mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 18:27:23 +01:00
wip
This commit is contained in:
parent
34e3adb3f2
commit
35f4ff5c94
9 changed files with 226 additions and 217 deletions
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@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game.Inventory.InventoryChangeArgsTypes;
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@ -22,21 +24,20 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
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{
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private static readonly ModuleLog Log = new("GameInventory");
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private readonly List<InventoryEventArgs> allEvents = new();
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private readonly List<InventoryItemAddedArgs> addedEvents = new();
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private readonly List<InventoryItemRemovedArgs> removedEvents = new();
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private readonly List<InventoryItemChangedArgs> changedEvents = new();
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private readonly List<InventoryItemMovedArgs> movedEvents = new();
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[ServiceManager.ServiceDependency]
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private readonly Framework framework = Service<Framework>.Get();
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[ServiceManager.ServiceDependency]
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private readonly DalamudConfiguration dalamudConfiguration = Service<DalamudConfiguration>.Get();
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private readonly GameInventoryType[] inventoryTypes;
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private readonly GameInventoryItem[]?[] inventoryItems;
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[ServiceManager.ServiceConstructor]
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private GameInventory()
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{
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@ -59,10 +60,10 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
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public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
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/// <inheritdoc/>
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public event IGameInventory.InventoryChangedDelegate? ItemMoved;
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public event IGameInventory.InventoryChangedDelegate? ItemChanged;
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/// <inheritdoc/>
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public event IGameInventory.InventoryChangedDelegate? ItemChanged;
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public event IGameInventory.InventoryChangedDelegate? ItemMoved;
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/// <inheritdoc/>
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public void Dispose()
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@ -111,7 +112,7 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
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Log.Error(e, "Exception during {argType} callback", arg.Type);
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}
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}
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private void OnFrameworkUpdate(IFramework framework1)
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{
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for (var i = 0; i < this.inventoryTypes.Length; i++)
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@ -152,124 +153,135 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
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}
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// Was there any change? If not, stop further processing.
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// Note that...
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// * this.movedEvents is not checked; it will be populated after this check.
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// * this.allEvents is not checked; it is a temporary list to be used after this check.
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// Note that this.movedEvents is not checked; it will be populated after this check.
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if (this.addedEvents.Count == 0 && this.removedEvents.Count == 0 && this.changedEvents.Count == 0)
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return;
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try
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// Broadcast InventoryChangedRaw.
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InvokeSafely(
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this.InventoryChangedRaw,
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new DeferredReadOnlyCollection<InventoryEventArgs>(
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this.addedEvents.Count +
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this.removedEvents.Count +
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this.changedEvents.Count,
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() => Array.Empty<InventoryEventArgs>()
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.Concat(this.addedEvents)
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.Concat(this.removedEvents)
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.Concat(this.changedEvents)));
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// Resolve changelog for item moved, from 1 added + 1 removed event.
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for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
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{
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// Broadcast InventoryChangedRaw, if necessary.
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if (this.InventoryChangedRaw is not null)
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var added = this.addedEvents[iAdded];
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for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
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{
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this.allEvents.Clear();
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this.allEvents.EnsureCapacity(
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this.addedEvents.Count
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+ this.removedEvents.Count
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+ this.changedEvents.Count);
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this.allEvents.AddRange(this.addedEvents);
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this.allEvents.AddRange(this.removedEvents);
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this.allEvents.AddRange(this.changedEvents);
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InvokeSafely(this.InventoryChangedRaw, this.allEvents);
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}
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var removed = this.removedEvents[iRemoved];
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if (added.Item.ItemId != removed.Item.ItemId)
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continue;
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// Resolve changelog for item moved, from 1 added + 1 removed event.
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for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
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this.movedEvents.Add(new(removed, added));
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// Remove the reinterpreted entries.
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this.addedEvents.RemoveAt(iAdded);
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this.removedEvents.RemoveAt(iRemoved);
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break;
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}
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}
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// Resolve changelog for item moved, from 2 changed events.
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for (var i = this.changedEvents.Count - 1; i >= 0; --i)
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{
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var e1 = this.changedEvents[i];
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for (var j = i - 1; j >= 0; --j)
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{
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var added = this.addedEvents[iAdded];
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for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
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{
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var removed = this.removedEvents[iRemoved];
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if (added.Item.ItemId != removed.Item.ItemId)
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continue;
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var e2 = this.changedEvents[j];
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if (e1.Item.ItemId != e2.Item.ItemId || e1.Item.ItemId != e2.Item.ItemId)
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continue;
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this.movedEvents.Add(new(removed, added));
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// Remove the reinterpreted entries.
