Dalamud/Dalamud/Plugin/Services/ITextureProvider.cs

333 lines
19 KiB
C#

using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using Dalamud.Bindings.ImGui;
using Dalamud.Interface.ImGuiSeStringRenderer;
using Dalamud.Interface.Internal.Windows.Data.Widgets;
using Dalamud.Interface.Textures;
using Dalamud.Interface.Textures.TextureWraps;
using Lumina.Data.Files;
namespace Dalamud.Plugin.Services;
/// <summary>Service that grants you access to textures you may render via ImGui.</summary>
/// <remarks>
/// <para>
/// <b>Create</b> functions will return a new texture, and the returned instance of <see cref="IDalamudTextureWrap"/>
/// must be disposed after use.
/// </para>
/// <para>
/// <b>Get</b> functions will return a shared texture, and the returnd instance of <see cref="ISharedImmediateTexture"/>
/// do not require calling <see cref="IDisposable.Dispose"/>, unless a new reference has been created by calling
/// <see cref="ISharedImmediateTexture.RentAsync"/>.<br />
/// Use <see cref="ISharedImmediateTexture.TryGetWrap"/> and alike to obtain a reference of
/// <see cref="IDalamudTextureWrap"/> that will stay valid for the rest of the frame.
/// </para>
/// <para>
/// <c>debugName</c> parameter can be used to name your textures, to aid debugging resource leaks using
/// <see cref="TexWidget"/>.
/// </para>
/// </remarks>
public interface ITextureProvider : IDalamudService
{
/// <summary>Creates an empty texture.</summary>
/// <param name="specs">Texture specifications.</param>
/// <param name="cpuRead">Whether to support reading from CPU, while disabling reading from GPU.</param>
/// <param name="cpuWrite">Whether to support writing from CPU, while disabling writing from GPU.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <returns>A new empty texture.</returns>
IDalamudTextureWrap CreateEmpty(
RawImageSpecification specs,
bool cpuRead,
bool cpuWrite,
string? debugName = null);
/// <summary>Creates a texture that can be drawn from an <see cref="ImDrawList"/> or an <see cref="ImDrawData"/>.
/// </summary>
/// <param name="debugName">Name for debug display purposes.</param>
/// <returns>A new draw list texture.</returns>
/// <remarks>No new resource is allocated upfront; it will be done when <see cref="IDrawListTextureWrap.Size"/> is
/// set with positive values for both components.</remarks>
IDrawListTextureWrap CreateDrawListTexture(string? debugName = null);
/// <summary>Creates a texture from the given existing texture, cropping and converting pixel format as needed.
/// </summary>
/// <param name="wrap">The source texture wrap. The passed value may be disposed once this function returns,
/// without having to wait for the completion of the returned <see cref="Task{TResult}"/>.</param>
/// <param name="args">The texture modification arguments.</param>
/// <param name="leaveWrapOpen">Whether to leave <paramref name="wrap"/> non-disposed when the returned
/// <see cref="Task{TResult}"/> completes.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the copied texture on success. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
Task<IDalamudTextureWrap> CreateFromExistingTextureAsync(
IDalamudTextureWrap wrap,
TextureModificationArgs args = default,
bool leaveWrapOpen = false,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Creates a texture from an ImGui viewport.</summary>
/// <param name="args">The arguments for creating a texture.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the copied texture on success. Dispose after use.</returns>
/// <remarks>
/// <para>Use <c>ImGui.GetMainViewport().ID</c> to capture the game screen with Dalamud rendered.</para>
/// <para>This function may throw an exception.</para>
/// </remarks>
Task<IDalamudTextureWrap> CreateFromImGuiViewportAsync(
ImGuiViewportTextureArgs args,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Gets a texture from the given bytes, trying to interpret it as a .tex file or other well-known image
/// files, such as .png.</summary>
/// <param name="bytes">The bytes to load.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the loaded texture on success. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
Task<IDalamudTextureWrap> CreateFromImageAsync(
ReadOnlyMemory<byte> bytes,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Gets a texture from the given stream, trying to interpret it as a .tex file or other well-known image
/// files, such as .png.</summary>
/// <param name="stream">The stream to load data from.</param>
/// <param name="leaveOpen">Whether to leave the stream open once the task completes, sucessfully or not.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the loaded texture on success. Dispose after use.</returns>
/// <remarks>
/// <para><paramref name="stream"/> will be closed or not only according to <paramref name="leaveOpen"/>;
/// <paramref name="cancellationToken"/> is irrelevant in closing the stream.</para>
/// <para>This function may throw an exception.</para></remarks>
Task<IDalamudTextureWrap> CreateFromImageAsync(
Stream stream,
bool leaveOpen = false,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Gets a texture from the given bytes, interpreting it as a raw bitmap.</summary>
