mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 10:17:22 +01:00
1011 lines
39 KiB
C#
1011 lines
39 KiB
C#
using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game;
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using Dalamud.Game.ClientState.GamePad;
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using Dalamud.Game.ClientState.Keys;
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using Dalamud.Game.Internal.DXGI;
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using Dalamud.Hooking;
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using Dalamud.Hooking.WndProcHook;
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using Dalamud.Interface.ImGuiNotification.Internal;
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using Dalamud.Interface.Internal.ManagedAsserts;
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using Dalamud.Interface.ManagedFontAtlas;
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using Dalamud.Interface.ManagedFontAtlas.Internals;
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using Dalamud.Interface.Style;
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using Dalamud.Interface.Utility;
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using Dalamud.Interface.Windowing;
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using Dalamud.Logging.Internal;
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using Dalamud.Utility;
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using Dalamud.Utility.Timing;
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using ImGuiNET;
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using ImGuiScene;
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using PInvoke;
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using SharpDX;
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using SharpDX.Direct3D;
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using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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// general dev notes, here because it's easiest
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/*
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* - Hooking ResizeBuffers seemed to be unnecessary, though I'm not sure why. Left out for now since it seems to work without it.
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* - We may want to build our ImGui command list in a thread to keep it divorced from present. We'd still have to block in present to
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* synchronize on the list and render it, but ideally the overall delay we add to present would then be shorter. This may cause minor
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* timing issues with anything animated inside ImGui, but that is probably rare and may not even be noticeable.
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* - Our hook is too low level to really work well with debugging, as we only have access to the 'real' dx objects and not any
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* that have been hooked/wrapped by tools.
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* - Might eventually want to render to a separate target and composite, especially with reshade etc in the mix.
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*/
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namespace Dalamud.Interface.Internal;
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/// <summary>
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/// This class manages interaction with the ImGui interface.
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/// </summary>
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[ServiceManager.EarlyLoadedService]
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internal class InterfaceManager : IInternalDisposableService
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{
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/// <summary>
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/// The default font size, in points.
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/// </summary>
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public const float DefaultFontSizePt = 12.0f;
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/// <summary>
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/// The default font size, in pixels.
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/// </summary>
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public const float DefaultFontSizePx = (DefaultFontSizePt * 4.0f) / 3.0f;
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private static readonly ModuleLog Log = new("INTERFACE");
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private readonly ConcurrentBag<IDeferredDisposable> deferredDisposeTextures = new();
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private readonly ConcurrentBag<ILockedImFont> deferredDisposeImFontLockeds = new();
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[ServiceManager.ServiceDependency]
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private readonly WndProcHookManager wndProcHookManager = Service<WndProcHookManager>.Get();
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[ServiceManager.ServiceDependency]
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private readonly Framework framework = Service<Framework>.Get();
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private readonly SwapChainVtableResolver address = new();
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private RawDX11Scene? scene;
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private Hook<SetCursorDelegate>? setCursorHook;
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private Hook<PresentDelegate>? presentHook;
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private Hook<ResizeBuffersDelegate>? resizeBuffersHook;
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private IFontAtlas? dalamudAtlas;
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private ILockedImFont? defaultFontResourceLock;
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// can't access imgui IO before first present call
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private bool lastWantCapture = false;
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private bool isOverrideGameCursor = true;
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private IntPtr gameWindowHandle;
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[ServiceManager.ServiceConstructor]
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private InterfaceManager()
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{
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}
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr PresentDelegate(IntPtr swapChain, uint syncInterval, uint presentFlags);
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr ResizeBuffersDelegate(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags);
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[UnmanagedFunctionPointer(CallingConvention.StdCall)]
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private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
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/// <summary>
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/// This event gets called each frame to facilitate ImGui drawing.
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/// </summary>
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public event RawDX11Scene.BuildUIDelegate? Draw;
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/// <summary>
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/// This event gets called when ResizeBuffers is called.
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/// </summary>
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public event Action? ResizeBuffers;
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/// <summary>
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/// Gets or sets an action that is executed right after fonts are rebuilt.
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/// </summary>
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public event Action? AfterBuildFonts;
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/// <summary>
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/// Gets the default ImGui font.<br />
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/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr DefaultFont =>
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WhenFontsReady().DefaultFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
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/// <summary>
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/// Gets an included FontAwesome icon font.<br />
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/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr IconFont =>
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WhenFontsReady().IconFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
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/// <summary>
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/// Gets an included FontAwesome icon font with fixed width.
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/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr IconFontFixedWidth =>
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WhenFontsReady().IconFontFixedWidthHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
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/// <summary>
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/// Gets an included monospaced font.<br />
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/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr MonoFont =>
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WhenFontsReady().MonoFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
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/// <summary>
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/// Gets the default font handle.
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/// </summary>
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public FontHandle? DefaultFontHandle { get; private set; }
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/// <summary>
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/// Gets the icon font handle.
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/// </summary>
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public FontHandle? IconFontHandle { get; private set; }
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/// <summary>
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/// Gets the icon font handle with fixed width.