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this.addedEvents.RemoveAt(iAdded);
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this.removedEvents.RemoveAt(iRemoved);
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break;
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}
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// move happened, and e2 has an item
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if (!e2.Item.IsEmpty)
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this.movedEvents.Add(new(e1, e2));
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// move happened, and e1 has an item
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if (!e1.Item.IsEmpty)
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this.movedEvents.Add(new(e2, e1));
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// Remove the reinterpreted entries. Note that i > j.
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this.changedEvents.RemoveAt(i);
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this.changedEvents.RemoveAt(j);
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break;
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}
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}
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// Resolve changelog for item moved, from 2 changed events.
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for (var i = this.changedEvents.Count - 1; i >= 0; --i)
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{
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var e1 = this.changedEvents[i];
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for (var j = i - 1; j >= 0; --j)
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{
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var e2 = this.changedEvents[j];
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if (e1.Item.ItemId != e2.Item.ItemId || e1.Item.ItemId != e2.Item.ItemId)
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continue;
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// move happened, and e2 has an item
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if (!e2.Item.IsEmpty)
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this.movedEvents.Add(new(e1, e2));
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// move happened, and e1 has an item
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if (!e1.Item.IsEmpty)
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this.movedEvents.Add(new(e2, e1));
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// Remove the reinterpreted entries. Note that i > j.
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this.changedEvents.RemoveAt(i);
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this.changedEvents.RemoveAt(j);
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break;
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}
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}
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// Log only if it matters.
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if (this.dalamudConfiguration.LogLevel >= LogEventLevel.Verbose)
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{
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foreach (var x in this.addedEvents)
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Log.Verbose($"{x}");
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foreach (var x in this.removedEvents)
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Log.Verbose($"{x}");
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foreach (var x in this.changedEvents)
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Log.Verbose($"{x}");
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foreach (var x in this.movedEvents)
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Log.Verbose($"{x} (({x.SourceEvent}) + ({x.TargetEvent}))");
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}
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// Broadcast InventoryChanged, if necessary.
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if (this.InventoryChanged is not null)
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{
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this.allEvents.Clear();
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this.allEvents.EnsureCapacity(
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this.addedEvents.Count
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+ this.removedEvents.Count
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+ this.changedEvents.Count
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+ this.movedEvents.Count);
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this.allEvents.AddRange(this.addedEvents);
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this.allEvents.AddRange(this.removedEvents);
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this.allEvents.AddRange(this.changedEvents);
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this.allEvents.AddRange(this.movedEvents);
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InvokeSafely(this.InventoryChanged, this.allEvents);
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}
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// Broadcast the rest.
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// Log only if it matters.
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if (this.dalamudConfiguration.LogLevel <= LogEventLevel.Verbose)
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{
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foreach (var x in this.addedEvents)
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InvokeSafely(this.ItemAdded, x);
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Log.Verbose($"{x}");
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foreach (var x in this.removedEvents)
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InvokeSafely(this.ItemRemoved, x);
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Log.Verbose($"{x}");
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foreach (var x in this.changedEvents)
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InvokeSafely(this.ItemChanged, x);
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Log.Verbose($"{x}");
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foreach (var x in this.movedEvents)
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InvokeSafely(this.ItemMoved, x);
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Log.Verbose($"{x} (({x.SourceEvent}) + ({x.TargetEvent}))");
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}
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finally
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// Broadcast the rest.
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InvokeSafely(
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this.InventoryChanged,
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new DeferredReadOnlyCollection<InventoryEventArgs>(
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this.addedEvents.Count +
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this.removedEvents.Count +
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this.changedEvents.Count +
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this.movedEvents.Count,
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() => Array.Empty<InventoryEventArgs>()
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.Concat(this.addedEvents)
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.Concat(this.removedEvents)
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.Concat(this.changedEvents)
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.Concat(this.movedEvents)));
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foreach (var x in this.addedEvents)
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InvokeSafely(this.ItemAdded, x);
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foreach (var x in this.removedEvents)
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InvokeSafely(this.ItemRemoved, x);
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foreach (var x in this.changedEvents)
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InvokeSafely(this.ItemChanged, x);
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foreach (var x in this.movedEvents)
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InvokeSafely(this.ItemMoved, x);
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// We're done using the lists. Clean them up.
