Dalamud/Dalamud/Interface/Internal/InterfaceManager.cs
2025-12-05 01:34:47 +01:00

1218 lines
51 KiB
C#

using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using CheapLoc;
using Dalamud.Bindings.ImGui;
using Dalamud.Configuration.Internal;
using Dalamud.Game;
using Dalamud.Game.ClientState.GamePad;
using Dalamud.Game.ClientState.Keys;
using Dalamud.Hooking;
using Dalamud.Hooking.Internal;
using Dalamud.Hooking.WndProcHook;
using Dalamud.Interface.ImGuiBackend;
using Dalamud.Interface.ImGuiBackend.Delegates;
using Dalamud.Interface.ImGuiNotification;
using Dalamud.Interface.ImGuiNotification.Internal;
using Dalamud.Interface.Internal.Asserts;
using Dalamud.Interface.Internal.DesignSystem;
using Dalamud.Interface.Internal.ReShadeHandling;
using Dalamud.Interface.ManagedFontAtlas;
using Dalamud.Interface.ManagedFontAtlas.Internals;
using Dalamud.Interface.Style;
using Dalamud.Interface.Utility;
using Dalamud.Interface.Windowing;
using Dalamud.Interface.Windowing.Persistence;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Services;
using Dalamud.Utility;
using Dalamud.Utility.Timing;
using JetBrains.Annotations;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Interop.Windows.Windows;
using CSFramework = FFXIVClientStructs.FFXIV.Client.System.Framework.Framework;
using DWMWINDOWATTRIBUTE = Windows.Win32.Graphics.Dwm.DWMWINDOWATTRIBUTE;
// 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;
/// <summary>
/// This class manages interaction with the ImGui interface.
/// </summary>
[ServiceManager.EarlyLoadedService]
[InherentDependency<WindowSystemPersistence>] // Used by window system windows to restore state from the configuration
internal partial class InterfaceManager : IInternalDisposableService
{
/// <summary>
/// The default font size, in points.
/// </summary>
public const float DefaultFontSizePt = 12.0f;
/// <summary>
/// The default font size, in pixels.
/// </summary>
public const float DefaultFontSizePx = (DefaultFontSizePt * 4.0f) / 3.0f;
private static readonly ModuleLog Log = new("INTERFACE");
private readonly ConcurrentBag<IDeferredDisposable> deferredDisposeTextures = new();
private readonly ConcurrentBag<IDisposable> deferredDisposeDisposables = new();
[ServiceManager.ServiceDependency]
private readonly DalamudConfiguration dalamudConfiguration = Service<DalamudConfiguration>.Get();
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
// ReShadeAddonInterface requires hooks to be alive to unregister itself.
[ServiceManager.ServiceDependency]
[UsedImplicitly]
private readonly HookManager hookManager = Service<HookManager>.Get();
[ServiceManager.ServiceDependency]
private readonly WndProcHookManager wndProcHookManager = Service<WndProcHookManager>.Get();
private readonly ConcurrentQueue<Action> runBeforeImGuiRender = new();
private readonly ConcurrentQueue<Action> runAfterImGuiRender = new();
private readonly AssertHandler assertHandler = new();
private IWin32Backend? backend;
private Hook<SetCursorDelegate>? setCursorHook;
private Hook<ReShadeDxgiSwapChainPresentDelegate>? reShadeDxgiSwapChainPresentHook;
private Hook<DxgiSwapChainPresentDelegate>? dxgiSwapChainPresentHook;
private Hook<ResizeBuffersDelegate>? dxgiSwapChainResizeBuffersHook;
private ObjectVTableHook<IDXGISwapChain4.Vtbl<IDXGISwapChain4>>? dxgiSwapChainHook;
private ReShadeAddonInterface? reShadeAddonInterface;
private IFontAtlas? dalamudAtlas;
private ILockedImFont? defaultFontResourceLock;
// can't access imgui IO before first present call
private HWND gameWindowHandle;
private bool lastWantCapture;
private bool isOverrideGameCursor = true;
[ServiceManager.ServiceConstructor]
private InterfaceManager()
{
this.framework.Update += this.FrameworkOnUpdate;
}
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
private delegate nint SetCursorDelegate(nint hCursor);
/// <summary>
/// This event gets called each frame to facilitate ImGui drawing.
/// </summary>
public event ImGuiBuildUiDelegate? Draw;
/// <summary>
/// This event gets called when ResizeBuffers is called.
/// </summary>
public event Action? ResizeBuffers;
/// <summary>
/// Gets or sets an action that is executed right after fonts are rebuilt.
/// </summary>
public event Action? AfterBuildFonts;
/// <summary>
/// Invoked when the default global scale used by ImGui has been changed through Dalamud.
/// </summary>
/// <remarks> Fonts will generally not have finished rebuilding when this is invoked, so if you need to access the font you should subscribe to <seealso cref="DefaultFontHandle"/>.ImFontChanged instead.</remarks>
public event Action? DefaultGlobalScaleChanged;
/// <summary>
/// Invoked when the default font used by ImGui has been changed through Dalamud.
/// </summary>
/// <remarks> Fonts will generally not have finished rebuilding when this is invoked, so if you need to access the font you should subscribe to <seealso cref="DefaultFontHandle"/>.ImFontChanged instead.</remarks>
public event Action? DefaultFontChanged;
/// <summary>
/// Invoked when either the currently chosen style in Dalamud or a style or color variable within the currently chosen style has been changed through Dalamud.
/// </summary>
public event Action? DefaultStyleChanged;
/// <summary>
/// Gets the default ImGui font.<br />
/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr DefaultFont =>
WhenFontsReady().DefaultFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
/// <summary>
/// Gets an included FontAwesome icon font.<br />
/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr IconFont =>
WhenFontsReady().IconFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
/// <summary>
/// Gets an included FontAwesome icon font with fixed width.