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/// </summary>
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public FontHandle? IconFontFixedWidthHandle { get; private set; }
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/// <summary>
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/// Gets the mono font handle.
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/// </summary>
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public FontHandle? MonoFontHandle { get; private set; }
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/// <summary>
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/// Gets or sets the pointer to ImGui.IO(), when it was last used.
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/// </summary>
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public ImGuiIOPtr LastImGuiIoPtr { get; set; }
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/// <summary>
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/// Gets the DX11 scene.
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/// </summary>
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public RawDX11Scene? Scene => this.scene;
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/// <summary>
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/// Gets the D3D11 device instance.
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/// </summary>
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public SharpDX.Direct3D11.Device? Device => this.scene?.Device;
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/// <summary>
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/// Gets the address handle to the main process window.
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/// </summary>
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public IntPtr WindowHandlePtr => this.scene?.WindowHandlePtr ?? IntPtr.Zero;
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/// <summary>
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/// Gets or sets a value indicating whether or not the game's cursor should be overridden with the ImGui cursor.
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/// </summary>
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public bool OverrideGameCursor
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{
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get => this.scene?.UpdateCursor ?? this.isOverrideGameCursor;
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set
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{
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this.isOverrideGameCursor = value;
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if (this.scene != null)
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this.scene.UpdateCursor = value;
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}
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}
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/// <summary>
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/// Gets a value indicating whether the Dalamud interface ready to use.
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/// </summary>
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public bool IsReady => this.scene != null;
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/// <summary>
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/// Gets or sets a value indicating whether or not Draw events should be dispatched.
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/// </summary>
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public bool IsDispatchingEvents { get; set; } = true;
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/// <summary>
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/// Gets a value indicating the native handle of the game main window.
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/// </summary>
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public IntPtr GameWindowHandle
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{
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get
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{
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if (this.gameWindowHandle == 0)
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{
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nint gwh = 0;
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while ((gwh = NativeFunctions.FindWindowEx(0, gwh, "FFXIVGAME", 0)) != 0)
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{
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_ = User32.GetWindowThreadProcessId(gwh, out var pid);
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if (pid == Environment.ProcessId && User32.IsWindowVisible(gwh))
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{
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this.gameWindowHandle = gwh;
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break;
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}
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}
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}
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return this.gameWindowHandle;
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}
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}
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/// <summary>
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/// Gets the font build task.
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/// </summary>
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public Task FontBuildTask => WhenFontsReady().dalamudAtlas!.BuildTask;
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/// <summary>
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/// Gets the number of calls to <see cref="PresentDetour"/> so far.
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/// </summary>
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public long CumulativePresentCalls { get; private set; }
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/// <summary>
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/// Dispose of managed and unmanaged resources.
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/// </summary>
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void IInternalDisposableService.DisposeService()
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{
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// Unload hooks from the framework thread if possible.
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// We're currently off the framework thread, as this function can only be called from
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// ServiceManager.UnloadAllServices, which is called from EntryPoint.RunThread.
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// The functions being unhooked are mostly called from the main thread, so unhooking from the main thread when
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// possible would avoid any chance of unhooking a function that currently is being called.
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// If unloading is initiated from "Unload Dalamud" /xldev menu, then the framework would still be running, as
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// Framework.Destroy has never been called and thus Framework.IsFrameworkUnloading cannot be true, and this
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// function will actually run the destroy from the framework thread.
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// Otherwise, as Framework.IsFrameworkUnloading should have been set, this code should run immediately.
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this.framework.RunOnFrameworkThread(ClearHooks).Wait();
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// Below this point, hooks are guaranteed to be no longer called.
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// A font resource lock outlives the parent handle and the owner atlas. It should be disposed.
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Interlocked.Exchange(ref this.defaultFontResourceLock, null)?.Dispose();
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// Font handles become invalid after disposing the atlas, but just to be safe.
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this.DefaultFontHandle?.Dispose();
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this.DefaultFontHandle = null;
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this.MonoFontHandle?.Dispose();
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this.MonoFontHandle = null;
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this.IconFontHandle?.Dispose();
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this.IconFontHandle = null;
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Interlocked.Exchange(ref this.dalamudAtlas, null)?.Dispose();
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Interlocked.Exchange(ref this.scene, null)?.Dispose();
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return;
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void ClearHooks()
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{
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this.wndProcHookManager.PreWndProc -= this.WndProcHookManagerOnPreWndProc;
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Interlocked.Exchange(ref this.setCursorHook, null)?.Dispose();
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Interlocked.Exchange(ref this.presentHook, null)?.Dispose();
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Interlocked.Exchange(ref this.resizeBuffersHook, null)?.Dispose();
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}
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}
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#nullable enable
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/// <summary>
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/// Load an image from disk.
