refactor: new code style in UiBuilder.cs

This commit is contained in:
goat 2021-03-31 17:03:11 +02:00
parent a52f54774e
commit f5830cf09a
3 changed files with 143 additions and 106 deletions

View file

@ -35,9 +35,9 @@ namespace Dalamud.Interface {
ImGui.SameLine();
if (ImGui.Button("Reset")) {
foreach (var a in this.pluginManager.Plugins) {
a.PluginInterface.UiBuilder.lastDrawTime = -1;
a.PluginInterface.UiBuilder.maxDrawTime = -1;
a.PluginInterface.UiBuilder.drawTimeHistory.Clear();
a.PluginInterface.UiBuilder.LastDrawTime = -1;
a.PluginInterface.UiBuilder.MaxDrawTime = -1;
a.PluginInterface.UiBuilder.DrawTimeHistory.Clear();
}
}
@ -59,12 +59,12 @@ namespace Dalamud.Interface {
foreach (var a in this.pluginManager.Plugins) {
ImGui.Text(a.Definition.Name);
ImGui.NextColumn();
ImGui.Text($"{a.PluginInterface.UiBuilder.lastDrawTime/10000f:F4}ms");
ImGui.Text($"{a.PluginInterface.UiBuilder.LastDrawTime/10000f:F4}ms");
ImGui.NextColumn();
ImGui.Text($"{a.PluginInterface.UiBuilder.maxDrawTime/10000f:F4}ms");
ImGui.Text($"{a.PluginInterface.UiBuilder.MaxDrawTime/10000f:F4}ms");
ImGui.NextColumn();
if (a.PluginInterface.UiBuilder.drawTimeHistory.Count > 0) {
ImGui.Text($"{a.PluginInterface.UiBuilder.drawTimeHistory.Average()/10000f:F4}ms");
if (a.PluginInterface.UiBuilder.DrawTimeHistory.Count > 0) {
ImGui.Text($"{a.PluginInterface.UiBuilder.DrawTimeHistory.Average()/10000f:F4}ms");
} else {
ImGui.Text("-");
}