/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr IconFontFixedWidth =>
WhenFontsReady().IconFontFixedWidthHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
/// <summary>
/// Gets an included monospaced font.<br />
/// <strong>Accessing this static property outside of the main thread is dangerous and not supported.</strong>
/// </summary>
public static ImFontPtr MonoFont =>
WhenFontsReady().MonoFontHandle!.LockUntilPostFrame().OrElse(ImGui.GetIO().FontDefault);
/// <summary>
/// Gets the default font handle.
/// </summary>
public FontHandle? DefaultFontHandle { get; private set; }
/// <summary>
/// Gets the icon font handle.
/// </summary>
public FontHandle? IconFontHandle { get; private set; }
/// <summary>
/// Gets the icon font handle with fixed width.
/// </summary>
public FontHandle? IconFontFixedWidthHandle { get; private set; }
/// <summary>
/// Gets the mono font handle.
/// </summary>
public FontHandle? MonoFontHandle { get; private set; }
/// <summary>
/// Gets or sets the pointer to ImGui.IO(), when it was last used.
/// </summary>
public ImGuiIOPtr LastImGuiIoPtr { get; set; }
/// <summary>
/// Gets the DX11 scene.
/// </summary>
public IImGuiBackend? Backend => this.backend;
/// <summary>
/// Gets or sets a value indicating whether the game's cursor should be overridden with the ImGui cursor.
/// </summary>
public bool OverrideGameCursor
{
get => this.backend?.UpdateCursor ?? this.isOverrideGameCursor;
set
{
this.isOverrideGameCursor = value;
if (this.backend != null)
this.backend.UpdateCursor = value;
}
}
/// <summary>
/// Gets a value indicating whether the Dalamud interface ready to use.
/// </summary>
public bool IsReady => this.backend != null;
/// <summary>
/// Gets or sets a value indicating whether Draw events should be dispatched.
/// </summary>
public bool IsDispatchingEvents { get; set; } = true;
/// <summary>Gets a value indicating whether the main thread is executing <see cref="DxgiSwapChainPresentDetour"/>.</summary>
/// <remarks>This still will be <c>true</c> even when queried off the main thread.</remarks>
public bool IsMainThreadInPresent { get; private set; }
/// <summary>
/// Gets a value indicating the native handle of the game main window.
/// </summary>
public unsafe HWND GameWindowHandle
{
get
{
if (this.gameWindowHandle == 0)
{
var gwh = default(HWND);
fixed (char* pClass = "FFXIVGAME")
{
while ((gwh = FindWindowExW(default, gwh, pClass, default)) != default)
{
uint pid;
_ = GetWindowThreadProcessId(gwh, &pid);
if (pid == Environment.ProcessId && IsWindowVisible(gwh))
{
this.gameWindowHandle = gwh;
break;
}
}
}
}
return this.gameWindowHandle;
}
}
/// <summary>
/// Gets the font build task.
/// </summary>
public Task FontBuildTask => WhenFontsReady().dalamudAtlas!.BuildTask;
/// <summary>Gets the number of calls to <see cref="DxgiSwapChainPresentDetour"/> so far.</summary>
/// <remarks>
/// The value increases even when Dalamud is hidden via &quot;/xlui hide&quot;.
/// <see cref="DalamudInterface.FrameCount"/> does not.
/// </remarks>
public long CumulativePresentCalls { get; private set; }
/// <inheritdoc cref="AssertHandler.ShowAsserts"/>
public bool ShowAsserts
{
get => this.assertHandler.ShowAsserts;
set => this.assertHandler.ShowAsserts = value;
}
/// <inheritdoc cref="AssertHandler.EnableVerboseLogging"/>
public bool EnableVerboseAssertLogging
{
get => this.assertHandler.EnableVerboseLogging;
set => this.assertHandler.EnableVerboseLogging = value;
}
/// <summary>
/// Dispose of managed and unmanaged resources.
/// </summary>
void IInternalDisposableService.DisposeService()
{
this.assertHandler.Dispose();
// Unload hooks from the framework thread if possible.
// We're currently off the framework thread, as this function can only be called from
// ServiceManager.UnloadAllServices, which is called from EntryPoint.RunThread.
// The functions being unhooked are mostly called from the main thread, so unhooking from the main thread when
// possible would avoid any chance of unhooking a function that currently is being called.
// If unloading is initiated from "Unload Dalamud" /xldev menu, then the framework would still be running, as
// Framework.Destroy has never been called and thus Framework.IsFrameworkUnloading cannot be true, and this
// function will actually run the destroy from the framework thread.
// Otherwise, as Framework.IsFrameworkUnloading should have been set, this code should run immediately.
this.framework.RunOnFrameworkThread(ClearHooks).Wait();
// Below this point, hooks are guaranteed to be no longer called.
// A font resource lock outlives the parent handle and the owner atlas. It should be disposed.