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/// </summary>
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/// <param name="filePath">The filepath to load.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public IDalamudTextureWrap? LoadImage(string filePath)
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{
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if (this.scene == null)
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throw new InvalidOperationException("Scene isn't ready.");
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try
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{
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var wrap = this.scene?.LoadImage(filePath);
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return wrap != null ? new DalamudTextureWrap(wrap) : null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, $"Failed to load image from {filePath}");
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}
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return null;
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}
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/// <summary>
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/// Load an image from an array of bytes.
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/// </summary>
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/// <param name="imageData">The data to load.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public IDalamudTextureWrap? LoadImage(byte[] imageData)
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{
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if (this.scene == null)
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throw new InvalidOperationException("Scene isn't ready.");
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try
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{
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var wrap = this.scene?.LoadImage(imageData);
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return wrap != null ? new DalamudTextureWrap(wrap) : null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Failed to load image from memory");
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}
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return null;
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}
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/// <summary>
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/// Load an image from an array of bytes.
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/// </summary>
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/// <param name="imageData">The data to load.</param>
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/// <param name="width">The width in pixels.</param>
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/// <param name="height">The height in pixels.</param>
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/// <param name="numChannels">The number of channels.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public IDalamudTextureWrap? LoadImageRaw(byte[] imageData, int width, int height, int numChannels)
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{
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if (this.scene == null)
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throw new InvalidOperationException("Scene isn't ready.");
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try
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{
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var wrap = this.scene?.LoadImageRaw(imageData, width, height, numChannels);
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return wrap != null ? new DalamudTextureWrap(wrap) : null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Failed to load image from raw data");
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}
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return null;
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}
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/// <summary>
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/// Check whether the current D3D11 Device supports the given DXGI format.
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/// </summary>
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/// <param name="dxgiFormat">DXGI format to check.</param>
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/// <returns>Whether it is supported.</returns>
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public bool SupportsDxgiFormat(Format dxgiFormat) => this.scene is null
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? throw new InvalidOperationException("Scene isn't ready.")
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: this.scene.Device.CheckFormatSupport(dxgiFormat).HasFlag(FormatSupport.Texture2D);
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/// <summary>
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/// Load an image from a span of bytes of specified format.
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/// </summary>
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/// <param name="data">The data to load.</param>
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/// <param name="pitch">The pitch(stride) in bytes.</param>
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/// <param name="width">The width in pixels.</param>
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/// <param name="height">The height in pixels.</param>
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/// <param name="dxgiFormat">Format of the texture.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public DalamudTextureWrap LoadImageFromDxgiFormat(Span<byte> data, int pitch, int width, int height, Format dxgiFormat)
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{
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if (this.scene == null)
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throw new InvalidOperationException("Scene isn't ready.");
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ShaderResourceView resView;
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unsafe
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{
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fixed (void* pData = data)
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{
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var texDesc = new Texture2DDescription
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{
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Width = width,
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Height = height,
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MipLevels = 1,
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ArraySize = 1,
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Format = dxgiFormat,
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SampleDescription = new(1, 0),
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Usage = ResourceUsage.Immutable,
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BindFlags = BindFlags.ShaderResource,
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CpuAccessFlags = CpuAccessFlags.None,
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OptionFlags = ResourceOptionFlags.None,
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};
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using var texture = new Texture2D(this.Device, texDesc, new DataRectangle(new(pData), pitch));
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resView = new(this.Device, texture, new()
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{
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Format = texDesc.Format,
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Dimension = ShaderResourceViewDimension.Texture2D,
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Texture2D = { MipLevels = texDesc.MipLevels },
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});
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}
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}
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// no sampler for now because the ImGui implementation we copied doesn't allow for changing it
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return new DalamudTextureWrap(new D3DTextureWrap(resView, width, height));
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}
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#nullable restore
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/// <summary>
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/// Sets up a deferred invocation of font rebuilding, before the next render frame.
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/// </summary>
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public void RebuildFonts()
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{
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Log.Verbose("[FONT] RebuildFonts() called");
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this.dalamudAtlas?.BuildFontsAsync();
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}
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/// <summary>
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/// Enqueue a texture to be disposed at the end of the frame.
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/// </summary>
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/// <param name="wrap">The texture.</param>
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public void EnqueueDeferredDispose(IDeferredDisposable wrap)
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{
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this.deferredDisposeTextures.Add(wrap);
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}
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/// <summary>
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/// Enqueue an <see cref="ILockedImFont"/> to be disposed at the end of the frame.
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/// </summary>
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/// <param name="locked">The disposable.</param>
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public void EnqueueDeferredDispose(in ILockedImFont locked)
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{
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this.deferredDisposeImFontLockeds.Add(locked);
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}
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/// <summary>
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/// Get video memory information.
