* Add IInternal/PublicDisposableService
Plugins are exposed interfaces that are not inherited from
`IDisposable`, but services implementing plugin interfaces often
implement `IDisposable`. Some plugins may try to call
`IDisposable.Dispose` on everything provided, and it also is possible to
use `using` clause too eagerly while working on Dalamud itself, such as
writing `using var smth = await Service<SomeService>.GetAsync();`. Such
behaviors often lead to a difficult-to-debug errors, and making those
services either not an `IDisposable` or making `IDisposable.Dispose` do
nothing if the object has been loaded would prevent such errors. As
`ServiceManager` must be the only class dealing with construction and
disposal of services, `IInternalDisposableService` has been added to
limit who can dispose the object. `IPublicDisposableService` also has
been added to classes that can be constructed and accessed directly by
plugins; for those, `Dispose` will be ignored if the instance is a
service instance, and only `DisposeService` will respond.
In addition, `DalamudPluginInterface` and `UiBuilder` also have been
changed so that their `IDisposable.Dispose` no longer respond, and
instead, internal functions have been added to only allow disposal from
Dalamud.
* Cleanup
* Postmerge fixes
* More explanation on RunOnFrameworkThread(ClearHooks)
* Mark ReliableFileStorage public ctor obsolete
---------
Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
* Implement FontChooserDialog
* Minor fixes
* Fixes 2
* Add Reset default font button
* Add failsafe
* reduce uninteresting exception message
* Add remarks to use AttachExtraGlyphsForDalamudLanguage
* Support advanced font configuration options
* fixes
* Shift ui elements
* more fixes
* Add To(Localized)String for IFontSpec
* Untie GlobalFontScale from default font size
* Layout fixes
* Make UiBuilder.DefaultFontSize point to user configured value
* Update example for NewDelegateFontHandle
* Font interfaces: write notes on not intended for plugins to implement
* Update default gamma to 1.7 to match closer to prev behavior (1.4**2)
* Fix console window layout
As `ImFontLocked` utilizes a reference counter, changed it to a class so that at worst case we still got the destructor to decrease the reference count.
`PostPromotion` is removed, as `IFontHandle.ImFontChanged` now does the job. It also removes the possibility that resources may get disposed while post promotion callback is in progress.
* `IFontHandle.ImFontChanged` is now called with a locked instance of the font.
* `IFontHandle.ImFontLocked`: Added `NewRef` to increase reference count.
These changes are done to ensure that `IFontHandle.Lock` will be guaranteed to obtain a fully built font that will not be modified any further (unless `PostPromotion` is being used for modifying fonts, which should not be done by clients.)
* Moved `CopyGlyphsAcrossFonts` and `BuildLookupTable` from `PostPromotion` to `PostBuild` build toolkit.
* `IFontAtlasBuildToolkit`: Added `GetFont` to enable retrieving font corresponding to a handle being built.
* `InterfaceManager`: Use `OnPostBuild` for copying glyphs from Mono to Default.
* `FontAtlasBuildStep`:
* Removed `Invalid` to prevent an unnecessary switch-case warnings.
* Added contracts on when `IFontAtlas.BuildStepChanged` will be called.
These changes ensure that using a font under some other thread's ownership from the UI thread for rendering into ImGui purposes always work.
* `FontHandle`:
* Moved common code from `DelegateFontHandle` and `GamePrebakedFontHandle`.
* Added `LockUntilPostFrame` so that the obtained `ImFontPtr` and its accompanying resources are kept valid until everything is rendered.
* Added more code comments to `Try/Lock`.
* Moved font access thread checking logic from `InterfaceManager` to `LockUntilPostFrame`.
* `Push`ing a font will now also perform `LockUntilPostFrame`.
* `GameFontHandle`: Make the property `ImFont` a forwarder to `FontHandle.LockUntilPostFrame`.
* `InterfaceManager`:
* Added companion logic to `FontHandle.LockUntilPostFrame`.
* Accessing default/icon/mono fonts will forward to `FontHandle.LockUntilPostFrame`.
* Changed `List<T>` to `ConcurrentBag<T>` as texture disposal can be done outside the main thread, and a race condition is possible.