Dalamud/Dalamud/Interface/UiBuilder.cs
2024-02-28 17:11:29 +09:00

824 lines
34 KiB
C#

using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading.Tasks;
using Dalamud.Configuration.Internal;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.Gui;
using Dalamud.Interface.FontIdentifier;
using Dalamud.Interface.GameFonts;
using Dalamud.Interface.ImGuiNotification;
using Dalamud.Interface.ImGuiNotification.Internal;
using Dalamud.Interface.Internal;
using Dalamud.Interface.Internal.ManagedAsserts;
using Dalamud.Interface.Internal.Notifications;
using Dalamud.Interface.ManagedFontAtlas;
using Dalamud.Interface.ManagedFontAtlas.Internals;
using Dalamud.Plugin.Internal.Types;
using Dalamud.Plugin.Services;
using Dalamud.Utility;
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 LocalPlugin localPlugin;
private readonly Stopwatch stopwatch;
private readonly HitchDetector hitchDetector;
private readonly string namespaceName;
private readonly InterfaceManager interfaceManager = Service<InterfaceManager>.Get();
private readonly Framework framework = Service<Framework>.Get();
private readonly ConcurrentDictionary<IActiveNotification, int> notifications = new();
[ServiceManager.ServiceDependency]
private readonly DalamudConfiguration configuration = Service<DalamudConfiguration>.Get();
private readonly DisposeSafety.ScopedFinalizer scopedFinalizer = new();
private bool hasErrorWindow = false;
private bool lastFrameUiHideState = false;
private IFontHandle? defaultFontHandle;
private IFontHandle? iconFontHandle;
private IFontHandle? monoFontHandle;
/// <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>
/// <param name="localPlugin">The relevant local plugin.</param>
internal UiBuilder(string namespaceName, LocalPlugin localPlugin)
{
this.localPlugin = localPlugin;
try
{
this.stopwatch = new Stopwatch();
this.hitchDetector = new HitchDetector($"UiBuilder({namespaceName})", this.configuration.UiBuilderHitch);
this.namespaceName = namespaceName;
this.interfaceManager.Draw += this.OnDraw;
this.scopedFinalizer.Add(() => this.interfaceManager.Draw -= this.OnDraw);
this.interfaceManager.ResizeBuffers += this.OnResizeBuffers;
this.scopedFinalizer.Add(() => this.interfaceManager.ResizeBuffers -= this.OnResizeBuffers);
this.FontAtlas =
this.scopedFinalizer
.Add(
Service<FontAtlasFactory>
.Get()
.CreateFontAtlas(namespaceName, FontAtlasAutoRebuildMode.Disable));
this.FontAtlas.BuildStepChange += this.PrivateAtlasOnBuildStepChange;
this.FontAtlas.RebuildRecommend += this.RebuildFonts;
}
catch
{
this.scopedFinalizer.Dispose();
throw;
}
}
/// <summary>
/// The event 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 Action Draw;
/// <summary>
/// The event that is called when the game's DirectX device is requesting you to resize your buffers.
/// </summary>
public event Action ResizeBuffers;
/// <summary>
/// Event that is fired when the plugin should open its configuration interface.
/// </summary>
public event Action OpenConfigUi;
/// <summary>
/// Event that is fired when the plugin should open its main interface.
/// </summary>
public event Action OpenMainUi;
/// <summary>
/// Gets or sets an action that is called any time ImGui fonts need to be rebuilt.<br/>
/// Any ImFontPtr objects that you store <b>can be invalidated</b> when fonts are rebuilt
/// (at any time), so you should both reload your custom fonts and restore those
/// pointers inside this handler.
/// </summary>
/// <remarks>
/// To add your custom font, use <see cref="FontAtlas"/>.<see cref="IFontAtlas.NewDelegateFontHandle"/> or
/// <see cref="IFontAtlas.NewGameFontHandle"/>.<br />
/// To be notified on font changes after fonts are built, use
/// <see cref="DefaultFontHandle"/>.<see cref="IFontHandle.ImFontChanged"/>.<br />
/// For all other purposes, use <see cref="FontAtlas"/>.<see cref="IFontAtlas.BuildStepChange"/>.<br />
/// <br />
/// Note that you will be calling above functions once, instead of every time inside a build step change callback.