View file

@ -1,10 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Dalamud.Game.ClientState;
using Dalamud.Game.Internal.Gui;
using ImGuiNET;
using ImGuiScene;
using Serilog;
@ -16,27 +13,28 @@ namespace Dalamud.Interface
/// This class represents the Dalamud UI that is drawn on top of the game.
/// It can be used to draw custom windows and overlays.
/// </summary>
public class UiBuilder : IDisposable {
public class UiBuilder : IDisposable
{
private readonly string namespaceName;
private readonly Dalamud dalamud;
private readonly System.Diagnostics.Stopwatch stopwatch;
private bool hasErrorWindow;
/// <summary>
/// The game's active Direct3D device.
/// Initializes a new instance of the <see cref="UiBuilder"/> class and registers it.
/// You do not have to call this manually.
/// </summary>
public Device Device => this.dalamud.InterfaceManager.Device;
/// <summary>
/// The game's main window handle.
/// </summary>
public IntPtr WindowHandlePtr => this.dalamud.InterfaceManager.WindowHandlePtr;
/// <param name="dalamud">The dalamud to register on.</param>
/// <param name="namespaceName">The plugin namespace.</param>
internal UiBuilder(Dalamud dalamud, string namespaceName)
{
this.namespaceName = namespaceName;
/// <summary>
/// The default Dalamud font based on Noto Sans CJK Medium in 17pt - supporting all game languages and icons.
/// </summary>
public static ImFontPtr DefaultFont => InterfaceManager.DefaultFont;
/// <summary>
/// The default Dalamud icon font based on FontAwesome 5 Free solid in 17pt.
/// </summary>
public static ImFontPtr IconFont => InterfaceManager.IconFont;
this.dalamud = dalamud;
this.dalamud.InterfaceManager.OnDraw += this.OnDraw;
this.stopwatch = new System.Diagnostics.Stopwatch();
}
/// <summary>
/// The delegate that gets called when Dalamud is ready to draw your windows or overlays.
@ -45,69 +43,104 @@ namespace Dalamud.Interface
public event RawDX11Scene.BuildUIDelegate OnBuildUi;
/// <summary>
/// Choose if this plugin should hide its UI automatically when the game's UI is hidden.
/// Event that is fired when the plugin should open its configuration interface.
/// </summary>
public event EventHandler OnOpenConfigUi;
/// <summary>
/// Gets the default Dalamud font based on Noto Sans CJK Medium in 17pt - supporting all game languages and icons.
/// </summary>
public static ImFontPtr DefaultFont => InterfaceManager.DefaultFont;
/// <summary>
/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid in 17pt.
/// </summary>
public static ImFontPtr IconFont => InterfaceManager.IconFont;
/// <summary>
/// Gets the game's active Direct3D device.
/// </summary>
public Device Device => this.dalamud.InterfaceManager.Device;
/// <summary>
/// Gets the game's main window handle.
/// </summary>
public IntPtr WindowHandlePtr => this.dalamud.InterfaceManager.WindowHandlePtr;
/// <summary>
/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the game's UI is hidden.
/// </summary>
public bool DisableAutomaticUiHide { get; set; } = false;
/// <summary>
/// Choose if this plugin should hide its UI automatically when the user toggles the UI.
/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the user toggles the UI.
/// </summary>
public bool DisableUserUiHide { get; set; } = false;
/// <summary>
/// Choose if this plugin should hide its UI automatically during cutscenes.
/// Gets or sets a value indicating whether this plugin should hide its UI automatically during cutscenes.
/// </summary>
public bool DisableCutsceneUiHide { get; set; } = false;
/// <summary>
/// Choose if this plugin should hide its UI automatically while gpose is active.
/// Gets or sets a value indicating whether this plugin should hide its UI automatically while gpose is active.
/// </summary>
public bool DisableGposeUiHide { get; set; } = false;
/// <summary>
/// Gets or sets an action that is called any time ImGui fonts need to be rebuilt.<br/>
/// Any ImFontPtr objects that you store <strong>can be invalidated</strong> when fonts are rebuilt
/// (at any time), so you should both reload your custom fonts and restore those
/// pointers inside this handler.<br/>
/// <strong>PLEASE remove this handler inside Dispose, or when you no longer need your fonts!</strong>
/// </summary>
public Action OnBuildFonts
{
get => this.dalamud.InterfaceManager.OnBuildFonts;
set => this.dalamud.InterfaceManager.OnBuildFonts = value;
}
/// <summary>
/// Gets or sets a value indicating whether statistics about UI draw time should be collected.
/// </summary>
#if DEBUG
internal static bool DoStats { get; set; } = true;
#else
internal static bool DoStats { get; set; } = false;
#endif
/// <summary>
/// Gets a value indicating whether this UiBuilder has a configuration UI registered.
/// </summary>
internal bool HasConfigUi => this.OnOpenConfigUi != null;
/// <summary>
/// Gets or sets the time this plugin took to draw on the last frame.
/// </summary>
internal long LastDrawTime { get; set; } = -1;
/// <summary>
/// Gets or sets the longest amount of time this plugin ever took to draw.
/// </summary>
internal long MaxDrawTime { get; set; } = -1;
/// <summary>
/// Gets or sets a history of the last draw times, used to calculate an average.
/// </summary>
internal List<long> DrawTimeHistory { get; set; } = new List<long>();
private bool CutsceneActive => this.dalamud.ClientState != null &&
(this.dalamud.ClientState.Condition[ConditionFlag.OccupiedInCutSceneEvent] ||
this.dalamud.ClientState.Condition[ConditionFlag.WatchingCutscene78]);
this.dalamud.ClientState.Condition[ConditionFlag.WatchingCutscene78]);
private bool GposeActive => this.dalamud.ClientState != null &&
this.dalamud.ClientState.Condition[ConditionFlag.WatchingCutscene];
private Dalamud dalamud;
#if DEBUG
internal static bool DoStats { get; set; } = true;
#else
internal static bool DoStats { get; set; } = false;
#endif
private System.Diagnostics.Stopwatch stopwatch;
internal long lastDrawTime = -1;
internal long maxDrawTime = -1;
internal List<long> drawTimeHistory = new List<long>();
/// <summary>
/// Create a new UiBuilder and register it. You do not have to call this manually.
/// </summary>
