Merge pull request #1417 from MidoriKami/RemoveObsoletes

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goat 2023-09-23 10:45:14 +02:00 committed by GitHub
commit eef118676e
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6 changed files with 5 additions and 217 deletions

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@ -55,18 +55,6 @@ internal sealed partial class BuddyList : IServiceType, IBuddyList
}
}
/// <summary>
/// Gets a value indicating whether the local player's companion is present.
/// </summary>
[Obsolete("Use CompanionBuddy != null", false)]
public bool CompanionBuddyPresent => this.CompanionBuddy != null;
/// <summary>
/// Gets a value indicating whether the local player's pet is present.
/// </summary>
[Obsolete("Use PetBuddy != null", false)]
public bool PetBuddyPresent => this.PetBuddy != null;
/// <inheritdoc/>
public BuddyMember? CompanionBuddy
{

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@ -55,54 +55,6 @@ internal unsafe class GamepadState : IDisposable, IServiceType, IGamepadState
public Vector2 RightStick =>
new(this.rightStickX, this.rightStickY);
/// <summary>
/// Gets the state of the left analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.LeftStick.X", false)]
public float LeftStickLeft => this.leftStickX < 0 ? -this.leftStickX / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.LeftStick.X", false)]
public float LeftStickRight => this.leftStickX > 0 ? this.leftStickX / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.LeftStick.Y", false)]
public float LeftStickUp => this.leftStickY > 0 ? this.leftStickY / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.LeftStick.Y", false)]
public float LeftStickDown => this.leftStickY < 0 ? -this.leftStickY / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.RightStick.X", false)]
public float RightStickLeft => this.rightStickX < 0 ? -this.rightStickX / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.RightStick.X", false)]
public float RightStickRight => this.rightStickX > 0 ? this.rightStickX / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.RightStick.Y", false)]
public float RightStickUp => this.rightStickY > 0 ? this.rightStickY / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
[Obsolete("Use IGamepadState.RightStick.Y", false)]
public float RightStickDown => this.rightStickY < 0 ? -this.rightStickY / 100f : 0;
/// <summary>
/// Gets buttons pressed bitmask, set once when the button is pressed. See <see cref="GamepadButtons"/> for the mapping.
///

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@ -39,35 +39,35 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
public GameObject? Target
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->Target);
set => this.SetTarget(value);
set => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public GameObject? MouseOverTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
set => this.SetMouseOverTarget(value);
set => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public GameObject? FocusTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->FocusTarget);
set => this.SetFocusTarget(value);
set => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public GameObject? PreviousTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->PreviousTarget);
set => this.SetPreviousTarget(value);
set => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public GameObject? SoftTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->SoftTarget);
set => this.SetSoftTarget(value);
set => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
@ -85,104 +85,4 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
}
private FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem*)this.Address;
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actor">Actor to target.</param>
[Obsolete("Use Target Property", false)]
public void SetTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actor">Actor to target.</param>
[Obsolete("Use MouseOverTarget Property", false)]
public void SetMouseOverTarget(GameObject? actor) => this.SetMouseOverTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actor">Actor to target.</param>
[Obsolete("Use FocusTarget Property", false)]
public void SetFocusTarget(GameObject? actor) => this.SetFocusTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actor">Actor to target.</param>
[Obsolete("Use PreviousTarget Property", false)]
public void SetPreviousTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actor">Actor to target.</param>
[Obsolete("Use SoftTarget Property", false)]
public void SetSoftTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
[Obsolete("Use Target Property", false)]
public void SetTarget(IntPtr actorAddress) => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
[Obsolete("Use MouseOverTarget Property", false)]
public void SetMouseOverTarget(IntPtr actorAddress) => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
[Obsolete("Use FocusTarget Property", false)]
public void SetFocusTarget(IntPtr actorAddress) => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
[Obsolete("Use PreviousTarget Property", false)]
public void SetPreviousTarget(IntPtr actorAddress) => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
[Obsolete("Use SoftTarget Property", false)]
public void SetSoftTarget(IntPtr actorAddress) => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Clears the current target.
/// </summary>
[Obsolete("Use Target Property", false)]
public void ClearTarget() => this.SetTarget(IntPtr.Zero);
/// <summary>
/// Clears the mouseover target.
/// </summary>
[Obsolete("Use MouseOverTarget Property", false)]
public void ClearMouseOverTarget() => this.SetMouseOverTarget(IntPtr.Zero);
/// <summary>
/// Clears the focus target.
/// </summary>
[Obsolete("Use FocusTarget Property", false)]
public void ClearFocusTarget() => this.SetFocusTarget(IntPtr.Zero);
/// <summary>
/// Clears the previous target.
/// </summary>
[Obsolete("Use PreviousTarget Property", false)]
public void ClearPreviousTarget() => this.SetPreviousTarget(IntPtr.Zero);
/// <summary>
/// Clears the soft target.
/// </summary>
[Obsolete("Use SoftTarget Property", false)]
public void ClearSoftTarget() => this.SetSoftTarget(IntPtr.Zero);
}

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@ -1,34 +0,0 @@
using System.Diagnostics;
using System.Linq;
using Serilog;
namespace Dalamud.Game.Internal.DXGI;
/// <summary>
/// The address resolver for native D3D11 methods to facilitate displaying the Dalamud UI.
/// </summary>
[Obsolete("This has been deprecated in favor of the VTable resolver.")]
internal sealed class SwapChainSigResolver : BaseAddressResolver, ISwapChainAddressResolver
{
/// <inheritdoc/>
public IntPtr Present { get; set; }
/// <inheritdoc/>
public IntPtr ResizeBuffers { get; set; }
/// <inheritdoc/>
protected override void Setup64Bit(SigScanner sig)
{
var module = Process.GetCurrentProcess().Modules.Cast<ProcessModule>().First(m => m.ModuleName == "dxgi.dll");
Log.Debug($"Found DXGI: 0x{module.BaseAddress.ToInt64():X}");
var scanner = new SigScanner(module);
// 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.Present = scanner.ScanModule("41 8B F0 8B FA 89 54 24 ?? 48 8B D9 48 89 4D ?? C6 44 24 ?? 00") - 0x37;
this.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");
}
}

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@ -123,16 +123,6 @@ public partial class FileDialog
return this.isOk;
}
/// <summary>
/// Gets the result of the selection.
/// </summary>
/// <returns>The result of the selection (file or folder path). If multiple entries were selected, they are separated with commas.</returns>
[Obsolete("Use GetResults() instead.", true)]
public string GetResult()
{
return string.Join(',', this.GetResults());
}
/// <summary>
/// Gets the result of the selection.
/// </summary>

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@ -94,14 +94,6 @@ public class WindowSystem
/// </summary>
public void RemoveAllWindows() => this.windows.Clear();
/// <summary>
/// Get a window by name.
/// </summary>
/// <param name="windowName">The name of the <see cref="Window"/>.</param>
/// <returns>The <see cref="Window"/> object with matching name or null.</returns>
[Obsolete("WindowSystem does not own your window - you should store a reference to it and use that instead.")]
public Window? GetWindow(string windowName) => this.windows.FirstOrDefault(w => w.WindowName == windowName);
/// <summary>
/// Draw all registered windows using ImGui.
/// </summary>