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this.addedEvents.Clear();
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this.removedEvents.Clear();
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this.changedEvents.Clear();
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this.movedEvents.Clear();
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}
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/// <summary>
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/// A <see cref="IReadOnlyCollection{T}"/> view of <see cref="IEnumerable{T}"/>, so that the number of items
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/// contained within can be known in advance, and it can be enumerated multiple times.
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/// </summary>
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/// <typeparam name="T">The type of elements being enumerated.</typeparam>
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private class DeferredReadOnlyCollection<T> : IReadOnlyCollection<T>
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{
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private readonly Func<IEnumerable<T>> enumerableGenerator;
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public DeferredReadOnlyCollection(int count, Func<IEnumerable<T>> enumerableGenerator)
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{
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this.addedEvents.Clear();
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this.removedEvents.Clear();
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this.changedEvents.Clear();
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this.movedEvents.Clear();
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this.enumerableGenerator = enumerableGenerator;
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this.Count = count;
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}
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public int Count { get; }
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public IEnumerator<T> GetEnumerator() => this.enumerableGenerator().GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => this.enumerableGenerator().GetEnumerator();
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}
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}
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@ -313,10 +325,10 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
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public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
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/// <inheritdoc/>
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public event IGameInventory.InventoryChangedDelegate? ItemMoved;
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public event IGameInventory.InventoryChangedDelegate? ItemChanged;
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/// <inheritdoc/>
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public event IGameInventory.InventoryChangedDelegate? ItemChanged;
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public event IGameInventory.InventoryChangedDelegate? ItemMoved;
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/// <inheritdoc/>
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public void Dispose()
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@ -325,15 +337,15 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
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this.gameInventoryService.InventoryChangedRaw -= this.OnInventoryChangedRawForward;
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this.gameInventoryService.ItemAdded -= this.OnInventoryItemAddedForward;
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this.gameInventoryService.ItemRemoved -= this.OnInventoryItemRemovedForward;
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this.gameInventoryService.ItemMoved -= this.OnInventoryItemMovedForward;
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this.gameInventoryService.ItemChanged -= this.OnInventoryItemChangedForward;
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this.gameInventoryService.ItemMoved -= this.OnInventoryItemMovedForward;
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this.InventoryChanged = null;
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this.InventoryChangedRaw = null;
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this.ItemAdded = null;
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this.ItemRemoved = null;
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this.ItemMoved = null;
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this.ItemChanged = null;
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this.ItemMoved = null;
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}
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private void OnInventoryChangedForward(IReadOnlyCollection<InventoryEventArgs> events)
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@ -341,16 +353,16 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
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private void OnInventoryChangedRawForward(IReadOnlyCollection<InventoryEventArgs> events)
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=> this.InventoryChangedRaw?.Invoke(events);
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private void OnInventoryItemAddedForward(GameInventoryEvent type, InventoryEventArgs data)
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=> this.ItemAdded?.Invoke(type, data);
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private void OnInventoryItemRemovedForward(GameInventoryEvent type, InventoryEventArgs data)
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=> this.ItemRemoved?.Invoke(type, data);
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private void OnInventoryItemMovedForward(GameInventoryEvent type, InventoryEventArgs data)
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=> this.ItemMoved?.Invoke(type, data);
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private void OnInventoryItemChangedForward(GameInventoryEvent type, InventoryEventArgs data)
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=> this.ItemChanged?.Invoke(type, data);
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private void OnInventoryItemMovedForward(GameInventoryEvent type, InventoryEventArgs data)
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=> this.ItemMoved?.Invoke(type, data);
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}
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@ -3,7 +3,6 @@
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/// <summary>
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/// Class representing a item's changelog state.
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/// </summary>
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[Flags]
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public enum GameInventoryEvent
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{
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/// <summary>
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@ -11,24 +10,24 @@ public enum GameInventoryEvent
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/// You should not see this value, unless you explicitly used it yourself, or APIs using this enum say otherwise.
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/// </summary>
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Empty = 0,
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/// <summary>
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/// Item was added to an inventory.
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/// </summary>
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Added = 1 << 0,
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Added = 1,
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/// <summary>
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/// Item was removed from an inventory.
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/// </summary>
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Removed = 1 << 1,
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Removed = 2,
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/// <summary>
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/// Properties are changed for an item in an inventory.
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/// </summary>
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Changed = 1 << 2,
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Changed = 3,
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/// <summary>
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/// Item has been moved, possibly across different inventories.