Interlocked.Exchange(ref this.defaultFontResourceLock, null)?.Dispose();
// Font handles become invalid after disposing the atlas, but just to be safe.
this.DefaultFontHandle?.Dispose();
this.DefaultFontHandle = null;
this.MonoFontHandle?.Dispose();
this.MonoFontHandle = null;
this.IconFontHandle?.Dispose();
this.IconFontHandle = null;
Interlocked.Exchange(ref this.dalamudAtlas, null)?.Dispose();
Interlocked.Exchange(ref this.backend, null)?.Dispose();
return;
void ClearHooks()
{
this.wndProcHookManager.PreWndProc -= this.WndProcHookManagerOnPreWndProc;
Interlocked.Exchange(ref this.setCursorHook, null)?.Dispose();
Interlocked.Exchange(ref this.dxgiSwapChainPresentHook, null)?.Dispose();
Interlocked.Exchange(ref this.reShadeDxgiSwapChainPresentHook, null)?.Dispose();
Interlocked.Exchange(ref this.dxgiSwapChainResizeBuffersHook, null)?.Dispose();
Interlocked.Exchange(ref this.dxgiSwapChainHook, null)?.Dispose();
Interlocked.Exchange(ref this.reShadeAddonInterface, null)?.Dispose();
}
}
/// <summary>
/// Sets up a deferred invocation of font rebuilding, before the next render frame.
/// </summary>
public void RebuildFonts()
{
Log.Verbose("[FONT] RebuildFonts() called");
this.dalamudAtlas?.BuildFontsAsync();
}
/// <summary>
/// Enqueue a texture to be disposed at the end of the frame.
/// </summary>
/// <param name="wrap">The texture.</param>
public void EnqueueDeferredDispose(IDeferredDisposable wrap)
{
this.deferredDisposeTextures.Add(wrap);
}
/// <summary>
/// Enqueue an <see cref="ILockedImFont"/> to be disposed at the end of the frame.
/// </summary>
/// <param name="locked">The disposable.</param>
public void EnqueueDeferredDispose(IDisposable locked)
{
this.deferredDisposeDisposables.Add(locked);
}
/// <summary>Queues an action to be run before <see cref="ImGui.Render"/> call.</summary>
/// <param name="action">The action.</param>
/// <returns>A <see cref="Task"/> that resolves once <paramref name="action"/> is run.</returns>
public Task RunBeforeImGuiRender(Action action)
{
var tcs = new TaskCompletionSource(TaskCreationOptions.RunContinuationsAsynchronously);
this.runBeforeImGuiRender.Enqueue(
() =>
{
try
{
action();
tcs.SetResult();
}
catch (Exception e)
{
tcs.SetException(e);
}
});
return tcs.Task;
}
/// <summary>Queues a function to be run before <see cref="ImGui.Render"/> call.</summary>
/// <typeparam name="T">The type of the return value.</typeparam>
/// <param name="func">The function.</param>
/// <returns>A <see cref="Task"/> that resolves once <paramref name="func"/> is run.</returns>
public Task<T> RunBeforeImGuiRender<T>(Func<T> func)
{
var tcs = new TaskCompletionSource<T>(TaskCreationOptions.RunContinuationsAsynchronously);
this.runBeforeImGuiRender.Enqueue(
() =>
{
try
{
tcs.SetResult(func());
}
catch (Exception e)
{
tcs.SetException(e);
}
});
return tcs.Task;
}
/// <summary>Queues an action to be run after <see cref="ImGui.Render"/> call.</summary>
/// <param name="action">The action.</param>
/// <returns>A <see cref="Task"/> that resolves once <paramref name="action"/> is run.</returns>
public Task RunAfterImGuiRender(Action action)
{
var tcs = new TaskCompletionSource(TaskCreationOptions.RunContinuationsAsynchronously);
this.runAfterImGuiRender.Enqueue(
() =>
{
try
{
action();
tcs.SetResult();
}
catch (Exception e)
{
tcs.SetException(e);
}
});
return tcs.Task;
}
/// <summary>Queues a function to be run after <see cref="ImGui.Render"/> call.</summary>
/// <typeparam name="T">The type of the return value.</typeparam>
/// <param name="func">The function.</param>
/// <returns>A <see cref="Task"/> that resolves once <paramref name="func"/> is run.</returns>
public Task<T> RunAfterImGuiRender<T>(Func<T> func)
{
var tcs = new TaskCompletionSource<T>(TaskCreationOptions.RunContinuationsAsynchronously);
this.runAfterImGuiRender.Enqueue(
() =>
{
try
{
tcs.SetResult(func());
}
catch (Exception e)
{
tcs.SetException(e);
}
});
return tcs.Task;
}
/// <summary>
/// Get video memory information.
/// </summary>
/// <returns>The currently used video memory, or null if not available.</returns>
public unsafe (long Used, long Available)? GetD3dMemoryInfo()
{
if (this.backend?.DeviceHandle is 0 or null)
return null;
using var device = default(ComPtr<IDXGIDevice>);
using var adapter = default(ComPtr<IDXGIAdapter>);
using var adapter4 = default(ComPtr<IDXGIAdapter4>);
if (new ComPtr<IUnknown>((IUnknown*)this.backend.DeviceHandle).As(&device).FAILED)
return null;
if (device.Get()->GetAdapter(adapter.GetAddressOf()).FAILED)
return null;
if (adapter.As(&adapter4).FAILED)
return null;
var vmi = default(DXGI_QUERY_VIDEO_MEMORY_INFO);
adapter4.Get()->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP.DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi);
return ((long)vmi.CurrentUsage, (long)vmi.CurrentReservation);
}
/// <summary>
/// Clear font, style, and color stack. Dangerous, only use when you know
/// no one else has something pushed they may try to pop.
/// </summary>
public void ClearStacks()
{
ImGuiHelpers.ClearStacksOnContext();
}
/// <summary>
/// Toggle Windows 11 immersive mode on the game window.
