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52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Dalamud.Game.ClientState.JobGauge.Types;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Serilog;
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namespace Dalamud.Game.ClientState.JobGauge
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{
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/// <summary>
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/// This class converts in-memory Job gauge data to structs.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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[ServiceManager.BlockingEarlyLoadedService]
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public class JobGauges : IServiceType
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{
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private Dictionary<Type, JobGaugeBase> cache = new();
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[ServiceManager.ServiceConstructor]
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private JobGauges(ClientState clientState)
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{
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this.Address = clientState.AddressResolver.JobGaugeData;
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Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
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}
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/// <summary>
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/// Gets the address of the JobGauge data.
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/// </summary>
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public IntPtr Address { get; }
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/// <summary>
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/// Get the JobGauge for a given job.
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/// </summary>
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/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
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/// <returns>A JobGauge.</returns>
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public T Get<T>() where T : JobGaugeBase
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{
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// This is cached to mitigate the effects of using activator for instantiation.
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// Since the gauge itself reads from live memory, there isn't much downside to doing this.
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if (!this.cache.TryGetValue(typeof(T), out var gauge))
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{
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gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
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}
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return (T)gauge;
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}
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}
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}
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