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add basic italics payload
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3 changed files with 58 additions and 2 deletions
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@ -8,12 +8,12 @@ using Serilog;
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// TODOs:
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// TODOs:
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// - refactor integer handling now that we have multiple packed types
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// - refactor integer handling now that we have multiple packed types
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// - common construction/property design for subclasses
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// - wrapper class(es) for handling of composite links in chat (item, map etc) and formatting operations
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// - wrapper class(es) for handling of composite links in chat (item, map etc) and formatting operations
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// - add italics payload
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// Maybes:
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// Maybes:
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// - convert parsing to custom structs for each payload? would make some code prettier and easier to work with
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// - convert parsing to custom structs for each payload? would make some code prettier and easier to work with
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// but also wouldn't work out as well for things that are dynamically-sized
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// but also wouldn't work out as well for things that are dynamically-sized
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// - [SeString] some way to add surrounding formatting information as flags/data to text (or other?) payloads?
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// eg, if a text payload is surrounded by italics payloads, strip them out and mark the text payload as italicized
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namespace Dalamud.Game.Chat.SeStringHandling
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namespace Dalamud.Game.Chat.SeStringHandling
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{
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{
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@ -98,6 +98,10 @@ namespace Dalamud.Game.Chat.SeStringHandling
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switch (chunkType)
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switch (chunkType)
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{
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{
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case SeStringChunkType.EmphasisItalic:
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payload = new EmphasisItalicPayload();
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break;
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case SeStringChunkType.Interactable:
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case SeStringChunkType.Interactable:
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{
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{
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var subType = (EmbeddedInfoType)reader.ReadByte();
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var subType = (EmbeddedInfoType)reader.ReadByte();
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@ -176,6 +180,7 @@ namespace Dalamud.Game.Chat.SeStringHandling
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protected enum SeStringChunkType
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protected enum SeStringChunkType
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{
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{
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EmphasisItalic = 0x1A,
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Interactable = 0x27,
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Interactable = 0x27,
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AutoTranslateKey = 0x2E,
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AutoTranslateKey = 0x2E,
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UIForeground = 0x48,
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UIForeground = 0x48,
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@ -39,6 +39,10 @@ namespace Dalamud.Game.Chat.SeStringHandling
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/// </summary>
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/// </summary>
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AutoTranslateText,
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AutoTranslateText,
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/// <summary>
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/// <summary>
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/// An SeString payload representing italic emphasis formatting on text.
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/// </summary>
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EmphasisItalic,
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/// <summary>
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/// An SeString payload representing any data we don't handle.
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/// An SeString payload representing any data we don't handle.
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/// </summary>
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/// </summary>
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Unknown
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Unknown
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@ -0,0 +1,47 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace Dalamud.Game.Chat.SeStringHandling.Payloads
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{
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class EmphasisItalicPayload : Payload
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{
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public override PayloadType Type => PayloadType.EmphasisItalic;
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public bool IsEnabled { get; private set; }
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internal EmphasisItalicPayload() { }
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public EmphasisItalicPayload(bool enabled)
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{
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IsEnabled = enabled;
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}
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public override string ToString()
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{
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return $"{Type} - Enabled: {IsEnabled}";
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}
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protected override byte[] EncodeImpl()
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{
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// realistically this will always be a single byte of value 1 or 2
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// but we'll treat it normally anyway
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var enabledBytes = MakeInteger(IsEnabled ? (uint)1 : 0);
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var chunkLen = enabledBytes.Length + 1;
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var bytes = new List<byte>()
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{
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START_BYTE, (byte)SeStringChunkType.EmphasisItalic, (byte)chunkLen
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};
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bytes.AddRange(enabledBytes);
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bytes.Add(END_BYTE);
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return bytes.ToArray();
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}
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protected override void DecodeImpl(BinaryReader reader, long endOfStream)
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{
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IsEnabled = (GetInteger(reader) == 1);
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}
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}
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}
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