mirror of
https://github.com/goatcorp/Dalamud.git
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Implement service locator
This commit is contained in:
parent
06b1163a52
commit
ff1d7f2829
101 changed files with 1614 additions and 1436 deletions
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@ -27,9 +27,9 @@ namespace Dalamud.Game.Text.SeStringHandling
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private byte[] encodedData;
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/// <summary>
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/// Gets or sets the Lumina instance to use for any necessary data lookups.
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/// Gets the Lumina instance to use for any necessary data lookups.
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/// </summary>
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public DataManager DataResolver { get; set; }
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public DataManager DataResolver => Service<DataManager>.Get();
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/// <summary>
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/// Gets the type of this payload.
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@ -45,9 +45,8 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// Decodes a binary representation of a payload into its corresponding nice object payload.
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/// </summary>
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/// <param name="reader">A reader positioned at the start of the payload, and containing at least one entire payload.</param>
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/// <param name="data">The DataManager instance.</param>
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/// <returns>The constructed Payload-derived object that was decoded from the binary data.</returns>
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public static Payload Decode(BinaryReader reader, DataManager data)
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public static Payload Decode(BinaryReader reader)
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{
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var payloadStartPos = reader.BaseStream.Position;
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@ -64,8 +63,6 @@ namespace Dalamud.Game.Text.SeStringHandling
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payload = DecodeChunk(reader);
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}
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payload.DataResolver = data;
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// for now, cache off the actual binary data for this payload, so we don't have to
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// regenerate it if the payload isn't modified
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// TODO: probably better ways to handle this
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@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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using Serilog;
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@ -27,17 +26,15 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="AutoTranslatePayload"/> class.
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/// Creates a new auto-translate payload.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="group">The group id for this message.</param>
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/// <param name="key">The key/row id for this message. Which table this is in depends on the group id and details the Completion table.</param>
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/// <remarks>
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/// This table is somewhat complicated in structure, and so using this constructor may not be very nice.
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/// There is probably little use to create one of these, however.
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/// </remarks>
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public AutoTranslatePayload(DataManager data, uint group, uint key)
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public AutoTranslatePayload(uint group, uint key)
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{
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// TODO: friendlier ctor? not sure how to handle that given how weird the tables are
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this.DataResolver = data;
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this.group = group;
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this.key = key;
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}
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@ -3,7 +3,6 @@ using System.IO;
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using System.Linq;
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using System.Text;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -29,15 +28,13 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="ItemPayload"/> class.
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/// Creates a payload representing an interactable item link for the specified item.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="itemId">The id of the item.</param>
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/// <param name="isHQ">Whether or not the link should be for the high-quality variant of the item.</param>
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/// <param name="displayNameOverride">An optional name to include in the item link. Typically this should
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/// be left as null, or set to the normal item name. Actual overrides are better done with the subsequent
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/// TextPayload that is a part of a full item link in chat.</param>
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public ItemPayload(DataManager data, uint itemId, bool isHQ, string displayNameOverride = null)
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public ItemPayload(uint itemId, bool isHQ, string displayNameOverride = null)
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{
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this.DataResolver = data;
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this.itemId = itemId;
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this.IsHQ = isHQ;
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this.displayName = displayNameOverride;
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@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -28,15 +27,13 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="MapLinkPayload"/> class.
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/// Creates an interactable MapLinkPayload from a human-readable position.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="territoryTypeId">The id of the TerritoryType entry for this link.</param>
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/// <param name="mapId">The id of the Map entry for this link.</param>
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/// <param name="niceXCoord">The human-readable x-coordinate for this link.</param>
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/// <param name="niceYCoord">The human-readable y-coordinate for this link.</param>
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/// <param name="fudgeFactor">An optional offset to account for rounding and truncation errors; it is best to leave this untouched in most cases.</param>
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public MapLinkPayload(DataManager data, uint territoryTypeId, uint mapId, float niceXCoord, float niceYCoord, float fudgeFactor = 0.05f)
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public MapLinkPayload(uint territoryTypeId, uint mapId, float niceXCoord, float niceYCoord, float fudgeFactor = 0.05f)
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{
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this.DataResolver = data;
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this.territoryTypeId = territoryTypeId;
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this.mapId = mapId;
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// this fudge is necessary basically to ensure we don't shift down a full tenth
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@ -50,14 +47,12 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="MapLinkPayload"/> class.