/// For example, you can make all font handles from your plugin constructor, and then use the created handles during
/// <see cref="Draw"/> event, by using <see cref="IFontHandle.Push"/> in a scope.<br />
/// You may dispose your font handle anytime, as long as it's not in use in <see cref="Draw"/>.
/// Font handles may be constructed anytime, as long as the owner <see cref="IFontAtlas"/> or
/// <see cref="UiBuilder"/> is not disposed.<br />
/// <br />
/// If you were storing <see cref="ImFontPtr"/>, consider if the job can be achieved solely by using
/// <see cref="IFontHandle"/> without directly using an instance of <see cref="ImFontPtr"/>.<br />
/// If you do need it, evaluate if you need to access fonts outside the main thread.<br />
/// If it is the case, use <see cref="IFontHandle.Lock"/> to obtain a safe-to-access instance of
/// <see cref="ImFontPtr"/>, once <see cref="IFontHandle.WaitAsync"/> resolves.<br />
/// Otherwise, use <see cref="IFontHandle.Push"/>, and obtain the instance of <see cref="ImFontPtr"/> via
/// <see cref="ImGui.GetFont"/>. Do not let the <see cref="ImFontPtr"/> escape the <c>using</c> scope.<br />
/// <br />
/// If your plugin sets <see cref="PluginManifest.LoadRequiredState"/> to a non-default value, then
/// <see cref="DefaultFontHandle"/> should be accessed using
/// <see cref="RunWhenUiPrepared{T}(System.Func{T},bool)"/>, as the font handle member variables are only available
/// once drawing facilities are available.<br />
/// <br />
/// <b>Examples:</b><br />
/// * <see cref="InterfaceManager.ContinueConstruction"/>.<br />
/// * <see cref="Interface.Internal.Windows.Data.Widgets.GamePrebakedFontsTestWidget"/>.<br />
/// * <see cref="Interface.Internal.Windows.TitleScreenMenuWindow"/> ctor.<br />
/// * <see cref="Interface.Internal.Windows.Settings.Tabs.SettingsTabAbout"/>:
/// note how the construction of a new instance of <see cref="IFontAtlas"/> and
/// call of <see cref="IFontAtlas.NewGameFontHandle"/> are done in different functions,
/// without having to manually initiate font rebuild process.
/// </remarks>
[Obsolete("See remarks.", false)]
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
public event Action? BuildFonts;
/// <summary>
/// Gets or sets an action that is called any time right after ImGui fonts are rebuilt.<br/>
/// Any ImFontPtr objects that you store <b>can be invalidated</b> when fonts are rebuilt
/// (at any time), so you should both reload your custom fonts and restore those
/// pointers inside this handler.
/// </summary>
[Obsolete($"See remarks for {nameof(BuildFonts)}.", false)]
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
public event Action? AfterBuildFonts;
/// <summary>
/// Gets or sets an action that is called when plugin UI or interface modifications are supposed to be shown.
/// These may be fired consecutively.
/// </summary>
public event Action ShowUi;
/// <summary>
/// Gets or sets an action that is called when plugin UI or interface modifications are supposed to be hidden.
/// These may be fired consecutively.
/// </summary>
public event Action HideUi;
/// <summary>
/// Gets the default Dalamud font size in points.
/// </summary>
public static float DefaultFontSizePt => Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePt;
/// <summary>
/// Gets the default Dalamud font size in pixels.
/// </summary>
public static float DefaultFontSizePx => Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx;
/// <summary>
/// Gets the default Dalamud font - supporting all game languages and icons.<br />
/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr DefaultFont => InterfaceManager.DefaultFont;
/// <summary>
/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid.<br />
/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr IconFont => InterfaceManager.IconFont;
/// <summary>
/// Gets the default Dalamud monospaced font based on Inconsolata Regular.<br />
/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr MonoFont => InterfaceManager.MonoFont;
/// <summary>
/// Gets the default font specifications.
/// </summary>
public IFontSpec DefaultFontSpec => Service<FontAtlasFactory>.Get().DefaultFontSpec;
/// <summary>
/// Gets the handle to the default Dalamud font - supporting all game languages and icons.
