Dalamud/Dalamud/Interface/InterfaceManager.cs
2021-01-21 17:25:58 +01:00

398 lines
16 KiB
C#

using System;
using System.ComponentModel;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text;
using Dalamud.Game;
using Dalamud.Game.Internal.DXGI;
using Dalamud.Hooking;
using EasyHook;
using ImGuiNET;
using ImGuiScene;
using Serilog;
using SharpDX.Direct3D11;
// general dev notes, here because it's easiest
/*
* - Hooking ResizeBuffers seemed to be unnecessary, though I'm not sure why. Left out for now since it seems to work without it.
* - We may want to build our ImGui command list in a thread to keep it divorced from present. We'd still have to block in present to
* synchronize on the list and render it, but ideally the overall delay we add to present would then be shorter. This may cause minor
* timing issues with anything animated inside ImGui, but that is probably rare and may not even be noticeable.
* - Our hook is too low level to really work well with debugging, as we only have access to the 'real' dx objects and not any
* that have been hooked/wrapped by tools.
* - Might eventually want to render to a separate target and composite, especially with reshade etc in the mix.
*/
namespace Dalamud.Interface
{
internal class InterfaceManager : IDisposable
{
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr PresentDelegate(IntPtr swapChain, uint syncInterval, uint presentFlags);
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr ResizeBuffersDelegate(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags);
private readonly Hook<PresentDelegate> presentHook;
private readonly Hook<ResizeBuffersDelegate> resizeBuffersHook;
private readonly Hook<SetCursorDelegate> setCursorHook;
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
private ISwapChainAddressResolver Address { get; }
private Dalamud dalamud;
private RawDX11Scene scene;
public Device Device => this.scene.Device;
public IntPtr WindowHandlePtr => this.scene.WindowHandlePtr;
private delegate void InstallRTSSHook();
private string rtssPath;
public ImGuiIOPtr LastImGuiIoPtr;
public Action OnBuildFonts;
private bool isRebuildingFonts = false;
/// <summary>
/// This event gets called by a plugin UiBuilder when read
/// </summary>
public event RawDX11Scene.BuildUIDelegate OnDraw;
public InterfaceManager(Dalamud dalamud, SigScanner scanner)
{
this.dalamud = dalamud;
try {
var sigResolver = new SwapChainSigResolver();
sigResolver.Setup(scanner);
Log.Verbose("Found SwapChain via signatures.");
Address = sigResolver;
} catch (Exception ex) {
// The SigScanner method fails on wine/proton since DXGI is not a real DLL. We fall back to vtable to detect our Present function address.
Log.Debug(ex, "Could not get SwapChain address via sig method, falling back to vtable...");
var vtableResolver = new SwapChainVtableResolver();
vtableResolver.Setup(scanner);
Log.Verbose("Found SwapChain via vtable.");
Address = vtableResolver;
}
try {
var rtss = NativeFunctions.GetModuleHandle("RTSSHooks64.dll");
if (rtss != IntPtr.Zero) {
var fileName = new StringBuilder(255);
NativeFunctions.GetModuleFileName(rtss, fileName, fileName.Capacity);
this.rtssPath = fileName.ToString();
Log.Verbose("RTSS at {0}", this.rtssPath);
if (!NativeFunctions.FreeLibrary(rtss))
throw new Win32Exception();
}
} catch (Exception e) {
Log.Error(e, "RTSS Free failed");
}
var setCursorAddr = LocalHook.GetProcAddress("user32.dll", "SetCursor");
Log.Verbose("===== S W A P C H A I N =====");
Log.Verbose("SetCursor address {SetCursor}", setCursorAddr);
Log.Verbose("Present address {Present}", Address.Present);
Log.Verbose("ResizeBuffers address {ResizeBuffers}", Address.ResizeBuffers);
this.setCursorHook = new Hook<SetCursorDelegate>(setCursorAddr, new SetCursorDelegate(SetCursorDetour), this);
this.presentHook =
new Hook<PresentDelegate>(Address.Present,
new PresentDelegate(PresentDetour),
this);
this.resizeBuffersHook =
new Hook<ResizeBuffersDelegate>(Address.ResizeBuffers,
new ResizeBuffersDelegate(ResizeBuffersDetour),
this);
}
public void Enable()
{
this.setCursorHook.Enable();
this.presentHook.Enable();
this.resizeBuffersHook.Enable();
try {
if (!string.IsNullOrEmpty(this.rtssPath)) {
NativeFunctions.LoadLibrary(this.rtssPath);
var installAddr = LocalHook.GetProcAddress("RTSSHooks64.dll", "InstallRTSSHook");
var installDele = Marshal.GetDelegateForFunctionPointer<InstallRTSSHook>(installAddr);
installDele.Invoke();
}
} catch (Exception ex) {
Log.Error(ex, "Could not reload RTSS");
}
}
private void Disable()
{
this.setCursorHook.Disable();
this.presentHook.Disable();
this.resizeBuffersHook.Disable();
}
public void Dispose()
{
// HACK: this is usually called on a separate thread from PresentDetour (likely on a dedicated render thread)
// and if we aren't already disabled, disposing of the scene and hook can frequently crash due to the hook
// being disposed of in this thread while it is actively in use in the render thread.
