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GameGui namespace, Vector2 overloads, convert to properties
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d823049635
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2 changed files with 79 additions and 26 deletions
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@ -1,27 +1,22 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Gui.Addons;
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using Dalamud.Game.Gui.PartyFinder;
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using Dalamud.Game.Text.SeStringHandling.Payloads;
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using Dalamud.Hooking;
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using Dalamud.Interface;
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using Dalamud.Utility;
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using Serilog;
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using SharpDX;
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namespace Dalamud.Game.Internal.Gui
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namespace Dalamud.Game.Gui
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{
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/// <summary>
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/// A class handling many aspects of the in-game UI.
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/// </summary>
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public sealed class GameGui : IDisposable
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{
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/// <summary>
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/// The delegate of the native method that gets the Client::UI::UIModule address.
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/// </summary>
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/// <returns>The Client::UI::UIModule address.</returns>
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public readonly GetBaseUIObjectDelegate GetBaseUIObject;
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private readonly Dalamud dalamud;
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private readonly GameGuiAddressResolver address;
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@ -148,6 +143,12 @@ namespace Dalamud.Game.Internal.Gui
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/// </summary>
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public event EventHandler<bool> OnUiHideToggled;
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/// <summary>
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/// Gets a callable delegate for the GetBaseUIObject game method.
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/// </summary>
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/// <returns>The Client::UI::UIModule address.</returns>
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public GetBaseUIObjectDelegate GetBaseUIObject { get; }
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/// <summary>
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/// Gets the <see cref="Chat"/> instance.
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/// </summary>
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@ -229,13 +230,13 @@ namespace Dalamud.Game.Internal.Gui
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/// <param name="worldPos">Coordinates in the world.</param>
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/// <param name="screenPos">Converted coordinates.</param>
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/// <returns>True if worldPos corresponds to a position in front of the camera.</returns>
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public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos)
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public bool WorldToScreen(SharpDX.Vector3 worldPos, out SharpDX.Vector2 screenPos)
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{
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// Get base object with matrices
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var matrixSingleton = this.getMatrixSingleton();
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// Read current ViewProjectionMatrix plus game window size
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var viewProjectionMatrix = default(Matrix);
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var viewProjectionMatrix = default(SharpDX.Matrix);
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float width, height;
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var windowPos = ImGuiHelpers.MainViewport.Pos;
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@ -250,9 +251,9 @@ namespace Dalamud.Game.Internal.Gui
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height = *(rawMatrix + 1);
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}
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Vector3.Transform(ref worldPos, ref viewProjectionMatrix, out Vector3 pCoords);
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SharpDX.Vector3.Transform(ref worldPos, ref viewProjectionMatrix, out SharpDX.Vector3 pCoords);
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screenPos = new Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z);
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screenPos = new SharpDX.Vector2(pCoords.X / pCoords.Z, pCoords.Y / pCoords.Z);
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screenPos.X = (0.5f * width * (screenPos.X + 1f)) + windowPos.X;
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screenPos.Y = (0.5f * height * (1f - screenPos.Y)) + windowPos.Y;
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@ -262,6 +263,39 @@ namespace Dalamud.Game.Internal.Gui
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screenPos.Y > windowPos.Y && screenPos.Y < windowPos.Y + height;
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}
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/// <summary>
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/// Converts in-world coordinates to screen coordinates (upper left corner origin).
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/// </summary>
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/// <param name="worldPos">Coordinates in the world.</param>
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/// <param name="screenPos">Converted coordinates.</param>
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/// <returns>True if worldPos corresponds to a position in front of the camera.</returns>
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/// <remarks>
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/// This overload requires a conversion to SharpDX vectors, however the penalty should be negligible.
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/// </remarks>
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public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos)
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{
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var result = this.WorldToScreen(worldPos.ToSharpDX(), out var sharpScreenPos);
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screenPos = sharpScreenPos.ToSystem();
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return result;
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}
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/// <summary>
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/// Converts in-world coordinates to screen coordinates (upper left corner origin).
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/// </summary>
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/// <param name="worldPos">Coordinates in the world.</param>
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/// <param name="screenPos">Converted coordinates.</param>
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/// <returns>True if worldPos corresponds to a position in front of the camera.</returns>
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/// <remarks>
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/// This overload requires a conversion to SharpDX vectors, however the penalty should be negligible.
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/// </remarks>
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public bool WorldToScreen(Position3 worldPos, out Vector2 screenPos)
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{
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// This overload is necessary due to Positon3 implicit operators.
