mirror of
https://github.com/goatcorp/Dalamud.git
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Merge 6821eac353 into e8485dee25
This commit is contained in:
commit
3cca4406ab
8 changed files with 63 additions and 15 deletions
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@ -6,7 +6,7 @@
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<PropertyGroup Label="Feature">
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<Description>XIV Launcher addon framework</Description>
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<DalamudVersion>13.0.0.13</DalamudVersion>
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<DalamudVersion>13.0.0.16</DalamudVersion>
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<AssemblyVersion>$(DalamudVersion)</AssemblyVersion>
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<Version>$(DalamudVersion)</Version>
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<FileVersion>$(DalamudVersion)</FileVersion>
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@ -84,8 +84,11 @@ internal sealed class DataManager : IInternalDisposableService, IDataManager
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dalamud.StartInfo.TroubleshootingPackData);
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// Don't fail for IndexIntegrityResult.Exception, since the check during launch has a very small timeout
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this.HasModifiedGameDataFiles =
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tsInfo?.IndexIntegrity is LauncherTroubleshootingInfo.IndexIntegrityResult.Failed;
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// this.HasModifiedGameDataFiles =
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// tsInfo?.IndexIntegrity is LauncherTroubleshootingInfo.IndexIntegrityResult.Failed;
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// TODO: Put above back when check in XL is fixed
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this.HasModifiedGameDataFiles = false;
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if (this.HasModifiedGameDataFiles)
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Log.Verbose("Game data integrity check failed!\n{TsData}", dalamud.StartInfo.TroubleshootingPackData);
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@ -7,6 +7,7 @@ using System.Runtime.InteropServices;
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using System.Text;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Console;
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using Dalamud.Memory;
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using Dalamud.Utility;
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@ -37,6 +38,8 @@ internal sealed unsafe partial class Win32InputHandler : IImGuiInputHandler
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private readonly WndProcDelegate wndProcDelegate;
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private readonly nint platformNamePtr;
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private readonly IConsoleVariable<bool> cvLogMouseEvents;
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private ViewportHandler viewportHandler;
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private int mouseButtonsDown;
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@ -87,6 +90,11 @@ internal sealed unsafe partial class Win32InputHandler : IImGuiInputHandler
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this.cursors[(int)ImGuiMouseCursor.ResizeNwse] = LoadCursorW(default, IDC.IDC_SIZENWSE);
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this.cursors[(int)ImGuiMouseCursor.Hand] = LoadCursorW(default, IDC.IDC_HAND);
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this.cursors[(int)ImGuiMouseCursor.NotAllowed] = LoadCursorW(default, IDC.IDC_NO);
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this.cvLogMouseEvents = Service<ConsoleManager>.Get().AddVariable(
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"imgui.log_mouse_events",
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"Log mouse events to console for debugging",
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false);
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}
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/// <summary>
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@ -267,11 +275,23 @@ internal sealed unsafe partial class Win32InputHandler : IImGuiInputHandler
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case WM.WM_XBUTTONDOWN:
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case WM.WM_XBUTTONDBLCLK:
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{
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if (this.cvLogMouseEvents.Value)
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{
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Log.Verbose(
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"Handle MouseDown {Btn} WantCaptureMouse: {Want} mouseButtonsDown: {Down}",
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GetButton(msg, wParam),
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io.WantCaptureMouse,
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this.mouseButtonsDown);
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}
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var button = GetButton(msg, wParam);
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if (io.WantCaptureMouse)
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{
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if (this.mouseButtonsDown == 0 && GetCapture() == nint.Zero)
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{
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SetCapture(hWndCurrent);
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}
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this.mouseButtonsDown |= 1 << button;
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io.AddMouseButtonEvent(button, true);
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return default(LRESULT);
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@ -288,12 +308,28 @@ internal sealed unsafe partial class Win32InputHandler : IImGuiInputHandler
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case WM.WM_MBUTTONUP:
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case WM.WM_XBUTTONUP:
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{
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if (this.cvLogMouseEvents.Value)
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{
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Log.Verbose(
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"Handle MouseUp {Btn} WantCaptureMouse: {Want} mouseButtonsDown: {Down}",
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GetButton(msg, wParam),
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io.WantCaptureMouse,
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this.mouseButtonsDown);
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}
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var button = GetButton(msg, wParam);
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if (io.WantCaptureMouse)
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// Need to check if we captured the button event away from the game here, otherwise the game might get
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// a down event but no up event, causing the cursor to get stuck.
