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