/// </summary>
/// <remarks>
/// A font handle corresponding to this font can be obtained with:
/// <code>
/// fontAtlas.NewDelegateFontHandle(
/// e => e.OnPreBuild(
/// tk => tk.AddDalamudDefaultFont(UiBuilder.DefaultFontSizePx)));
/// </code>
/// </remarks>
public IFontHandle DefaultFontHandle =>
this.defaultFontHandle ??=
this.scopedFinalizer.Add(
new FontHandleWrapper(
this.InterfaceManagerWithScene?.DefaultFontHandle
?? throw new InvalidOperationException("Scene is not yet ready.")));
/// <summary>
/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid.
/// </summary>
/// <remarks>
/// A font handle corresponding to this font can be obtained with:
/// <code>
/// fontAtlas.NewDelegateFontHandle(
/// e => e.OnPreBuild(
/// tk => tk.AddFontAwesomeIconFont(new() { SizePt = UiBuilder.DefaultFontSizePt })));
/// // or use
/// tk => tk.AddFontAwesomeIconFont(new() { SizePx = UiBuilder.DefaultFontSizePx })));
/// </code>
/// </remarks>
public IFontHandle IconFontHandle =>
this.iconFontHandle ??=
this.scopedFinalizer.Add(
new FontHandleWrapper(
this.InterfaceManagerWithScene?.IconFontHandle
?? throw new InvalidOperationException("Scene is not yet ready.")));
/// <summary>
/// Gets the default Dalamud monospaced font based on Inconsolata Regular.
/// </summary>
/// <remarks>
/// A font handle corresponding to this font can be obtained with:
/// <code>
/// fontAtlas.NewDelegateFontHandle(
/// e => e.OnPreBuild(
/// tk => tk.AddDalamudAssetFont(
/// DalamudAsset.InconsolataRegular,
/// new() { SizePt = UiBuilder.DefaultFontSizePt })));
/// // or use
/// new() { SizePx = UiBuilder.DefaultFontSizePx })));
/// </code>
/// </remarks>
public IFontHandle MonoFontHandle =>
this.monoFontHandle ??=
this.scopedFinalizer.Add(
new FontHandleWrapper(
this.InterfaceManagerWithScene?.MonoFontHandle
?? throw new InvalidOperationException("Scene is not yet ready.")));
/// <summary>
/// Gets the game's active Direct3D device.
/// </summary>
public Device Device => this.InterfaceManagerWithScene.Device!;
/// <summary>
/// Gets the game's main window handle.
/// </summary>
public IntPtr WindowHandlePtr => this.InterfaceManagerWithScene.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 => this.interfaceManager.OverrideGameCursor;
set => this.interfaceManager.OverrideGameCursor = value;
}
/// <summary>
/// Gets the count of Draw calls made since plugin creation.
/// </summary>
public ulong FrameCount { get; private set; } = 0;
/// <summary>
/// Gets a value indicating whether or not a cutscene is playing.
/// </summary>
public bool CutsceneActive
{
get
{
var condition = Service<Condition>.GetNullable();
if (condition == null)
return false;
return condition[ConditionFlag.OccupiedInCutSceneEvent]
|| condition[ConditionFlag.WatchingCutscene78];
}
}
/// <summary>
/// Gets a value indicating whether this plugin should modify the game's interface at this time.
/// </summary>
public bool ShouldModifyUi => this.interfaceManager.IsDispatchingEvents;
/// <summary>
/// Gets a value indicating whether UI functions can be used.
/// </summary>
public bool UiPrepared => Service<InterfaceManager.InterfaceManagerWithScene>.GetNullable() != null;
/// <summary>
/// Gets the plugin-private font atlas.
/// </summary>
public IFontAtlas FontAtlas { get; }
/// <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 a value indicating whether this UiBuilder has a configuration UI registered.