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// Can happen if WantCaptureMouse becomes true in between down and up
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if (io.WantCaptureMouse && (this.mouseButtonsDown & (1 << button)) != 0)
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{
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this.mouseButtonsDown &= ~(1 << button);
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if (this.mouseButtonsDown == 0 && GetCapture() == hWndCurrent)
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{
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ReleaseCapture();
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}
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io.AddMouseButtonEvent(button, false);
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return default(LRESULT);
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}
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@ -458,7 +494,12 @@ internal sealed unsafe partial class Win32InputHandler : IImGuiInputHandler
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// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
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var mousePos = mouseScreenPos;
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if ((io.ConfigFlags & ImGuiConfigFlags.ViewportsEnable) == 0)
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ClientToScreen(focusedWindow, &mousePos);
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{
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// Use game window, otherwise, positions are calculated based on the focused window which might not be the game.
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// Leads to offsets.
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ClientToScreen(this.hWnd, &mousePos);
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}
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io.AddMousePosEvent(mousePos.x, mousePos.y);
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}
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@ -170,7 +170,7 @@ internal class SeStringRenderer : IServiceType
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// This also does argument validation for drawParams. Do it here.
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// `using var` makes a struct read-only, but we do want to modify it.
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var stateStorage = new SeStringDrawState(
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using var stateStorage = new SeStringDrawState(
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sss,
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drawParams,
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ThreadSafety.IsMainThread ? this.colorStackSetMainThread : new(this.colorStackSetMainThread.ColorTypes),
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@ -10,6 +10,7 @@ using Dalamud.Interface.Utility;
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using Dalamud.Utility;
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using FFXIVClientStructs.FFXIV.Component.GUI;
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using Lumina.Text.Payloads;
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using Lumina.Text.ReadOnly;
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@ -17,7 +18,7 @@ namespace Dalamud.Interface.ImGuiSeStringRenderer;
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/// <summary>Calculated values from <see cref="SeStringDrawParams"/> using ImGui styles.</summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe ref struct SeStringDrawState
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public unsafe ref struct SeStringDrawState : IDisposable
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{
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private static readonly int ChannelCount = Enum.GetValues<SeStringDrawChannel>().Length;
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@ -194,6 +195,9 @@ public unsafe ref struct SeStringDrawState
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/// <summary>Gets the text fragments.</summary>
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internal List<TextFragment> Fragments { get; }
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/// <inheritdoc/>
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public void Dispose() => this.splitter.ClearFreeMemory();
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/// <summary>Sets the current channel in the ImGui draw list splitter.</summary>
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/// <param name="channelIndex">Channel to switch to.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -669,6 +669,8 @@ internal class DalamudInterface : IInternalDisposableService
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{
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using var barColor = ImRaii.PushColor(ImGuiCol.WindowBg, new Vector4(0.060f, 0.060f, 0.060f, 0.773f));
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barColor.Push(ImGuiCol.MenuBarBg, Vector4.Zero);
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barColor.Push(ImGuiCol.Border, Vector4.Zero);
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barColor.Push(ImGuiCol.BorderShadow, Vector4.Zero);
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if (ImGui.BeginMainMenuBar())
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{
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var pluginManager = Service<PluginManager>.Get();
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@ -53,6 +53,7 @@ internal class PresetModel
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/// <summary>
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/// Gets a value indicating whether this preset is in the default state.
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/// </summary>
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[JsonIgnore]
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public bool IsDefault =>
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!this.IsPinned &&
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!this.IsClickThrough &&
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@ -84,7 +84,7 @@ public abstract class Window
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Click = _ =>
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{
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this.internalIsClickthrough = false;
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this.presetDirty = false;
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this.presetDirty = true;
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ImGui.OpenPopup(AdditionsPopupName);
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},
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Priority = int.MinValue,
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@ -672,16 +672,13 @@ public abstract class Window
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Task.FromResult<IDalamudTextureWrap>(tex));
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}
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if (!this.hasError)
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if (isErrorStylePushed)
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{
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this.PostDraw();
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Style.StyleModelV1.DalamudStandard.Pop();
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}
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else
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{
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if (isErrorStylePushed)
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{
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Style.StyleModelV1.DalamudStandard.Pop();
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}
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this.PostDraw();
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}
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this.PostHandlePreset(persistence);
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@ -864,7 +861,7 @@ public abstract class Window
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foreach (var button in this.allButtons)
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{
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if (this.internalIsClickthrough && !button.AvailableClickthrough)
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return;
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continue;
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Vector2 position = new(titleBarRect.Max.X - padR - buttonSize, titleBarRect.Min.Y + style.FramePadding.Y);
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padR += buttonSize + style.ItemInnerSpacing.X;
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