refactor: Dalamud.Game.Chat => Dalamud.Game.Text, move Sanitizer

This commit is contained in:
goat 2021-04-04 21:54:24 +02:00
parent 7996b64827
commit 3decb57b2c
38 changed files with 141 additions and 140 deletions

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@ -7,9 +7,9 @@ using System.Text;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using CheapLoc;
using Dalamud.Game.Chat;
using Dalamud.Game.Chat.SeStringHandling;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Dalamud.Game.Internal.Libc;
using Dalamud.Interface;
using Dalamud.Plugin;

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@ -2,8 +2,8 @@ using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Text.RegularExpressions;
using Dalamud.Game.Chat;
using Dalamud.Game.Chat.SeStringHandling;
using Dalamud.Game.Text;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Game.Internal.Libc;
using Serilog;

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@ -3,9 +3,9 @@ using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using Dalamud.Game.Chat;
using Dalamud.Game.Chat.SeStringHandling;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Dalamud.Game.Internal.Libc;
using Dalamud.Hooking;
using Serilog;

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@ -1,6 +1,6 @@
using System;
using System.Runtime.InteropServices;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Dalamud.Hooking;
using ImGuiNET;
using Serilog;

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@ -1,9 +1,9 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using Dalamud.Data;
using Dalamud.Game.Chat.SeStringHandling;
using Dalamud.Game.Text.SeStringHandling;
using Lumina.Excel.GeneratedSheets;
namespace Dalamud.Game.Internal.Gui.Structs {

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@ -0,0 +1,40 @@
using System.Collections.Generic;
namespace Dalamud.Game.Text.Sanitizer
{
/// <summary>
/// Sanitize strings to remove soft hyphens and other special characters.
/// </summary>
public interface ISanitizer
{
/// <summary>
/// Creates a sanitized string using current clientLanguage.
/// </summary>
/// <param name="unsanitizedString">An unsanitized string to sanitize.</param>
/// <returns>A sanitized string.</returns>
string Sanitize(string unsanitizedString);
/// <summary>
/// Creates a sanitized string using request clientLanguage.
/// </summary>
/// <param name="unsanitizedString">An unsanitized string to sanitize.</param>
/// <param name="clientLanguage">Target language for sanitized strings.</param>
/// <returns>A sanitized string.</returns>
string Sanitize(string unsanitizedString, ClientLanguage clientLanguage);
/// <summary>
/// Creates a list of sanitized strings using current clientLanguage.
/// </summary>
/// <param name="unsanitizedStrings">List of unsanitized string to sanitize.</param>
/// <returns>A list of sanitized strings.</returns>
IEnumerable<string> Sanitize(IEnumerable<string> unsanitizedStrings);
/// <summary>
/// Creates a list of sanitized strings using requested clientLanguage.
/// </summary>
/// <param name="unsanitizedStrings">List of unsanitized string to sanitize.</param>
/// <param name="clientLanguage">Target language for sanitized strings.</param>
/// <returns>A list of sanitized strings.</returns>
IEnumerable<string> Sanitize(IEnumerable<string> unsanitizedStrings, ClientLanguage clientLanguage);
}
}