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var result = this.WorldToScreen((SharpDX.Vector3)worldPos, out var sharpScreenPos);
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screenPos = sharpScreenPos.ToSystem();
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return result;
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}
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/// <summary>
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/// Converts screen coordinates to in-world coordinates via raycasting.
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/// </summary>
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@ -269,7 +303,7 @@ namespace Dalamud.Game.Internal.Gui
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/// <param name="worldPos">Converted coordinates.</param>
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/// <param name="rayDistance">How far to search for a collision.</param>
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/// <returns>True if successful. On false, worldPos's contents are undefined.</returns>
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public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f)
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public bool ScreenToWorld(SharpDX.Vector2 screenPos, out SharpDX.Vector3 worldPos, float rayDistance = 100000.0f)
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{
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// The game is only visible in the main viewport, so if the cursor is outside
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// of the game window, do not bother calculating anything
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@ -287,7 +321,7 @@ namespace Dalamud.Game.Internal.Gui
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var matrixSingleton = this.getMatrixSingleton();
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// Read current ViewProjectionMatrix plus game window size
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var viewProjectionMatrix = default(Matrix);
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var viewProjectionMatrix = default(SharpDX.Matrix);
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float width, height;
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unsafe
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{
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@ -302,18 +336,18 @@ namespace Dalamud.Game.Internal.Gui
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viewProjectionMatrix.Invert();
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var localScreenPos = new Vector2(screenPos.X - windowPos.X, screenPos.Y - windowPos.Y);
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var screenPos3D = new Vector3
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var localScreenPos = new SharpDX.Vector2(screenPos.X - windowPos.X, screenPos.Y - windowPos.Y);
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var screenPos3D = new SharpDX.Vector3
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{
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X = (localScreenPos.X / width * 2.0f) - 1.0f,
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Y = -((localScreenPos.Y / height * 2.0f) - 1.0f),
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Z = 0,
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};
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Vector3.TransformCoordinate(ref screenPos3D, ref viewProjectionMatrix, out var camPos);
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SharpDX.Vector3.TransformCoordinate(ref screenPos3D, ref viewProjectionMatrix, out var camPos);
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screenPos3D.Z = 1;
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Vector3.TransformCoordinate(ref screenPos3D, ref viewProjectionMatrix, out var camPosOne);
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SharpDX.Vector3.TransformCoordinate(ref screenPos3D, ref viewProjectionMatrix, out var camPosOne);
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var clipPos = camPosOne - camPos;
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clipPos.Normalize();
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@ -343,7 +377,7 @@ namespace Dalamud.Game.Internal.Gui
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}
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}
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worldPos = new Vector3
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worldPos = new SharpDX.Vector3
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{
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X = worldPosArray[0],
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Y = worldPosArray[1],
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@ -354,6 +388,23 @@ namespace Dalamud.Game.Internal.Gui
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return isSuccess;
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}
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/// <summary>
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/// Converts screen coordinates to in-world coordinates via raycasting.
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/// </summary>
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/// <param name="screenPos">Screen coordinates.</param>
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/// <param name="worldPos">Converted coordinates.</param>
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/// <param name="rayDistance">How far to search for a collision.</param>
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/// <returns>True if successful. On false, worldPos's contents are undefined.</returns>
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/// <remarks>
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/// This overload requires a conversion to SharpDX vectors, however the penalty should be negligible.
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/// </remarks>
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public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f)
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{
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var result = this.ScreenToWorld(screenPos.ToSharpDX(), out var sharpworldPos);
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worldPos = sharpworldPos.ToSystem();
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return result;
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}
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/// <summary>
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/// Gets a pointer to the game's UI module.
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/// </summary>
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@ -381,12 +432,14 @@ namespace Dalamud.Game.Internal.Gui
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/// <param name="name">The addon name.</param>
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/// <param name="index">The index of the addon, starting at 1.</param>
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/// <returns>The native memory representation of the addon, if it exists.</returns>
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public Addon.Addon GetAddonByName(string name, int index)
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public Addon GetAddonByName(string name, int index)
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{
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var addonMem = this.GetUiObjectByName(name, index);
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if (addonMem == IntPtr.Zero) return null;
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var addonStruct = Marshal.PtrToStructure<Structs.Addon>(addonMem);
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return new Addon.Addon(addonMem, addonStruct);
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var address = this.GetUiObjectByName(name, index);
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if (address == IntPtr.Zero)
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return null;
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return new Addon(address);
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}
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/// <summary>
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@ -1,7 +1,7 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Dalamud.Game.Internal.Gui
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namespace Dalamud.Game.Gui
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{
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/// <summary>
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/// The address resolver for the <see cref="GameGui"/> class.
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