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Merge pull request #2420 from Haselnussbomber/add-agent-events
Add events based on AgentUpdateFlag
This commit is contained in:
commit
3c3eb9159c
4 changed files with 79 additions and 18 deletions
34
Dalamud/Game/Gui/AgentUpdateFlag.cs
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34
Dalamud/Game/Gui/AgentUpdateFlag.cs
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@ -0,0 +1,34 @@
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using FFXIVClientStructs.FFXIV.Client.UI.Agent;
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namespace Dalamud.Game.Gui;
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/// <summary>
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/// Represents a flag set by the game used by agents to conditionally update their addons.
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/// </summary>
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[Flags]
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public enum AgentUpdateFlag : byte
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{
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/// <summary> Set when an inventory has been updated. </summary>
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InventoryUpdate = 1 << 0,
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/// <summary> Set when a hotbar slot has been executed, or a Gearset or Macro has been changed. </summary>
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ActionBarUpdate = 1 << 1,
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/// <summary> Set when the RetainerMarket inventory has been updated. </summary>
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RetainerMarketInventoryUpdate = 1 << 2,
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// /// <summary> Unknown use case. </summary>
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// NameplateUpdate = 1 << 3,
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/// <summary> Set when the player unlocked collectibles, contents or systems. </summary>
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UnlocksUpdate = 1 << 4,
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/// <summary> Set when <see cref="AgentHUD.SetMainCommandEnabledState"/> was called. </summary>
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MainCommandEnabledStateUpdate = 1 << 5,
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/// <summary> Set when any housing inventory has been updated. </summary>
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HousingInventoryUpdate = 1 << 6,
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/// <summary> Set when any content inventory has been updated. </summary>
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ContentInventoryUpdate = 1 << 7,
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}
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@ -43,6 +43,7 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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private readonly Hook<HandleImmDelegate> handleImmHook;
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private readonly Hook<RaptureAtkModule.Delegates.SetUiVisibility> setUiVisibilityHook;
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private readonly Hook<Utf8String.Delegates.Ctor_FromSequence> utf8StringFromSequenceHook;
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private readonly Hook<RaptureAtkModule.Delegates.Update> raptureAtkModuleUpdateHook;
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[ServiceManager.ServiceConstructor]
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private GameGui(TargetSigScanner sigScanner)
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@ -65,6 +66,10 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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this.utf8StringFromSequenceHook = Hook<Utf8String.Delegates.Ctor_FromSequence>.FromAddress(Utf8String.Addresses.Ctor_FromSequence.Value, this.Utf8StringFromSequenceDetour);
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this.raptureAtkModuleUpdateHook = Hook<RaptureAtkModule.Delegates.Update>.FromFunctionPointerVariable(
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new(&RaptureAtkModule.StaticVirtualTablePointer->Update),
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this.RaptureAtkModuleUpdateDetour);
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this.handleItemHoverHook.Enable();
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this.handleItemOutHook.Enable();
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this.handleImmHook.Enable();
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@ -72,6 +77,7 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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this.handleActionHoverHook.Enable();
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this.handleActionOutHook.Enable();
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this.utf8StringFromSequenceHook.Enable();
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this.raptureAtkModuleUpdateHook.Enable();
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}
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// Hooked delegates
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@ -88,6 +94,9 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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/// <inheritdoc/>
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public event EventHandler<HoveredAction>? HoveredActionChanged;
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/// <inheritdoc/>
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public event Action<AgentUpdateFlag> AgentUpdate;
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/// <inheritdoc/>
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public bool GameUiHidden { get; private set; }
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@ -238,6 +247,7 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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this.handleActionHoverHook.Dispose();
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this.handleActionOutHook.Dispose();
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this.utf8StringFromSequenceHook.Dispose();
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this.raptureAtkModuleUpdateHook.Dispose();
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}
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/// <summary>
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@ -354,6 +364,21 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
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return thisPtr; // this function shouldn't need to return but the original asm moves this into rax before returning so be safe?
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}
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private void RaptureAtkModuleUpdateDetour(RaptureAtkModule* thisPtr, float delta)
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{
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// The game clears the AgentUpdateFlag in the original function, but it also updates agents in it too.
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// We'll make a copy of the flags, so that we can fire events after the agents have been updated.