/// </summary>
/// <param name="enabled">Value.</param>
internal unsafe void SetImmersiveMode(bool enabled)
{
if (this.GameWindowHandle == 0)
throw new InvalidOperationException("Game window is not yet ready.");
var value = enabled ? 1u : 0u;
global::Windows.Win32.PInvoke.DwmSetWindowAttribute(
new(new IntPtr(this.GameWindowHandle.Value)),
DWMWINDOWATTRIBUTE.DWMWA_USE_IMMERSIVE_DARK_MODE,
&value,
sizeof(uint)).ThrowOnFailure();
}
/// <summary> Safely invoke <seealso cref="DefaultGlobalScaleChanged"/>. </summary>
internal void InvokeGlobalScaleChanged()
=> this.DefaultGlobalScaleChanged.InvokeSafely();
/// <summary> Safely invoke <seealso cref="DefaultFontChanged"/>. </summary>
internal void InvokeFontChanged()
=> this.DefaultFontChanged.InvokeSafely();
/// <summary> Safely invoke <seealso cref="DefaultStyleChanged"/>. </summary>
internal void InvokeStyleChanged()
=> this.DefaultStyleChanged.InvokeSafely();
private static InterfaceManager WhenFontsReady()
{
var im = Service<InterfaceManager>.GetNullable();
if (im?.dalamudAtlas is not { } atlas)
throw new InvalidOperationException($"Tried to access fonts before {nameof(SetupHooks)} call.");
if (!atlas.HasBuiltAtlas)
atlas.BuildTask.GetAwaiter().GetResult();
return im;
}
private unsafe void FrameworkOnUpdate(IFramework framework1)
{
// We now delay hooking until Framework is set up and has fired its first update.
// Some graphics drivers seem to consider the game's shader cache as invalid if we hook too early.
// The game loads shader packages on the file thread and then compiles them. It will show the logo once it is done.
// This is a workaround, but it fixes an issue where the game would take a very long time to get to the title screen.
// NetworkModuleProxy is set up after lua scripts are loaded (EventFramework.LoadState >= 5), which can only happen
// after the shaders are compiled (if necessary) and loaded. AgentLobby.Update doesn't do much until this condition is met.
if (CSFramework.Instance()->GetNetworkModuleProxy() == null)
return;
this.SetupHooks(Service<TargetSigScanner>.Get(), Service<FontAtlasFactory>.Get());
this.framework.Update -= this.FrameworkOnUpdate;
}
/// <summary>Checks if the provided swap chain is the target that Dalamud should draw its interface onto,
/// and initializes ImGui for drawing.</summary>
/// <param name="swapChain">The swap chain to test and initialize ImGui with if conditions are met.</param>
/// <param name="flags">Flags passed to <see cref="IDXGISwapChain.Present"/>.</param>
/// <returns>An initialized instance of <see cref="IDXGISwapChain"/>, or <c>null</c> if <paramref name="swapChain"/>
/// is not the main swap chain.</returns>
private unsafe IImGuiBackend? RenderDalamudCheckAndInitialize(IDXGISwapChain* swapChain, uint flags)
{
// Quoting ReShade dxgi_swapchain.cpp DXGISwapChain::on_present:
// > Some D3D11 games test presentation for timing and composition purposes
// > These calls are not rendering related, but rather a status request for the D3D runtime and as such should be ignored
if ((flags & DXGI.DXGI_PRESENT_TEST) != 0)
return null;
if (!SwapChainHelper.IsGameDeviceSwapChain(swapChain))
return null;
Debug.Assert(this.dalamudAtlas is not null, "dalamudAtlas should have been set already");
var activeBackend = this.backend ?? this.InitBackend(swapChain);
if (!this.dalamudAtlas!.HasBuiltAtlas)
{
if (this.dalamudAtlas.BuildTask.Exception != null)
{
// TODO: Can we do something more user-friendly here? Unload instead?
Log.Error(this.dalamudAtlas.BuildTask.Exception, "Failed to initialize Dalamud base fonts");
Util.Fatal("Failed to initialize Dalamud base fonts.\nPlease report this error.", "Dalamud");
}
return null;
}
return activeBackend;
}
/// <summary>Draws Dalamud to the given scene representing the ImGui context.</summary>
/// <param name="activeBackend">The scene to draw to.</param>
private void RenderDalamudDraw(IImGuiBackend activeBackend)
{
this.CumulativePresentCalls++;
this.IsMainThreadInPresent = true;
while (this.runBeforeImGuiRender.TryDequeue(out var action))
action.InvokeSafely();
// Process information needed by ImGuiHelpers each frame.
ImGuiHelpers.NewFrame();
// Enable viewports if there are no issues.
var viewportsEnable = this.dalamudConfiguration.IsDisableViewport ||
activeBackend.IsMainViewportFullScreen() ||
ImGui.GetPlatformIO().Monitors.Size == 1;
if (viewportsEnable)
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.ViewportsEnable;
else
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.ViewportsEnable;
// Call drawing functions, which in turn will call Draw event.