/// <param name="specs">The specifications for the raw bitmap.</param>
/// <param name="bytes">The bytes to load.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <returns>The texture loaded from the supplied raw bitmap. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
IDalamudTextureWrap CreateFromRaw(
RawImageSpecification specs,
ReadOnlySpan<byte> bytes,
string? debugName = null);
/// <summary>Gets a texture from the given bytes, interpreting it as a raw bitmap.</summary>
/// <param name="specs">The specifications for the raw bitmap.</param>
/// <param name="bytes">The bytes to load.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the loaded texture on success. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
Task<IDalamudTextureWrap> CreateFromRawAsync(
RawImageSpecification specs,
ReadOnlyMemory<byte> bytes,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Gets a texture from the given stream, interpreting the read data as a raw bitmap.</summary>
/// <param name="specs">The specifications for the raw bitmap.</param>
/// <param name="stream">The stream to load data from.</param>
/// <param name="leaveOpen">Whether to leave the stream open once the task completes, sucessfully or not.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task{TResult}"/> containing the loaded texture on success. Dispose after use.</returns>
/// <remarks>
/// <para><paramref name="stream"/> will be closed or not only according to <paramref name="leaveOpen"/>;
/// <paramref name="cancellationToken"/> is irrelevant in closing the stream.</para>
/// <para>This function may throw an exception.</para>
/// </remarks>
Task<IDalamudTextureWrap> CreateFromRawAsync(
RawImageSpecification specs,
Stream stream,
bool leaveOpen = false,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>
/// Get a texture handle for the specified Lumina <see cref="TexFile"/>.
/// Alias for fetching <see cref="Task{TResult}.Result"/> from <see cref="CreateFromTexFileAsync"/>.
/// </summary>
/// <param name="file">The texture to obtain a handle to.</param>
/// <returns>A texture wrap that can be used to render the texture. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
IDalamudTextureWrap CreateFromTexFile(TexFile file);
/// <summary>Get a texture handle for the specified Lumina <see cref="TexFile"/>.</summary>
/// <param name="file">The texture to obtain a handle to.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A texture wrap that can be used to render the texture. Dispose after use.</returns>
/// <remarks><para>This function may throw an exception.</para></remarks>
Task<IDalamudTextureWrap> CreateFromTexFileAsync(
TexFile file,
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Creates a texture from clipboard.</summary>
/// <param name="debugName">Name for debug display purposes.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="Task"/> representing the status of the operation.</returns>
Task<IDalamudTextureWrap> CreateFromClipboardAsync(
string? debugName = null,
CancellationToken cancellationToken = default);
/// <summary>Creates a texture by drawing a SeString onto it.</summary>
/// <param name="text">SeString to render.</param>
/// <param name="drawParams">Parameters for drawing.</param>
/// <param name="debugName">Name for debug display purposes.</param>
/// <returns>The new texture.</returns>
/// <remarks>Can be only be used from the main thread.</remarks>
public IDalamudTextureWrap CreateTextureFromSeString(
ReadOnlySpan<byte> text,
scoped in SeStringDrawParams drawParams = default,
string? debugName = null);
/// <summary>Gets the supported bitmap decoders.</summary>
/// <returns>The supported bitmap decoders.</returns>
/// <remarks>
/// <para>The following functions support the files of the container types pointed by yielded values.</para>
/// <ul>
/// <li><see cref="GetFromFile(string)"/> and <see cref="GetFromFile(FileInfo)"/></li>
/// <li><see cref="GetFromManifestResource"/></li>
/// <li><see cref="CreateFromImageAsync(ReadOnlyMemory{byte},string?,CancellationToken)"/></li>
/// <li><see cref="CreateFromImageAsync(Stream,bool,string?,CancellationToken)"/></li>
/// </ul>
/// <para>This function may throw an exception.</para>
/// </remarks>
IEnumerable<IBitmapCodecInfo> GetSupportedImageDecoderInfos();
/// <summary>Gets a shared texture corresponding to the given game resource icon specifier.</summary>
/// <param name="lookup">A game icon specifier.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function is under the effect of <see cref="ITextureSubstitutionProvider.GetSubstitutedPath"/>.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromGameIcon(in GameIconLookup lookup);
/// <summary>Gets a value indicating whether the current desktop clipboard contains an image that can be attempted
/// to read using <see cref="CreateFromClipboardAsync"/>.</summary>
/// <returns><c>true</c> if it is the case.</returns>
bool HasClipboardImage();
/// <summary>Gets a shared texture corresponding to the given game resource icon specifier.</summary>
/// <remarks>
/// <para>This function does not throw exceptions.</para>
/// <para>This function is under the effect of <see cref="ITextureSubstitutionProvider.GetSubstitutedPath"/>.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
