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Add IFramework (#1286)
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3 changed files with 150 additions and 87 deletions
126
Dalamud/Plugin/Services/IFramework.cs
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126
Dalamud/Plugin/Services/IFramework.cs
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Game;
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namespace Dalamud.Plugin.Services;
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/// <summary>
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/// This class represents the Framework of the native game client and grants access to various subsystems.
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/// </summary>
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public interface IFramework
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{
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/// <summary>
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/// A delegate type used with the <see cref="Update"/> event.
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/// </summary>
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/// <param name="framework">The Framework instance.</param>
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public delegate void OnUpdateDelegate(Framework framework);
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/// <summary>
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/// Event that gets fired every time the game framework updates.
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/// </summary>
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public event OnUpdateDelegate Update;
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/// <summary>
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/// Gets a raw pointer to the instance of Client::Framework.
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/// </summary>
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public FrameworkAddressResolver Address { get; }
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/// <summary>
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/// Gets the last time that the Framework Update event was triggered.
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/// </summary>
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public DateTime LastUpdate { get; }
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/// <summary>
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/// Gets the last time in UTC that the Framework Update event was triggered.
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/// </summary>
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public DateTime LastUpdateUTC { get; }
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/// <summary>
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/// Gets the delta between the last Framework Update and the currently executing one.
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/// </summary>
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public TimeSpan UpdateDelta { get; }
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/// <summary>
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/// Gets a value indicating whether currently executing code is running in the game's framework update thread.
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/// </summary>
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public bool IsInFrameworkUpdateThread { get; }
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/// <summary>
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/// Gets a value indicating whether game Framework is unloading.
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/// </summary>
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public bool IsFrameworkUnloading { get; }
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task<T> RunOnFrameworkThread<T>(Func<T> func);
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <param name="action">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task RunOnFrameworkThread(Action action);
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task<T> RunOnFrameworkThread<T>(Func<Task<T>> func);
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <param name="func">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task RunOnFrameworkThread(Func<Task> func);
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task<T> RunOnTick<T>(Func<T> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default);
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <param name="action">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task RunOnTick(Action action, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default);
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task<T> RunOnTick<T>(Func<Task<T>> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default);
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <param name="func">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task RunOnTick(Func<Task> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default);
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}
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