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/// Creates an interactable MapLinkPayload from a raw position.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="territoryTypeId">The id of the TerritoryType entry for this link.</param>
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/// <param name="mapId">The id of the Map entry for this link.</param>
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/// <param name="rawX">The internal raw x-coordinate for this link.</param>
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/// <param name="rawY">The internal raw y-coordinate for this link.</param>
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public MapLinkPayload(DataManager data, uint territoryTypeId, uint mapId, int rawX, int rawY)
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public MapLinkPayload(uint territoryTypeId, uint mapId, int rawX, int rawY)
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{
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this.DataResolver = data;
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this.territoryTypeId = territoryTypeId;
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this.mapId = mapId;
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this.RawX = rawX;
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@ -2,7 +2,6 @@ using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -25,12 +24,10 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="PlayerPayload"/> class.
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/// Create a PlayerPayload link for the specified player.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="playerName">The player's displayed name.</param>
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/// <param name="serverId">The player's home server id.</param>
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public PlayerPayload(DataManager data, string playerName, uint serverId)
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public PlayerPayload(string playerName, uint serverId)
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{
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this.DataResolver = data;
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this.playerName = playerName;
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this.serverId = serverId;
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}
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.IO;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -21,11 +20,9 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="QuestPayload"/> class.
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/// Creates a payload representing an interactable quest link for the specified quest.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="questId">The id of the quest.</param>
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public QuestPayload(DataManager data, uint questId)
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public QuestPayload(uint questId)
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{
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this.DataResolver = data;
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this.questId = questId;
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}
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.IO;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -21,11 +20,9 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="StatusPayload"/> class.
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/// Creates a new StatusPayload for the given status id.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="statusId">The id of the Status for this link.</param>
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public StatusPayload(DataManager data, uint statusId)
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public StatusPayload(uint statusId)
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{
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this.DataResolver = data;
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this.statusId = statusId;
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}
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.IO;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -21,11 +20,9 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="UIForegroundPayload"/> class.
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/// Creates a new UIForegroundPayload for the given UIColor key.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="colorKey">A UIColor key.</param>
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public UIForegroundPayload(DataManager data, ushort colorKey)
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public UIForegroundPayload(ushort colorKey)
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{
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this.DataResolver = data;
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this.colorKey = colorKey;
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}
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@ -41,7 +38,7 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Gets a payload representing disabling foreground color on following text.
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/// </summary>
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// TODO Make this work with DI
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public static UIForegroundPayload UIForegroundOff => new(null, 0);
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public static UIForegroundPayload UIForegroundOff => new(0);
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/// <inheritdoc/>
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public override PayloadType Type => PayloadType.UIForeground;
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.IO;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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@ -21,11 +20,9 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Initializes a new instance of the <see cref="UIGlowPayload"/> class.
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/// Creates a new UIForegroundPayload for the given UIColor key.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="colorKey">A UIColor key.</param>
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public UIGlowPayload(DataManager data, ushort colorKey)
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public UIGlowPayload(ushort colorKey)
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{
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this.DataResolver = data;
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this.colorKey = colorKey;
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}
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@ -41,7 +38,7 @@ namespace Dalamud.Game.Text.SeStringHandling.Payloads
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/// Gets a payload representing disabling glow color on following text.
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/// </summary>
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// TODO Make this work with DI
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public static UIGlowPayload UIGlowOff => new(null, 0);
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public static UIGlowPayload UIGlowOff => new(0);
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/// <inheritdoc/>
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public override PayloadType Type => PayloadType.UIGlow;
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@ -2,7 +2,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Dalamud.Data;
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using Dalamud.Game.Text.SeStringHandling.Payloads;
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using Newtonsoft.Json;
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@ -76,9 +75,8 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// Creates a SeString from a json. (For testing - not recommended for production use.)
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/// </summary>
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/// <param name="json">A serialized SeString produced by ToJson() <see cref="ToJson"/>.</param>
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/// <param name="dataManager">An initialized instance of DataManager for Lumina queries.</param>
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/// <returns>A SeString initialized with values from the json.</returns>
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public static SeString FromJson(string json, DataManager dataManager)
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public static SeString FromJson(string json)
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{
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var s = JsonConvert.DeserializeObject<SeString>(json, new JsonSerializerSettings
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{
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@ -87,11 +85,6 @@ namespace Dalamud.Game.Text.SeStringHandling
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ConstructorHandling = ConstructorHandling.AllowNonPublicDefaultConstructor,
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});
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foreach (var payload in s.Payloads)
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{
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payload.DataResolver = dataManager;
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}
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return s;
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}
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@ -4,6 +4,8 @@ using System.Linq;
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using Dalamud.Data;
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using Dalamud.Game.Text.SeStringHandling.Payloads;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Lumina.Excel.GeneratedSheets;
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namespace Dalamud.Game.Text.SeStringHandling
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@ -11,17 +13,15 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// <summary>
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/// This class facilitates creating new SeStrings and breaking down existing ones into their individual payload components.
