using System; using System.Threading; using System.Threading.Tasks; using Dalamud.Game; namespace Dalamud.Plugin.Services; /// /// This class represents the Framework of the native game client and grants access to various subsystems. /// public interface IFramework { /// /// A delegate type used with the event. /// /// The Framework instance. public delegate void OnUpdateDelegate(IFramework framework); /// /// Event that gets fired every time the game framework updates. /// public event OnUpdateDelegate Update; /// /// Gets the last time that the Framework Update event was triggered. /// public DateTime LastUpdate { get; } /// /// Gets the last time in UTC that the Framework Update event was triggered. /// public DateTime LastUpdateUTC { get; } /// /// Gets the delta between the last Framework Update and the currently executing one. /// public TimeSpan UpdateDelta { get; } /// /// Gets a value indicating whether currently executing code is running in the game's framework update thread. /// public bool IsInFrameworkUpdateThread { get; } /// /// Gets a value indicating whether game Framework is unloading. /// public bool IsFrameworkUnloading { get; } /// /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. /// /// Return type. /// Function to call. /// Task representing the pending or already completed function. public Task RunOnFrameworkThread(Func func); /// /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. /// /// Function to call. /// Task representing the pending or already completed function. public Task RunOnFrameworkThread(Action action); /// /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. /// /// Return type. /// Function to call. /// Task representing the pending or already completed function. public Task RunOnFrameworkThread(Func> func); /// /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. /// /// Function to call. /// Task representing the pending or already completed function. public Task RunOnFrameworkThread(Func func); /// /// Run given function in upcoming Framework.Tick call. /// /// Return type. /// Function to call. /// Wait for given timespan before calling this function. /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. public Task RunOnTick(Func func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// /// Run given function in upcoming Framework.Tick call. /// /// Function to call. /// Wait for given timespan before calling this function. /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. public Task RunOnTick(Action action, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// /// Run given function in upcoming Framework.Tick call. /// /// Return type. /// Function to call. /// Wait for given timespan before calling this function. /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. public Task RunOnTick(Func> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// /// Run given function in upcoming Framework.Tick call. /// /// Function to call. /// Wait for given timespan before calling this function. /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. public Task RunOnTick(Func func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); }