activeBackend.Render();
this.PostImGuiRender();
this.IsMainThreadInPresent = false;
}
private unsafe IImGuiBackend InitBackend(IDXGISwapChain* swapChain)
{
IWin32Backend newBackend;
using (Timings.Start("IM Scene Init"))
{
try
{
newBackend = new Dx11Win32Backend(swapChain);
this.assertHandler.Setup();
}
catch (DllNotFoundException ex)
{
Service<InterfaceManagerWithScene>.ProvideException(ex);
Log.Error(ex, "Could not load ImGui dependencies.");
Environment.Exit(-1);
// Doesn't reach here, but to make the compiler not complain
throw new InvalidOperationException();
}
var startInfo = Service<Dalamud>.Get().StartInfo;
var configuration = Service<DalamudConfiguration>.Get();
var iniFileInfo = new FileInfo(
Path.Combine(Path.GetDirectoryName(startInfo.ConfigurationPath)!, "dalamudUI.ini"));
try
{
if (iniFileInfo.Length > 1200000)
{
Log.Warning("dalamudUI.ini was over 1mb, deleting");
iniFileInfo.CopyTo(
Path.Combine(
iniFileInfo.DirectoryName!,
$"dalamudUI-{DateTimeOffset.Now.ToUnixTimeSeconds()}.ini"));
iniFileInfo.Delete();
}
}
catch (FileNotFoundException)
{
Log.Warning("dalamudUI.ini did not exist, ImGUI will create a new one.");
}
catch (Exception ex)
{
Log.Error(ex, "Could not delete dalamudUI.ini");
}
newBackend.UpdateCursor = this.isOverrideGameCursor;
newBackend.IniPath = iniFileInfo.FullName;
newBackend.BuildUi += this.Display;
newBackend.NewInputFrame += this.OnNewInputFrame;
StyleModel.TransferOldModels();
if (configuration.SavedStyles == null ||
configuration.SavedStyles.All(x => x.Name != StyleModelV1.DalamudStandard.Name))
{
configuration.SavedStyles = new List<StyleModel>
{ StyleModelV1.DalamudStandard, StyleModelV1.DalamudClassic };
configuration.ChosenStyle = StyleModelV1.DalamudStandard.Name;
}
else if (configuration.SavedStyles.Count == 1)
{
configuration.SavedStyles.Add(StyleModelV1.DalamudClassic);
}
else if (configuration.SavedStyles[1].Name != StyleModelV1.DalamudClassic.Name)
{
configuration.SavedStyles.Insert(1, StyleModelV1.DalamudClassic);
}
configuration.SavedStyles[0] = StyleModelV1.DalamudStandard;
configuration.SavedStyles[1] = StyleModelV1.DalamudClassic;
var style = configuration.SavedStyles.FirstOrDefault(x => x.Name == configuration.ChosenStyle);
if (style == null)
{
style = StyleModelV1.DalamudStandard;
configuration.ChosenStyle = style.Name;
configuration.QueueSave();
}
style.Apply();
ImGui.GetIO().FontGlobalScale = configuration.GlobalUiScale;
if (!configuration.IsDocking)
{
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.DockingEnable;
}
else
{
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.DockingEnable;
}
// NOTE (Chiv) Toggle gamepad navigation via setting
if (!configuration.IsGamepadNavigationEnabled)
{
ImGui.GetIO().BackendFlags &= ~ImGuiBackendFlags.HasGamepad;
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableSetMousePos;
}
else
{
ImGui.GetIO().BackendFlags |= ImGuiBackendFlags.HasGamepad;
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.NavEnableSetMousePos;
}
// NOTE (Chiv) Explicitly deactivate on dalamud boot
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableGamepad;
ImGuiHelpers.MainViewport = ImGui.GetMainViewport();
Log.Information("[IM] Scene & ImGui setup OK!");
}
this.backend = newBackend;
Service<InterfaceManagerWithScene>.Provide(new(this));
this.wndProcHookManager.PreWndProc += this.WndProcHookManagerOnPreWndProc;
return newBackend;
}
private void WndProcHookManagerOnPreWndProc(WndProcEventArgs args)
{
var r = this.backend?.ProcessWndProcW(args.Hwnd, args.Message, args.WParam, args.LParam);
if (r is not null)
args.SuppressWithValue(r.Value);
}
private void PostImGuiRender()
{
while (this.runAfterImGuiRender.TryDequeue(out var action))
action.InvokeSafely();
if (!this.deferredDisposeTextures.IsEmpty)
{
var count = 0;
while (this.deferredDisposeTextures.TryTake(out var d))
{
count++;
d.RealDispose();
}
Log.Verbose("[IM] Disposing {Count} textures", count);
}
if (!this.deferredDisposeDisposables.IsEmpty)
{
// Not logging; the main purpose of this is to keep resources used for rendering the frame to be kept
// referenced until the resources are actually done being used, and it is expected that this will be
// frequent.
while (this.deferredDisposeDisposables.TryTake(out var d))
d.Dispose();
}
}
private unsafe void SetupHooks(
TargetSigScanner sigScanner,
FontAtlasFactory fontAtlasFactory)
{
this.dalamudAtlas = fontAtlasFactory
.CreateFontAtlas(nameof(InterfaceManager), FontAtlasAutoRebuildMode.Disable);
using (this.dalamudAtlas.SuppressAutoRebuild())
{
this.DefaultFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
e => e.OnPreBuild(tk => tk.AddDalamudDefaultFont(-1)));
this.IconFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
e => e.OnPreBuild(
tk => tk.AddFontAwesomeIconFont(
new()
{
SizePx = Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx,
GlyphMinAdvanceX = DefaultFontSizePx,
GlyphMaxAdvanceX = DefaultFontSizePx,
})));
this.IconFontFixedWidthHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
e => e.OnPreBuild(tk => tk.AddDalamudAssetFont(
DalamudAsset.FontAwesomeFreeSolid,
new()
{
SizePx = Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx,
GlyphRanges = [0x20, 0x20, 0x00],
})));
this.MonoFontHandle = (FontHandle)this.dalamudAtlas.NewDelegateFontHandle(
e => e.OnPreBuild(
tk => tk.AddDalamudAssetFont(
DalamudAsset.InconsolataRegular,
new()
{
SizePx = Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx,
})));
this.dalamudAtlas.BuildStepChange += e => e.OnPostBuild(
tk =>
{
// Fill missing glyphs in MonoFont from DefaultFont.
tk.CopyGlyphsAcrossFonts(
tk.GetFont(this.DefaultFontHandle),
tk.GetFont(this.MonoFontHandle),
missingOnly: true);
// Fill missing glyphs in IconFontFixedWidth with IconFont and fit ratio
tk.CopyGlyphsAcrossFonts(
tk.GetFont(this.IconFontHandle),
tk.GetFont(this.IconFontFixedWidthHandle),
missingOnly: true);
tk.FitRatio(tk.GetFont(this.IconFontFixedWidthHandle));
});
this.DefaultFontHandle.ImFontChanged += (_, font) =>
{
var fontLocked = font.NewRef();
this.framework.RunOnFrameworkThread(
() =>
{
// Update the ImGui default font.
