Dalamud/Dalamud/Game/ClientState/Objects/Targets.cs
2021-08-10 18:15:33 -04:00

169 lines
6.2 KiB
C#

using System;
using Dalamud.Game.ClientState.Objects.Types;
using JetBrains.Annotations;
namespace Dalamud.Game.ClientState.Objects
{
/// <summary>
/// Get and set various kinds of targets for the player.
/// </summary>
public sealed unsafe class Targets
{
private readonly Dalamud dalamud;
private readonly ClientStateAddressResolver address;
/// <summary>
/// Initializes a new instance of the <see cref="Targets"/> class.
/// </summary>
/// <param name="dalamud">The Dalamud instance.</param>
/// <param name="addressResolver">The ClientStateAddressResolver instance.</param>
internal Targets(Dalamud dalamud, ClientStateAddressResolver addressResolver)
{
this.dalamud = dalamud;
this.address = addressResolver;
}
/// <summary>
/// Gets the address of the target manager.
/// </summary>
public IntPtr Address => this.address.TargetManager;
/// <summary>
/// Gets or sets the current target.
/// </summary>
[CanBeNull]
public GameObject Target
{
get => this.dalamud.ClientState.Objects.CreateObjectReference((IntPtr)Struct->Target);
set => this.SetTarget(value);
}
/// <summary>
/// Gets or sets the mouseover target.
/// </summary>
[CanBeNull]
public GameObject MouseOverTarget
{
get => this.dalamud.ClientState.Objects.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
set => this.SetMouseOverTarget(value);
}
/// <summary>
/// Gets or sets the focus target.
/// </summary>
[CanBeNull]
public GameObject FocusTarget
{
get => this.dalamud.ClientState.Objects.CreateObjectReference((IntPtr)Struct->FocusTarget);
set => this.SetFocusTarget(value);
}
/// <summary>
/// Gets or sets the previous target.
/// </summary>
[CanBeNull]
public GameObject PreviousTarget
{
get => this.dalamud.ClientState.Objects.CreateObjectReference((IntPtr)Struct->PreviousTarget);
set => this.SetPreviousTarget(value);
}
/// <summary>
/// Gets or sets the soft target.
/// </summary>
[CanBeNull]
public GameObject SoftTarget
{
get => this.dalamud.ClientState.Objects.CreateObjectReference((IntPtr)Struct->SoftTarget);
set => this.SetSoftTarget(value);
}
private FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem*)this.Address;
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetTarget(GameObject actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetMouseOverTarget(GameObject actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetFocusTarget(GameObject actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetPreviousTarget(GameObject actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetSoftTarget(GameObject actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetTarget(IntPtr actorAddress) => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetMouseOverTarget(IntPtr actorAddress) => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetFocusTarget(IntPtr actorAddress) => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetPreviousTarget(IntPtr actorAddress) => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetSoftTarget(IntPtr actorAddress) => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Clears the current target.
/// </summary>
public void ClearTarget() => this.SetTarget(IntPtr.Zero);
/// <summary>
/// Clears the mouseover target.
/// </summary>
public void ClearMouseOverTarget() => this.SetMouseOverTarget(IntPtr.Zero);
/// <summary>
/// Clears the focus target.
/// </summary>
public void ClearFocusTarget() => this.SetFocusTarget(IntPtr.Zero);
/// <summary>
/// Clears the previous target.
/// </summary>
public void ClearPreviousTarget() => this.SetPreviousTarget(IntPtr.Zero);
/// <summary>
/// Clears the soft target.
/// </summary>
public void ClearSoftTarget() => this.SetSoftTarget(IntPtr.Zero);
}
}