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/// </summary>
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Moved = 1 << 3,
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Moved = 4,
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}
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@ -12,11 +12,6 @@ namespace Dalamud.Game.Inventory;
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[StructLayout(LayoutKind.Explicit, Size = StructSizeInBytes)]
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public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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{
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/// <summary>
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/// An empty instance of <see cref="GameInventoryItem"/>.
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/// </summary>
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internal static readonly GameInventoryItem Empty = default;
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/// <summary>
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/// The actual data.
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/// </summary>
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@ -104,7 +99,7 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// Gets the array of materia types.
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/// </summary>
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public ReadOnlySpan<ushort> Materia => new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.Materia[0])), 5);
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/// <summary>
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/// Gets the array of materia grades.
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/// </summary>
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@ -119,8 +114,8 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// <summary>
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/// Gets the glamour id for this item.
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/// </summary>
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public uint GlmaourId => this.InternalItem.GlamourID;
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public uint GlamourId => this.InternalItem.GlamourID;
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/// <summary>
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/// Gets the items crafter's content id.
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/// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now.
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@ -163,6 +158,6 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// <inheritdoc cref="object.ToString"/>
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public override string ToString() =>
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this.IsEmpty
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? "<Empty>"
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: $"Item #{this.ItemId} at slot {this.InventorySlot} in {this.ContainerType}";
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? "no item"
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: $"item #{this.ItemId} at slot {this.InventorySlot} in {this.ContainerType}";
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}
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@ -9,17 +9,17 @@ public enum GameInventoryType : ushort
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/// First panel of main player inventory.
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/// </summary>
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Inventory1 = 0,
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/// <summary>
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/// Second panel of main player inventory.
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/// </summary>
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Inventory2 = 1,
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/// <summary>
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/// Third panel of main player inventory.
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/// </summary>
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Inventory3 = 2,
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/// <summary>
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/// Fourth panel of main player inventory.
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/// </summary>
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|
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@ -40,32 +40,32 @@ public enum GameInventoryType : ushort
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/// Crystal container.
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/// </summary>
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Crystals = 2001,
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/// <summary>
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/// Mail container.
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/// </summary>
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Mail = 2003,
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/// <summary>
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/// Key item container.
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/// </summary>
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KeyItems = 2004,
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/// <summary>
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/// Quest item hand-in inventory.
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||||
/// </summary>
|
||||
HandIn = 2005,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// DamagedGear container.
|
||||
/// </summary>
|
||||
DamagedGear = 2007,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Examine window container.
|
||||
/// </summary>
|
||||
Examine = 2009,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Doman Enclave Reconstruction Reclamation Box.
|
||||
/// </summary>
|
||||
|
|
@ -75,22 +75,22 @@ public enum GameInventoryType : ushort
|
|||
/// Armory off-hand weapon container.
|
||||
/// </summary>
|
||||
ArmoryOffHand = 3200,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory head container.
|
||||
/// </summary>
|
||||
ArmoryHead = 3201,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory body container.
|
||||
/// </summary>
|
||||
ArmoryBody = 3202,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory hand/gloves container.
|
||||
/// </summary>
|
||||
ArmoryHands = 3203,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory waist container.
|
||||
/// <remarks>
|
||||
|
|
@ -98,42 +98,42 @@ public enum GameInventoryType : ushort
|
|||
/// </remarks>
|
||||
/// </summary>
|
||||
ArmoryWaist = 3204,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory legs/pants/skirt container.
|
||||
/// </summary>
|
||||
ArmoryLegs = 3205,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory feet/boots/shoes container.
|
||||
/// </summary>
|
||||
ArmoryFeets = 3206,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory earring container.
|
||||
/// </summary>
|
||||
ArmoryEar = 3207,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory necklace container.
|
||||
/// </summary>
|
||||
ArmoryNeck = 3208,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory bracelet container.
|
||||
/// </summary>
|
||||
ArmoryWrist = 3209,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory ring container.
|
||||
/// </summary>
|
||||
ArmoryRings = 3300,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory soul crystal container.
|
||||
/// </summary>
|
||||
ArmorySoulCrystal = 3400,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Armory main-hand weapon container.
|
||||
/// </summary>
|
||||
|
|
@ -143,17 +143,17 @@ public enum GameInventoryType : ushort
|
|||
/// First panel of saddelbag inventory.
