using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using ImGuiNET;
using ImGuiScene;
using Serilog;
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.
///
public class UiBuilder : IDisposable {
private readonly string namespaceName;
///
/// The delegate that gets called when Dalamud is ready to draw your windows or overlays.
/// When it is called, you can use static ImGui calls.
///
public event RawDX11Scene.BuildUIDelegate OnBuildUi;
private readonly InterfaceManager interfaceManager;
///
/// Create a new UiBuilder and register it. You do not have to call this manually.
///
/// The interface manager to register on.
/// The plugin namespace.
public UiBuilder(InterfaceManager interfaceManager, string namespaceName) {
this.namespaceName = namespaceName;
this.interfaceManager = interfaceManager;
this.interfaceManager.OnDraw += OnDraw;
}
///
/// Unregister the UiBuilder. Do not call this in plugin code.
///
public void Dispose() {
this.interfaceManager.OnDraw -= OnDraw;
}
///
/// Loads an image from the specified file.
///
/// The full filepath to the image.
/// A object wrapping the created image. Use inside ImGui.Image()
public TextureWrap LoadImage(string filePath) =>
this.interfaceManager.LoadImage(filePath);
///
/// Loads an image from a byte stream, such as a png downloaded into memory.
///
/// A byte array containing the raw image data.
/// A object wrapping the created image. Use inside ImGui.Image()
public TextureWrap LoadImage(byte[] imageData) =>
this.interfaceManager.LoadImage(imageData);
///
/// Loads an image from raw unformatted pixel data, with no type or header information. To load formatted data, use .
///
/// A byte array containing the raw pixel data.
/// The width of the image contained in .
/// The height of the image contained in .
/// The number of channels (bytes per pixel) of the image contained in . This should usually be 4.
/// A object wrapping the created image. Use inside ImGui.Image()
public TextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels) =>
this.interfaceManager.LoadImageRaw(imageData, width, height, numChannels);
///
/// Event that is fired when the plugin should open its configuration interface.
///
public EventHandler OnOpenConfigUi;
private bool hasErrorWindow;
private void OnDraw() {
ImGui.PushID(this.namespaceName);
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));
ImGui.Spacing();
if (ImGui.Button("OK")) {
this.hasErrorWindow = false;
}
ImGui.End();
}
try {
OnBuildUi?.Invoke();
} catch (Exception ex) {
Log.Error(ex, "[{0}] UiBuilder OnBuildUi caught exception", this.namespaceName);
OnBuildUi = null;
OnOpenConfigUi = null;
this.hasErrorWindow = true;
}
ImGui.PopID();
}
}
}