ImGui.GetIO().Handle->FontDefault = fontLocked.ImFont;
// Update the reference to the resources of the default font.
this.defaultFontResourceLock?.Dispose();
this.defaultFontResourceLock = fontLocked;
// Broadcast to auto-rebuilding instances.
this.AfterBuildFonts.InvokeSafely();
});
};
}
// This will wait for scene on its own. We just wait for this.dalamudAtlas.BuildTask in this.InitScene.
_ = this.dalamudAtlas.BuildFontsAsync();
SwapChainHelper.BusyWaitForGameDeviceSwapChain();
var swapChainDesc = default(DXGI_SWAP_CHAIN_DESC);
if (SwapChainHelper.GameDeviceSwapChain->GetDesc(&swapChainDesc).SUCCEEDED)
this.gameWindowHandle = swapChainDesc.OutputWindow;
try
{
// Requires that game window to be there, which will be the case once game swap chain is initialized.
if (Service<DalamudConfiguration>.Get().WindowIsImmersive)
this.SetImmersiveMode(true);
}
catch (Exception ex)
{
Log.Error(ex, "Could not enable immersive mode");
}
this.setCursorHook = Hook<SetCursorDelegate>.FromImport(
null,
"user32.dll",
"SetCursor",
0,
this.SetCursorDetour);
if (ReShadeAddonInterface.ReShadeIsSignedByReShade &&
this.dalamudConfiguration.ReShadeHandlingMode is ReShadeHandlingMode.ReShadeAddonPresent or ReShadeHandlingMode.ReShadeAddonReShadeOverlay)
{
Log.Warning("Signed ReShade binary detected");
Service<NotificationManager>
.GetAsync()
.ContinueWith(
nmt => nmt.Result.AddNotification(
new()
{
MinimizedText = Loc.Localize(
"ReShadeNoAddonSupportNotificationMinimizedText",
"Wrong ReShade installation"),
Content = Loc.Localize(
"ReShadeNoAddonSupportNotificationContent",
"Your installation of ReShade does not have full addon support, and may not work with Dalamud and/or the game.\n" +
"Download and install ReShade with full addon-support."),
Type = NotificationType.Warning,
InitialDuration = TimeSpan.MaxValue,
ShowIndeterminateIfNoExpiry = false,
})).ContinueWith(
t =>
{
t.Result.DrawActions += _ =>
{
ImGuiHelpers.ScaledDummy(2);
if (DalamudComponents.PrimaryButton(Loc.Localize("LearnMore", "Learn more...")))
{
Util.OpenLink("https://dalamud.dev/news/2024/07/23/reshade/");
}
};
});
}
Log.Information("===== S W A P C H A I N =====");
var sb = new StringBuilder();
foreach (var m in ReShadeAddonInterface.AllReShadeModules)
{
sb.Clear();
sb.Append("ReShade detected: ");
sb.Append(m.FileName).Append('(');
sb.Append(m.FileVersionInfo.OriginalFilename);
sb.Append("; ").Append(m.FileVersionInfo.ProductName);
sb.Append("; ").Append(m.FileVersionInfo.ProductVersion);
sb.Append("; ").Append(m.FileVersionInfo.FileDescription);
sb.Append("; ").Append(m.FileVersionInfo.FileVersion);
sb.Append($"@ 0x{m.BaseAddress:X}");
if (!ReferenceEquals(m, ReShadeAddonInterface.ReShadeModule))
sb.Append(" [ignored by Dalamud]");
Log.Information(sb.ToString());
}
if (ReShadeAddonInterface.AllReShadeModules.Length > 1)
Log.Warning("Multiple ReShade dlls are detected.");
ResizeBuffersDelegate dxgiSwapChainResizeBuffersDelegate;
ReShadeDxgiSwapChainPresentDelegate? reShadeDxgiSwapChainPresentDelegate = null;
DxgiSwapChainPresentDelegate? dxgiSwapChainPresentDelegate = null;
nint pfnReShadeDxgiSwapChainPresent = 0;
switch (this.dalamudConfiguration.ReShadeHandlingMode)
{
// If ReShade is not found, do no special handling.
case var _ when ReShadeAddonInterface.ReShadeModule is null:
goto default;
// This is the only mode honored when SwapChainHookMode is set to VTable.
case ReShadeHandlingMode.Default:
case ReShadeHandlingMode.UnwrapReShade:
if (SwapChainHelper.UnwrapReShade())
Log.Information("Unwrapped ReShade");
else
Log.Warning("Could not unwrap ReShade");
goto default;
// Do no special ReShade handling.