|
||||
/// </summary>
|
||||
SaddleBag1 = 4000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of Saddlebag inventory.
|
||||
/// </summary>
|
||||
SaddleBag2 = 4001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// First panel of premium saddlebag inventory.
|
||||
/// </summary>
|
||||
PremiumSaddleBag1 = 4100,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of premium saddlebag inventory.
|
||||
/// </summary>
|
||||
|
|
@ -163,52 +163,52 @@ public enum GameInventoryType : ushort
|
|||
/// First panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage1 = 10000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage2 = 10001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Third panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage3 = 10002,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fourth panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage4 = 10003,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fifth panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage5 = 10004,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sixth panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage6 = 10005,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Seventh panel of retainer inventory.
|
||||
/// </summary>
|
||||
RetainerPage7 = 10006,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Retainer equipment container.
|
||||
/// </summary>
|
||||
RetainerEquippedItems = 11000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Retainer currency container.
|
||||
/// </summary>
|
||||
RetainerGil = 12000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Retainer crystal container.
|
||||
/// </summary>
|
||||
RetainerCrystals = 12001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Retainer market item container.
|
||||
/// </summary>
|
||||
|
|
@ -218,32 +218,32 @@ public enum GameInventoryType : ushort
|
|||
/// First panel of Free Company inventory.
|
||||
/// </summary>
|
||||
FreeCompanyPage1 = 20000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of Free Company inventory.
|
||||
/// </summary>
|
||||
FreeCompanyPage2 = 20001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Third panel of Free Company inventory.
|
||||
/// </summary>
|
||||
FreeCompanyPage3 = 20002,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fourth panel of Free Company inventory.
|
||||
/// </summary>
|
||||
FreeCompanyPage4 = 20003,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fifth panel of Free Company inventory.
|
||||
/// </summary>
|
||||
FreeCompanyPage5 = 20004,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Free Company currency container.
|
||||
/// </summary>
|
||||
FreeCompanyGil = 22000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Free Company crystal container.
|
||||
/// </summary>
|
||||
|
|
@ -253,102 +253,102 @@ public enum GameInventoryType : ushort
|
|||
/// Housing exterior appearance container.
|
||||
/// </summary>
|
||||
HousingExteriorAppearance = 25000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Housing exterior placed items container.
|
||||
/// </summary>
|
||||
HousingExteriorPlacedItems = 25001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Housing interior appearance container.
|
||||
/// </summary>
|
||||
HousingInteriorAppearance = 25002,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// First panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems1 = 25003,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems2 = 25004,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Third panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems3 = 25005,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fourth panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems4 = 25006,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fifth panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems5 = 25007,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sixth panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems6 = 25008,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Seventh panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems7 = 25009,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Eighth panel of housing interior inventory.
|
||||
/// </summary>
|
||||
HousingInteriorPlacedItems8 = 25010,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Housing exterior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingExteriorStoreroom = 27000,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// First panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom1 = 27001,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Second panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom2 = 27002,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Third panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom3 = 27003,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fourth panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom4 = 27004,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fifth panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom5 = 27005,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sixth panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom6 = 27006,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Seventh panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom7 = 27007,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Eighth panel of housing interior storeroom inventory.
|
||||
/// </summary>
|
||||
HousingInteriorStoreroom8 = 27008,
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// An invalid value.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -1,13 +1,12 @@
|
|||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Dalamud.Game.Inventory.InventoryChangeArgsTypes;
|
||||
namespace Dalamud.Game.Inventory.InventoryChangeArgsTypes;
|
||||
|
||||
/// <summary>
|
||||
/// Abstract base class representing inventory changed events.
|
||||
/// </summary>
|
||||
[SuppressMessage("StyleCop.CSharp.OrderingRules", "SA1206:Declaration keywords should follow order", Justification = "It literally says <access modifiers>, <static>, and then <all other keywords>. required is not an access modifier.")]
|
||||
public abstract class InventoryEventArgs
|
||||
{
|
||||
private readonly GameInventoryItem item;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="InventoryEventArgs"/> class.
|
||||
/// </summary>
|
||||
|
|
@ -16,7 +15,7 @@ public abstract class InventoryEventArgs
|
|||
protected InventoryEventArgs(GameInventoryEvent type, in GameInventoryItem item)
|
||||
{
|
||||
this.Type = type;
|
||||
this.Item = item;
|
||||
this.item = item;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -28,8 +27,11 @@ public abstract class InventoryEventArgs
|
|||
/// Gets the item associated with this event.
