Dalamud/Dalamud/Game/ClientState/Objects/TargetManager.cs

167 lines
5.5 KiB
C#

using System;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
namespace Dalamud.Game.ClientState.Objects;
/// <summary>
/// Get and set various kinds of targets for the player.
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
public sealed unsafe class TargetManager : IServiceType
{
[ServiceManager.ServiceDependency]
private readonly ClientState clientState = Service<ClientState>.Get();
[ServiceManager.ServiceDependency]
private readonly ObjectTable objectTable = Service<ObjectTable>.Get();
private readonly ClientStateAddressResolver address;
[ServiceManager.ServiceConstructor]
private TargetManager()
{
this.address = this.clientState.AddressResolver;
}
/// <summary>
/// Gets the address of the target manager.
/// </summary>
public IntPtr Address => this.address.TargetManager;
/// <summary>
/// Gets or sets the current target.
/// </summary>
public GameObject? Target
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->Target);
set => this.SetTarget(value);
}
/// <summary>
/// Gets or sets the mouseover target.
/// </summary>
public GameObject? MouseOverTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
set => this.SetMouseOverTarget(value);
}
/// <summary>
/// Gets or sets the focus target.
/// </summary>
public GameObject? FocusTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->FocusTarget);
set => this.SetFocusTarget(value);
}
/// <summary>
/// Gets or sets the previous target.
/// </summary>
public GameObject? PreviousTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->PreviousTarget);
set => this.SetPreviousTarget(value);
}
/// <summary>
/// Gets or sets the soft target.
/// </summary>
public GameObject? SoftTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->SoftTarget);
set => this.SetSoftTarget(value);
}
private FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem*)this.Address;
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetMouseOverTarget(GameObject? actor) => this.SetMouseOverTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetFocusTarget(GameObject? actor) => this.SetFocusTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetPreviousTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actor">Actor to target.</param>
public void SetSoftTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
/// <summary>
/// Sets the current target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetTarget(IntPtr actorAddress) => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the mouseover target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetMouseOverTarget(IntPtr actorAddress) => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the focus target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetFocusTarget(IntPtr actorAddress) => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the previous target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetPreviousTarget(IntPtr actorAddress) => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Sets the soft target.
/// </summary>
/// <param name="actorAddress">Actor (address) to target.</param>
public void SetSoftTarget(IntPtr actorAddress) => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
/// <summary>
/// Clears the current target.
/// </summary>
public void ClearTarget() => this.SetTarget(IntPtr.Zero);
/// <summary>
/// Clears the mouseover target.
/// </summary>
public void ClearMouseOverTarget() => this.SetMouseOverTarget(IntPtr.Zero);
/// <summary>
/// Clears the focus target.
/// </summary>
public void ClearFocusTarget() => this.SetFocusTarget(IntPtr.Zero);
/// <summary>
/// Clears the previous target.
/// </summary>
public void ClearPreviousTarget() => this.SetPreviousTarget(IntPtr.Zero);
/// <summary>
/// Clears the soft target.
/// </summary>
public void ClearSoftTarget() => this.SetSoftTarget(IntPtr.Zero);
}