Dalamud/Dalamud/Interface/UiBuilder.cs

290 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Dalamud.Configuration.Internal;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.Gui;
using Dalamud.Interface.Internal;
using Dalamud.Interface.Internal.Notifications;
using ImGuiNET;
using ImGuiScene;
using Serilog;
using SharpDX.Direct3D11;
namespace Dalamud.Interface
{
/// <summary>
/// This class represents the Dalamud UI that is drawn on top of the game.
/// It can be used to draw custom windows and overlays.
/// </summary>
public sealed class UiBuilder : IDisposable
{
private readonly Stopwatch stopwatch;
private readonly string namespaceName;
private bool hasErrorWindow;
/// <summary>
/// Initializes a new instance of the <see cref="UiBuilder"/> class and registers it.
/// You do not have to call this manually.
/// </summary>
/// <param name="namespaceName">The plugin namespace.</param>
internal UiBuilder(string namespaceName)
{
this.stopwatch = new Stopwatch();
this.namespaceName = namespaceName;
Service<InterfaceManager>.Get().Draw += this.OnDraw;
}
/// <summary>
/// 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.
/// </summary>
public event RawDX11Scene.BuildUIDelegate Draw;
/// <summary>
/// Event that is fired when the plugin should open its configuration interface.
/// </summary>
public event EventHandler OpenConfigUi;
/// <summary>
/// Gets the default Dalamud font based on Noto Sans CJK Medium in 17pt - supporting all game languages and icons.
/// </summary>
public static ImFontPtr DefaultFont => InterfaceManager.DefaultFont;
/// <summary>
/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid in 17pt.
/// </summary>
public static ImFontPtr IconFont => InterfaceManager.IconFont;
/// <summary>
/// Gets the default Dalamud monospaced font based on Inconsolata Regular in 16pt.
/// </summary>
public static ImFontPtr MonoFont => InterfaceManager.MonoFont;
/// <summary>
/// Gets the game's active Direct3D device.
/// </summary>
public Device Device => Service<InterfaceManager>.Get().Device;
/// <summary>
/// Gets the game's main window handle.
/// </summary>
public IntPtr WindowHandlePtr => Service<InterfaceManager>.Get().WindowHandlePtr;
/// <summary>
/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the game's UI is hidden.
/// </summary>
public bool DisableAutomaticUiHide { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the user toggles the UI.
/// </summary>
public bool DisableUserUiHide { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating whether this plugin should hide its UI automatically during cutscenes.
/// </summary>
public bool DisableCutsceneUiHide { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating whether this plugin should hide its UI automatically while gpose is active.
/// </summary>
public bool DisableGposeUiHide { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating whether or not the game's cursor should be overridden with the ImGui cursor.
/// </summary>
public bool OverrideGameCursor
{
get => Service<InterfaceManager>.Get().OverrideGameCursor;
set => Service<InterfaceManager>.Get().OverrideGameCursor = value;
}
/// <summary>
/// Gets or sets an action that is called any time ImGui fonts need to be rebuilt.<br/>
/// Any ImFontPtr objects that you store <strong>can be invalidated</strong> when fonts are rebuilt
/// (at any time), so you should both reload your custom fonts and restore those
/// pointers inside this handler.<br/>
/// <strong>PLEASE remove this handler inside Dispose, or when you no longer need your fonts!</strong>
/// </summary>
public Action OnBuildFonts
{
get => Service<InterfaceManager>.Get().OnBuildFonts;
set => Service<InterfaceManager>.Get().OnBuildFonts = value;
}
/// <summary>
/// Gets or sets a value indicating whether statistics about UI draw time should be collected.
/// </summary>
#if DEBUG
internal static bool DoStats { get; set; } = true;
#else
internal static bool DoStats { get; set; } = false;
#endif
/// <summary>
/// Gets a value indicating whether this UiBuilder has a configuration UI registered.
/// </summary>
internal bool HasConfigUi => this.OpenConfigUi != null;
/// <summary>
/// Gets or sets the time this plugin took to draw on the last frame.
/// </summary>
internal long LastDrawTime { get; set; } = -1;
/// <summary>
/// Gets or sets the longest amount of time this plugin ever took to draw.
/// </summary>
internal long MaxDrawTime { get; set; } = -1;
/// <summary>
/// Gets or sets a history of the last draw times, used to calculate an average.
/// </summary>
internal List<long> DrawTimeHistory { get; set; } = new List<long>();
private bool CutsceneActive
{
get
{
var condition = Service<Condition>.Get();
return condition[ConditionFlag.OccupiedInCutSceneEvent]
|| condition[ConditionFlag.WatchingCutscene78];
}
}
private bool GposeActive
{
get
{
var condition = Service<Condition>.Get();
return condition[ConditionFlag.WatchingCutscene];
}
}
/// <summary>
/// Loads an image from the specified file.
