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