/// </summary>
internal bool HasMainUi => this.OpenMainUi != 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 InterfaceManager? InterfaceManagerWithScene =>
Service<InterfaceManager.InterfaceManagerWithScene>.GetNullable()?.Manager;
private Task<InterfaceManager> InterfaceManagerWithSceneAsync =>
Service<InterfaceManager.InterfaceManagerWithScene>.GetAsync().ContinueWith(task => task.Result.Manager);
/// <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 IDalamudTextureWrap LoadImage(string filePath)
=> this.InterfaceManagerWithScene?.LoadImage(filePath)
?? throw new InvalidOperationException("Load failed.");
/// <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 IDalamudTextureWrap LoadImage(byte[] imageData)
=> this.InterfaceManagerWithScene?.LoadImage(imageData)
?? throw new InvalidOperationException("Load failed.");
/// <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 IDalamudTextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels)
=> this.InterfaceManagerWithScene?.LoadImageRaw(imageData, width, height, numChannels)
?? throw new InvalidOperationException("Load failed.");
/// <summary>
/// Loads an ULD file that can load textures containing multiple icons in a single texture.
/// </summary>
/// <param name="uldPath">The path of the requested ULD file.</param>
/// <returns>A wrapper around said ULD file.</returns>
public UldWrapper LoadUld(string uldPath)
=> new(this, uldPath);
/// <summary>
/// Asynchronously loads an image from the specified file, when it's possible to do so.
/// </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 Task<IDalamudTextureWrap> LoadImageAsync(string filePath) => Task.Run(
async () =>
(await this.InterfaceManagerWithSceneAsync).LoadImage(filePath)
?? throw new InvalidOperationException("Load failed."));
/// <summary>
/// Asynchronously loads an image from a byte stream, such as a png downloaded into memory, when it's possible to do so.
/// </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 Task<IDalamudTextureWrap> LoadImageAsync(byte[] imageData) => Task.Run(
async () =>
(await this.InterfaceManagerWithSceneAsync).LoadImage(imageData)
?? throw new InvalidOperationException("Load failed."));
/// <summary>
/// Asynchronously loads an image from raw unformatted pixel data, with no type or header information, when it's possible to do so. 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 Task<IDalamudTextureWrap> LoadImageRawAsync(byte[] imageData, int width, int height, int numChannels) => Task.Run(
async () =>
(await this.InterfaceManagerWithSceneAsync).LoadImageRaw(imageData, width, height, numChannels)
?? throw new InvalidOperationException("Load failed."));
/// <summary>
/// Waits for UI to become available for use.
/// </summary>
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
public Task WaitForUi() => this.InterfaceManagerWithSceneAsync;
/// <summary>
/// Waits for UI to become available for use.
/// </summary>
/// <param name="func">Function to call.</param>
/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
/// <typeparam name="T">Return type.</typeparam>
public Task<T> RunWhenUiPrepared<T>(Func<T> func, bool runInFrameworkThread = false)
{
if (runInFrameworkThread)
{
return this.InterfaceManagerWithSceneAsync
.ContinueWith(_ => this.framework.RunOnFrameworkThread(func))
.Unwrap();
}
else
{
return this.InterfaceManagerWithSceneAsync
.ContinueWith(_ => func());
}
}
/// <summary>
/// Waits for UI to become available for use.
/// </summary>
/// <param name="func">Function to call.</param>
/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
/// <typeparam name="T">Return type.</typeparam>
public Task<T> RunWhenUiPrepared<T>(Func<Task<T>> func, bool runInFrameworkThread = false)
{
if (runInFrameworkThread)
{
return this.InterfaceManagerWithSceneAsync
.ContinueWith(_ => this.framework.RunOnFrameworkThread(func))
.Unwrap();
}
else
{
return this.InterfaceManagerWithSceneAsync
.ContinueWith(_ => func())
.Unwrap();
}
}
/// <summary>
/// Gets a game font.
