Dalamud/Dalamud/Game/ClientState/Conditions/Condition.cs

157 lines
4.6 KiB
C#

using System;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Serilog;
namespace Dalamud.Game.ClientState.Conditions
{
/// <summary>
/// Provides access to conditions (generally player state). You can check whether a player is in combat, mounted, etc.
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
public sealed partial class Condition
{
/// <summary>
/// The current max number of conditions. You can get this just by looking at the condition sheet and how many rows it has.
/// </summary>
public const int MaxConditionEntries = 100;
private readonly bool[] cache = new bool[MaxConditionEntries];
[ServiceManager.ServiceConstructor]
private Condition(ClientState clientState)
{
var resolver = clientState.AddressResolver;
this.Address = resolver.ConditionFlags;
}
/// <summary>
/// A delegate type used with the <see cref="ConditionChange"/> event.
/// </summary>
/// <param name="flag">The changed condition.</param>
/// <param name="value">The value the condition is set to.</param>
public delegate void ConditionChangeDelegate(ConditionFlag flag, bool value);
/// <summary>
/// Event that gets fired when a condition is set.
/// Should only get fired for actual changes, so the previous value will always be !value.
/// </summary>
public event ConditionChangeDelegate? ConditionChange;
/// <summary>
/// Gets the condition array base pointer.
/// </summary>
public IntPtr Address { get; private set; }
/// <summary>
/// Check the value of a specific condition/state flag.
/// </summary>
/// <param name="flag">The condition flag to check.</param>
public unsafe bool this[int flag]
{
get
{
if (flag < 0 || flag >= MaxConditionEntries)
return false;
return *(bool*)(this.Address + flag);
}
}
/// <inheritdoc cref="this[int]"/>
public unsafe bool this[ConditionFlag flag]
=> this[(int)flag];
/// <summary>
/// Check if any condition flags are set.
/// </summary>
/// <returns>Whether any single flag is set.</returns>
public bool Any()
{
for (var i = 0; i < MaxConditionEntries; i++)
{
var cond = this[i];
if (cond)
return true;
}
return false;
}
/// <summary>
/// Enables the hooks of the Condition class function.
/// </summary>
public void Enable()
{
// Initialization
for (var i = 0; i < MaxConditionEntries; i++)
this.cache[i] = this[i];
Service<Framework>.Get().Update += this.FrameworkUpdate;
}
private void FrameworkUpdate(Framework framework)
{
for (var i = 0; i < MaxConditionEntries; i++)
{
var value = this[i];
if (value != this.cache[i])
{
this.cache[i] = value;
try
{
this.ConditionChange?.Invoke((ConditionFlag)i, value);
}
catch (Exception ex)
{
Log.Error(ex, $"While invoking {nameof(this.ConditionChange)}, an exception was thrown.");
}
}
}
}
}
/// <summary>
/// Provides access to conditions (generally player state). You can check whether a player is in combat, mounted, etc.
/// </summary>
public sealed partial class Condition : IDisposable
{
private bool isDisposed;
/// <summary>
/// Finalizes an instance of the <see cref="Condition" /> class.
/// </summary>
~Condition()
{
this.Dispose(false);
}
/// <summary>
/// Disposes this instance, alongside its hooks.
/// </summary>
void IDisposable.Dispose()
{
GC.SuppressFinalize(this);
this.Dispose(true);
}
private void Dispose(bool disposing)
{
if (this.isDisposed)
return;
if (disposing)
{
Service<Framework>.Get().Update -= this.FrameworkUpdate;
}
this.isDisposed = true;
}
}
}