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Amount = amt,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Dec(float x, float y, float z, float w) => new()
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{
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Mode = ImAnimVariationMode.Decrement,
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Amount = new Vector4(x, y, z, w),
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Mul(float f) => new()
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{
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Mode = ImAnimVariationMode.Multiply,
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Amount = new Vector4(f),
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Rand(Vector4 amt) => new()
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{
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Mode = ImAnimVariationMode.Random,
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Amount = amt,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Rand(float x, float y, float z, float w) => new()
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{
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Mode = ImAnimVariationMode.Random,
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Amount = new Vector4(x, y, z, w),
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Fn(ImAnim.VariationVec4Fn fn, void* userData = null) => new()
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{
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Mode = ImAnimVariationMode.Callback,
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Amount = Vector4.Zero,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = (delegate* unmanaged[Cdecl]<int, void*, Vector4>)Marshal.GetFunctionPointerForDelegate(fn),
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User = userData,
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X = ImAnimVariationFloat.None,
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Y = ImAnimVariationFloat.None,
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Z = ImAnimVariationFloat.None,
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W = ImAnimVariationFloat.None,
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};
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public static ImAnimVariationVec4 Axis(ImAnimVariationFloat vx, ImAnimVariationFloat vy, ImAnimVariationFloat vz, ImAnimVariationFloat vw) => new()
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{
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Mode = ImAnimVariationMode.None,
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Amount = Vector4.Zero,
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MinClamp = new Vector4(float.MinValue),
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MaxClamp = new Vector4(float.MaxValue),
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Seed = 0,
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Callback = null,
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User = null,
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X = vx,
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Y = vy,
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Z = vz,
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W = vw,
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};
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}
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