diff --git a/Dalamud/Game/Inventory/GameInventory.cs b/Dalamud/Game/Inventory/GameInventory.cs new file mode 100644 index 000000000..1c7f3e3bf --- /dev/null +++ b/Dalamud/Game/Inventory/GameInventory.cs @@ -0,0 +1,547 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +using Dalamud.Game.Inventory.InventoryEventArgTypes; +using Dalamud.Hooking; +using Dalamud.IoC; +using Dalamud.IoC.Internal; +using Dalamud.Logging.Internal; +using Dalamud.Plugin.Internal; +using Dalamud.Plugin.Services; + +using FFXIVClientStructs.FFXIV.Client.UI; + +namespace Dalamud.Game.Inventory; + +/// +/// This class provides events for the players in-game inventory. +/// +[InterfaceVersion("1.0")] +[ServiceManager.BlockingEarlyLoadedService] +internal class GameInventory : IDisposable, IServiceType +{ + private readonly List subscribersPendingChange = new(); + private readonly List subscribers = new(); + + private readonly List addedEvents = new(); + private readonly List removedEvents = new(); + private readonly List changedEvents = new(); + private readonly List movedEvents = new(); + private readonly List splitEvents = new(); + private readonly List mergedEvents = new(); + + [ServiceManager.ServiceDependency] + private readonly Framework framework = Service.Get(); + + private readonly Hook raptureAtkModuleUpdateHook; + + private readonly GameInventoryType[] inventoryTypes; + private readonly GameInventoryItem[]?[] inventoryItems; + + private bool subscribersChanged; + private bool inventoriesMightBeChanged; + + [ServiceManager.ServiceConstructor] + private GameInventory() + { + this.inventoryTypes = Enum.GetValues(); + this.inventoryItems = new GameInventoryItem[this.inventoryTypes.Length][]; + + unsafe + { + this.raptureAtkModuleUpdateHook = Hook.FromFunctionPointerVariable( + new(&((RaptureAtkModule.RaptureAtkModuleVTable*)RaptureAtkModule.StaticAddressPointers.VTable)->Update), + this.RaptureAtkModuleUpdateDetour); + } + + this.raptureAtkModuleUpdateHook.Enable(); + } + + private unsafe delegate void RaptureAtkModuleUpdateDelegate(RaptureAtkModule* ram, float f1); + + /// + public void Dispose() + { + lock (this.subscribersPendingChange) + { + this.subscribers.Clear(); + this.subscribersPendingChange.Clear(); + this.subscribersChanged = false; + this.framework.Update -= this.OnFrameworkUpdate; + this.raptureAtkModuleUpdateHook.Dispose(); + } + } + + /// + /// Subscribe to events. + /// + /// The event target. + public void Subscribe(GameInventoryPluginScoped s) + { + lock (this.subscribersPendingChange) + { + this.subscribersPendingChange.Add(s); + this.subscribersChanged = true; + if (this.subscribersPendingChange.Count == 1) + { + this.inventoriesMightBeChanged = true; + this.framework.Update += this.OnFrameworkUpdate; + } + } + } + + /// + /// Unsubscribe from events. + /// + /// The event target. + public void Unsubscribe(GameInventoryPluginScoped s) + { + lock (this.subscribersPendingChange) + { + if (!this.subscribersPendingChange.Remove(s)) + return; + this.subscribersChanged = true; + if (this.subscribersPendingChange.Count == 0) + this.framework.Update -= this.OnFrameworkUpdate; + } + } + + private void OnFrameworkUpdate(IFramework framework1) + { + if (!this.inventoriesMightBeChanged) + return; + + this.inventoriesMightBeChanged = false; + + for (var i = 0; i < this.inventoryTypes.Length; i++) + { + var newItems = GameInventoryItem.GetReadOnlySpanOfInventory(this.inventoryTypes[i]); + if (newItems.IsEmpty) + continue; + + // Assumption: newItems is sorted by slots, and the last item has the highest slot number. + var oldItems = this.inventoryItems[i] ??= new GameInventoryItem[newItems[^1].InternalItem.Slot + 1]; + + foreach (ref readonly var newItem in newItems) + { + ref var oldItem = ref oldItems[newItem.InternalItem.Slot]; + + if (oldItem.IsEmpty) + { + if (!newItem.IsEmpty) + { + this.addedEvents.Add(new(newItem)); + oldItem = newItem; + } + } + else + { + if (newItem.IsEmpty) + { + this.removedEvents.Add(new(oldItem)); + oldItem = newItem; + } + else if (!oldItem.Equals(newItem)) + { + this.changedEvents.Add(new(oldItem, newItem)); + oldItem = newItem; + } + } + } + } + + // Was there any change? If not, stop further processing. + // Note that only these three are checked; the rest will be populated after this check. + if (this.addedEvents.Count == 0 && this.removedEvents.Count == 0 && this.changedEvents.Count == 0) + return; + + // Make a copy of subscribers, to accommodate self removal during the loop. + if (this.subscribersChanged) + { + bool isNew; + lock (this.subscribersPendingChange) + { + isNew = this.subscribersPendingChange.Any() && !this.subscribers.Any(); + this.subscribers.Clear(); + this.subscribers.AddRange(this.subscribersPendingChange); + this.subscribersChanged = false; + } + + // Is this the first time (resuming) scanning for changes? Then discard the "changes". + if (isNew) + { + this.addedEvents.Clear(); + this.removedEvents.Clear(); + this.changedEvents.Clear(); + return; + } + } + + // Broadcast InventoryChangedRaw. + // Same reason with the above on why are there 3 lists of events involved. + var allRawEventsCollection = new DeferredReadOnlyCollection( + this.addedEvents.Count + + this.removedEvents.Count + + this.changedEvents.Count, + () => Array.Empty() + .Concat(this.addedEvents) + .Concat(this.removedEvents) + .Concat(this.changedEvents)); + foreach (var s in this.subscribers) + s.InvokeChangedRaw(allRawEventsCollection); + + // Resolve moved items, from 1 added + 1 removed event. + for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded) + { + var added = this.addedEvents[iAdded]; + for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved) + { + var removed = this.removedEvents[iRemoved]; + if (added.Item.ItemId != removed.Item.ItemId) + continue; + + this.movedEvents.Add(new(removed, added)); + + // Remove the reinterpreted entries. + this.addedEvents.RemoveAt(iAdded); + this.removedEvents.RemoveAt(iRemoved); + break; + } + } + + // Resolve moved items, from 2 changed events. + for (var i = this.changedEvents.Count - 1; i >= 0; --i) + { + var e1 = this.changedEvents[i]; + for (var j = i - 1; j >= 0; --j) + { + var e2 = this.changedEvents[j]; + if (e1.Item.ItemId != e2.OldItemState.ItemId || e1.OldItemState.ItemId != e2.Item.ItemId) + continue; + + // Move happened, and e2 has an item. + if (!e2.Item.IsEmpty) + this.movedEvents.Add(new(e1, e2)); + + // Move happened, and e1 has an item. + if (!e1.Item.IsEmpty) + this.movedEvents.Add(new(e2, e1)); + + // Remove the reinterpreted entries. Note that i > j. + this.changedEvents.RemoveAt(i); + this.changedEvents.RemoveAt(j); + + // We've removed two. Adjust the outer counter. + --i; + break; + } + } + + // Resolve split items, from 1 added + 1 changed event. + for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded) + { + var added = this.addedEvents[iAdded]; + for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged) + { + var changed = this.changedEvents[iChanged]; + if (added.Item.ItemId != changed.Item.ItemId || added.Item.ItemId != changed.OldItemState.ItemId) + continue; + + this.splitEvents.Add(new(changed, added)); + + // Remove the reinterpreted entries. + this.addedEvents.RemoveAt(iAdded); + this.changedEvents.RemoveAt(iChanged); + break; + } + } + + // Resolve merged items, from 1 removed + 1 changed event. + for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved) + { + var removed = this.removedEvents[iRemoved]; + for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged) + { + var changed = this.changedEvents[iChanged]; + if (removed.Item.ItemId != changed.Item.ItemId || removed.Item.ItemId != changed.OldItemState.ItemId) + continue; + + this.mergedEvents.Add(new(removed, changed)); + + // Remove the reinterpreted entries. + this.removedEvents.RemoveAt(iRemoved); + this.changedEvents.RemoveAt(iChanged); + break; + } + } + + // Create a collection view of all events. + var allEventsCollection = new DeferredReadOnlyCollection( + this.addedEvents.Count + + this.removedEvents.Count + + this.changedEvents.Count + + this.movedEvents.Count + + this.splitEvents.Count + + this.mergedEvents.Count, + () => Array.Empty() + .Concat(this.addedEvents) + .Concat(this.removedEvents) + .Concat(this.changedEvents) + .Concat(this.movedEvents) + .Concat(this.splitEvents) + .Concat(this.mergedEvents)); + + // Broadcast the rest. + foreach (var s in this.subscribers) + { + s.InvokeChanged(allEventsCollection); + s.Invoke(this.addedEvents); + s.Invoke(this.removedEvents); + s.Invoke(this.changedEvents); + s.Invoke(this.movedEvents); + s.Invoke(this.splitEvents); + s.Invoke(this.mergedEvents); + } + + // We're done using the lists. Clean them up. + this.addedEvents.Clear(); + this.removedEvents.Clear(); + this.changedEvents.Clear(); + this.movedEvents.Clear(); + this.splitEvents.Clear(); + this.mergedEvents.Clear(); + } + + private unsafe void RaptureAtkModuleUpdateDetour(RaptureAtkModule* ram, float f1) + { + this.inventoriesMightBeChanged |= ram->AgentUpdateFlag != 0; + this.raptureAtkModuleUpdateHook.Original(ram, f1); + } + + /// + /// A view of , so that the number of items + /// contained within can be known in advance, and it can be enumerated multiple times. + /// + /// The type of elements being enumerated. + private class DeferredReadOnlyCollection : IReadOnlyCollection + { + private readonly Func> enumerableGenerator; + + public DeferredReadOnlyCollection(int count, Func> enumerableGenerator) + { + this.enumerableGenerator = enumerableGenerator; + this.Count = count; + } + + public int Count { get; } + + public IEnumerator GetEnumerator() => this.enumerableGenerator().GetEnumerator(); + + IEnumerator IEnumerable.GetEnumerator() => this.enumerableGenerator().GetEnumerator(); + } +} + +/// +/// Plugin-scoped version of a GameInventory service. +/// +[PluginInterface] +[InterfaceVersion("1.0")] +[ServiceManager.ScopedService] +#pragma warning disable SA1015 +[ResolveVia] +#pragma warning restore SA1015 +internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInventory +{ + private static readonly ModuleLog Log = new(nameof(GameInventoryPluginScoped)); + + [ServiceManager.ServiceDependency] + private readonly GameInventory gameInventoryService = Service.Get(); + + /// + /// Initializes a new instance of the class. + /// + public GameInventoryPluginScoped() => this.gameInventoryService.Subscribe(this); + + /// + public event IGameInventory.InventoryChangelogDelegate? InventoryChanged; + + /// + public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemAdded; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemRemoved; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemChanged; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemMoved; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemSplit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemMerged; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemAddedExplicit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemRemovedExplicit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemChangedExplicit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemMovedExplicit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemSplitExplicit; + + /// + public event IGameInventory.InventoryChangedDelegate? ItemMergedExplicit; + + /// + public void Dispose() + { + this.gameInventoryService.Unsubscribe(this); + + this.InventoryChanged = null; + this.InventoryChangedRaw = null; + this.ItemAdded = null; + this.ItemRemoved = null; + this.ItemChanged = null; + this.ItemMoved = null; + this.ItemSplit = null; + this.ItemMerged = null; + this.ItemAddedExplicit = null; + this.ItemRemovedExplicit = null; + this.ItemChangedExplicit = null; + this.ItemMovedExplicit = null; + this.ItemSplitExplicit = null; + this.ItemMergedExplicit = null; + } + + /// + /// Invoke . + /// + /// The data. + internal void InvokeChanged(IReadOnlyCollection data) + { + try + { + this.InventoryChanged?.Invoke(data); + } + catch (Exception e) + { + Log.Error( + e, + "[{plugin}] Exception during {argType} callback", + Service.