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* Describe memory address when printed in log/debug utilities * PresentDetour: Compare against game's internal copy of IDXGISwapChain * Handle ReShade on_present function signature properly
57 lines
1.3 KiB
C#
57 lines
1.3 KiB
C#
using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Utility;
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using ImGuiNET;
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namespace Dalamud.Interface.Internal.Windows.Data.Widgets;
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/// <summary>
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/// Widget for displaying current character condition flags.
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/// </summary>
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internal class ConditionWidget : IDataWindowWidget
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{
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/// <inheritdoc/>
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public bool Ready { get; set; }
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/// <inheritdoc/>
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public string[]? CommandShortcuts { get; init; } = { "condition" };
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/// <inheritdoc/>
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public string DisplayName { get; init; } = "Condition";
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/// <inheritdoc/>
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public void Load()
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{
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this.Ready = true;
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}
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/// <inheritdoc/>
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public void Draw()
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{
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var condition = Service<Condition>.Get();
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#if DEBUG
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ImGui.Text($"ptr: {Util.DescribeAddress(condition.Address)}");
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#endif
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ImGui.Text("Current Conditions:");
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ImGui.Separator();
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var didAny = false;
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for (var i = 0; i < Condition.MaxConditionEntries; i++)
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{
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var typedCondition = (ConditionFlag)i;
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var cond = condition[typedCondition];
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if (!cond) continue;
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didAny = true;
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ImGui.Text($"ID: {i} Enum: {typedCondition}");
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}
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if (!didAny)
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ImGui.Text("None. Talk to a shop NPC or visit a market board to find out more!");
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}
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}
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