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@ -0,0 +1,131 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace Dalamud.Game.Text.Sanitizer
{
/// <summary>
/// Sanitize strings to remove soft hyphens and other special characters.
/// </summary>
public class Sanitizer : ISanitizer
{
private static readonly Dictionary<string, string> DESanitizationDict = new Dictionary<string, string>
{
{ "\u0020\u2020", string.Empty }, // dagger
};
private static readonly Dictionary<string, string> FRSanitizationDict = new Dictionary<string, string>
{
{ "\u0153", "\u006F\u0065" }, // ligature oe
};
private readonly ClientLanguage defaultClientLanguage;
/// <summary>
/// Initializes a new instance of the <see cref="Sanitizer"/> class.
/// </summary>
/// <param name="defaultClientLanguage">Default clientLanguage for sanitizing strings.</param>
public Sanitizer(ClientLanguage defaultClientLanguage)
{
this.defaultClientLanguage = defaultClientLanguage;
}
/// <summary>
/// Creates a sanitized string using current clientLanguage.
/// </summary>
/// <param name="unsanitizedString">An unsanitized string to sanitize.</param>
/// <returns>A sanitized string.</returns>
public string Sanitize(string unsanitizedString)
{
return SanitizeByLanguage(unsanitizedString, this.defaultClientLanguage);
}
/// <summary>
/// Creates a sanitized string using request clientLanguage.
/// </summary>
/// <param name="unsanitizedString">An unsanitized string to sanitize.</param>
/// <param name="clientLanguage">Target language for sanitized strings.</param>
/// <returns>A sanitized string.</returns>
public string Sanitize(string unsanitizedString, ClientLanguage clientLanguage)
{
return SanitizeByLanguage(unsanitizedString, clientLanguage);
}
/// <summary>
/// Creates a list of sanitized strings using current clientLanguage.
/// </summary>
/// <param name="unsanitizedStrings">List of unsanitized string to sanitize.</param>
/// <returns>A list of sanitized strings.</returns>
public IEnumerable<string> Sanitize(IEnumerable<string> unsanitizedStrings)
{
return SanitizeByLanguage(unsanitizedStrings, this.defaultClientLanguage);
}
/// <summary>
/// Creates a list of sanitized strings using requested clientLanguage.
/// </summary>
/// <param name="unsanitizedStrings">List of unsanitized string to sanitize.</param>
/// <param name="clientLanguage">Target language for sanitized strings.</param>
/// <returns>A list of sanitized strings.</returns>
public IEnumerable<string> Sanitize(IEnumerable<string> unsanitizedStrings, ClientLanguage clientLanguage)
{
return SanitizeByLanguage(unsanitizedStrings, clientLanguage);
}
private static string SanitizeByLanguage(string unsanitizedString, ClientLanguage clientLanguage)
{
var sanitizedString = FilterUnprintableCharacters(unsanitizedString);
switch (clientLanguage)
{
case ClientLanguage.Japanese:
case ClientLanguage.English:
return sanitizedString;
case ClientLanguage.German:
return FilterByDict(sanitizedString, DESanitizationDict);
case ClientLanguage.French:
return FilterByDict(sanitizedString, FRSanitizationDict);
default:
throw new ArgumentOutOfRangeException(nameof(clientLanguage), clientLanguage, null);
}
}
private static IEnumerable<string> SanitizeByLanguage(
IEnumerable<string> unsanitizedStrings, ClientLanguage clientLanguage)
{
var sanitizedStrings = new List<string>();
switch (clientLanguage)
{
case ClientLanguage.Japanese:
case ClientLanguage.English:
sanitizedStrings.AddRange(unsanitizedStrings.Select(FilterUnprintableCharacters));
return sanitizedStrings;
case ClientLanguage.German:
sanitizedStrings.AddRange(
unsanitizedStrings.Select(
unsanitizedString =>
FilterByDict(FilterUnprintableCharacters(unsanitizedString), DESanitizationDict)));
return sanitizedStrings;
case ClientLanguage.French:
sanitizedStrings.AddRange(
unsanitizedStrings.Select(
unsanitizedString =>
FilterByDict(FilterUnprintableCharacters(unsanitizedString), FRSanitizationDict)));
return sanitizedStrings;
default:
throw new ArgumentOutOfRangeException(nameof(clientLanguage), clientLanguage, null);
}
}
private static string FilterUnprintableCharacters(string str)
{
return new string(str?.Where(ch => ch >= 0x20).ToArray());
}
private static string FilterByDict(string str, Dictionary<string, string> dict)
{
return dict.Aggregate(
str, (current, kvp) =>
current.Replace(kvp.Key, kvp.Value));
}
}
}

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@ -5,7 +5,7 @@ using System.Text;
using System.Threading.Tasks;
#pragma warning disable 1591
namespace Dalamud.Game.Chat
namespace Dalamud.Game.Text
{
/// <summary>
/// Special unicode characters with game-related symbols that work both in-game and in any dalamud window.