/// <param name="interfaceManager">The interface manager to register on.</param>
/// <param name="namespaceName">The plugin namespace.</param>
internal UiBuilder(Dalamud dalamud, string namespaceName) {
this.namespaceName = namespaceName;
this.dalamud = dalamud;
this.dalamud.InterfaceManager.OnDraw += OnDraw;
this.stopwatch = new System.Diagnostics.Stopwatch();
}
/// <summary>
/// Unregister the UiBuilder. Do not call this in plugin code.
/// </summary>
public void Dispose() {
this.dalamud.InterfaceManager.OnDraw -= OnDraw;
}
/// <summary>
/// Loads an image from the specified file.
/// </summary>
/// <param name="filePath">The full filepath to the image.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image()</returns>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImage(string filePath) =>
this.dalamud.InterfaceManager.LoadImage(filePath);
@ -115,7 +148,7 @@ namespace Dalamud.Interface
/// Loads an image from a byte stream, such as a png downloaded into memory.
/// </summary>
/// <param name="imageData">A byte array containing the raw image data.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image()</returns>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImage(byte[] imageData) =>
this.dalamud.InterfaceManager.LoadImage(imageData);
@ -126,23 +159,10 @@ namespace Dalamud.Interface
/// <param name="width">The width of the image contained in <paramref name="imageData"/>.</param>
/// <param name="height">The height of the image contained in <paramref name="imageData"/>.</param>
/// <param name="numChannels">The number of channels (bytes per pixel) of the image contained in <paramref name="imageData"/>. This should usually be 4.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image()</returns>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels) =>
this.dalamud.InterfaceManager.LoadImageRaw(imageData, width, height, numChannels);
/// <summary>
/// An event that is called any time ImGui fonts need to be rebuilt.<br/>
/// Any ImFontPtr objects that you store <strong>can be invalidated</strong> when fonts are rebuilt
/// (at any time), so you should both reload your custom fonts and restore those
/// pointers inside this handler.<br/>
/// <strong>PLEASE remove this handler inside Dispose, or when you no longer need your fonts!</strong>
/// </summary>
public Action OnBuildFonts
{
get { return this.dalamud.InterfaceManager.OnBuildFonts; }
set { this.dalamud.InterfaceManager.OnBuildFonts = value; }
}
/// <summary>
/// Call this to queue a rebuild of the font atlas.<br/>
/// This will invoke any <see cref="OnBuildFonts"/> handlers and ensure that any loaded fonts are
@ -155,53 +175,70 @@ namespace Dalamud.Interface
}
/// <summary>
/// Event that is fired when the plugin should open its configuration interface.
/// Unregister the UiBuilder. Do not call this in plugin code.
/// </summary>
public EventHandler OnOpenConfigUi;
public void Dispose()
{
this.dalamud.InterfaceManager.OnDraw -= this.OnDraw;
}
private bool hasErrorWindow;
/// <summary>
/// Open the registered configuration UI, if it exists.
/// </summary>
internal void OpenConfigUi()
{
this.OnOpenConfigUi?.Invoke(this, null);
}
private void OnDraw() {
if (this.dalamud.Framework.Gui.GameUiHidden && this.dalamud.Configuration.ToggleUiHide && !(DisableUserUiHide || DisableAutomaticUiHide) ||
CutsceneActive && this.dalamud.Configuration.ToggleUiHideDuringCutscenes && !(DisableCutsceneUiHide || DisableAutomaticUiHide) ||
GposeActive && this.dalamud.Configuration.ToggleUiHideDuringGpose && !(DisableGposeUiHide || DisableAutomaticUiHide))
private void OnDraw()
{
if ((this.dalamud.Framework.Gui.GameUiHidden && this.dalamud.Configuration.ToggleUiHide && !(this.DisableUserUiHide || this.DisableAutomaticUiHide)) ||
(this.CutsceneActive && this.dalamud.Configuration.ToggleUiHideDuringCutscenes && !(this.DisableCutsceneUiHide || this.DisableAutomaticUiHide)) ||
(this.GposeActive && this.dalamud.Configuration.ToggleUiHideDuringGpose && !(this.DisableGposeUiHide || this.DisableAutomaticUiHide)))
return;
ImGui.PushID(this.namespaceName);
if (DoStats) {
if (DoStats)
{
this.stopwatch.Restart();
}
if (this.hasErrorWindow && ImGui.Begin(string.Format("{0} Error", this.namespaceName), ref this.hasErrorWindow,
ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize)) {
ImGui.Text(string.Format("The plugin {0} ran into an error.\nContact the plugin developer for support.\n\nPlease try restarting your game.", this.namespaceName));
if (this.hasErrorWindow && ImGui.Begin($"{this.namespaceName} Error", ref this.hasErrorWindow, ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize))
{
ImGui.Text(
$"The plugin {this.namespaceName} ran into an error.\nContact the plugin developer for support.\n\nPlease try restarting your game.");
ImGui.Spacing();
if (ImGui.Button("OK")) {
if (ImGui.Button("OK"))
{
this.hasErrorWindow = false;
}
ImGui.End();
}
try {
OnBuildUi?.Invoke();
} catch (Exception ex) {
try
{
this.OnBuildUi?.Invoke();
}
catch (Exception ex)
{
Log.Error(ex, "[{0}] UiBuilder OnBuildUi caught exception", this.namespaceName);
OnBuildUi = null;
OnOpenConfigUi = null;
this.OnBuildUi = null;
this.OnOpenConfigUi = null;
this.hasErrorWindow = true;
}
if (DoStats) {
if (DoStats)
{
this.stopwatch.Stop();
this.lastDrawTime = this.stopwatch.ElapsedTicks;
this.maxDrawTime = Math.Max(this.lastDrawTime, this.maxDrawTime);
this.drawTimeHistory.Add(lastDrawTime);
while (drawTimeHistory.Count > 100) drawTimeHistory.RemoveAt(0);
this.LastDrawTime = this.stopwatch.ElapsedTicks;
this.MaxDrawTime = Math.Max(this.LastDrawTime, this.MaxDrawTime);
this.DrawTimeHistory.Add(this.LastDrawTime);
while (this.DrawTimeHistory.Count > 100) this.DrawTimeHistory.RemoveAt(0);
}
ImGui.PopID();
}
}

View file

@ -439,11 +439,11 @@ namespace Dalamud.Plugin
}
}
if (installedPlugin.PluginInterface.UiBuilder.OnOpenConfigUi != null) {
if (installedPlugin.PluginInterface.UiBuilder.HasConfigUi) {
ImGui.SameLine();
if (ImGui.Button(Loc.Localize("InstallerOpenConfig", "Open Configuration")))
installedPlugin.PluginInterface.UiBuilder.OnOpenConfigUi?.Invoke(null, null);
installedPlugin.PluginInterface.UiBuilder.OpenConfigUi();
}
if (!string.IsNullOrEmpty(installedPlugin.Definition.RepoUrl)) {