// If SwapChainHookMode is set to VTable, do no special handling.
case ReShadeHandlingMode.None:
case var _ when this.dalamudConfiguration.SwapChainHookMode == SwapChainHelper.HookMode.VTable:
default:
dxgiSwapChainResizeBuffersDelegate = this.AsHookDxgiSwapChainResizeBuffersDetour;
dxgiSwapChainPresentDelegate = this.DxgiSwapChainPresentDetour;
break;
// Register Dalamud as a ReShade addon.
case ReShadeHandlingMode.ReShadeAddonPresent:
case ReShadeHandlingMode.ReShadeAddonReShadeOverlay:
if (!ReShadeAddonInterface.TryRegisterAddon(out this.reShadeAddonInterface))
{
Log.Warning("Could not register as ReShade addon");
goto default;
}
Log.Information("Registered as a ReShade addon");
this.reShadeAddonInterface.InitSwapChain += this.ReShadeAddonInterfaceOnInitSwapChain;
this.reShadeAddonInterface.DestroySwapChain += this.ReShadeAddonInterfaceOnDestroySwapChain;
if (this.dalamudConfiguration.ReShadeHandlingMode == ReShadeHandlingMode.ReShadeAddonPresent)
this.reShadeAddonInterface.Present += this.ReShadeAddonInterfaceOnPresent;
else
this.reShadeAddonInterface.ReShadeOverlay += this.ReShadeAddonInterfaceOnReShadeOverlay;
dxgiSwapChainResizeBuffersDelegate = this.AsReShadeAddonDxgiSwapChainResizeBuffersDetour;
break;
// Hook ReShade's DXGISwapChain::on_present. This is the legacy and the default option.
case ReShadeHandlingMode.HookReShadeDxgiSwapChainOnPresent:
pfnReShadeDxgiSwapChainPresent = ReShadeAddonInterface.FindReShadeDxgiSwapChainOnPresent();
if (pfnReShadeDxgiSwapChainPresent == 0)
{
Log.Warning("ReShade::DXGISwapChain::on_present could not be found");
goto default;
}
Log.Information(
"Found ReShade::DXGISwapChain::on_present at {addr}",
Util.DescribeAddress(pfnReShadeDxgiSwapChainPresent));
reShadeDxgiSwapChainPresentDelegate = this.ReShadeDxgiSwapChainOnPresentDetour;
dxgiSwapChainResizeBuffersDelegate = this.AsHookDxgiSwapChainResizeBuffersDetour;
break;
}
switch (this.dalamudConfiguration.SwapChainHookMode)
{
case SwapChainHelper.HookMode.ByteCode:
default:
{
Log.Information("Hooking using bytecode...");
this.dxgiSwapChainResizeBuffersHook = Hook<ResizeBuffersDelegate>.FromAddress(
(nint)SwapChainHelper.GameDeviceSwapChainVtbl->ResizeBuffers,
dxgiSwapChainResizeBuffersDelegate);
Log.Information(
"Hooked IDXGISwapChain::ResizeBuffers using bytecode: {addr}",
Util.DescribeAddress(this.dxgiSwapChainResizeBuffersHook.Address));
if (dxgiSwapChainPresentDelegate is not null)
{
this.dxgiSwapChainPresentHook = Hook<DxgiSwapChainPresentDelegate>.FromAddress(
(nint)SwapChainHelper.GameDeviceSwapChainVtbl->Present,
dxgiSwapChainPresentDelegate);
Log.Information(
"Hooked IDXGISwapChain::Present using bytecode: {addr}",
Util.DescribeAddress(this.dxgiSwapChainPresentHook.Address));
}
if (reShadeDxgiSwapChainPresentDelegate is not null && pfnReShadeDxgiSwapChainPresent != 0)
{
this.reShadeDxgiSwapChainPresentHook = Hook<ReShadeDxgiSwapChainPresentDelegate>.FromAddress(
pfnReShadeDxgiSwapChainPresent,
reShadeDxgiSwapChainPresentDelegate);
Log.Information(
"Hooked ReShade::DXGISwapChain::on_present using bytecode: {addr}",
Util.DescribeAddress(this.reShadeDxgiSwapChainPresentHook.Address));
}
break;
}
case SwapChainHelper.HookMode.VTable:
{
Log.Information("Hooking using VTable...");
this.dxgiSwapChainHook = new(SwapChainHelper.GameDeviceSwapChain);
this.dxgiSwapChainResizeBuffersHook = this.dxgiSwapChainHook.CreateHook(
nameof(IDXGISwapChain.ResizeBuffers),
dxgiSwapChainResizeBuffersDelegate);
Log.Information(
"Hooked IDXGISwapChain::ResizeBuffers using VTable: {addr}",
Util.DescribeAddress(this.dxgiSwapChainResizeBuffersHook.Address));
if (dxgiSwapChainPresentDelegate is not null)
{
this.dxgiSwapChainPresentHook = this.dxgiSwapChainHook.CreateHook(
nameof(IDXGISwapChain.Present),
dxgiSwapChainPresentDelegate);
Log.Information(
"Hooked IDXGISwapChain::Present using VTable: {addr}",
Util.DescribeAddress(this.dxgiSwapChainPresentHook.Address));
}
Log.Information(
"Detouring vtable at {addr}: {prev} to {new}",
Util.DescribeAddress(this.dxgiSwapChainHook.Address),
Util.DescribeAddress(this.dxgiSwapChainHook.OriginalVTableAddress),
Util.DescribeAddress(this.dxgiSwapChainHook.OverridenVTableAddress));
break;
}
}
this.setCursorHook.Enable();
this.reShadeDxgiSwapChainPresentHook?.Enable();
this.dxgiSwapChainResizeBuffersHook.Enable();
this.dxgiSwapChainPresentHook?.Enable();
this.dxgiSwapChainHook?.Enable();
}
private nint SetCursorDetour(nint hCursor)
{
if (this.lastWantCapture && (!this.backend?.IsImGuiCursor(hCursor) ?? false) && this.OverrideGameCursor)
return default;
return this.setCursorHook?.IsDisposed is not false
? SetCursor((HCURSOR)hCursor)
: this.setCursorHook.Original(hCursor);
}
private void OnNewInputFrame()
{
var io = ImGui.GetIO();
var dalamudInterface = Service<DalamudInterface>.GetNullable();
var gamepadState = Service<GamepadState>.GetNullable();
var keyState = Service<KeyState>.GetNullable();
if (dalamudInterface == null || gamepadState == null || keyState == null)
return;
// Prevent setting the footgun from ImGui Demo; the Space key isn't removing the flag at the moment.