// This is a terrible way to prevent issues, but should basically always work to ensure that all outstanding
// calls to PresentDetour have finished (and Disable means no new ones will start), before we try to cleanup
// So... not great, but much better than constantly crashing on unload
this.Disable();
System.Threading.Thread.Sleep(500);
this.scene?.Dispose();
this.presentHook.Dispose();
this.resizeBuffersHook.Dispose();
}
public TextureWrap LoadImage(string filePath)
{
try
{
return this.scene?.LoadImage(filePath) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, $"Failed to load image from {filePath}");
}
return null;
}
public TextureWrap LoadImage(byte[] imageData)
{
try
{
return this.scene?.LoadImage(imageData) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, "Failed to load image from memory");
}
return null;
}
public TextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels)
{
try
{
return this.scene?.LoadImageRaw(imageData, width, height, numChannels) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, "Failed to load image from raw data");
}
return null;
}
// Sets up a deferred invocation of font rebuilding, before the next render frame
public void RebuildFonts()
{
Log.Verbose("[FONT] RebuildFonts() called");
// don't invoke this multiple times per frame, in case multiple plugins call it
if (!this.isRebuildingFonts)
{
Log.Verbose("[FONT] RebuildFonts() trigger");
this.isRebuildingFonts = true;
this.scene.OnNewRenderFrame += RebuildFontsInternal;
}
}
private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
{
if (this.scene == null) {
this.scene = new RawDX11Scene(swapChain);
this.scene.ImGuiIniPath = Path.Combine(Path.GetDirectoryName(this.dalamud.StartInfo.ConfigurationPath), "dalamudUI.ini");
this.scene.OnBuildUI += Display;
this.scene.OnNewInputFrame += OnNewInputFrame;
SetupFonts();
ImGui.GetStyle().GrabRounding = 3f;
ImGui.GetStyle().FrameRounding = 4f;
ImGui.GetStyle().WindowRounding = 4f;
ImGui.GetStyle().WindowBorderSize = 0f;
ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.Right;
ImGui.GetStyle().ScrollbarSize = 16f;
ImGui.GetStyle().Colors[(int) ImGuiCol.WindowBg] = new Vector4(0.06f, 0.06f, 0.06f, 0.87f);
ImGui.GetStyle().Colors[(int) ImGuiCol.FrameBg] = new Vector4(0.29f, 0.29f, 0.29f, 0.54f);
ImGui.GetStyle().Colors[(int) ImGuiCol.FrameBgHovered] = new Vector4(0.54f, 0.54f, 0.54f, 0.40f);
ImGui.GetStyle().Colors[(int) ImGuiCol.FrameBgActive] = new Vector4(0.64f, 0.64f, 0.64f, 0.67f);
ImGui.GetStyle().Colors[(int) ImGuiCol.TitleBgActive] = new Vector4(0.29f, 0.29f, 0.29f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.CheckMark] = new Vector4(0.86f, 0.86f, 0.86f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.SliderGrab] = new Vector4(0.54f, 0.54f, 0.54f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.SliderGrabActive] = new Vector4(0.67f, 0.67f, 0.67f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.Button] = new Vector4(0.71f, 0.71f, 0.71f, 0.40f);
ImGui.GetStyle().Colors[(int) ImGuiCol.ButtonHovered] = new Vector4(0.47f, 0.47f, 0.47f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.ButtonActive] = new Vector4(0.74f, 0.74f, 0.74f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.Header] = new Vector4(0.59f, 0.59f, 0.59f, 0.31f);
ImGui.GetStyle().Colors[(int) ImGuiCol.HeaderHovered] = new Vector4(0.50f, 0.50f, 0.50f, 0.80f);
ImGui.GetStyle().Colors[(int) ImGuiCol.HeaderActive] = new Vector4(0.60f, 0.60f, 0.60f, 1.00f);
ImGui.GetStyle().Colors[(int) ImGuiCol.ResizeGrip] = new Vector4(0.79f, 0.79f, 0.79f, 0.25f);
ImGui.GetStyle().Colors[(int) ImGuiCol.ResizeGripHovered] = new Vector4(0.78f, 0.78f, 0.78f, 0.67f);
ImGui.GetStyle().Colors[(int) ImGuiCol.ResizeGripActive] = new Vector4(0.88f, 0.88f, 0.88f, 0.95f);
ImGui.GetStyle().Colors[(int) ImGuiCol.Tab] = new Vector4(0.23f, 0.23f, 0.23f, 0.86f);
ImGui.GetStyle().Colors[(int) ImGuiCol.TabHovered] = new Vector4(0.71f, 0.71f, 0.71f, 0.80f);
ImGui.GetStyle().Colors[(int) ImGuiCol.TabActive] = new Vector4(0.36f, 0.36f, 0.36f, 1.00f);
ImGui.GetIO().FontGlobalScale = this.dalamud.Configuration.GlobalUiScale;
}
this.scene.Render();
return this.presentHook.Original(swapChain, syncInterval, presentFlags);
}
public static ImFontPtr DefaultFont { get; private set; }
public static ImFontPtr IconFont { get; private set; }
private unsafe void SetupFonts()
{
ImGui.GetIO().Fonts.Clear();
ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
fontConfig.MergeMode = true;
fontConfig.PixelSnapH = true;
var fontPathJp = Path.Combine(this.dalamud.AssetDirectory.FullName, "UIRes", "NotoSansCJKjp-Medium.otf");
var japaneseRangeHandle = GCHandle.Alloc(GlyphRangesJapanese.GlyphRanges, GCHandleType.Pinned);
DefaultFont = ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathJp, 17.0f, null, japaneseRangeHandle.AddrOfPinnedObject());
var fontPathGame = Path.Combine(this.dalamud.AssetDirectory.FullName, "UIRes", "gamesym.ttf");
var gameRangeHandle = GCHandle.Alloc(new ushort[]
{
0xE020,
0xE0DB,
0
}, GCHandleType.Pinned);
ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathGame, 17.0f, fontConfig, gameRangeHandle.AddrOfPinnedObject());
var fontPathIcon = Path.Combine(this.dalamud.AssetDirectory.FullName, "UIRes", "FontAwesome5FreeSolid.otf");
var iconRangeHandle = GCHandle.Alloc(new ushort[]
{
0xE000,
0xF8FF,
0
}, GCHandleType.Pinned);
IconFont = ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathIcon, 17.0f, null, iconRangeHandle.AddrOfPinnedObject());
Log.Verbose("[FONT] Invoke OnBuildFonts");
this.OnBuildFonts?.Invoke();
Log.Verbose("[FONT] OnBuildFonts OK!");
for (var i = 0; i < ImGui.GetIO().Fonts.Fonts.Size; i++) {
Log.Verbose("{0} - {1}", i, ImGui.GetIO().Fonts.Fonts[i].GetDebugName());
}
ImGui.GetIO().Fonts.Build();
Log.Verbose("[FONT] Fonts built!");
fontConfig.Destroy();
japaneseRangeHandle.Free();
gameRangeHandle.Free();
iconRangeHandle.Free();
}
// This is intended to only be called as a handler attached to scene.OnNewRenderFrame
private void RebuildFontsInternal()
{
Log.Verbose("[FONT] RebuildFontsInternal() called");
SetupFonts();
Log.Verbose("[FONT] RebuildFontsInternal() detaching");
this.scene.OnNewRenderFrame -= RebuildFontsInternal;
this.scene.InvalidateFonts();
Log.Verbose("[FONT] Font Rebuild OK!");
this.isRebuildingFonts = false;
}
private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags)
{
Log.Verbose($"Calling resizebuffers {bufferCount} {width} {height} {newFormat} {swapChainFlags}");
this.scene?.OnPreResize();
var ret = this.resizeBuffersHook.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
if (ret.ToInt64() == 0x887A0001)
{
Log.Error("invalid call to resizeBuffers");
}
this.scene?.OnPostResize((int)width, (int)height);
return ret;
}
// can't access imgui IO before first present call
private bool lastWantCapture = false;
private IntPtr SetCursorDetour(IntPtr hCursor) {
if (this.lastWantCapture == true && (!scene?.IsImGuiCursor(hCursor) ?? false))
return IntPtr.Zero;
return this.setCursorHook.Original(hCursor);
}
private void OnNewInputFrame()
{
// fix for keys in game getting stuck, if you were holding a game key (like run)
// and then clicked on an imgui textbox - imgui would swallow the keyup event,
// so the game would think the key remained pressed continuously until you left
// imgui and pressed and released the key again
if (ImGui.GetIO().WantTextInput)
{
this.dalamud.ClientState.KeyState.ClearAll();
}
// TODO: mouse state?
}
private void Display()
{
// this is more or less part of what reshade/etc do to avoid having to manually
// set the cursor inside the ui
// This will just tell ImGui to draw its own software cursor instead of using the hardware cursor
// The scene internally will handle hiding and showing the hardware (game) cursor
// If the player has the game software cursor enabled, we can't really do anything about that and
// they will see both cursors.
// Doing this here because it's somewhat application-specific behavior
//ImGui.GetIO().MouseDrawCursor = ImGui.GetIO().WantCaptureMouse;
this.LastImGuiIoPtr = ImGui.GetIO();
this.lastWantCapture = this.LastImGuiIoPtr.WantCaptureMouse;
OnDraw?.Invoke();
}
}
}