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- Switch between letting the game or dalamud handling input via R1+L1 - Control ImGui windows via the gamepad in accordance to the proposed button mapping
205 lines
6.8 KiB
C#
205 lines
6.8 KiB
C#
using System;
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using System.ComponentModel;
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using System.Runtime.InteropServices;
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using Dalamud.Game.ClientState.Actors;
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using Dalamud.Game.ClientState.Actors.Types;
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using Dalamud.Game.Internal;
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using Dalamud.Game.Internal.Network;
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using Dalamud.Hooking;
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using JetBrains.Annotations;
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using Lumina.Excel.GeneratedSheets;
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using Serilog;
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namespace Dalamud.Game.ClientState
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{
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/// <summary>
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/// This class represents the state of the game client at the time of access.
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/// </summary>
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public class ClientState : INotifyPropertyChanged, IDisposable {
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private readonly Dalamud dalamud;
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public event PropertyChangedEventHandler PropertyChanged;
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private ClientStateAddressResolver Address { get; }
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public readonly ClientLanguage ClientLanguage;
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/// <summary>
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/// The table of all present actors.
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/// </summary>
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public readonly ActorTable Actors;
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/// <summary>
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/// The local player character, if one is present.
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/// </summary>
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[CanBeNull]
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public PlayerCharacter LocalPlayer {
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get {
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var actor = this.Actors[0];
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if (actor is PlayerCharacter pc)
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return pc;
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return null;
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}
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}
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#region TerritoryType
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// TODO: The hooking logic for this should go into a separate class.
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr SetupTerritoryTypeDelegate(IntPtr manager, ushort terriType);
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private readonly Hook<SetupTerritoryTypeDelegate> setupTerritoryTypeHook;
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/// <summary>
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/// The current Territory the player resides in.
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/// </summary>
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public ushort TerritoryType;
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/// <summary>
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/// Event that gets fired when the current Territory changes.
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/// </summary>
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public EventHandler<ushort> TerritoryChanged;
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/// <summary>
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/// Event that gets fired when a duty is ready.
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/// </summary>
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public event EventHandler<ContentFinderCondition> CfPop;
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private IntPtr SetupTerritoryTypeDetour(IntPtr manager, ushort terriType)
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{
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this.TerritoryType = terriType;
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this.TerritoryChanged?.Invoke(this, terriType);
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Log.Debug("TerritoryType changed: {0}", terriType);
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return this.setupTerritoryTypeHook.Original(manager, terriType);
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}
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#endregion
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/// <summary>
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/// The content ID of the local character.
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/// </summary>
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public ulong LocalContentId => (ulong) Marshal.ReadInt64(Address.LocalContentId);
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/// <summary>
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/// The class facilitating Job Gauge data access
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/// </summary>
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public JobGauges JobGauges;
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/// <summary>
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/// The class facilitating party list data access
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/// </summary>
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public PartyList PartyList;
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/// <summary>
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/// Provides access to the keypress state of keyboard keys in game.
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/// </summary>
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public KeyState KeyState;
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public GamepadState GamepadState;
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/// <summary>
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/// Provides access to client conditions/player state. Allows you to check if a player is in a duty, mounted, etc.
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/// </summary>
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public Condition Condition;
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/// <summary>
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/// The class facilitating target data access
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/// </summary>
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public Targets Targets;
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/// <summary>
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/// Set up client state access.
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/// </summary>
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/// <param name="dalamud">Dalamud instance</param>
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/// /// <param name="startInfo">StartInfo of the current Dalamud launch</param>
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/// <param name="scanner">Sig scanner</param>
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public ClientState(Dalamud dalamud, DalamudStartInfo startInfo, SigScanner scanner) {
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this.dalamud = dalamud;
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Address = new ClientStateAddressResolver();
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Address.Setup(scanner);
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Log.Verbose("===== C L I E N T S T A T E =====");
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this.ClientLanguage = startInfo.Language;
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this.Actors = new ActorTable(dalamud, Address);
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this.PartyList = new PartyList(dalamud, Address);
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this.JobGauges = new JobGauges(Address);
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this.KeyState = new KeyState(Address, scanner.Module.BaseAddress);
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this.GamepadState = new GamepadState(scanner);
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this.Condition = new Condition( Address );
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this.Targets = new Targets(dalamud, Address);
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Log.Verbose("SetupTerritoryType address {SetupTerritoryType}", Address.SetupTerritoryType);
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this.setupTerritoryTypeHook = new Hook<SetupTerritoryTypeDelegate>(Address.SetupTerritoryType,
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new SetupTerritoryTypeDelegate(SetupTerritoryTypeDetour),
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this);
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dalamud.Framework.OnUpdateEvent += FrameworkOnOnUpdateEvent;
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dalamud.NetworkHandlers.CfPop += NetworkHandlersOnCfPop;
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}
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private void NetworkHandlersOnCfPop(object sender, ContentFinderCondition e) {
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CfPop?.Invoke(this, e);
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}
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public void Enable() {
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this.GamepadState.Enable();
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this.PartyList.Enable();
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this.setupTerritoryTypeHook.Enable();
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}
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public void Dispose() {
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this.PartyList.Dispose();
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this.setupTerritoryTypeHook.Dispose();
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this.Actors.Dispose();
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this.GamepadState.Dispose();
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this.dalamud.Framework.OnUpdateEvent -= FrameworkOnOnUpdateEvent;
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this.dalamud.NetworkHandlers.CfPop += NetworkHandlersOnCfPop;
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}
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private bool lastConditionNone = true;
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/// <summary>
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/// Event that fires when a character is logging in.
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/// </summary>
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public event EventHandler OnLogin;
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/// <summary>
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/// Event that fires when a character is logging out.
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/// </summary>
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public event EventHandler OnLogout;
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/// <summary>
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/// Gets a value indicating whether a character is logged in.
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/// </summary>
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public bool IsLoggedIn { get; private set; }
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private void FrameworkOnOnUpdateEvent(Framework framework) {
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if (this.Condition.Any() && this.lastConditionNone == true) {
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Log.Debug("Is login");
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this.lastConditionNone = false;
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this.IsLoggedIn = true;
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OnLogin?.Invoke(this, null);
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}
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if (!this.Condition.Any() && this.lastConditionNone == false) {
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Log.Debug("Is logout");
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this.lastConditionNone = true;
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this.IsLoggedIn = false;
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OnLogout?.Invoke(this, null);
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}
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}
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}
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}
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