|
||||
/// <remarks><em>This is a copy of the item data.</em></remarks>
|
||||
/// </summary>
|
||||
public GameInventoryItem Item { get; }
|
||||
|
||||
// impl note: we return a ref readonly view, to avoid making copies every time this property is accessed.
|
||||
// see: https://devblogs.microsoft.com/premier-developer/avoiding-struct-and-readonly-reference-performance-pitfalls-with-errorprone-net/
|
||||
// "Consider using ref readonly locals and ref return for library code"
|
||||
public ref readonly GameInventoryItem Item => ref this.item;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override string ToString() => $"<{this.Type}> ({this.Item})";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,8 @@
|
|||
/// </summary>
|
||||
public class InventoryItemChangedArgs : InventoryEventArgs
|
||||
{
|
||||
private readonly GameInventoryItem oldItemState;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="InventoryItemChangedArgs"/> class.
|
||||
/// </summary>
|
||||
|
|
@ -14,7 +16,7 @@ public class InventoryItemChangedArgs : InventoryEventArgs
|
|||
internal InventoryItemChangedArgs(in GameInventoryItem oldItem, in GameInventoryItem newItem)
|
||||
: base(GameInventoryEvent.Changed, newItem)
|
||||
{
|
||||
this.OldItemState = oldItem;
|
||||
this.oldItemState = oldItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -29,6 +31,8 @@ public class InventoryItemChangedArgs : InventoryEventArgs
|
|||
|
||||
/// <summary>
|
||||
/// Gets the state of the item from before it was changed.
|
||||
/// <remarks><em>This is a copy of the item data.</em></remarks>
|
||||
/// </summary>
|
||||
public GameInventoryItem OldItemState { get; init; }
|
||||
// impl note: see InventoryEventArgs.Item.
|
||||
public ref readonly GameInventoryItem OldItemState => ref this.oldItemState;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,8 @@
|
|||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Dalamud.Game.Inventory.InventoryChangeArgsTypes;
|
||||
namespace Dalamud.Game.Inventory.InventoryChangeArgsTypes;
|
||||
|
||||
/// <summary>
|
||||
/// Represents the data associated with an item being moved from one inventory and added to another.
|
||||
/// </summary>
|
||||
[SuppressMessage("StyleCop.CSharp.OrderingRules", "SA1206:Declaration keywords should follow order", Justification = "It literally says <access modifiers>, <static>, and then <all other keywords>. required is not an access modifier.")]
|
||||
public class InventoryItemMovedArgs : InventoryEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
|
|
@ -29,7 +26,7 @@ public class InventoryItemMovedArgs : InventoryEventArgs
|
|||
/// Gets the inventory this item was moved to.
|
||||
/// </summary>
|
||||
public GameInventoryType TargetInventory => this.Item.ContainerType;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the slot this item was moved from.
|
||||
/// </summary>
|
||||
|
|
@ -49,7 +46,7 @@ public class InventoryItemMovedArgs : InventoryEventArgs
|
|||
/// Gets the associated target event.
|
||||
/// </summary>
|
||||
internal InventoryEventArgs TargetEvent { get; }
|
||||
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override string ToString() =>
|
||||
$"<{this.Type}> (Item #{this.Item.ItemId}) from (slot {this.SourceSlot} in {this.SourceInventory}) to (slot {this.TargetSlot} in {this.TargetInventory})";
|
||||
|
|
|
|||
|
|
@ -13,12 +13,12 @@ public class InventoryItemRemovedArgs : InventoryEventArgs
|
|||
: base(GameInventoryEvent.Removed, item)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the inventory this item was removed from.
|
||||
/// </summary>
|
||||
public GameInventoryType Inventory => this.Item.ContainerType;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the slot this item was removed from.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -24,12 +24,12 @@ public interface IGameInventory
|
|||
/// <param name="type">The event try that triggered this message.</param>
|
||||
/// <param name="data">Data for the triggered event.</param>
|
||||
public delegate void InventoryChangedDelegate(GameInventoryEvent type, InventoryEventArgs data);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Event that is fired when the inventory has been changed.
|
||||
/// </summary>
|
||||
public event InventoryChangelogDelegate InventoryChanged;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Event that is fired when the inventory has been changed, without trying to interpret two inventory slot changes
|
||||
/// as a move event as appropriate.<br />
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue