Unify agent update events into AgentUpdate

This commit is contained in:
Haselnussbomber 2025-11-08 11:31:10 +01:00
parent 0b6f3b8bcf
commit 8fd49f261a
No known key found for this signature in database
GPG key ID: BB905BB49E7295D1
4 changed files with 46 additions and 70 deletions

View file

@ -0,0 +1,34 @@
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
namespace Dalamud.Game.Gui;
/// <summary>
/// Represents a flag set by the game used by agents to conditionally update their addons.
/// </summary>
[Flags]
public enum AgentUpdateFlag : byte
{
/// <summary> Set when an inventory has been updated. </summary>
InventoryUpdate = 1 << 0,
/// <summary> Set when a hotbar slot has been executed, or a Gearset or Macro has been changed. </summary>
ActionBarUpdate = 1 << 1,
/// <summary> Set when the RetainerMarket inventory has been updated. </summary>
RetainerMarketInventoryUpdate = 1 << 2,
/// <summary> Unknown use case. </summary>
NameplateUpdate = 1 << 3,
/// <summary> Set when the player unlocked collectibles, contents or systems. </summary>
UnlocksUpdate = 1 << 4,
/// <summary> Set when <see cref="AgentHUD.SetMainCommandEnabledState"/> was called. </summary>
MainCommandEnabledStateUpdate = 1 << 5,
/// <summary> Set when any housing inventory has been updated. </summary>
HousingInventoryUpdate = 1 << 6,
/// <summary> Set when any content inventory has been updated. </summary>
ContentInventoryUpdate = 1 << 7,
}

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@ -95,16 +95,7 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
public event EventHandler<HoveredAction>? HoveredActionChanged;
/// <inheritdoc/>
public event Action InventoryUpdate;
/// <inheritdoc/>
public event Action ActionBarUpdate;
/// <inheritdoc/>
public event Action UnlocksUpdate;
/// <inheritdoc/>
public event Action MainCommandEnabledStateUpdate;
public event Action<AgentUpdateFlag> AgentUpdate;
/// <inheritdoc/>
public bool GameUiHidden { get; private set; }
@ -393,20 +384,7 @@ internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
if (agentUpdateFlag != RaptureAtkModule.AgentUpdateFlags.None)
{
if (agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.InventoryUpdate) ||
agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.RetainerMarketInventoryUpdate) ||
agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.HousingInventoryUpdate) ||
agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.ContentInventoryUpdate))
this.InventoryUpdate.InvokeSafely();
if (agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.ActionBarUpdate))
this.ActionBarUpdate.InvokeSafely();
if (agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.UnlocksUpdate))
this.UnlocksUpdate.InvokeSafely();
if (agentUpdateFlag.HasFlag(RaptureAtkModule.AgentUpdateFlags.MainCommandEnabledStateUpdate))
this.MainCommandEnabledStateUpdate.InvokeSafely();
this.AgentUpdate.InvokeSafely((AgentUpdateFlag)agentUpdateFlag);
}
}
}
@ -432,10 +410,7 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
this.gameGuiService.UiHideToggled += this.UiHideToggledForward;
this.gameGuiService.HoveredItemChanged += this.HoveredItemForward;
this.gameGuiService.HoveredActionChanged += this.HoveredActionForward;
this.gameGuiService.InventoryUpdate += this.InventoryUpdateForward;
this.gameGuiService.ActionBarUpdate += this.ActionBarUpdateForward;
this.gameGuiService.UnlocksUpdate += this.UnlocksUpdateForward;
this.gameGuiService.MainCommandEnabledStateUpdate += this.MainCommandEnabledStateUpdateForward;
this.gameGuiService.AgentUpdate += this.AgentUpdateForward;
}
/// <inheritdoc/>
@ -448,16 +423,7 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
public event EventHandler<HoveredAction>? HoveredActionChanged;
/// <inheritdoc/>
public event Action InventoryUpdate;
/// <inheritdoc/>
public event Action ActionBarUpdate;
/// <inheritdoc/>
public event Action UnlocksUpdate;
/// <inheritdoc/>
public event Action MainCommandEnabledStateUpdate;
public event Action<AgentUpdateFlag> AgentUpdate;
/// <inheritdoc/>
public bool GameUiHidden => this.gameGuiService.GameUiHidden;
@ -478,10 +444,7 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
this.gameGuiService.UiHideToggled -= this.UiHideToggledForward;
this.gameGuiService.HoveredItemChanged -= this.HoveredItemForward;
this.gameGuiService.HoveredActionChanged -= this.HoveredActionForward;
this.gameGuiService.InventoryUpdate -= this.InventoryUpdateForward;
this.gameGuiService.ActionBarUpdate -= this.ActionBarUpdateForward;
this.gameGuiService.UnlocksUpdate -= this.UnlocksUpdateForward;
this.gameGuiService.MainCommandEnabledStateUpdate -= this.MainCommandEnabledStateUpdateForward;
this.gameGuiService.AgentUpdate -= this.AgentUpdateForward;
this.UiHideToggled = null;
this.HoveredItemChanged = null;
@ -534,11 +497,5 @@ internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
private void HoveredActionForward(object sender, HoveredAction hoverAction) => this.HoveredActionChanged?.Invoke(sender, hoverAction);
private void InventoryUpdateForward() => this.InventoryUpdate.InvokeSafely();
private void ActionBarUpdateForward() => this.ActionBarUpdate.InvokeSafely();
private void UnlocksUpdateForward() => this.UnlocksUpdate.InvokeSafely();
private void MainCommandEnabledStateUpdateForward() => this.MainCommandEnabledStateUpdate.InvokeSafely();
private void AgentUpdateForward(AgentUpdateFlag agentUpdateFlag) => this.AgentUpdate.InvokeSafely(agentUpdateFlag);
}

View file

@ -46,7 +46,7 @@ internal class GameInventory : IInternalDisposableService
this.inventoryTypes = Enum.GetValues<GameInventoryType>();
this.inventoryItems = new GameInventoryItem[this.inventoryTypes.Length][];
this.gameGui.InventoryUpdate += this.OnInventoryUpdate;
this.gameGui.AgentUpdate += this.OnAgentUpdate;
}
/// <inheritdoc/>
@ -58,7 +58,7 @@ internal class GameInventory : IInternalDisposableService
this.subscribersPendingChange.Clear();
this.subscribersChanged = false;
this.framework.Update -= this.OnFrameworkUpdate;
this.gameGui.InventoryUpdate -= this.OnInventoryUpdate;
this.gameGui.AgentUpdate -= this.OnAgentUpdate;
}
}
@ -309,7 +309,7 @@ internal class GameInventory : IInternalDisposableService
return items;
}
private void OnInventoryUpdate()
private void OnAgentUpdate(AgentUpdateFlag agentUpdateFlag)
{
this.inventoriesMightBeChanged |= true;
}

View file

@ -27,25 +27,10 @@ public unsafe interface IGameGui
public event EventHandler<HoveredAction> HoveredActionChanged;
/// <summary>
/// Event that is fired when the inventory has been updated.
/// Fired when the game sets one or more <see cref="AgentUpdateFlag"/> values,
/// used by agents to conditionally update their addons.
/// </summary>
event Action InventoryUpdate;
/// <summary>
/// Fired when the action bar needs to be updated, e.g. after changing Class/Job,
/// updating Gear Sets, modifying Macros, or executing a hotbar slot.
/// </summary>
event Action ActionBarUpdate;
/// <summary>
/// Event that is fired when collectibles, content or systems were unlocked.
/// </summary>
event Action UnlocksUpdate;
/// <summary>
/// Event that is fired when the enable state of MainCommands has been updated.
/// </summary>
event Action MainCommandEnabledStateUpdate;
event Action<AgentUpdateFlag> AgentUpdate;
/// <summary>
/// Gets a value indicating whether the game UI is hidden.