/// </summary>
/// <param name="filePath">The full filepath to the image.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImage(string filePath) =>
Service<InterfaceManager>.Get().LoadImage(filePath);
/// <summary>
/// Loads an image from a byte stream, such as a png downloaded into memory.
/// </summary>
/// <param name="imageData">A byte array containing the raw image data.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImage(byte[] imageData) =>
Service<InterfaceManager>.Get().LoadImage(imageData);
/// <summary>
/// Loads an image from raw unformatted pixel data, with no type or header information. To load formatted data, use <see cref="LoadImage(byte[])"/>.
/// </summary>
/// <param name="imageData">A byte array containing the raw pixel data.</param>
/// <param name="width">The width of the image contained in <paramref name="imageData"/>.</param>
/// <param name="height">The height of the image contained in <paramref name="imageData"/>.</param>
/// <param name="numChannels">The number of channels (bytes per pixel) of the image contained in <paramref name="imageData"/>. This should usually be 4.</param>
/// <returns>A <see cref="TextureWrap"/> object wrapping the created image. Use <see cref="TextureWrap.ImGuiHandle"/> inside ImGui.Image().</returns>
public TextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels) =>
Service<InterfaceManager>.Get().LoadImageRaw(imageData, width, height, numChannels);
/// <summary>
/// Call this to queue a rebuild of the font atlas.<br/>
/// This will invoke any <see cref="OnBuildFonts"/> handlers and ensure that any loaded fonts are
/// ready to be used on the next UI frame.
/// </summary>
public void RebuildFonts()
{
Log.Verbose("[FONT] {0} plugin is initiating FONT REBUILD", this.namespaceName);
Service<InterfaceManager>.Get().RebuildFonts();
}
/// <summary>
/// Add a notification to the notification queue.
/// </summary>
/// <param name="content">The content of the notification.</param>
/// <param name="title">The title of the notification.</param>
/// <param name="type">The type of the notification.</param>
/// <param name="msDelay">The time the notification should be displayed for.</param>
public void AddNotification(
string content, string? title = null, NotificationType type = NotificationType.None, uint msDelay = 3000) =>
Service<NotificationManager>.Get().AddNotification(content, title, type, msDelay);
/// <summary>
/// Unregister the UiBuilder. Do not call this in plugin code.
/// </summary>
public void Dispose()
{
Service<InterfaceManager>.Get().Draw -= this.OnDraw;
}
/// <summary>
/// Open the registered configuration UI, if it exists.
/// </summary>
internal void OpenConfig()
{
this.OpenConfigUi?.Invoke(this, null);
}
private void OnDraw()
{
var configuration = Service<DalamudConfiguration>.Get();
var gameGui = Service<GameGui>.Get();
var interfaceManager = Service<InterfaceManager>.Get();
if ((gameGui.GameUiHidden && configuration.ToggleUiHide && !(this.DisableUserUiHide || this.DisableAutomaticUiHide)) ||
(this.CutsceneActive && configuration.ToggleUiHideDuringCutscenes && !(this.DisableCutsceneUiHide || this.DisableAutomaticUiHide)) ||
(this.GposeActive && configuration.ToggleUiHideDuringGpose && !(this.DisableGposeUiHide || this.DisableAutomaticUiHide)))
return;
if (!interfaceManager.FontsReady)
return;
ImGui.PushID(this.namespaceName);
if (DoStats)
{
this.stopwatch.Restart();
}
if (this.hasErrorWindow && ImGui.Begin($"{this.namespaceName} Error", ref this.hasErrorWindow, ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize))
{
ImGui.Text($"The plugin {this.namespaceName} ran into an error.\nContact the plugin developer for support.\n\nPlease try restarting your game.");
ImGui.Spacing();
if (ImGui.Button("OK"))
{
this.hasErrorWindow = false;
}
ImGui.End();
}
try
{
this.Draw?.Invoke();
}
catch (Exception ex)
{
Log.Error(ex, "[{0}] UiBuilder OnBuildUi caught exception", this.namespaceName);
this.Draw = null;
this.OpenConfigUi = null;
this.hasErrorWindow = true;
}
if (DoStats)
{
this.stopwatch.Stop();
this.LastDrawTime = this.stopwatch.ElapsedTicks;
this.MaxDrawTime = Math.Max(this.LastDrawTime, this.MaxDrawTime);
this.DrawTimeHistory.Add(this.LastDrawTime);
while (this.DrawTimeHistory.Count > 100) this.DrawTimeHistory.RemoveAt(0);
}
ImGui.PopID();
}
}
}