diff --git a/Dalamud/Dalamud.csproj b/Dalamud/Dalamud.csproj index ac8d44403..9f313fcdf 100644 --- a/Dalamud/Dalamud.csproj +++ b/Dalamud/Dalamud.csproj @@ -10,7 +10,7 @@ false true - Portable + full $(SolutionDir)\bin\Dalamud.xml @@ -30,6 +30,9 @@ false + + DEBUG;TRACE + diff --git a/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs b/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs index 623e97e8a..4b0b1f8e8 100644 --- a/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs +++ b/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs @@ -24,7 +24,7 @@ namespace Dalamud.Game.Internal.DXGI // This(code after the function head - offset of it) was picked to avoid running into issues with other hooks being installed into this function. Present = scanner.ScanModule("41 8B F0 8B FA 89 54 24 ?? 48 8B D9 48 89 4D ?? C6 44 24 ?? 00") - 0x37; - ResizeBuffers = scanner.ScanModule("45 8B CC 45 8B C5 33 D2 48 8B CF E8 ?? ?? ?? ?? 44 8B C0 48 8D 55 ?? 48 8D 4D ?? E8 ?? ?? ?? ?? 38 9F E8 02 00 00") - 0xA9; + ResizeBuffers = scanner.ScanModule("48 8B C4 55 41 54 41 55 41 56 41 57 48 8D 68 B1 48 81 EC ?? ?? ?? ?? 48 C7 45 ?? ?? ?? ?? ?? 48 89 58 10 48 89 70 18 48 89 78 20 45 8B F9 45 8B E0 44 8B EA 48 8B F9 8B 45 7F 89 44 24 30 8B 75 77 89 74 24 28 44 89 4C 24"); } } } diff --git a/Dalamud/Game/Internal/Gui/GameGui.cs b/Dalamud/Game/Internal/Gui/GameGui.cs index 0175b0791..bdd34bc99 100644 --- a/Dalamud/Game/Internal/Gui/GameGui.cs +++ b/Dalamud/Game/Internal/Gui/GameGui.cs @@ -2,6 +2,7 @@ using System; using System.Runtime.InteropServices; using Dalamud.Game.Chat.SeStringHandling.Payloads; using Dalamud.Hooking; +using ImGuiNET; using Serilog; using SharpDX; @@ -289,6 +290,8 @@ namespace Dalamud.Game.Internal.Gui { // Read current ViewProjectionMatrix plus game window size var viewProjectionMatrix = new Matrix(); float width, height; + var windowPos = ImGui.GetMainViewport().Pos; + unsafe { var rawMatrix = (float*) (matrixSingleton + 0x1b4).ToPointer(); @@ -303,10 +306,12 @@ namespace Dalamud.Game.Internal.Gui { screenPos = new Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z); - screenPos.X = 0.5f * width * (screenPos.X + 1f); - screenPos.Y = 0.5f * height * (1f - screenPos.Y); + screenPos.X = 0.5f * width * (screenPos.X + 1f) + windowPos.X; + screenPos.Y = 0.5f * height * (1f - screenPos.Y) + windowPos.Y; - return pCoords.Z > 0; + return pCoords.Z > 0 && + screenPos.X > windowPos.X && screenPos.X < windowPos.X + width && + screenPos.Y > windowPos.Y && screenPos.Y < windowPos.Y + height; } /// @@ -318,6 +323,18 @@ namespace Dalamud.Game.Internal.Gui { /// True if successful. On false, worldPos's contents are undefined public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f) { + // The game is only visible in the main viewport, so if the cursor is outside + // of the game window, do not bother calculating anything + var windowPos = ImGui.GetMainViewport().Pos; + var windowSize = ImGui.GetMainViewport().Size; + + if (screenPos.X < windowPos.X || screenPos.X > windowPos.X + windowSize.X || + screenPos.Y < windowPos.Y || screenPos.Y > windowPos.Y + windowSize.Y) + { + worldPos = new Vector3(); + return false; + } + // Get base object with matrices var matrixSingleton = this.getMatrixSingleton(); diff --git a/Dalamud/Interface/DalamudDataWindow.cs b/Dalamud/Interface/DalamudDataWindow.cs index 5c4156ca0..dd7a6340d 100644 --- a/Dalamud/Interface/DalamudDataWindow.cs +++ b/Dalamud/Interface/DalamudDataWindow.cs @@ -146,6 +146,7 @@ namespace Dalamud.Interface // AT case 2: this.DrawActorTable(); + break; // Font @@ -289,20 +290,15 @@ namespace Dalamud.Interface return isOpen; } - private void DrawActorTable() - { + private void DrawActorTable() { var stateString = string.Empty; // LocalPlayer is null in a number of situations (at least with the current visible-actors list) // which would crash here. if (this.dalamud.ClientState.Actors.Length == 0) - { ImGui.TextUnformatted("Data not ready."); - } else if (this.dalamud.ClientState.LocalPlayer == null) - { ImGui.TextUnformatted("LocalPlayer null."); - } else { stateString += @@ -324,40 +320,53 @@ namespace Dalamud.Interface ImGui.Checkbox("Draw actors on screen", ref this.drawActors); ImGui.SliderFloat("Draw Distance", ref this.maxActorDrawDistance, 2f, 40f); - for (var i = 0; i < this.dalamud.ClientState.Actors.Length; i++) - { + for (var i = 0; i < this.dalamud.ClientState.Actors.Length; i++) { var actor = this.dalamud.ClientState.Actors[i]; if (actor == null) continue; - this.PrintActor(actor, i.ToString()); + PrintActor(actor, i.ToString()); if (this.drawActors && - this.dalamud.Framework.Gui.WorldToScreen(actor.Position, out var screenCoords)) - { - ImGui.PushID("ActorWindow" + i); - ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y)); + this.dalamud.Framework.Gui.WorldToScreen(actor.Position, out var screenCoords)) { + // So, while WorldToScreen will return false if the point is off of game client screen, to + // to avoid performance issues, we have to manually determine if creating a window would + // produce a new viewport, and skip rendering it if so + var actorText = + $"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name}"; + + var screenPos = ImGui.GetMainViewport().Pos; + var screenSize = ImGui.GetMainViewport().Size; + + var windowSize = ImGui.CalcTextSize(actorText); + + // Add some extra safety padding + windowSize.X += ImGui.GetStyle().WindowPadding.X + 10; + windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10; + + if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X || + screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y) + continue; if (actor.YalmDistanceX > this.maxActorDrawDistance) continue; - ImGui.SetNextWindowBgAlpha( - Math.Max(1f - (actor.YalmDistanceX / this.maxActorDrawDistance), 0.2f)); - if (ImGui.Begin( - "Actor" + i, - ImGuiWindowFlags.NoDecoration | - ImGuiWindowFlags.AlwaysAutoResize | - ImGuiWindowFlags.NoSavedSettings | ImGuiWindowFlags.NoMove | - ImGuiWindowFlags.NoMouseInputs | - ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoNav)) - { - ImGui.Text( - $"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name}"); - ImGui.End(); - } + ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y)); - ImGui.PopID(); + ImGui.SetNextWindowBgAlpha(Math.Max(1f - actor.YalmDistanceX / this.maxActorDrawDistance, + 0.2f)); + if (ImGui.Begin($"Actor{i}##ActorWindow{i}", + ImGuiWindowFlags.NoDecoration | + ImGuiWindowFlags.AlwaysAutoResize | + ImGuiWindowFlags.NoSavedSettings | + ImGuiWindowFlags.NoMove | + ImGuiWindowFlags.NoMouseInputs | + ImGuiWindowFlags.NoDocking | + ImGuiWindowFlags.NoFocusOnAppearing | + ImGuiWindowFlags.NoNav)) + ImGui.Text(actorText); + ImGui.End(); } } } diff --git a/Dalamud/Interface/DalamudInterface.cs b/Dalamud/Interface/DalamudInterface.cs index d0c7ebccb..bf1d24821 100644 --- a/Dalamud/Interface/DalamudInterface.cs +++ b/Dalamud/Interface/DalamudInterface.cs @@ -84,7 +84,8 @@ namespace Dalamud.Interface ImGui.PushStyleColor(ImGuiCol.BorderShadow, new Vector4(0, 0, 0, 1)); ImGui.PushStyleColor(ImGuiCol.WindowBg, new Vector4(0, 0, 0, 1)); - ImGui.SetNextWindowPos(new Vector2(0, 0), ImGuiCond.Always); + var mainViewportPos = ImGui.GetMainViewport().Pos; + ImGui.SetNextWindowPos(new Vector2(mainViewportPos.X, mainViewportPos.Y), ImGuiCond.Always); ImGui.SetNextWindowBgAlpha(1); if (ImGui.Begin("DevMenu Opener", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.NoMove | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoSavedSettings)) diff --git a/Dalamud/Interface/InterfaceManager.cs b/Dalamud/Interface/InterfaceManager.cs index c0db15040..2416d90b4 100644 --- a/Dalamud/Interface/InterfaceManager.cs +++ b/Dalamud/Interface/InterfaceManager.cs @@ -165,7 +165,7 @@ namespace Dalamud.Interface // So... not great, but much better than constantly crashing on unload this.Disable(); System.Threading.Thread.Sleep(500); - + this.scene?.Dispose(); this.presentHook.Dispose(); this.resizeBuffersHook.Dispose(); @@ -228,6 +228,7 @@ namespace Dalamud.Interface private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags) { if (this.scene == null) { + this.scene = new RawDX11Scene(swapChain); this.scene.ImGuiIniPath = Path.Combine(Path.GetDirectoryName(this.dalamud.StartInfo.ConfigurationPath), "dalamudUI.ini"); @@ -357,7 +358,12 @@ namespace Dalamud.Interface private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags) { - Log.Verbose($"Calling resizebuffers {bufferCount} {width} {height} {newFormat} {swapChainFlags}"); + Log.Verbose($"Calling resizebuffers swap@{swapChain.ToInt64():X}{bufferCount} {width} {height} {newFormat} {swapChainFlags}"); + + // We have to ensure we're working with the main swapchain, + // as viewports might be resizing as well + if (swapChain != this.scene.SwapChain.NativePointer) + return resizeBuffersHook.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags); this.scene?.OnPreResize(); diff --git a/lib/ImGuiScene b/lib/ImGuiScene index a1b3dc2c5..b3c22cae5 160000 --- a/lib/ImGuiScene +++ b/lib/ImGuiScene @@ -1 +1 @@ -Subproject commit a1b3dc2c5645001ebf93c3cb3294f02defc319b6 +Subproject commit b3c22cae545f293e06d03037e30c83d5b9a77dd2