This commit is contained in:
goat 2021-04-01 22:57:33 +02:00
commit 5baf0b6d8b
7 changed files with 73 additions and 37 deletions

View file

@ -10,7 +10,7 @@
<OutputPath></OutputPath> <OutputPath></OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath> <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>Portable</DebugType> <DebugType>full</DebugType>
<DocumentationFile>$(SolutionDir)\bin\Dalamud.xml</DocumentationFile> <DocumentationFile>$(SolutionDir)\bin\Dalamud.xml</DocumentationFile>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Label="Feature"> <PropertyGroup Label="Feature">
@ -30,6 +30,9 @@
<PropertyGroup> <PropertyGroup>
<GeneratePackageOnBuild>false</GeneratePackageOnBuild> <GeneratePackageOnBuild>false</GeneratePackageOnBuild>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE</DefineConstants>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<None Remove="Resources\Lumina.Generated.dll" /> <None Remove="Resources\Lumina.Generated.dll" />
<None Remove="stylecop.json" /> <None Remove="stylecop.json" />

View file

@ -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. // 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; 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");
} }
} }
} }

View file

@ -2,6 +2,7 @@ using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using Dalamud.Game.Chat.SeStringHandling.Payloads; using Dalamud.Game.Chat.SeStringHandling.Payloads;
using Dalamud.Hooking; using Dalamud.Hooking;
using ImGuiNET;
using Serilog; using Serilog;
using SharpDX; using SharpDX;
@ -289,6 +290,8 @@ namespace Dalamud.Game.Internal.Gui {
// Read current ViewProjectionMatrix plus game window size // Read current ViewProjectionMatrix plus game window size
var viewProjectionMatrix = new Matrix(); var viewProjectionMatrix = new Matrix();
float width, height; float width, height;
var windowPos = ImGui.GetMainViewport().Pos;
unsafe { unsafe {
var rawMatrix = (float*) (matrixSingleton + 0x1b4).ToPointer(); 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 = new Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z);
screenPos.X = 0.5f * width * (screenPos.X + 1f); screenPos.X = 0.5f * width * (screenPos.X + 1f) + windowPos.X;
screenPos.Y = 0.5f * height * (1f - screenPos.Y); 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;
} }
/// <summary> /// <summary>
@ -318,6 +323,18 @@ namespace Dalamud.Game.Internal.Gui {
/// <returns>True if successful. On false, worldPos's contents are undefined</returns> /// <returns>True if successful. On false, worldPos's contents are undefined</returns>
public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f) 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 // Get base object with matrices
var matrixSingleton = this.getMatrixSingleton(); var matrixSingleton = this.getMatrixSingleton();

View file

@ -146,6 +146,7 @@ namespace Dalamud.Interface
// AT // AT
case 2: case 2:
this.DrawActorTable(); this.DrawActorTable();
break; break;
// Font // Font
@ -289,20 +290,15 @@ namespace Dalamud.Interface
return isOpen; return isOpen;
} }
private void DrawActorTable() private void DrawActorTable() {
{
var stateString = string.Empty; var stateString = string.Empty;
// LocalPlayer is null in a number of situations (at least with the current visible-actors list) // LocalPlayer is null in a number of situations (at least with the current visible-actors list)
// which would crash here. // which would crash here.
if (this.dalamud.ClientState.Actors.Length == 0) if (this.dalamud.ClientState.Actors.Length == 0)
{
ImGui.TextUnformatted("Data not ready."); ImGui.TextUnformatted("Data not ready.");
}
else if (this.dalamud.ClientState.LocalPlayer == null) else if (this.dalamud.ClientState.LocalPlayer == null)
{
ImGui.TextUnformatted("LocalPlayer null."); ImGui.TextUnformatted("LocalPlayer null.");
}
else else
{ {
stateString += stateString +=
@ -324,40 +320,53 @@ namespace Dalamud.Interface
ImGui.Checkbox("Draw actors on screen", ref this.drawActors); ImGui.Checkbox("Draw actors on screen", ref this.drawActors);
ImGui.SliderFloat("Draw Distance", ref this.maxActorDrawDistance, 2f, 40f); 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]; var actor = this.dalamud.ClientState.Actors[i];
if (actor == null) if (actor == null)
continue; continue;
this.PrintActor(actor, i.ToString()); PrintActor(actor, i.ToString());
if (this.drawActors && if (this.drawActors &&
this.dalamud.Framework.Gui.WorldToScreen(actor.Position, out var screenCoords)) 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
ImGui.PushID("ActorWindow" + i); // to avoid performance issues, we have to manually determine if creating a window would
ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y)); // 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) if (actor.YalmDistanceX > this.maxActorDrawDistance)
continue; continue;
ImGui.SetNextWindowBgAlpha( ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
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(
$"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name}");
ImGui.End();
}
ImGui.PopID(); ImGui.SetNextWindowBgAlpha(Math.Max(1f - actor.YalmDistanceX / this.maxActorDrawDistance,
0.2f));
if (ImGui.Begin($"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();
} }
} }
} }

View file

@ -84,7 +84,8 @@ namespace Dalamud.Interface
ImGui.PushStyleColor(ImGuiCol.BorderShadow, new Vector4(0, 0, 0, 1)); ImGui.PushStyleColor(ImGuiCol.BorderShadow, new Vector4(0, 0, 0, 1));
ImGui.PushStyleColor(ImGuiCol.WindowBg, 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); ImGui.SetNextWindowBgAlpha(1);
if (ImGui.Begin("DevMenu Opener", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.NoMove | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoSavedSettings)) if (ImGui.Begin("DevMenu Opener", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.NoMove | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoSavedSettings))

View file

@ -165,7 +165,7 @@ namespace Dalamud.Interface
// So... not great, but much better than constantly crashing on unload // So... not great, but much better than constantly crashing on unload
this.Disable(); this.Disable();
System.Threading.Thread.Sleep(500); System.Threading.Thread.Sleep(500);
this.scene?.Dispose(); this.scene?.Dispose();
this.presentHook.Dispose(); this.presentHook.Dispose();
this.resizeBuffersHook.Dispose(); this.resizeBuffersHook.Dispose();
@ -228,6 +228,7 @@ namespace Dalamud.Interface
private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags) private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
{ {
if (this.scene == null) { if (this.scene == null) {
this.scene = new RawDX11Scene(swapChain); this.scene = new RawDX11Scene(swapChain);
this.scene.ImGuiIniPath = Path.Combine(Path.GetDirectoryName(this.dalamud.StartInfo.ConfigurationPath), "dalamudUI.ini"); 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) 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(); this.scene?.OnPreResize();

@ -1 +1 @@
Subproject commit a1b3dc2c5645001ebf93c3cb3294f02defc319b6 Subproject commit b3c22cae545f293e06d03037e30c83d5b9a77dd2