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/// </summary>
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public class SeStringManager
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[PluginInterface]
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[InterfaceVersion("1.0")]
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public sealed class SeStringManager
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{
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private readonly DataManager data;
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/// <summary>
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/// Initializes a new instance of the <see cref="SeStringManager"/> class.
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/// </summary>
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/// <param name="data">The DataManager instance.</param>
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public SeStringManager(DataManager data)
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internal SeStringManager()
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{
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this.data = data;
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}
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/// <summary>
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@ -38,7 +38,7 @@ namespace Dalamud.Game.Text.SeStringHandling
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{
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while (stream.Position < bytes.Length)
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{
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var payload = Payload.Decode(reader, this.data);
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var payload = Payload.Decode(reader);
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if (payload != null)
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payloads.Add(payload);
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}
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@ -56,7 +56,9 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// <returns>An SeString containing all the payloads necessary to display an item link in the chat log.</returns>
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public SeString CreateItemLink(uint itemId, bool isHQ, string displayNameOverride = null)
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{
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var displayName = displayNameOverride ?? this.data.GetExcelSheet<Item>().GetRow(itemId).Name;
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var data = Service<DataManager>.Get();
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var displayName = displayNameOverride ?? data.GetExcelSheet<Item>().GetRow(itemId).Name;
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if (isHQ)
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{
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displayName += $" {(char)SeIconChar.HighQuality}";
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@ -65,9 +67,9 @@ namespace Dalamud.Game.Text.SeStringHandling
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// TODO: probably a cleaner way to build these than doing the bulk+insert
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var payloads = new List<Payload>(new Payload[]
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{
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new UIForegroundPayload(this.data, 0x0225),
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new UIGlowPayload(this.data, 0x0226),
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new ItemPayload(this.data, itemId, isHQ),
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new UIForegroundPayload(0x0225),
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new UIGlowPayload(0x0226),
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new ItemPayload(itemId, isHQ),
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// arrow goes here
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new TextPayload(displayName),
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RawPayload.LinkTerminator,
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@ -101,7 +103,7 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// <returns>An SeString containing all of the payloads necessary to display a map link in the chat log.</returns>
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public SeString CreateMapLink(uint territoryId, uint mapId, int rawX, int rawY)
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{
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var mapPayload = new MapLinkPayload(this.data, territoryId, mapId, rawX, rawY);
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var mapPayload = new MapLinkPayload(territoryId, mapId, rawX, rawY);
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var nameString = $"{mapPayload.PlaceName} {mapPayload.CoordinateString}";
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var payloads = new List<Payload>(new Payload[]
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@ -127,7 +129,7 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// <returns>An SeString containing all of the payloads necessary to display a map link in the chat log.</returns>
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public SeString CreateMapLink(uint territoryId, uint mapId, float xCoord, float yCoord, float fudgeFactor = 0.05f)
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{
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var mapPayload = new MapLinkPayload(this.data, territoryId, mapId, xCoord, yCoord, fudgeFactor);
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var mapPayload = new MapLinkPayload(territoryId, mapId, xCoord, yCoord, fudgeFactor);
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var nameString = $"{mapPayload.PlaceName} {mapPayload.CoordinateString}";
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var payloads = new List<Payload>(new Payload[]
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@ -152,9 +154,11 @@ namespace Dalamud.Game.Text.SeStringHandling
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/// <returns>An SeString containing all of the payloads necessary to display a map link in the chat log.</returns>
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public SeString CreateMapLink(string placeName, float xCoord, float yCoord, float fudgeFactor = 0.05f)
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{
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var mapSheet = this.data.GetExcelSheet<Map>();
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var data = Service<DataManager>.Get();
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var matches = this.data.GetExcelSheet<PlaceName>()
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var mapSheet = data.GetExcelSheet<Map>();
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var matches = data.GetExcelSheet<PlaceName>()
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.Where(row => row.Name.ToString().ToLowerInvariant() == placeName.ToLowerInvariant())
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.ToArray();
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@ -180,8 +184,8 @@ namespace Dalamud.Game.Text.SeStringHandling
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{
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return new List<Payload>(new Payload[]
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{
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new UIForegroundPayload(this.data, 0x01F4),
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new UIGlowPayload(this.data, 0x01F5),
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new UIForegroundPayload(0x01F4),
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new UIGlowPayload(0x01F5),
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new TextPayload($"{(char)SeIconChar.LinkMarker}"),
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UIGlowPayload.UIGlowOff,
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UIForegroundPayload.UIForegroundOff,
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