/// </summary>
/// <param name="style">Font to get.</param>
/// <returns>Handle to the game font which may or may not be available for use yet.</returns>
[Obsolete($"Use {nameof(this.FontAtlas)}.{nameof(IFontAtlas.NewGameFontHandle)} instead.", false)]
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
public GameFontHandle GetGameFontHandle(GameFontStyle style) => new(
(GamePrebakedFontHandle)this.FontAtlas.NewGameFontHandle(style),
Service<FontAtlasFactory>.Get());
/// <summary>
/// Call this to queue a rebuild of the font atlas.<br/>
/// This will invoke any <see cref="BuildFonts"/> and <see cref="AfterBuildFonts"/> 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);
if (this.AfterBuildFonts is null && this.BuildFonts is null)
this.FontAtlas.BuildFontsAsync();
else
this.FontAtlas.BuildFontsOnNextFrame();
}
/// <summary>
/// Creates an isolated <see cref="IFontAtlas"/>.
/// </summary>
/// <param name="autoRebuildMode">Specify when and how to rebuild this atlas.</param>
/// <param name="isGlobalScaled">Whether the fonts in the atlas is global scaled.</param>
/// <param name="debugName">Name for debugging purposes.</param>
/// <returns>A new instance of <see cref="IFontAtlas"/>.</returns>
/// <remarks>
/// Use this to create extra font atlases, if you want to create and dispose fonts without having to rebuild all
/// other fonts together.<br />
/// If <paramref name="autoRebuildMode"/> is not <see cref="FontAtlasAutoRebuildMode.OnNewFrame"/>,
/// the font rebuilding functions must be called manually.
/// </remarks>
public IFontAtlas CreateFontAtlas(
FontAtlasAutoRebuildMode autoRebuildMode,
bool isGlobalScaled = true,
string? debugName = null) =>
this.scopedFinalizer.Add(Service<FontAtlasFactory>
.Get()
.CreateFontAtlas(
this.namespaceName + ":" + (debugName ?? "custom"),
autoRebuildMode,
isGlobalScaled));
/// <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>
[Obsolete($"Use {nameof(INotificationManager)}.", false)]
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
public async void AddNotification(
string content,
string? title = null,
NotificationType type = NotificationType.None,
uint msDelay = 3000)
{
var nm = await Service<NotificationManager>.GetAsync();
var an = nm.AddNotification(
new()
{
Content = content,
Title = title,
Type = type,
Expiry = DateTime.Now + TimeSpan.FromMilliseconds(msDelay),
},
this.localPlugin);
_ = this.notifications.TryAdd(an, 0);
an.Dismiss += (a, unused) => this.notifications.TryRemove(an, out _);
}
/// <summary>
/// Unregister the UiBuilder. Do not call this in plugin code.
/// </summary>
void IDisposable.Dispose()
{
this.scopedFinalizer.Dispose();
// Taken from NotificationManagerPluginScoped.
// TODO: remove on API 10.
while (!this.notifications.IsEmpty)
{
foreach (var n in this.notifications.Keys)
{
this.notifications.TryRemove(n, out _);
((ActiveNotification)n).RemoveNonDalamudInvocations();
}
}
}
/// <summary>
/// Open the registered configuration UI, if it exists.
/// </summary>
internal void OpenConfig()
{
this.OpenConfigUi?.InvokeSafely();
}
/// <summary>
/// Open the registered configuration UI, if it exists.
/// </summary>
internal void OpenMain()
{
this.OpenMainUi?.InvokeSafely();
}
/// <summary>
/// Notify this UiBuilder about plugin UI being hidden.
/// </summary>
internal void NotifyHideUi()
{
this.HideUi?.InvokeSafely();
}
/// <summary>
/// Notify this UiBuilder about plugin UI being shown.
/// </summary>
internal void NotifyShowUi()
{
this.ShowUi?.InvokeSafely();
}
private void OnDraw()
{
this.hitchDetector.Start();
var clientState = Service<ClientState>.Get();
var configuration = Service<DalamudConfiguration>.Get();
var gameGui = Service<GameGui>.GetNullable();
if (gameGui == null)
return;
if ((gameGui.GameUiHidden && configuration.ToggleUiHide &&
!(this.DisableUserUiHide || this.DisableAutomaticUiHide)) ||
(this.CutsceneActive && configuration.ToggleUiHideDuringCutscenes &&
!(this.DisableCutsceneUiHide || this.DisableAutomaticUiHide)) ||
(clientState.IsGPosing && configuration.ToggleUiHideDuringGpose &&
!(this.DisableGposeUiHide || this.DisableAutomaticUiHide)))
{
if (!this.lastFrameUiHideState)
{
this.lastFrameUiHideState = true;
this.HideUi?.InvokeSafely();
}
return;
}
if (this.lastFrameUiHideState)
{
this.lastFrameUiHideState = false;
this.ShowUi?.InvokeSafely();
}
// just in case, if something goes wrong, prevent drawing; otherwise it probably will crash.