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/// </summary>
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/// <returns>The currently used video memory, or null if not available.</returns>
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public (long Used, long Available)? GetD3dMemoryInfo()
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{
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if (this.Device == null)
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return null;
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try
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{
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var dxgiDev = this.Device.QueryInterfaceOrNull<SharpDX.DXGI.Device>();
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var dxgiAdapter = dxgiDev?.Adapter.QueryInterfaceOrNull<Adapter4>();
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if (dxgiAdapter == null)
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return null;
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var memInfo = dxgiAdapter.QueryVideoMemoryInfo(0, MemorySegmentGroup.Local);
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return (memInfo.CurrentUsage, memInfo.CurrentReservation);
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}
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catch
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{
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// ignored
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}
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return null;
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}
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/// <summary>
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/// Clear font, style, and color stack. Dangerous, only use when you know
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/// no one else has something pushed they may try to pop.
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/// </summary>
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public void ClearStacks()
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{
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this.scene?.ClearStacksOnContext();
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}
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/// <summary>
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/// Toggle Windows 11 immersive mode on the game window.
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/// </summary>
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/// <param name="enabled">Value.</param>
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internal void SetImmersiveMode(bool enabled)
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{
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if (this.GameWindowHandle == 0)
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throw new InvalidOperationException("Game window is not yet ready.");
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var value = enabled ? 1 : 0;
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((Result)NativeFunctions.DwmSetWindowAttribute(
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this.GameWindowHandle,
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NativeFunctions.DWMWINDOWATTRIBUTE.DWMWA_USE_IMMERSIVE_DARK_MODE,
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ref value,
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sizeof(int))).CheckError();
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}
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private static InterfaceManager WhenFontsReady()
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{
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var im = Service<InterfaceManager>.GetNullable();
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if (im?.dalamudAtlas is not { } atlas)
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throw new InvalidOperationException($"Tried to access fonts before {nameof(ContinueConstruction)} call.");
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if (!atlas.HasBuiltAtlas)
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atlas.BuildTask.GetAwaiter().GetResult();
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return im;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static void RenderImGui(RawDX11Scene scene)
|
|
{
|
|
var conf = Service<DalamudConfiguration>.Get();
|
|
|
|
// Process information needed by ImGuiHelpers each frame.
|
|
ImGuiHelpers.NewFrame();
|
|
|
|
// Enable viewports if there are no issues.
|
|
if (conf.IsDisableViewport || scene.SwapChain.IsFullScreen || ImGui.GetPlatformIO().Monitors.Size == 1)
|
|
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.ViewportsEnable;
|
|
else
|
|
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.ViewportsEnable;
|
|
|
|
scene.Render();
|
|
}
|
|
|
|
private void InitScene(IntPtr swapChain)
|
|
{
|
|
RawDX11Scene newScene;
|
|
using (Timings.Start("IM Scene Init"))
|
|
{
|
|
try
|
|
{
|
|
newScene = new RawDX11Scene(swapChain);
|
|
}
|
|
catch (DllNotFoundException ex)
|
|
{
|
|