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)", + nameof(this.InventoryChanged)); + } + } + + /// + /// Invoke . + /// + /// The data. + internal void InvokeChangedRaw(IReadOnlyCollection data) + { + try + { + this.InventoryChangedRaw?.Invoke(data); + } + catch (Exception e) + { + Log.Error( + e, + "[{plugin}] Exception during {argType} callback", + Service.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)", + nameof(this.InventoryChangedRaw)); + } + } + + // Note below: using List instead of IEnumerable, since List has a specialized lightweight enumerator. + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemAdded, this.ItemAddedExplicit, events); + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemRemoved, this.ItemRemovedExplicit, events); + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemChanged, this.ItemChangedExplicit, events); + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemMoved, this.ItemMovedExplicit, events); + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemSplit, this.ItemSplitExplicit, events); + + /// + /// Invoke the appropriate event handler. + /// + /// The data. + internal void Invoke(List events) => + Invoke(this.ItemMerged, this.ItemMergedExplicit, events); + + private static void Invoke( + IGameInventory.InventoryChangedDelegate? cb, + IGameInventory.InventoryChangedDelegate? cbt, + List events) where T : InventoryEventArgs + { + foreach (var evt in events) + { + try + { + cb?.Invoke(evt.Type, evt); + } + catch (Exception e) + { + Log.Error( + e, + "[{plugin}] Exception during untyped callback for {evt}", + Service.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)", + evt); + } + + try + { + cbt?.Invoke(evt); + } + catch (Exception e) + { + Log.Error( + e, + "[{plugin}] Exception during typed callback for {evt}", + Service.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)", + evt); + } + } + } +} diff --git a/Dalamud/Game/Inventory/GameInventoryEvent.cs b/Dalamud/Game/Inventory/GameInventoryEvent.cs new file mode 100644 index 000000000..16efab648 --- /dev/null +++ b/Dalamud/Game/Inventory/GameInventoryEvent.cs @@ -0,0 +1,43 @@ +namespace Dalamud.Game.Inventory; + +/// +/// Class representing a item's changelog state. +/// +public enum GameInventoryEvent +{ + /// + /// A value indicating that there was no event.
+ /// You should not see this value, unless you explicitly used it yourself, or APIs using this enum say otherwise. + ///
+ Empty = 0, + + /// + /// Item was added to an inventory. + /// + Added = 1, + + /// + /// Item was removed from an inventory. + /// + Removed = 2, + + /// + /// Properties are changed for an item in an inventory. + /// + Changed = 3, + + /// + /// Item has been moved, possibly across different inventories. + /// + Moved = 4, + + /// + /// Item has been split into two stacks from one, possibly across different inventories. + /// + Split = 5, + + /// + /// Item has been merged into one stack from two, possibly across different inventories. + /// + Merged = 6, +} diff --git a/Dalamud/Game/Inventory/GameInventoryItem.cs b/Dalamud/Game/Inventory/GameInventoryItem.cs new file mode 100644 index 000000000..912b91f53 --- /dev/null +++ b/Dalamud/Game/Inventory/GameInventoryItem.cs @@ -0,0 +1,203 @@ +using System.Diagnostics; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +using FFXIVClientStructs.FFXIV.Client.Game; + +namespace Dalamud.Game.Inventory; + +/// +/// Dalamud wrapper around a ClientStructs InventoryItem. +/// +[StructLayout(LayoutKind.Explicit, Size = StructSizeInBytes)] +public unsafe struct GameInventoryItem : IEquatable +{ + /// + /// The actual data. + /// + [FieldOffset(0)] + internal readonly InventoryItem InternalItem; + + private const int StructSizeInBytes = 0x38; + + /// + /// The view of the backing data, in . + /// + [FieldOffset(0)] + private fixed ulong dataUInt64[StructSizeInBytes / 0x8]; + + static GameInventoryItem() + { + Debug.Assert( + sizeof(InventoryItem) == StructSizeInBytes, + $"Definition of {nameof(InventoryItem)} has been changed. " + + $"Update {nameof(StructSizeInBytes)} to {sizeof(InventoryItem)} to accommodate for the size change."); + } + + /// + /// Initializes a new instance of the struct. + /// + /// Inventory item to wrap. + internal GameInventoryItem(InventoryItem item) => this.InternalItem = item; + + /// + /// Gets a value indicating whether the this is empty. + /// + public bool IsEmpty => this.InternalItem.ItemID == 0; + + /// + /// Gets the container inventory type. + /// + public GameInventoryType ContainerType => (GameInventoryType)this.InternalItem.Container; + + /// + /// Gets the inventory slot index this item is in. + /// + public uint InventorySlot => (uint)this.InternalItem.Slot; + + /// + /// Gets the item id. + /// + public uint ItemId => this.InternalItem.ItemID; + + /// + /// Gets the quantity of items in this item stack. + /// + public uint Quantity => this.InternalItem.Quantity; + + /// + /// Gets the spiritbond of this item. + /// + public uint Spiritbond => this.InternalItem.Spiritbond; + + /// + /// Gets the repair condition of this item. + /// + public uint Condition => this.InternalItem.Condition; + + /// + /// Gets a value indicating whether the item is High Quality. + /// + public bool IsHq => (this.InternalItem.Flags & InventoryItem.ItemFlags.HQ) != 0; + + /// + /// Gets a value indicating whether the item has a company crest applied. + /// + public bool IsCompanyCrestApplied => (this.InternalItem.Flags & InventoryItem.ItemFlags.CompanyCrestApplied) != 0; + + /// + /// Gets a value indicating whether the item is a relic. + /// + public bool IsRelic => (this.InternalItem.Flags & InventoryItem.ItemFlags.Relic) != 0; + + /// + /// Gets a value indicating whether the is a collectable. + /// + public bool IsCollectable => (this.InternalItem.Flags & InventoryItem.ItemFlags.Collectable) != 0; + + /// + /// Gets the array of materia types. + /// + public ReadOnlySpan Materia => new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.Materia[0])), 5); + + /// + /// Gets the array of materia grades. + /// + public ReadOnlySpan MateriaGrade => + new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.MateriaGrade[0])), 5); + + /// + /// Gets the address of native inventory item in the game.
+ /// Can be 0 if this instance of does not point to a valid set of container type and slot.
+ /// Note that this instance of can be a snapshot; it may not necessarily match the + /// data you can query from the game using this address value. + ///
+ public nint Address + { + get + { + var s = GetReadOnlySpanOfInventory(this.ContainerType); + if (s.IsEmpty) + return 0; + + foreach (ref readonly var i in s) + { + if (i.InventorySlot == this.InventorySlot) + return (nint)Unsafe.AsPointer(ref Unsafe.AsRef(in i)); + } + + return 0; + } + } + + /// + /// Gets the color used for this item. + /// + public byte Stain => this.InternalItem.Stain; + + /// + /// Gets the glamour id for this item. + /// + public uint GlamourId => this.InternalItem.GlamourID; + + /// + /// Gets the items crafter's content id. + /// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now. + /// + internal ulong CrafterContentId => this.InternalItem.CrafterContentID; + + public static bool operator ==(in GameInventoryItem l, in GameInventoryItem r) => l.Equals(r); + + public static bool operator !=(in GameInventoryItem l, in GameInventoryItem r) => !l.Equals(r); + + /// + readonly bool IEquatable.Equals(GameInventoryItem other) => this.Equals(other); + + /// Indicates whether the current object is equal to another object of the same type. + /// An object to compare with this object. + /// true if the current object is equal to the parameter; otherwise, false. + public readonly bool Equals(in GameInventoryItem other) + { + for (var i = 0; i < StructSizeInBytes / 8; i++) + { + if (this.dataUInt64[i] != other.dataUInt64[i]) + return false; + } + + return true; + } + + /// + public override bool Equals(object obj) => obj is GameInventoryItem gii && this.Equals(gii); + + /// + public override int GetHashCode() + { + var k = 0x5a8447b91aff51b4UL; + for (var i = 0; i < StructSizeInBytes / 8; i++) + k ^= this.dataUInt64[i]; + return unchecked((int)(k ^ (k >> 32))); + } + + /// + public override string ToString() => + this.IsEmpty + ? "empty" + : $"item({this.ItemId}@{this.ContainerType}#{this.InventorySlot})"; + + /// + /// Gets a view of s, wrapped as . + /// + /// The inventory type. + /// The span. + internal static ReadOnlySpan GetReadOnlySpanOfInventory(GameInventoryType type) + { + var inventoryManager = InventoryManager.Instance(); + if (inventoryManager is null) return default; + + var inventory = inventoryManager->GetInventoryContainer((InventoryType)type); + if (inventory is null) return default; + + return new ReadOnlySpan(inventory->Items, (int)inventory->Size); + } +} diff --git a/Dalamud/Game/Inventory/GameInventoryType.cs b/Dalamud/Game/Inventory/GameInventoryType.cs new file mode 100644 index 000000000..00c65046f --- /dev/null +++ b/Dalamud/Game/Inventory/GameInventoryType.cs @@ -0,0 +1,356 @@ +namespace Dalamud.Game.Inventory; + +/// +/// Enum representing various player inventories. +/// +public enum GameInventoryType : ushort +{ + /// + /// First panel of main player inventory. + /// + Inventory1 = 0, + + /// + /// Second panel of main player inventory. + /// + Inventory2 = 1, + + /// + /// Third panel of main player inventory. + /// + Inventory3 = 2, + + /// + /// Fourth panel of main player inventory. + /// + Inventory4 = 3, + + /// + /// Items that are currently equipped by the player. + /// + EquippedItems = 1000, + + /// + /// Player currency container. + /// ie, gil, serpent seals, sacks of nuts. + /// + Currency = 2000, + + /// + /// Crystal container. + /// + Crystals = 2001, + + /// + /// Mail container. + /// + Mail = 2003, + + /// + /// Key item container. + /// + KeyItems = 2004, + + /// + /// Quest item hand-in inventory. + /// + HandIn = 2005, + + /// + /// DamagedGear container. + /// + DamagedGear = 2007, + + /// + /// Examine window container. + /// + Examine = 2009, + + /// + /// Doman Enclave Reconstruction Reclamation Box. + /// + ReconstructionBuyback = 2013, + + /// + /// Armory off-hand weapon container. + /// + ArmoryOffHand = 3200, + + /// + /// Armory head container. + /// + ArmoryHead = 3201, + + /// + /// Armory body container. + /// + ArmoryBody = 3202, + + /// + /// Armory hand/gloves container. + /// + ArmoryHands = 3203, + + /// + /// Armory waist container. + /// + /// This container should be unused as belt items were removed from the game in Shadowbringers. + /// + /// + ArmoryWaist = 3204, + + /// + /// Armory legs/pants/skirt container. + /// + ArmoryLegs = 3205, + + /// + /// Armory feet/boots/shoes container. + /// + ArmoryFeets = 3206, + + /// + /// Armory earring container. + /// + ArmoryEar = 3207, + + /// + /// Armory necklace container. + /// + ArmoryNeck = 3208, + + /// + /// Armory bracelet container. + /// + ArmoryWrist = 3209, + + /// + /// Armory ring container. + /// + ArmoryRings = 3300, + + /// + /// Armory soul crystal container. + /// + ArmorySoulCrystal = 3400, + + /// + /// Armory main-hand weapon container. + /// + ArmoryMainHand = 3500, + + /// + /// First panel of saddelbag inventory. + /// + SaddleBag1 = 4000, + + /// + /// Second panel of Saddlebag inventory. + /// + SaddleBag2 = 4001, + + /// + /// First panel of premium saddlebag inventory. + /// + PremiumSaddleBag1 = 4100, + + /// + /// Second panel of premium saddlebag inventory. + /// + PremiumSaddleBag2 = 4101, + + /// + /// First panel of retainer inventory. + /// + RetainerPage1 = 10000, + + /// + /// Second panel of retainer inventory. + /// + RetainerPage2 = 10001, + + /// + /// Third panel of retainer inventory. + /// + RetainerPage3 = 10002, + + /// + /// Fourth panel of retainer inventory. + /// + RetainerPage4 = 10003, + + /// + /// Fifth panel of retainer inventory. + /// + RetainerPage5 = 10004, + + /// + /// Sixth panel of retainer inventory. + /// + RetainerPage6 = 10005, + + /// + /// Seventh panel of retainer inventory. + /// + RetainerPage7 = 10006, + + /// + /// Retainer equipment container. + /// + RetainerEquippedItems = 11000, + + /// + /// Retainer currency container. + /// + RetainerGil = 12000, + + /// + /// Retainer crystal container. + /// + RetainerCrystals = 12001, + + /// + /// Retainer market item container. + /// + RetainerMarket = 12002, + + /// + /// First panel of Free Company inventory. + /// + FreeCompanyPage1 = 20000, + + /// + /// Second panel of Free Company inventory. + /// + FreeCompanyPage2 = 20001, + + /// + /// Third panel of Free Company inventory. + /// + FreeCompanyPage3 = 20002, + + /// + /// Fourth panel of Free Company inventory. + /// + FreeCompanyPage4 = 20003, + + /// + /// Fifth panel of Free Company inventory. + /// + FreeCompanyPage5 = 20004, + + /// + /// Free Company currency container. + /// + FreeCompanyGil = 22000, + + /// + /// Free Company crystal container. + /// + FreeCompanyCrystals = 22001, + + /// + /// Housing exterior appearance container. + /// + HousingExteriorAppearance = 25000, + + /// + /// Housing exterior placed items container. + /// + HousingExteriorPlacedItems = 25001, + + /// + /// Housing interior appearance container. + /// + HousingInteriorAppearance = 25002, + + /// + /// First panel of housing interior inventory. + /// + HousingInteriorPlacedItems1 = 25003, + + /// + /// Second panel of housing interior inventory. + /// + HousingInteriorPlacedItems2 = 25004, + + /// + /// Third panel of housing interior inventory. + /// + HousingInteriorPlacedItems3 = 25005, + + /// + /// Fourth panel of housing interior inventory. + /// + HousingInteriorPlacedItems4 = 25006, + + /// + /// Fifth panel of housing interior inventory. + /// + HousingInteriorPlacedItems5 = 25007, + + /// + /// Sixth panel of housing interior inventory. + /// + HousingInteriorPlacedItems6 = 25008, + + /// + /// Seventh panel of housing interior inventory. + /// + HousingInteriorPlacedItems7 = 25009, + + /// + /// Eighth panel of housing interior inventory. + /// + HousingInteriorPlacedItems8 = 25010, + + /// + /// Housing exterior storeroom inventory. + /// + HousingExteriorStoreroom = 27000, + + /// + /// First panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom1 = 27001, + + /// + /// Second panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom2 = 27002, + + /// + /// Third panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom3 = 27003, + + /// + /// Fourth panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom4 = 27004, + + /// + /// Fifth panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom5 = 27005, + + /// + /// Sixth panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom6 = 27006, + + /// + /// Seventh panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom7 = 27007, + + /// + /// Eighth panel of housing interior storeroom inventory. + /// + HousingInteriorStoreroom8 = 27008, + + /// + /// An invalid value. + /// + Invalid = ushort.MaxValue, +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryComplexEventArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryComplexEventArgs.cs new file mode 100644 index 000000000..95d7e8238 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryComplexEventArgs.cs @@ -0,0 +1,54 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being affected across different slots, possibly in different containers. +/// +public abstract class InventoryComplexEventArgs : InventoryEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// Type of the event. + /// The item at before slot. + /// The item at after slot. + internal InventoryComplexEventArgs( + GameInventoryEvent type, InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent) + : base(type, targetEvent.Item) + { + this.SourceEvent = sourceEvent; + this.TargetEvent = targetEvent; + } + + /// + /// Gets the inventory this item was at. + /// + public GameInventoryType SourceInventory => this.SourceEvent.Item.ContainerType; + + /// + /// Gets the inventory this item now is. + /// + public GameInventoryType TargetInventory => this.Item.ContainerType; + + /// + /// Gets the slot this item was at. + /// + public uint SourceSlot => this.SourceEvent.Item.InventorySlot; + + /// + /// Gets the slot this item now is. + /// + public uint TargetSlot => this.Item.InventorySlot; + + /// + /// Gets the associated source event. + /// + public InventoryEventArgs SourceEvent { get; } + + /// + /// Gets the associated target event. + /// + public InventoryEventArgs TargetEvent { get; } + + /// + public override string ToString() => $"{this.Type}({this.SourceEvent}, {this.TargetEvent})"; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryEventArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryEventArgs.cs new file mode 100644 index 000000000..198e0395b --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryEventArgs.cs @@ -0,0 +1,37 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Abstract base class representing inventory changed events. +/// +public abstract class InventoryEventArgs +{ + private readonly GameInventoryItem item; + + /// + /// Initializes a new instance of the class. + /// + /// Type of the event. + /// Item about the event. + protected InventoryEventArgs(GameInventoryEvent type, in GameInventoryItem item) + { + this.Type = type; + this.item = item; + } + + /// + /// Gets the type of event for these args. + /// + public GameInventoryEvent Type { get; } + + /// + /// Gets the item associated with this event. + /// This is a copy of the item data. + /// + // impl note: we return a ref readonly view, to avoid making copies every time this property is accessed. + // see: https://devblogs.microsoft.com/premier-developer/avoiding-struct-and-readonly-reference-performance-pitfalls-with-errorprone-net/ + // "Consider using ref readonly locals and ref return for library code" + public ref readonly GameInventoryItem Item => ref this.item; + + /// + public override string ToString() => $"{this.Type}({this.Item})"; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemAddedArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemAddedArgs.cs new file mode 100644 index 000000000..ceb64c6f9 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemAddedArgs.cs @@ -0,0 +1,26 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being added to an inventory. +/// +public sealed class InventoryItemAddedArgs : InventoryEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// The item. + internal InventoryItemAddedArgs(in GameInventoryItem item) + : base(GameInventoryEvent.Added, item) + { + } + + /// + /// Gets the inventory this item was added to. + /// + public GameInventoryType Inventory => this.Item.ContainerType; + + /// + /// Gets the slot this item was added to. + /// + public uint Slot => this.Item.InventorySlot; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemChangedArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemChangedArgs.cs new file mode 100644 index 000000000..372418793 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemChangedArgs.cs @@ -0,0 +1,38 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an items properties being changed. +/// This also includes an items stack count changing. +/// +public sealed class InventoryItemChangedArgs : InventoryEventArgs +{ + private readonly GameInventoryItem oldItemState; + + /// + /// Initializes a new instance of the class. + /// + /// The item before change. + /// The item after change. + internal InventoryItemChangedArgs(in GameInventoryItem oldItem, in GameInventoryItem newItem) + : base(GameInventoryEvent.Changed, newItem) + { + this.oldItemState = oldItem; + } + + /// + /// Gets the inventory this item is in. + /// + public GameInventoryType Inventory => this.Item.ContainerType; + + /// + /// Gets the inventory slot this item is in. + /// + public uint Slot => this.Item.InventorySlot; + + /// + /// Gets the state of the item from before it was changed. + /// This is a copy of the item data. + /// + // impl note: see InventoryEventArgs.Item. + public ref readonly GameInventoryItem OldItemState => ref this.oldItemState; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMergedArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMergedArgs.cs new file mode 100644 index 000000000..d7056356e --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMergedArgs.cs @@ -0,0 +1,26 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being merged from two stacks into one. +/// +public sealed class InventoryItemMergedArgs : InventoryComplexEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// The item at before slot. + /// The item at after slot. + internal InventoryItemMergedArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent) + : base(GameInventoryEvent.Merged, sourceEvent, targetEvent) + { + } + + /// + public override string ToString() => + this.TargetEvent is InventoryItemChangedArgs iica + ? $"{this.Type}(" + + $"item({this.Item.ItemId}), " + + $"{this.SourceInventory}#{this.SourceSlot}({this.SourceEvent.Item.Quantity} to 0), " + + $"{this.TargetInventory}#{this.TargetSlot}({iica.OldItemState.Quantity} to {iica.Item.Quantity}))" + : base.ToString(); +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMovedArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMovedArgs.cs new file mode 100644 index 000000000..8d0bbca17 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemMovedArgs.cs @@ -0,0 +1,21 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being moved from one inventory and added to another. +/// +public sealed class InventoryItemMovedArgs : InventoryComplexEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// The item at before slot. + /// The item at after slot. + internal InventoryItemMovedArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent) + : base(GameInventoryEvent.Moved, sourceEvent, targetEvent) + { + } + + /// + public override string ToString() => + $"{this.Type}(item({this.Item.ItemId}) from {this.SourceInventory}#{this.SourceSlot} to {this.TargetInventory}#{this.TargetSlot})"; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemRemovedArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemRemovedArgs.cs new file mode 100644 index 000000000..5677e3cc4 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemRemovedArgs.cs @@ -0,0 +1,26 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being removed from an inventory. +/// +public sealed class InventoryItemRemovedArgs : InventoryEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// The item. + internal InventoryItemRemovedArgs(in GameInventoryItem item) + : base(GameInventoryEvent.Removed, item) + { + } + + /// + /// Gets the inventory this item was removed from. + /// + public GameInventoryType Inventory => this.Item.ContainerType; + + /// + /// Gets the slot this item was removed from. + /// + public uint Slot => this.Item.InventorySlot; +} diff --git a/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemSplitArgs.cs b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemSplitArgs.cs new file mode 100644 index 000000000..5f717cf60 --- /dev/null +++ b/Dalamud/Game/Inventory/InventoryEventArgTypes/InventoryItemSplitArgs.cs @@ -0,0 +1,26 @@ +namespace Dalamud.Game.Inventory.InventoryEventArgTypes; + +/// +/// Represents the data associated with an item being split from one stack into two. +/// +public sealed class InventoryItemSplitArgs : InventoryComplexEventArgs +{ + /// + /// Initializes a new instance of the class. + /// + /// The item at before slot. + /// The item at after slot. + internal InventoryItemSplitArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent) + : base(GameInventoryEvent.Split, sourceEvent, targetEvent) + { + } + + /// + public override string ToString() => + this.SourceEvent is InventoryItemChangedArgs iica + ? $"{this.Type}(" + + $"item({this.Item.ItemId}), " + + $"{this.SourceInventory}#{this.SourceSlot}({iica.OldItemState.Quantity} to {iica.Item.Quantity}), " + + $"{this.TargetInventory}#{this.TargetSlot}(0 to {this.Item.Quantity}))" + : base.ToString(); +} diff --git a/Dalamud/Interface/Internal/Windows/ConsoleWindow.cs b/Dalamud/Interface/Internal/Windows/ConsoleWindow.cs index b285520d4..89dd153cc 100644 --- a/Dalamud/Interface/Internal/Windows/ConsoleWindow.cs +++ b/Dalamud/Interface/Internal/Windows/ConsoleWindow.cs @@ -679,6 +679,9 @@ internal class ConsoleWindow : Window, IDisposable private bool IsFilterApplicable(LogEntry entry) { + if (this.regexError) + return false; + try { // If this entry is below a newly set minimum level, fail it diff --git a/Dalamud/Interface/Internal/Windows/Data/DataWindow.cs b/Dalamud/Interface/Internal/Windows/Data/DataWindow.cs index e9d4152a5..20c3d6d01 100644 --- a/Dalamud/Interface/Internal/Windows/Data/DataWindow.cs +++ b/Dalamud/Interface/Internal/Windows/Data/DataWindow.cs @@ -33,6 +33,7 @@ internal class DataWindow : Window new FateTableWidget(), new FlyTextWidget(), new FontAwesomeTestWidget(), + new GameInventoryTestWidget(), new GamepadWidget(), new GaugeWidget(), new HookWidget(), diff --git a/Dalamud/Interface/Internal/Windows/Data/GameInventoryTestWidget.cs b/Dalamud/Interface/Internal/Windows/Data/GameInventoryTestWidget.cs new file mode 100644 index 000000000..c19f56654 --- /dev/null +++ b/Dalamud/Interface/Internal/Windows/Data/GameInventoryTestWidget.cs @@ -0,0 +1,163 @@ +using System.Collections.Generic; + +using Dalamud.Configuration.Internal; +using Dalamud.Game.Inventory; +using Dalamud.Game.Inventory.InventoryEventArgTypes; +using Dalamud.Interface.Colors; +using Dalamud.Interface.Utility; +using Dalamud.Interface.Utility.Raii; +using Dalamud.Logging.Internal; + +using ImGuiNET; + +using Serilog.Events; + +namespace Dalamud.Interface.Internal.Windows.Data; + +/// +/// Tester for . +/// +internal class GameInventoryTestWidget : IDataWindowWidget +{ + private static readonly ModuleLog Log = new(nameof(GameInventoryTestWidget)); + + private GameInventoryPluginScoped? scoped; + private bool standardEnabled; + private bool rawEnabled; + + /// + public string[]? CommandShortcuts { get; init; } = { "gameinventorytest" }; + + /// + public string DisplayName { get; init; } = "GameInventory Test"; + + /// + public bool Ready { get; set; } + + /// + public void Load() => this.Ready = true; + + /// + public void Draw() + { + if (Service.Get().LogLevel > LogEventLevel.Information) + { + ImGuiHelpers.SafeTextColoredWrapped( + ImGuiColors.DalamudRed, + "Enable LogLevel=Information display to see the logs."); + } + + using var table = ImRaii.Table(this.DisplayName, 3, ImGuiTableFlags.SizingFixedFit); + if (!table.Success) + return; + + ImGui.TableNextColumn(); + ImGui.TextUnformatted("Standard Logging"); + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(this.standardEnabled)) + { + if (ImGui.Button("Enable##standard-enable") && !this.standardEnabled) + { + this.scoped ??= new(); + this.scoped.InventoryChanged += ScopedOnInventoryChanged; + this.standardEnabled = true; + } + } + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(!this.standardEnabled)) + { + if (ImGui.Button("Disable##standard-disable") && this.scoped is not null && this.standardEnabled) + { + this.scoped.InventoryChanged -= ScopedOnInventoryChanged; + this.standardEnabled = false; + if (!this.rawEnabled) + { + this.scoped.Dispose(); + this.scoped = null; + } + } + } + + ImGui.TableNextRow(); + + ImGui.TableNextColumn(); + ImGui.TextUnformatted("Raw Logging"); + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(this.rawEnabled)) + { + if (ImGui.Button("Enable##raw-enable") && !this.rawEnabled) + { + this.scoped ??= new(); + this.scoped.InventoryChangedRaw += ScopedOnInventoryChangedRaw; + this.rawEnabled = true; + } + } + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(!this.rawEnabled)) + { + if (ImGui.Button("Disable##raw-disable") && this.scoped is not null && this.rawEnabled) + { + this.scoped.InventoryChangedRaw -= ScopedOnInventoryChangedRaw; + this.rawEnabled = false; + if (!this.standardEnabled) + { + this.scoped.Dispose(); + this.scoped = null; + } + } + } + + ImGui.TableNextRow(); + + ImGui.TableNextColumn(); + ImGui.TextUnformatted("All"); + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(this.standardEnabled && this.rawEnabled)) + { + if (ImGui.Button("Enable##all-enable")) + { + this.scoped ??= new(); + if (!this.standardEnabled) + this.scoped.InventoryChanged += ScopedOnInventoryChanged; + if (!this.rawEnabled) + this.scoped.InventoryChangedRaw += ScopedOnInventoryChangedRaw; + this.standardEnabled = this.rawEnabled = true; + } + } + + ImGui.TableNextColumn(); + using (ImRaii.Disabled(this.scoped is null)) + { + if (ImGui.Button("Disable##all-disable")) + { + this.scoped?.Dispose(); + this.scoped = null; + this.standardEnabled = this.rawEnabled = false; + } + } + } + + private static void ScopedOnInventoryChangedRaw(IReadOnlyCollection events) + { + var i = 0; + foreach (var e in events) + Log.Information($"[{++i}/{events.Count}] Raw: {e}"); + } + + private static void ScopedOnInventoryChanged(IReadOnlyCollection events) + { + var i = 0; + foreach (var e in events) + { + if (e is InventoryComplexEventArgs icea) + Log.Information($"[{++i}/{events.Count}] {icea}\n\t├ {icea.SourceEvent}\n\t└ {icea.TargetEvent}"); + else + Log.Information($"[{++i}/{events.Count}] {e}"); + } + } +} diff --git a/Dalamud/Plugin/Services/IGameInventory.cs b/Dalamud/Plugin/Services/IGameInventory.cs new file mode 100644 index 000000000..a1b1114d7 --- /dev/null +++ b/Dalamud/Plugin/Services/IGameInventory.cs @@ -0,0 +1,106 @@ +using System.Collections.Generic; + +using Dalamud.Game.Inventory; +using Dalamud.Game.Inventory.InventoryEventArgTypes; + +namespace Dalamud.Plugin.Services; + +/// +/// This class provides events for the in-game inventory. +/// +public interface IGameInventory +{ + /// + /// Delegate function to be called when inventories have been changed. + /// This delegate sends the entire set of changes recorded. + /// + /// The events. + public delegate void InventoryChangelogDelegate(IReadOnlyCollection events); + + /// + /// Delegate function to be called for each change to inventories. + /// This delegate sends individual events for changes. + /// + /// The event try that triggered this message. + /// Data for the triggered event. + public delegate void InventoryChangedDelegate(GameInventoryEvent type, InventoryEventArgs data); + + /// + /// Delegate function to be called for each change to inventories. + /// This delegate sends individual events for changes. + /// + /// The event arg type. + /// Data for the triggered event. + public delegate void InventoryChangedDelegate(T data) where T : InventoryEventArgs; + + /// + /// Event that is fired when the inventory has been changed.
+ /// Note that some events, such as , , and + /// currently is subject to reinterpretation as , , and + /// .
+ /// Use if you do not want such reinterpretation. + ///
+ public event InventoryChangelogDelegate InventoryChanged; + + /// + /// Event that is fired when the inventory has been changed, without trying to interpret two inventory slot changes + /// as a move event as appropriate.
+ /// In other words, , , and + /// currently do not fire in this event. + ///
+ public event InventoryChangelogDelegate InventoryChangedRaw; + + /// + /// Event that is fired when an item is added to an inventory.
+ /// If this event is a part of multi-step event, then this event will not be called.
+ /// Use if you do not want such reinterpretation. + ///
+ public event InventoryChangedDelegate ItemAdded; + + /// + /// Event that is fired when an item is removed from an inventory.
+ /// If this event is a part of multi-step event, then this event will not be called.
+ /// Use if you do not want such reinterpretation. + ///
+ public event InventoryChangedDelegate ItemRemoved; + + /// + /// Event that is fired when an items properties are changed.
+ /// If this event is a part of multi-step event, then this event will not be called.
+ /// Use if you do not want such reinterpretation. + ///
+ public event InventoryChangedDelegate ItemChanged; + + /// + /// Event that is fired when an item is moved from one inventory into another. + /// + public event InventoryChangedDelegate ItemMoved; + + /// + /// Event that is fired when an item is split from one stack into two. + /// + public event InventoryChangedDelegate ItemSplit; + + /// + /// Event that is fired when an item is merged from two stacks into one. + /// + public event InventoryChangedDelegate ItemMerged; + + /// + public event InventoryChangedDelegate ItemAddedExplicit; + + /// + public event InventoryChangedDelegate ItemRemovedExplicit; + + /// + public event InventoryChangedDelegate ItemChangedExplicit; + + /// + public event InventoryChangedDelegate ItemMovedExplicit; + + /// + public event InventoryChangedDelegate ItemSplitExplicit; + + /// + public event InventoryChangedDelegate ItemMergedExplicit; +}