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var agentUpdateFlag = thisPtr->AgentUpdateFlag;
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this.raptureAtkModuleUpdateHook.Original(thisPtr, delta);
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if (agentUpdateFlag != RaptureAtkModule.AgentUpdateFlags.None)
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{
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this.AgentUpdate.InvokeSafely((AgentUpdateFlag)agentUpdateFlag);
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}
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}
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}
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/// <summary>
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@ -377,6 +402,7 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
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this.gameGuiService.UiHideToggled += this.UiHideToggledForward;
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this.gameGuiService.HoveredItemChanged += this.HoveredItemForward;
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this.gameGuiService.HoveredActionChanged += this.HoveredActionForward;
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this.gameGuiService.AgentUpdate += this.AgentUpdateForward;
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}
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/// <inheritdoc/>
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@ -388,6 +414,9 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
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/// <inheritdoc/>
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public event EventHandler<HoveredAction>? HoveredActionChanged;
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/// <inheritdoc/>
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public event Action<AgentUpdateFlag> AgentUpdate;
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/// <inheritdoc/>
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public bool GameUiHidden => this.gameGuiService.GameUiHidden;
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@ -407,6 +436,7 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
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this.gameGuiService.UiHideToggled -= this.UiHideToggledForward;
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this.gameGuiService.HoveredItemChanged -= this.HoveredItemForward;
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this.gameGuiService.HoveredActionChanged -= this.HoveredActionForward;
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this.gameGuiService.AgentUpdate -= this.AgentUpdateForward;
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this.UiHideToggled = null;
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this.HoveredItemChanged = null;
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@ -458,4 +488,6 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
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private void HoveredItemForward(object sender, ulong itemId) => this.HoveredItemChanged?.Invoke(sender, itemId);
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private void HoveredActionForward(object sender, HoveredAction hoverAction) => this.HoveredActionChanged?.Invoke(sender, hoverAction);
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private void AgentUpdateForward(AgentUpdateFlag agentUpdateFlag) => this.AgentUpdate.InvokeSafely(agentUpdateFlag);
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}
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@ -2,16 +2,14 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Inventory.InventoryEventArgTypes;
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using Dalamud.Hooking;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Dalamud.Logging.Internal;
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using Dalamud.Plugin.Internal;
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using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.UI;
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namespace Dalamud.Game.Inventory;
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/// <summary>
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@ -33,7 +31,8 @@ internal class GameInventory : IInternalDisposableService
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[ServiceManager.ServiceDependency]
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private readonly Framework framework = Service<Framework>.Get();
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private readonly Hook<RaptureAtkModuleUpdateDelegate> raptureAtkModuleUpdateHook;
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[ServiceManager.ServiceDependency]
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private readonly GameGui gameGui = Service<GameGui>.Get();
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private readonly GameInventoryType[] inventoryTypes;
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private readonly GameInventoryItem[]?[] inventoryItems;
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@ -47,18 +46,9 @@ internal class GameInventory : IInternalDisposableService
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this.inventoryTypes = Enum.GetValues<GameInventoryType>();
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this.inventoryItems = new GameInventoryItem[this.inventoryTypes.Length][];
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unsafe
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{
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this.raptureAtkModuleUpdateHook = Hook<RaptureAtkModuleUpdateDelegate>.FromFunctionPointerVariable(
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new(&RaptureAtkModule.StaticVirtualTablePointer->Update),
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this.RaptureAtkModuleUpdateDetour);
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}
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this.raptureAtkModuleUpdateHook.Enable();
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this.gameGui.AgentUpdate += this.OnAgentUpdate;
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}
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private unsafe delegate void RaptureAtkModuleUpdateDelegate(RaptureAtkModule* ram, float f1);
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/// <inheritdoc/>
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void IInternalDisposableService.DisposeService()
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{
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@ -68,7 +58,7 @@ internal class GameInventory : IInternalDisposableService
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this.subscribersPendingChange.Clear();
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this.subscribersChanged = false;
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this.framework.Update -= this.OnFrameworkUpdate;
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this.raptureAtkModuleUpdateHook.Dispose();
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this.gameGui.AgentUpdate -= this.OnAgentUpdate;
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}
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}
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@ -319,10 +309,9 @@ internal class GameInventory : IInternalDisposableService
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return items;
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}
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private unsafe void RaptureAtkModuleUpdateDetour(RaptureAtkModule* ram, float f1)
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private void OnAgentUpdate(AgentUpdateFlag agentUpdateFlag)
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{
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this.inventoriesMightBeChanged |= ram->AgentUpdateFlag != 0;
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this.raptureAtkModuleUpdateHook.Original(ram, f1);
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this.inventoriesMightBeChanged |= true;
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}
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/// <summary>
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@ -26,6 +26,12 @@ public unsafe interface IGameGui
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/// </summary>
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public event EventHandler<HoveredAction> HoveredActionChanged;
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/// <summary>
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/// Fired when the game sets one or more <see cref="AgentUpdateFlag"/> values,
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/// used by agents to conditionally update their addons.
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/// </summary>
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event Action<AgentUpdateFlag> AgentUpdate;
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/// <summary>
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/// Gets a value indicating whether the game UI is hidden.
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/// </summary>
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