Service<InterfaceManagerWithScene>.ProvideException(ex);
|
|
Log.Error(ex, "Could not load ImGui dependencies.");
|
|
|
|
var res = User32.MessageBox(
|
|
IntPtr.Zero,
|
|
"Dalamud plugins require the Microsoft Visual C++ Redistributable to be installed.\nPlease install the runtime from the official Microsoft website or disable Dalamud.\n\nDo you want to download the redistributable now?",
|
|
"Dalamud Error",
|
|
User32.MessageBoxOptions.MB_YESNO | User32.MessageBoxOptions.MB_TOPMOST | User32.MessageBoxOptions.MB_ICONERROR);
|
|
|
|
if (res == User32.MessageBoxResult.IDYES)
|
|
{
|
|
var psi = new ProcessStartInfo
|
|
{
|
|
FileName = "https://aka.ms/vs/16/release/vc_redist.x64.exe",
|
|
UseShellExecute = true,
|
|
};
|
|
Process.Start(psi);
|
|
}
|
|
|
|
Environment.Exit(-1);
|
|
|
|
// Doesn't reach here, but to make the compiler not complain
|
|
return;
|
|
}
|
|
|
|
var startInfo = Service<Dalamud>.Get().StartInfo;
|
|
var configuration = Service<DalamudConfiguration>.Get();
|
|
|
|
var iniFileInfo = new FileInfo(Path.Combine(Path.GetDirectoryName(startInfo.ConfigurationPath)!, "dalamudUI.ini"));
|
|
|
|
try
|
|
{
|
|
if (iniFileInfo.Length > 1200000)
|
|
{
|
|
Log.Warning("dalamudUI.ini was over 1mb, deleting");
|
|
iniFileInfo.CopyTo(Path.Combine(iniFileInfo.DirectoryName!, $"dalamudUI-{DateTimeOffset.Now.ToUnixTimeSeconds()}.ini"));
|
|
iniFileInfo.Delete();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Log.Error(ex, "Could not delete dalamudUI.ini");
|
|
}
|
|
|
|
newScene.UpdateCursor = this.isOverrideGameCursor;
|
|
newScene.ImGuiIniPath = iniFileInfo.FullName;
|
|
newScene.OnBuildUI += this.Display;
|
|
newScene.OnNewInputFrame += this.OnNewInputFrame;
|
|
|
|
StyleModel.TransferOldModels();
|
|
|
|
if (configuration.SavedStyles == null || configuration.SavedStyles.All(x => x.Name != StyleModelV1.DalamudStandard.Name))
|
|
{
|
|
configuration.SavedStyles = new List<StyleModel> { StyleModelV1.DalamudStandard, StyleModelV1.DalamudClassic };
|
|
configuration.ChosenStyle = StyleModelV1.DalamudStandard.Name;
|
|
}
|
|
else if (configuration.SavedStyles.Count == 1)
|
|
{
|
|
configuration.SavedStyles.Add(StyleModelV1.DalamudClassic);
|
|
}
|
|
else if (configuration.SavedStyles[1].Name != StyleModelV1.DalamudClassic.Name)
|
|
{
|
|
configuration.SavedStyles.Insert(1, StyleModelV1.DalamudClassic);
|
|
}
|
|
|
|
configuration.SavedStyles[0] = StyleModelV1.DalamudStandard;
|
|
configuration.SavedStyles[1] = StyleModelV1.DalamudClassic;
|
|
|
|
var style = configuration.SavedStyles.FirstOrDefault(x => x.Name == configuration.ChosenStyle);
|
|
if (style == null)
|
|
{
|
|
style = StyleModelV1.DalamudStandard;
|
|
configuration.ChosenStyle = style.Name;
|
|
configuration.QueueSave();
|
|
}
|
|
|
|
style.Apply();
|
|
|
|
ImGui.GetIO().FontGlobalScale = configuration.GlobalUiScale;
|
|
|
|
if (!configuration.IsDocking)
|
|
{
|
|
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.DockingEnable;
|
|
}
|
|
else
|
|
{
|
|
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.DockingEnable;
|
|
}
|
|
|
|
// NOTE (Chiv) Toggle gamepad navigation via setting
|
|
if (!configuration.IsGamepadNavigationEnabled)
|
|
{
|
|
ImGui.GetIO().BackendFlags &= ~ImGuiBackendFlags.HasGamepad;
|
|
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableSetMousePos;
|
|
}
|
|
else
|
|
{
|
|
ImGui.GetIO().BackendFlags |= ImGuiBackendFlags.HasGamepad;
|
|
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.NavEnableSetMousePos;
|
|
}
|
|
|
|
// NOTE (Chiv) Explicitly deactivate on dalamud boot
|
|
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableGamepad;
|
|
|
|
ImGuiHelpers.MainViewport = ImGui.GetMainViewport();
|
|
|
|
Log.Information("[IM] Scene & ImGui setup OK!");
|
|
}
|
|
|
|
this.scene = newScene;
|
|
Service<InterfaceManagerWithScene>.Provide(new(this));
|
|
|
|
this.wndProcHookManager.PreWndProc += this.WndProcHookManagerOnPreWndProc;
|
|
}
|
|
|
|
private unsafe void WndProcHookManagerOnPreWndProc(WndProcEventArgs args)
|
|
{
|
|
var r = this.scene?.ProcessWndProcW(args.Hwnd, (User32.WindowMessage)args.Message, args.WParam, args.LParam);
|
|
if (r is not null)
|
|
args.SuppressWithValue(r.Value);
|
|
}
|
|
|
|
/*
|
|
* NOTE(goat): When hooking ReShade DXGISwapChain::runtime_present, this is missing the syncInterval arg.
|
|
* Seems to work fine regardless, I guess, so whatever.
|
|
*/
|
|
private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
|
|
{
|
|
this.CumulativePresentCalls++;
|
|
|
|
Debug.Assert(this.presentHook is not null, "How did PresentDetour get called when presentHook is null?");
|
|
Debug.Assert(this.dalamudAtlas is not null, "dalamudAtlas should have been set already");
|
|
|
|
if (this.scene != null && swapChain != this.scene.SwapChain.NativePointer)
|
|
return this.presentHook!.Original(swapChain, syncInterval, presentFlags);
|
|
|
|
if (this.scene == null)
|
|
this.InitScene(swapChain);
|
|
|
|
Debug.Assert(this.scene is not null, "InitScene did not set the scene field, but did not throw an exception.");
|
|
|
|
if (!this.dalamudAtlas!.HasBuiltAtlas)
|
|
{
|
|
if (this.dalamudAtlas.BuildTask.Exception != null)
|
|
{
|
|
// TODO: Can we do something more user-friendly here? Unload instead?
|
|
Log.Error(this.dalamudAtlas.BuildTask.Exception, "Failed to initialize Dalamud base fonts");
|
|
Util.Fatal("Failed to initialize Dalamud base fonts.\nPlease report this error.", "Dalamud");
|
|
}
|
|
|
|
return this.presentHook!.Original(swapChain, syncInterval, presentFlags);
|
|
}
|
|
|
|
if (this.address.IsReshade)
|
|
{
|
|
var pRes = this.presentHook!.Original(swapChain, syncInterval, presentFlags);
|
|
|
|
RenderImGui(this.scene!);
|
|
this.CleanupPostImGuiRender();
|
|
|
|
return pRes;
|
|
}
|
|
|
|
RenderImGui(this.scene!);
|
|
this.CleanupPostImGuiRender();
|
|
|
|
return this.presentHook!.Original(swapChain, syncInterval, presentFlags);
|
|
}
|
|
|
|
private void CleanupPostImGuiRender()
|
|
{
|
|
if (!this.deferredDisposeTextures.IsEmpty)
|
|
{
|
|
var count = 0;
|
|
while (this.deferredDisposeTextures.TryTake(out var d))
|
|
{
|
|
count++;
|
|
d.RealDispose();
|
|
}
|
|
|
|
Log.Verbose("[IM] Disposing {Count} textures", count);
|
|
}
|
|
|
|
if (!this.deferredDisposeImFontLockeds.IsEmpty)
|
|
{
|
|
// Not logging; the main purpose of this is to keep resources used for rendering the frame to be kept
|
|
// referenced until the resources are actually done being used, and it is expected that this will be
|
|
// frequent.
|
|
while (this.deferredDisposeImFontLockeds.TryTake(out var d))
|
|
d.Dispose();
|
|
}
|
|
}
|
|
|
|
[ServiceManager.CallWhenServicesReady(
|
|
"InterfaceManager accepts event registration and stuff even when the game window is not ready.")]
|
|
private void ContinueConstruction(
|
|
TargetSigScanner sigScanner,
|
|
FontAtlasFactory fontAtlasFactory)
|
|
{
|
|
this.dalamudAtlas = fontAtlasFactory
|
|
.CreateFontAtlas(nameof(InterfaceManager), FontAtlasAutoRebuildMode.Disable);
|
|
using (this.dalamudAtlas.SuppressAutoRebuild())
|
|
{
|
|
var defaultSizePx = Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx;
|
|
this.DefaultFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
|
|
e => e.OnPreBuild(tk => tk.AddDalamudDefaultFont(-1)));
|
|
this.IconFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
|
|
e => e.OnPreBuild(
|
|
tk => tk.AddFontAwesomeIconFont(
|
|
new()
|
|
{
|
|
SizePx = defaultSizePx,
|
|
GlyphMinAdvanceX = DefaultFontSizePx,
|
|
GlyphMaxAdvanceX = DefaultFontSizePx,
|
|
})));
|
|
this.IconFontFixedWidthHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
|
|
e => e.OnPreBuild(tk => tk.AddDalamudAssetFont(
|
|
DalamudAsset.FontAwesomeFreeSolid,
|
|
new()
|
|
{
|
|
SizePx = defaultSizePx,
|
|
GlyphRanges = new ushort[] { 0x20, 0x20, 0x00 },
|
|
})));
|
|
this.MonoFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
|
|
e => e.OnPreBuild(
|
|
tk => tk.AddDalamudAssetFont(
|
|
DalamudAsset.InconsolataRegular,
|
|
new()
|
|
{
|
|
SizePx = defaultSizePx,
|
|
})));
|
|
this.dalamudAtlas.BuildStepChange += e => e.OnPostBuild(
|
|
tk =>
|
|
{
|
|
// Fill missing glyphs in MonoFont from DefaultFont.
|
|
tk.CopyGlyphsAcrossFonts(
|
|
tk.GetFont(this.DefaultFontHandle),
|
|
tk.GetFont(this.MonoFontHandle),
|
|
missingOnly: true);
|
|
|
|
// Fill missing glyphs in IconFontFixedWidth with IconFont and fit ratio
|
|
tk.CopyGlyphsAcrossFonts(
|
|
tk.GetFont(this.IconFontHandle),
|
|
tk.GetFont(this.IconFontFixedWidthHandle),
|
|
missingOnly: true);
|
|
tk.FitRatio(tk.GetFont(this.IconFontFixedWidthHandle));
|
|
});
|
|
this.DefaultFontHandle.ImFontChanged += (_, font) =>
|
|
{
|
|
var fontLocked = font.NewRef();
|
|
this.framework.RunOnFrameworkThread(
|
|
() =>
|
|
{
|
|
// Update the ImGui default font.
|
|
unsafe
|
|
{
|
|
ImGui.GetIO().NativePtr->FontDefault = fontLocked.ImFont;
|
|
}
|
|
|
|
// Update the reference to the resources of the default font.
|
|
this.defaultFontResourceLock?.Dispose();
|
|
this.defaultFontResourceLock = fontLocked;
|
|
|
|
// Broadcast to auto-rebuilding instances.
|
|
this.AfterBuildFonts?.Invoke();
|
|
});
|
|
};
|
|
}
|
|
|
|
// This will wait for scene on its own. We just wait for this.dalamudAtlas.BuildTask in this.InitScene.
