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* Add Completion module Dalamud and plugin commands will now be tab-completable in the ChatLog * PR feedback --------- Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
293 lines
11 KiB
C#
293 lines
11 KiB
C#
using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using Dalamud.Game.Command;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Hooking;
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using Dalamud.Plugin.Services;
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using Dalamud.Utility;
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using FFXIVClientStructs.FFXIV.Client.System.String;
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using FFXIVClientStructs.FFXIV.Client.UI;
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using FFXIVClientStructs.FFXIV.Component.Completion;
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using FFXIVClientStructs.FFXIV.Component.GUI;
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namespace Dalamud.Game.Internal;
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/// <summary>
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/// This class adds dalamud and plugin commands to the chat box's autocompletion.
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/// </summary>
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[ServiceManager.EarlyLoadedService]
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internal sealed unsafe class Completion : IInternalDisposableService
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{
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// 0xFF is a magic group number that causes CompletionModule's internals to treat entries
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// as raw strings instead of as lookups into an EXD sheet
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private const int GroupNumber = 0xFF;
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[ServiceManager.ServiceDependency]
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private readonly CommandManager commandManager = Service<CommandManager>.Get();
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[ServiceManager.ServiceDependency]
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private readonly Framework framework = Service<Framework>.Get();
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private readonly EntryStrings dalamudCategory = new("【Dalamud】");
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private readonly Dictionary<string, EntryStrings> cachedCommands = [];
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private readonly ConcurrentQueue<string> addedCommands = [];
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private Hook<CompletionModule.Delegates.GetSelection>? getSelection;
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// This is marked volatile since we set and check it from different threads. Instead of using a synchronization
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// primitive, a volatile is sufficient since the absolute worst case is that we delay one extra frame to reset
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// the list, which is fine
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private volatile bool needsClear;
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private bool disposed;
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private nint wantedVtblPtr;
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/// <summary>
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/// Initializes a new instance of the <see cref="Completion"/> class.
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/// </summary>
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[ServiceManager.ServiceConstructor]
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internal Completion()
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{
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this.commandManager.CommandAdded += this.OnCommandAdded;
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this.commandManager.CommandRemoved += this.OnCommandRemoved;
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this.framework.Update += this.OnUpdate;
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}
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/// <summary>Finalizes an instance of the <see cref="Completion"/> class.</summary>
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~Completion() => this.Dispose(false);
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/// <inheritdoc/>
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void IInternalDisposableService.DisposeService() => this.Dispose(true);
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private static AtkUnitBase* FindOwningAddon(AtkComponentTextInput* component)
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{
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if (component == null) return null;
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var node = (AtkResNode*)component->OwnerNode;
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if (node == null) return null;
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while (node->ParentNode != null)
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node = node->ParentNode;
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foreach (var addon in RaptureAtkUnitManager.Instance()->AllLoadedUnitsList.Entries)
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{
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if (addon.Value->RootNode == node)
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return addon;
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}
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return null;
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}
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private AtkComponentTextInput* GetActiveTextInput()
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{
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var mod = RaptureAtkModule.Instance();
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if (mod == null) return null;
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var basePtr = mod->TextInput.TargetTextInputEventInterface;
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if (basePtr == null) return null;
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// Once CS has an implementation for multiple inheritance, we can remove this sig from dalamud
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// as well as the nasty pointer arithmetic below. But for now, we need to do this manually.
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// The AtkTextInputEventInterface* is the secondary base class for AtkComponentTextInput*
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// so the pointer is sizeof(AtkComponentInputBase) into the object. We verify that we're looking
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// at the object we think we are by confirming the pointed-to vtbl matches the known secondary vtbl for
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// AtkComponentTextInput, and if it does, we can shift the pointer back to get the start of our text input
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if (this.wantedVtblPtr == 0)
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{
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this.wantedVtblPtr =
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Service<TargetSigScanner>.Get().GetStaticAddressFromSig(
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"48 89 01 48 8D 05 ?? ?? ?? ?? 48 89 81 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 81 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 8B 48 68",
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4);
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}
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var vtblPtr = *(nint*)basePtr;
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if (vtblPtr != this.wantedVtblPtr) return null;
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// This needs to be updated if the layout/base order of AtkComponentTextInput changes
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return (AtkComponentTextInput*)((AtkComponentInputBase*)basePtr - 1);
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}
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private bool AllowCompletion(string cmd)
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{
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// this is one of our commands, let's see if we should allow this to be completed
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var component = this.GetActiveTextInput();
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// ContainingAddon or ContainingAddon2 aren't always populated, but they
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// seem to be in any case where this is actually a completable AtkComponentTextInput
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// In the worst case, we can walk the AtkNode tree- but let's try the easy pointers first
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var addon = component->ContainingAddon;
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if (addon == null) addon = component->ContainingAddon2;
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if (addon == null) addon = FindOwningAddon(component);
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if (addon == null || addon->NameString != "ChatLog")
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{
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// we don't know what addon is completing, or we know it isn't ChatLog
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// either way, we should just reject this completion
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return false;
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}
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// We're in ChatLog, so check if this is the start of the text input
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// AtkComponentTextInput->UnkText1 is the evaluated version of the current text
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// so if the command starts with that, then either it's empty or a prefix completion.
