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67 lines
2.8 KiB
C#
67 lines
2.8 KiB
C#
using System.Collections.Generic;
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using Dalamud.Game.Gui.NamePlate;
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namespace Dalamud.Plugin.Services;
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/// <summary>
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/// Class used to modify the data used when rendering nameplates.
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/// </summary>
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public interface INamePlateGui : IDalamudService
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{
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/// <summary>
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/// The delegate used for receiving nameplate update events.
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/// </summary>
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/// <param name="context">An object containing information about the pending data update.</param>
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/// <param name="handlers>">A list of handlers used for updating nameplate data.</param>
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public delegate void OnPlateUpdateDelegate(
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INamePlateUpdateContext context, IReadOnlyList<INamePlateUpdateHandler> handlers);
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/// <summary>
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/// An event which fires when nameplate data is updated and at least one nameplate has important updates. The
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/// subscriber is provided with a list of handlers for nameplates with important updates.
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/// </summary>
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/// <remarks>
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/// Fires after <see cref="OnDataUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnNamePlateUpdate;
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/// <summary>
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/// An event which fires after nameplate data is updated and at least one nameplate had important updates. The
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/// subscriber is provided with a list of handlers for nameplates with important updates.
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/// </summary>
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/// <remarks>
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/// Fires before <see cref="OnPostDataUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnPostNamePlateUpdate;
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/// <summary>
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/// An event which fires when nameplate data is updated. The subscriber is provided with a list of handlers for all
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/// nameplates.
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/// </summary>
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/// <remarks>
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/// This event is likely to fire every frame even when no nameplates are actually updated, so in most cases
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/// <see cref="OnNamePlateUpdate"/> is preferred. Fires before <see cref="OnNamePlateUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnDataUpdate;
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/// <summary>
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/// An event which fires after nameplate data is updated. The subscriber is provided with a list of handlers for all
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/// nameplates.
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/// </summary>
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/// <remarks>
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/// This event is likely to fire every frame even when no nameplates are actually updated, so in most cases
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/// <see cref="OnNamePlateUpdate"/> is preferred. Fires after <see cref="OnPostNamePlateUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnPostDataUpdate;
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/// <summary>
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/// Requests that all nameplates should be redrawn on the following frame.
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/// </summary>
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/// <remarks>
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/// This causes extra work for the game, and should not need to be called every frame. However, it is acceptable to
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/// call frequently when needed (e.g. in response to a manual settings change by the user) or when necessary (e.g.
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/// after a change of zone, party type, etc.).
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/// </remarks>
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void RequestRedraw();
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}
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