|
|
_ = this.dalamudAtlas.BuildFontsAsync();
|
|
|
|
this.address.Setup(sigScanner);
|
|
|
|
try
|
|
{
|
|
if (Service<DalamudConfiguration>.Get().WindowIsImmersive)
|
|
this.SetImmersiveMode(true);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Log.Error(ex, "Could not enable immersive mode");
|
|
}
|
|
|
|
this.setCursorHook = Hook<SetCursorDelegate>.FromImport(null, "user32.dll", "SetCursor", 0, this.SetCursorDetour);
|
|
this.presentHook = Hook<PresentDelegate>.FromAddress(this.address.Present, this.PresentDetour);
|
|
this.resizeBuffersHook = Hook<ResizeBuffersDelegate>.FromAddress(this.address.ResizeBuffers, this.ResizeBuffersDetour);
|
|
|
|
Log.Verbose("===== S W A P C H A I N =====");
|
|
Log.Verbose($"Present address 0x{this.presentHook!.Address.ToInt64():X}");
|
|
Log.Verbose($"ResizeBuffers address 0x{this.resizeBuffersHook!.Address.ToInt64():X}");
|
|
|
|
this.setCursorHook.Enable();
|
|
this.presentHook.Enable();
|
|
this.resizeBuffersHook.Enable();
|
|
}
|
|
|
|
private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags)
|
|
{
|
|
#if DEBUG
|
|
Log.Verbose($"Calling resizebuffers swap@{swapChain.ToInt64():X}{bufferCount} {width} {height} {newFormat} {swapChainFlags}");
|
|
#endif
|
|
|
|
this.ResizeBuffers?.InvokeSafely();
|
|
|
|
// We have to ensure we're working with the main swapchain,
|
|
// as viewports might be resizing as well
|
|
if (this.scene == null || swapChain != this.scene.SwapChain.NativePointer)
|
|
return this.resizeBuffersHook!.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
|
|
|
|
this.scene?.OnPreResize();
|
|
|
|
var ret = this.resizeBuffersHook!.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
|
|
if (ret.ToInt64() == 0x887A0001)
|
|
{
|
|
Log.Error("invalid call to resizeBuffers");
|
|
}
|
|
|
|
this.scene?.OnPostResize((int)width, (int)height);
|
|
|
|
return ret;
|
|
}
|
|
|
|
private IntPtr SetCursorDetour(IntPtr hCursor)
|
|
{
|
|
if (this.lastWantCapture && (!this.scene?.IsImGuiCursor(hCursor) ?? false) && this.OverrideGameCursor)
|
|
return IntPtr.Zero;
|
|
|
|
return this.setCursorHook?.IsDisposed is not false
|
|
? User32.SetCursor(new(hCursor, false)).DangerousGetHandle()
|
|
: this.setCursorHook.Original(hCursor);
|
|
}
|
|
|
|
private void OnNewInputFrame()
|
|
{
|
|
var io = ImGui.GetIO();
|
|
var dalamudInterface = Service<DalamudInterface>.GetNullable();
|
|
var gamepadState = Service<GamepadState>.GetNullable();
|
|
var keyState = Service<KeyState>.GetNullable();
|
|
|
|
if (dalamudInterface == null || gamepadState == null || keyState == null)
|
|
return;
|
|
|
|
// Prevent setting the footgun from ImGui Demo; the Space key isn't removing the flag at the moment.
|
|
io.ConfigFlags &= ~ImGuiConfigFlags.NoMouse;
|
|
|
|
// fix for keys in game getting stuck, if you were holding a game key (like run)
|
|
// and then clicked on an imgui textbox - imgui would swallow the keyup event,
|
|
// so the game would think the key remained pressed continuously until you left
|
|
// imgui and pressed and released the key again
|
|
if (io.WantTextInput)
|
|
{
|
|
keyState.ClearAll();
|
|
}
|
|
|
|
// TODO: mouse state?
|
|
|
|
var gamepadEnabled = (io.BackendFlags & ImGuiBackendFlags.HasGamepad) > 0;
|
|
|
|
// NOTE (Chiv) Activate ImGui navigation via L1+L3 press
|
|
// (mimicking how mouse navigation is activated via L1+R3 press in game).