if (!this.FontAtlas.BuildTask.IsCompletedSuccessfully
&& (this.BuildFonts is not null || this.AfterBuildFonts is not null))
{
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();
}
ImGuiManagedAsserts.ImGuiContextSnapshot snapshot = null;
if (this.Draw != null)
{
snapshot = ImGuiManagedAsserts.GetSnapshot();
}
try
{
this.Draw?.InvokeSafely();
}
catch (Exception ex)
{
Log.Error(ex, "[{0}] UiBuilder OnBuildUi caught exception", this.namespaceName);
this.Draw = null;
this.OpenConfigUi = null;
this.hasErrorWindow = true;
}
// Only if Draw was successful
if (this.Draw != null)
{
ImGuiManagedAsserts.ReportProblems(this.namespaceName, snapshot);
}
this.FrameCount++;
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();
this.hitchDetector.Stop();
}
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
private unsafe void PrivateAtlasOnBuildStepChange(IFontAtlasBuildToolkit e)
{
if (e.IsAsyncBuildOperation)
return;
ThreadSafety.AssertMainThread();
if (this.BuildFonts is not null)
{
e.OnPreBuild(
_ =>
{
var prev = ImGui.GetIO().NativePtr->Fonts;
ImGui.GetIO().NativePtr->Fonts = e.NewImAtlas.NativePtr;
((IFontAtlasBuildToolkit.IApi9Compat)e)
.FromUiBuilderObsoleteEventHandlers(() => this.BuildFonts?.InvokeSafely());
ImGui.GetIO().NativePtr->Fonts = prev;
});
}
if (this.AfterBuildFonts is not null)
{
e.OnPostBuild(
_ =>
{
var prev = ImGui.GetIO().NativePtr->Fonts;
ImGui.GetIO().NativePtr->Fonts = e.NewImAtlas.NativePtr;
((IFontAtlasBuildToolkit.IApi9Compat)e)
.FromUiBuilderObsoleteEventHandlers(() => this.AfterBuildFonts?.InvokeSafely());
ImGui.GetIO().NativePtr->Fonts = prev;
});
}
}
private void OnResizeBuffers()
{
this.ResizeBuffers?.InvokeSafely();
}
private class FontHandleWrapper : IFontHandle
{
private IFontHandle? wrapped;
public FontHandleWrapper(IFontHandle wrapped)
{
this.wrapped = wrapped;
this.wrapped.ImFontChanged += this.WrappedOnImFontChanged;
}
public event IFontHandle.ImFontChangedDelegate? ImFontChanged;
public Exception? LoadException => this.WrappedNotDisposed.LoadException;
public bool Available => this.WrappedNotDisposed.Available;
private IFontHandle WrappedNotDisposed =>
this.wrapped ?? throw new ObjectDisposedException(nameof(FontHandleWrapper));
public void Dispose()
{
if (this.wrapped is not { } w)
return;
this.wrapped = null;
w.ImFontChanged -= this.WrappedOnImFontChanged;
// Note: do not dispose w; we do not own it
}
public ILockedImFont Lock() =>
this.wrapped?.Lock() ?? throw new ObjectDisposedException(nameof(FontHandleWrapper));
public IDisposable Push() => this.WrappedNotDisposed.Push();
public void Pop() => this.WrappedNotDisposed.Pop();
public Task<IFontHandle> WaitAsync() =>
this.WrappedNotDisposed.WaitAsync().ContinueWith(_ => (IFontHandle)this);
public override string ToString() =>
$"{nameof(FontHandleWrapper)}({this.wrapped?.ToString() ?? "disposed"})";
private void WrappedOnImFontChanged(IFontHandle obj, ILockedImFont lockedFont) =>
this.ImFontChanged?.Invoke(obj, lockedFont);
}
}