/// <param name="lookup">A game icon specifier.</param>
/// <param name="texture">The resulting <see cref="ISharedImmediateTexture"/>.</param>
/// <returns>Whether the lookup succeeded.</returns>
bool TryGetFromGameIcon(in GameIconLookup lookup, [NotNullWhen(true)] out ISharedImmediateTexture? texture);
/// <summary>Gets a shared texture corresponding to the given path to a game resource.</summary>
/// <param name="path">A path to a game resource.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function is under the effect of <see cref="ITextureSubstitutionProvider.GetSubstitutedPath"/>.</para>
/// <para>This function does not throw exceptions.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromGame(string path);
/// <summary>Gets a shared texture corresponding to the given file on the filesystem.</summary>
/// <param name="path">A path to a file on the filesystem.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function does not throw exceptions.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromFile(string path);
/// <summary>Gets a shared texture corresponding to the given file on the filesystem.</summary>
/// <param name="file">The file on the filesystem to load.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function does not throw exceptions.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromFile(FileInfo file);
/// <summary>Gets a shared texture corresponding to the given file on the filesystem.</summary>
/// <param name="fullPath">The file on the filesystem to load. Requires a full path.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function does not throw exceptions.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromFileAbsolute(string fullPath);
/// <summary>Gets a shared texture corresponding to the given file of the assembly manifest resources.</summary>
/// <param name="assembly">The assembly containing manifest resources.</param>
/// <param name="name">The case-sensitive name of the manifest resource being requested.</param>
/// <returns>The shared texture that you may use to obtain the loaded texture wrap and load states.</returns>
/// <remarks>
/// <para>This function does not throw exceptions.</para>
/// <para>Caching the returned object is not recommended. Performance benefit will be minimal.</para>
/// </remarks>
ISharedImmediateTexture GetFromManifestResource(Assembly assembly, string name);
/// <summary>Get a path for a specific icon's .tex file.</summary>
/// <param name="lookup">The icon lookup.</param>
/// <returns>The path to the icon.</returns>
/// <exception cref="FileNotFoundException">If a corresponding file could not be found.</exception>
string GetIconPath(in GameIconLookup lookup);
/// <summary>
/// Gets the path of an icon.
/// </summary>
/// <param name="lookup">The icon lookup.</param>
/// <param name="path">The resolved path.</param>
/// <returns><c>true</c> if the corresponding file exists and <paramref name="path"/> has been set.</returns>
/// <remarks><para>This function does not throw exceptions.</para></remarks>
bool TryGetIconPath(in GameIconLookup lookup, [NotNullWhen(true)] out string? path);
/// <summary>
/// Determines whether the system supports the given DXGI format.
/// For use with <see cref="RawImageSpecification.DxgiFormat"/>.
/// </summary>
/// <param name="dxgiFormat">The DXGI format.</param>
/// <returns><c>true</c> if supported.</returns>
/// <remarks><para>This function does not throw exceptions.</para></remarks>
bool IsDxgiFormatSupported(int dxgiFormat);
/// <summary>Determines whether the system supports the given DXGI format for use with
/// <see cref="CreateFromExistingTextureAsync"/>.</summary>
/// <param name="dxgiFormat">The DXGI format.</param>
/// <returns><c>true</c> if supported.</returns>
/// <remarks><para>This function does not throw exceptions.</para></remarks>
bool IsDxgiFormatSupportedForCreateFromExistingTextureAsync(int dxgiFormat);
/// <summary>Converts an existing <see cref="IDalamudTextureWrap"/> instance to a new instance of
/// <see cref="FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Texture"/> which can be used to supply a custom
/// texture onto an in-game addon (UI element.)</summary>
/// <param name="wrap">Instance of <see cref="IDalamudTextureWrap"/> to convert.</param>
/// <param name="leaveWrapOpen">Whether to leave <paramref name="wrap"/> non-disposed when the returned
/// <see cref="Task{TResult}"/> completes.</param>
/// <returns>Address of the new <see cref="FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Texture"/>.</returns>
/// <example>See <c>PrintTextureInfo</c> in <see cref="Interface.Internal.UiDebug.PrintSimpleNode"/> for an example
/// of replacing the texture of an image node.</example>
/// <remarks>
/// <para>If the returned kernel texture is to be destroyed, call the fourth function in its vtable, by calling
/// <see cref="FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Texture.DecRef"/> or
/// <c>((delegate* unmanaged&lt;nint, void&gt;)(*(nint**)ptr)[3](ptr)</c>.</para>
/// </remarks>
nint ConvertToKernelTexture(IDalamudTextureWrap wrap, bool leaveWrapOpen = false);
}