|
|
if (gamepadEnabled
|
|
&& gamepadState.Raw(GamepadButtons.L1) > 0
|
|
&& gamepadState.Pressed(GamepadButtons.L3) > 0)
|
|
{
|
|
io.ConfigFlags ^= ImGuiConfigFlags.NavEnableGamepad;
|
|
gamepadState.NavEnableGamepad ^= true;
|
|
dalamudInterface.ToggleGamepadModeNotifierWindow();
|
|
}
|
|
|
|
if (gamepadEnabled && (io.ConfigFlags & ImGuiConfigFlags.NavEnableGamepad) > 0)
|
|
{
|
|
var northButton = gamepadState.Raw(GamepadButtons.North) != 0;
|
|
var eastButton = gamepadState.Raw(GamepadButtons.East) != 0;
|
|
var southButton = gamepadState.Raw(GamepadButtons.South) != 0;
|
|
var westButton = gamepadState.Raw(GamepadButtons.West) != 0;
|
|
var dPadUp = gamepadState.Raw(GamepadButtons.DpadUp) != 0;
|
|
var dPadRight = gamepadState.Raw(GamepadButtons.DpadRight) != 0;
|
|
var dPadDown = gamepadState.Raw(GamepadButtons.DpadDown) != 0;
|
|
var dPadLeft = gamepadState.Raw(GamepadButtons.DpadLeft) != 0;
|
|
var leftStickUp = gamepadState.LeftStick.Y > 0 ? gamepadState.LeftStick.Y / 100f : 0;
|
|
var leftStickRight = gamepadState.LeftStick.X > 0 ? gamepadState.LeftStick.X / 100f : 0;
|
|
var leftStickDown = gamepadState.LeftStick.Y < 0 ? -gamepadState.LeftStick.Y / 100f : 0;
|
|
var leftStickLeft = gamepadState.LeftStick.X < 0 ? -gamepadState.LeftStick.X / 100f : 0;
|
|
var l1Button = gamepadState.Raw(GamepadButtons.L1) != 0;
|
|
var l2Button = gamepadState.Raw(GamepadButtons.L2) != 0;
|
|
var r1Button = gamepadState.Raw(GamepadButtons.R1) != 0;
|
|
var r2Button = gamepadState.Raw(GamepadButtons.R2) != 0;
|
|
|
|
io.AddKeyEvent(ImGuiKey.GamepadFaceUp, northButton);
|
|
io.AddKeyEvent(ImGuiKey.GamepadFaceRight, eastButton);
|
|
io.AddKeyEvent(ImGuiKey.GamepadFaceDown, southButton);
|
|
io.AddKeyEvent(ImGuiKey.GamepadFaceLeft, westButton);
|
|
|
|
io.AddKeyEvent(ImGuiKey.GamepadDpadUp, dPadUp);
|
|
io.AddKeyEvent(ImGuiKey.GamepadDpadRight, dPadRight);
|
|
io.AddKeyEvent(ImGuiKey.GamepadDpadDown, dPadDown);
|
|
io.AddKeyEvent(ImGuiKey.GamepadDpadLeft, dPadLeft);
|
|
|
|
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickUp, leftStickUp != 0, leftStickUp);
|
|
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickRight, leftStickRight != 0, leftStickRight);
|
|
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickDown, leftStickDown != 0, leftStickDown);
|
|
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickLeft, leftStickLeft != 0, leftStickLeft);
|
|
|
|
io.AddKeyEvent(ImGuiKey.GamepadL1, l1Button);
|
|
io.AddKeyEvent(ImGuiKey.GamepadL2, l2Button);
|
|
io.AddKeyEvent(ImGuiKey.GamepadR1, r1Button);
|
|
io.AddKeyEvent(ImGuiKey.GamepadR2, r2Button);
|
|
|
|
if (gamepadState.Pressed(GamepadButtons.R3) > 0)
|
|
{
|
|
var configuration = Service<DalamudConfiguration>.Get();
|
|
dalamudInterface.TogglePluginInstallerWindowTo(configuration.PluginInstallerOpen);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Display()
|
|
{
|
|
// this is more or less part of what reshade/etc do to avoid having to manually
|
|
// set the cursor inside the ui
|
|
// This will just tell ImGui to draw its own software cursor instead of using the hardware cursor
|
|
// The scene internally will handle hiding and showing the hardware (game) cursor
|
|
// If the player has the game software cursor enabled, we can't really do anything about that and
|
|
// they will see both cursors.
|
|
// Doing this here because it's somewhat application-specific behavior
|
|
// ImGui.GetIO().MouseDrawCursor = ImGui.GetIO().WantCaptureMouse;
|
|
this.LastImGuiIoPtr = ImGui.GetIO();
|
|
this.lastWantCapture = this.LastImGuiIoPtr.WantCaptureMouse;
|
|
|
|
WindowSystem.HasAnyWindowSystemFocus = false;
|
|
WindowSystem.FocusedWindowSystemNamespace = string.Empty;
|
|
|
|
var snap = ImGuiManagedAsserts.GetSnapshot();
|
|
|
|
if (this.IsDispatchingEvents)
|
|
{
|
|
this.Draw?.Invoke();
|
|
Service<NotificationManager>.GetNullable()?.Draw();
|
|
}
|
|
|
|
ImGuiManagedAsserts.ReportProblems("Dalamud Core", snap);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents an instance of InstanceManager with scene ready for use.
|
|
/// </summary>
|
|
[ServiceManager.ProvidedService]
|
|
public class InterfaceManagerWithScene : IServiceType
|
|
{
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="InterfaceManagerWithScene"/> class.
|
|
/// </summary>
|
|
/// <param name="interfaceManager">An instance of <see cref="InterfaceManager"/>.</param>
|
|
internal InterfaceManagerWithScene(InterfaceManager interfaceManager)
|
|
{
|
|
this.Manager = interfaceManager;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the associated InterfaceManager.
|
|
/// </summary>
|
|
public InterfaceManager Manager { get; init; }
|
|
}
|
|
}
|