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@ -1,6 +1,6 @@
#pragma warning disable 1591
namespace Dalamud.Game.Chat.SeStringHandling {
namespace Dalamud.Game.Text.SeStringHandling {
public enum BitmapFontIcon : uint {
None,
ControllerDPadUp,

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@ -1,6 +1,6 @@
using System;
namespace Dalamud.Game.Chat.SeStringHandling
namespace Dalamud.Game.Text.SeStringHandling
{
public interface ITextProvider
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using Dalamud.Data;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Serilog;
// TODOs:
@ -14,7 +14,7 @@ using Serilog;
// - [SeString] some way to add surrounding formatting information as flags/data to text (or other?) payloads?
// eg, if a text payload is surrounded by italics payloads, strip them out and mark the text payload as italicized
namespace Dalamud.Game.Chat.SeStringHandling
namespace Dalamud.Game.Text.SeStringHandling
{
/// <summary>
/// This class represents a parsed SeString payload.

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@ -1,5 +1,5 @@
namespace Dalamud.Game.Chat.SeStringHandling
namespace Dalamud.Game.Text.SeStringHandling
{
/// <summary>
/// All parsed types of SeString payloads.

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@ -8,7 +8,7 @@ using Dalamud.Data;
using Dalamud.Data.TransientSheet;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload containing an auto-translation/completion chat message.

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@ -6,7 +6,7 @@ using System.Text;
using System.Threading.Tasks;
using JetBrains.Annotations;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads {
namespace Dalamud.Game.Text.SeStringHandling.Payloads {
/// <summary>
///

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@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload containing information about enabling or disabling italics formatting on following text.

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@ -2,7 +2,7 @@ using System.Collections.Generic;
using System.IO;
using System;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads {
namespace Dalamud.Game.Text.SeStringHandling.Payloads {
/// <summary>
/// SeString payload representing a bitmap icon from fontIcon

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@ -7,7 +7,7 @@ using Dalamud.Data;
using Lumina.Excel.GeneratedSheets;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing an interactable item link.

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@ -5,7 +5,7 @@ using System.IO;
using Dalamud.Data;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing an interactable map position link.

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@ -6,7 +6,7 @@ using System.Text;
using Dalamud.Data;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing a player link.

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@ -5,7 +5,7 @@ using Dalamud.Data;
using Lumina.Excel.GeneratedSheets;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads {
namespace Dalamud.Game.Text.SeStringHandling.Payloads {
/// <summary>
/// An SeString Payload representing an interactable quest link.
/// </summary>

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@ -4,7 +4,7 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing unhandled raw payload data.

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@ -1,6 +1,6 @@
using System.IO;
using System.IO;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads {
namespace Dalamud.Game.Text.SeStringHandling.Payloads {
/// <summary>
/// A wrapped ''
/// </summary>

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@ -5,7 +5,7 @@ using System.IO;
using Dalamud.Data;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing an interactable status link.

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@ -4,7 +4,7 @@ using System.Collections.Generic;
using System.IO;
using System.Text;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing a plain text string.

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@ -5,7 +5,7 @@ using System.IO;
using Dalamud.Data;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing a UI foreground color applied to following text payloads.

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@ -5,7 +5,7 @@ using System.IO;
using Dalamud.Data;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling.Payloads
namespace Dalamud.Game.Text.SeStringHandling.Payloads
{
/// <summary>
/// An SeString Payload representing a UI glow color applied to following text payloads.

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@ -4,10 +4,10 @@ using System.IO;
using System.Linq;
using System.Text;
using Dalamud.Data;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Newtonsoft.Json;
namespace Dalamud.Game.Chat.SeStringHandling
namespace Dalamud.Game.Text.SeStringHandling
{
/// <summary>
/// This class represents a parsed SeString.

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@ -6,10 +6,10 @@ using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
using Dalamud.Data;
using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Lumina.Excel.GeneratedSheets;
namespace Dalamud.Game.Chat.SeStringHandling
namespace Dalamud.Game.Text.SeStringHandling
{
public class SeStringManager
{

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@ -1,6 +1,7 @@
using System;
namespace Dalamud.Game.Chat {
namespace Dalamud.Game.Text
{
public sealed class XivChatEntry {
public XivChatType Type { get; set; } = XivChatType.Debug;

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@ -2,7 +2,7 @@ using System;
using System.Linq;
#pragma warning disable 1591
namespace Dalamud.Game.Chat
namespace Dalamud.Game.Text
{
/// <summary>
/// The FFXIV chat types as seen in the LogKind ex table.