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// In either case, we're happy to allow completion.
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return cmd.StartsWith(component->UnkText1.StringPtr.ExtractText());
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}
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private void Dispose(bool disposing)
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{
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if (this.disposed)
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return;
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if (disposing)
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{
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this.getSelection?.Disable();
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this.getSelection?.Dispose();
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this.framework.Update -= this.OnUpdate;
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this.commandManager.CommandAdded -= this.OnCommandAdded;
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this.commandManager.CommandRemoved -= this.OnCommandRemoved;
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}
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this.disposed = true;
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}
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private void OnCommandAdded(object? sender, CommandManager.CommandEventArgs e)
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{
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if (e.CommandInfo.ShowInHelp)
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this.addedCommands.Enqueue(e.Command);
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}
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private void OnCommandRemoved(object? sender, CommandManager.CommandEventArgs e) => this.needsClear = true;
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private void OnUpdate(IFramework fw)
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{
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var atkModule = RaptureAtkModule.Instance();
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if (atkModule == null) return;
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var textInput = &atkModule->TextInput;
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if (textInput->CompletionModule == null) return;
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// Before we change _anything_ we need to check the state of the UI- if the completion list is open
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// changes to the underlying data are extremely unsafe, so we'll just wait until the next frame
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// worst case, someone tries to complete a command that _just_ got unloaded so it won't do anything
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// but that's the same as making a typo, really
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if (textInput->CompletionDepth > 0) return;
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this.LoadCommands(textInput->CompletionModule);
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}
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private CategoryData* EnsureCategoryData(CompletionModule* module)
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{
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if (module == null) return null;
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if (this.getSelection == null)
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{
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this.getSelection = Hook<CompletionModule.Delegates.GetSelection>.FromAddress(
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(IntPtr)module->VirtualTable->GetSelection,
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this.GetSelectionDetour);
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this.getSelection.Enable();
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}
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for (var i = 0; i < module->CategoryNames.Count; i++)
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{
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if (module->CategoryNames[i].ExtractText() == "【Dalamud】")
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{
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return module->CategoryData[i];
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}
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}
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// Create the category since we don't have one
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var categoryData = (CategoryData*)Memory.MemoryHelper.GameAllocateDefault((ulong)sizeof(CategoryData));
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categoryData->Ctor(GroupNumber, 0xFF);
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module->AddCategoryData(GroupNumber, this.dalamudCategory.Display->StringPtr,
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this.dalamudCategory.Match->StringPtr, categoryData);
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return categoryData;
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}
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private void LoadCommands(CompletionModule* completionModule)
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{
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if (completionModule == null) return;
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if (completionModule->CategoryNames.Count == 0) return; // We want this data populated first
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if (this.needsClear && this.cachedCommands.Count > 0)
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{
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this.needsClear = false;
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completionModule->ClearCompletionData();
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this.cachedCommands.Clear();
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return;
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}
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var catData = this.EnsureCategoryData(completionModule);
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if (catData == null) return;
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if (catData->CompletionData.Count == 0)
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{
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var inputCommands = this.commandManager.Commands.Where(pair => pair.Value.ShowInHelp).OrderBy(pair => pair.Key);
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foreach (var (cmd, _) in inputCommands)
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AddEntry(cmd);
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return;
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}
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while (this.addedCommands.TryDequeue(out var cmd))
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AddEntry(cmd);
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catData->SortEntries();
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return;
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void AddEntry(string cmd)
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{
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if (this.cachedCommands.ContainsKey(cmd)) return;
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var cmdStr = new EntryStrings(cmd);
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this.cachedCommands.Add(cmd, cmdStr);
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completionModule->AddCompletionEntry(
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GroupNumber,
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0xFF,
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cmdStr.Display->StringPtr,
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cmdStr.Match->StringPtr,
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0xFF);
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}
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}
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private int GetSelectionDetour(CompletionModule* thisPtr, CategoryData.CompletionDataStruct* dataStructs, int index, Utf8String* outputString, Utf8String* outputDisplayString)
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{
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var ret = this.getSelection!.Original.Invoke(thisPtr, dataStructs, index, outputString, outputDisplayString);
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if (ret != -2 || outputString == null) return ret;
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// -2 means it was a plain text final selection, so it might be ours
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// Unfortunately, the code that uses this string mangles the color macro for some reason...
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// We'll just strip those out since we don't need the color in the chatbox
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var txt = outputString->StringPtr.ExtractText();
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if (!this.cachedCommands.ContainsKey(txt))
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return ret;
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if (!this.AllowCompletion(txt))
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{
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outputString->Clear();
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if (outputDisplayString != null) outputDisplayString->Clear();
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return ret;
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}
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outputString->SetString(txt + " ");
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return ret;
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}
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private class EntryStrings(string command)
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{
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~EntryStrings()
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{
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this.Display->Dtor(true);
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this.Match->Dtor(true);
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}
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public Utf8String* Display { get; } =
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Utf8String.FromSequence(new SeStringBuilder().AddUiForeground(command, 539).Encode());
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public Utf8String* Match { get; } = Utf8String.FromString(command);
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}
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}
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