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https://github.com/goatcorp/Dalamud.git
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121 lines
4.7 KiB
C#
121 lines
4.7 KiB
C#
using System.Numerics;
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using Dalamud.Game.ClientState;
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using Dalamud.Game.ClientState.Objects;
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using Dalamud.Game.Gui;
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using Dalamud.Utility;
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using ImGuiNET;
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namespace Dalamud.Interface.Internal.Windows.Data.Widgets;
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/// <summary>
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/// Widget to display the Object Table.
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/// </summary>
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internal class ObjectTableWidget : IDataWindowWidget
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{
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private bool resolveGameData;
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private bool drawCharacters;
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private float maxCharaDrawDistance = 20.0f;
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/// <inheritdoc/>
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public string[]? CommandShortcuts { get; init; } = { "ot", "objecttable" };
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/// <inheritdoc/>
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public string DisplayName { get; init; } = "Object Table";
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/// <inheritdoc/>
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public bool Ready { get; set; }
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/// <inheritdoc/>
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public void Load()
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{
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this.Ready = true;
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}
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/// <inheritdoc/>
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public void Draw()
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{
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ImGui.Checkbox("Resolve GameData", ref this.resolveGameData);
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var chatGui = Service<ChatGui>.Get();
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var clientState = Service<ClientState>.Get();
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var gameGui = Service<GameGui>.Get();
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var objectTable = Service<ObjectTable>.Get();
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var stateString = string.Empty;
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if (clientState.LocalPlayer == null)
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{
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ImGui.TextUnformatted("LocalPlayer null.");
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}
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else if (clientState.IsPvPExcludingDen)
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{
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ImGui.TextUnformatted("Cannot access object table while in PvP.");
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}
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else
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{
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stateString += $"ObjectTableLen: {objectTable.Length}\n";
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stateString += $"LocalPlayerName: {clientState.LocalPlayer.Name}\n";
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stateString += $"CurrentWorldName: {(this.resolveGameData ? clientState.LocalPlayer.CurrentWorld.GameData?.Name : clientState.LocalPlayer.CurrentWorld.Id.ToString())}\n";
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stateString += $"HomeWorldName: {(this.resolveGameData ? clientState.LocalPlayer.HomeWorld.GameData?.Name : clientState.LocalPlayer.HomeWorld.Id.ToString())}\n";
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stateString += $"LocalCID: {clientState.LocalContentId:X}\n";
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stateString += $"LastLinkedItem: {chatGui.LastLinkedItemId}\n";
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stateString += $"TerritoryType: {clientState.TerritoryType}\n\n";
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ImGui.TextUnformatted(stateString);
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ImGui.Checkbox("Draw characters on screen", ref this.drawCharacters);
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ImGui.SliderFloat("Draw Distance", ref this.maxCharaDrawDistance, 2f, 40f);
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for (var i = 0; i < objectTable.Length; i++)
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{
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var obj = objectTable[i];
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if (obj == null)
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continue;
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Util.PrintGameObject(obj, i.ToString(), this.resolveGameData);
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if (this.drawCharacters && gameGui.WorldToScreen(obj.Position, out var screenCoords))
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{
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// So, while WorldToScreen will return false if the point is off of game client screen, to
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// to avoid performance issues, we have to manually determine if creating a window would
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// produce a new viewport, and skip rendering it if so
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var objectText = $"{obj.Address.ToInt64():X}:{obj.ObjectId:X}[{i}] - {obj.ObjectKind} - {obj.Name}";
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var screenPos = ImGui.GetMainViewport().Pos;
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var screenSize = ImGui.GetMainViewport().Size;
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var windowSize = ImGui.CalcTextSize(objectText);
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// Add some extra safety padding
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windowSize.X += ImGui.GetStyle().WindowPadding.X + 10;
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windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10;
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if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X ||
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screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y)
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continue;
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if (obj.YalmDistanceX > this.maxCharaDrawDistance)
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continue;
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ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
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ImGui.SetNextWindowBgAlpha(Math.Max(1f - (obj.YalmDistanceX / this.maxCharaDrawDistance), 0.2f));
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if (ImGui.Begin(
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$"Actor{i}##ActorWindow{i}",
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ImGuiWindowFlags.NoDecoration |
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ImGuiWindowFlags.AlwaysAutoResize |
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ImGuiWindowFlags.NoSavedSettings |
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ImGuiWindowFlags.NoMove |
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ImGuiWindowFlags.NoMouseInputs |
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ImGuiWindowFlags.NoDocking |
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ImGuiWindowFlags.NoFocusOnAppearing |
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ImGuiWindowFlags.NoNav))
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ImGui.Text(objectText);
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ImGui.End();
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}
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}
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}
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}
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}
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