io.ConfigFlags &= ~ImGuiConfigFlags.NoMouse;
// 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 (io.WantTextInput)
{
keyState.ClearAll();
}
// TODO: mouse state?
var gamepadEnabled = (io.BackendFlags & ImGuiBackendFlags.HasGamepad) > 0;
// NOTE (Chiv) Activate ImGui navigation via L1+L3 press
// (mimicking how mouse navigation is activated via L1+R3 press in game).
if (gamepadEnabled
&& gamepadState.Raw(GamepadButtons.L1) > 0
&& gamepadState.Pressed(GamepadButtons.L3) > 0)
{
io.ConfigFlags ^= ImGuiConfigFlags.NavEnableGamepad;
gamepadState.NavEnableGamepad ^= true;
dalamudInterface.ToggleGamepadModeNotifierWindow();
}
if (gamepadEnabled && (io.ConfigFlags & ImGuiConfigFlags.NavEnableGamepad) > 0)
{
var northButton = gamepadState.Raw(GamepadButtons.North) != 0;
var eastButton = gamepadState.Raw(GamepadButtons.East) != 0;
var southButton = gamepadState.Raw(GamepadButtons.South) != 0;
var westButton = gamepadState.Raw(GamepadButtons.West) != 0;
var dPadUp = gamepadState.Raw(GamepadButtons.DpadUp) != 0;
var dPadRight = gamepadState.Raw(GamepadButtons.DpadRight) != 0;
var dPadDown = gamepadState.Raw(GamepadButtons.DpadDown) != 0;
var dPadLeft = gamepadState.Raw(GamepadButtons.DpadLeft) != 0;
var leftStickUp = gamepadState.LeftStick.Y > 0 ? gamepadState.LeftStick.Y / 100f : 0;
var leftStickRight = gamepadState.LeftStick.X > 0 ? gamepadState.LeftStick.X / 100f : 0;
var leftStickDown = gamepadState.LeftStick.Y < 0 ? -gamepadState.LeftStick.Y / 100f : 0;
var leftStickLeft = gamepadState.LeftStick.X < 0 ? -gamepadState.LeftStick.X / 100f : 0;
var l1Button = gamepadState.Raw(GamepadButtons.L1) != 0;
var l2Button = gamepadState.Raw(GamepadButtons.L2) != 0;
var r1Button = gamepadState.Raw(GamepadButtons.R1) != 0;
var r2Button = gamepadState.Raw(GamepadButtons.R2) != 0;
io.AddKeyEvent(ImGuiKey.GamepadFaceUp, northButton);
io.AddKeyEvent(ImGuiKey.GamepadFaceRight, eastButton);
io.AddKeyEvent(ImGuiKey.GamepadFaceDown, southButton);
io.AddKeyEvent(ImGuiKey.GamepadFaceLeft, westButton);
io.AddKeyEvent(ImGuiKey.GamepadDpadUp, dPadUp);
io.AddKeyEvent(ImGuiKey.GamepadDpadRight, dPadRight);
io.AddKeyEvent(ImGuiKey.GamepadDpadDown, dPadDown);
io.AddKeyEvent(ImGuiKey.GamepadDpadLeft, dPadLeft);
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickUp, leftStickUp != 0, leftStickUp);
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickRight, leftStickRight != 0, leftStickRight);
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickDown, leftStickDown != 0, leftStickDown);
io.AddKeyAnalogEvent(ImGuiKey.GamepadLStickLeft, leftStickLeft != 0, leftStickLeft);
io.AddKeyEvent(ImGuiKey.GamepadL1, l1Button);
io.AddKeyEvent(ImGuiKey.GamepadL2, l2Button);
io.AddKeyEvent(ImGuiKey.GamepadR1, r1Button);
io.AddKeyEvent(ImGuiKey.GamepadR2, r2Button);
if (gamepadState.Pressed(GamepadButtons.R3) > 0)
{
var configuration = Service<DalamudConfiguration>.Get();
dalamudInterface.TogglePluginInstallerWindowTo(configuration.PluginInstallerOpen);
}
}
}
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;
WindowSystem.HasAnyWindowSystemFocus = false;
WindowSystem.FocusedWindowSystemNamespace = string.Empty;
WindowSystem.ShouldInhibitAtkCloseEvents = false;
if (this.IsDispatchingEvents)
{
try
{
this.Draw?.Invoke();
}
catch (Exception ex)
{
Log.Error(ex, "Error when invoking global Draw");
// We should always handle this in the callbacks.
Util.Fatal("An internal error occurred while drawing the Dalamud UI and the game must close.\nPlease report this error.", "Dalamud");
}
Service<NotificationManager>.GetNullable()?.Draw();
}
}
/// <summary>
/// Represents an instance of InstanceManager with scene ready for use.
/// </summary>
[ServiceManager.ProvidedService]
public class InterfaceManagerWithScene : IServiceType
{
/// <summary>
/// Initializes a new instance of the <see cref="InterfaceManagerWithScene"/> class.
/// </summary>
/// <param name="interfaceManager">An instance of <see cref="InterfaceManager"/>.</param>
internal InterfaceManagerWithScene(InterfaceManager interfaceManager)
{
this.Manager = interfaceManager;
}
/// <summary>
/// Gets the associated InterfaceManager.
/// </summary>
public InterfaceManager Manager { get; init; }
}
}