Dalamud/Dalamud/Interface/Internal/InterfaceManager.cs

749 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using Dalamud.Configuration.Internal;
using Dalamud.Game;
using Dalamud.Game.ClientState.GamePad;
using Dalamud.Game.ClientState.Keys;
using Dalamud.Game.Gui.Internal;
using Dalamud.Game.Internal.DXGI;
using Dalamud.Hooking;
using Dalamud.Hooking.Internal;
using Dalamud.Interface.GameFonts;
using Dalamud.Interface.Internal.ManagedAsserts;
using Dalamud.Interface.Internal.Notifications;
using Dalamud.Interface.Internal.Windows.StyleEditor;
using Dalamud.Interface.Style;
using Dalamud.Interface.Windowing;
using Dalamud.Utility;
using ImGuiNET;
using ImGuiScene;
using PInvoke;
using Serilog;
using SharpDX.Direct3D11;
// 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>
internal class InterfaceManager : IDisposable
{
private readonly string rtssPath;
private readonly Hook<PresentDelegate> presentHook;
private readonly Hook<ResizeBuffersDelegate> resizeBuffersHook;
private readonly Hook<SetCursorDelegate> setCursorHook;
private readonly ManualResetEvent fontBuildSignal;
private readonly SwapChainVtableResolver address;
private RawDX11Scene? scene;
private GameFontHandle? axisFontHandle;
// can't access imgui IO before first present call
private bool lastWantCapture = false;
private bool isRebuildingFonts = false;
/// <summary>
/// Initializes a new instance of the <see cref="InterfaceManager"/> class.
/// </summary>
public InterfaceManager()
{
Service<NotificationManager>.Set();
var scanner = Service<SigScanner>.Get();
this.fontBuildSignal = new ManualResetEvent(false);
this.address = new SwapChainVtableResolver();
this.address.Setup(scanner);
try
{
var rtss = NativeFunctions.GetModuleHandleW("RTSSHooks64.dll");
if (rtss != IntPtr.Zero)
{
var fileName = new StringBuilder(255);
_ = NativeFunctions.GetModuleFileNameW(rtss, fileName, fileName.Capacity);
this.rtssPath = fileName.ToString();
Log.Verbose($"RTSS at {this.rtssPath}");
if (!NativeFunctions.FreeLibrary(rtss))
throw new Win32Exception();
}
}
catch (Exception e)
{
Log.Error(e, "RTSS Free failed");
}
this.setCursorHook = Hook<SetCursorDelegate>.FromSymbol("user32.dll", "SetCursor", this.SetCursorDetour, true);
this.presentHook = new Hook<PresentDelegate>(this.address.Present, this.PresentDetour);
this.resizeBuffersHook = new Hook<ResizeBuffersDelegate>(this.address.ResizeBuffers, this.ResizeBuffersDetour);
var setCursorAddress = this.setCursorHook?.Address ?? IntPtr.Zero;
Log.Verbose("===== S W A P C H A I N =====");
Log.Verbose($"SetCursor address 0x{setCursorAddress.ToInt64():X}");
Log.Verbose($"Present address 0x{this.presentHook.Address.ToInt64():X}");
Log.Verbose($"ResizeBuffers address 0x{this.resizeBuffersHook.Address.ToInt64():X}");
}
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr PresentDelegate(IntPtr swapChain, uint syncInterval, uint presentFlags);
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr ResizeBuffersDelegate(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags);
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
private delegate void InstallRTSSHook();
/// <summary>
/// This event gets called each frame to facilitate ImGui drawing.
/// </summary>
public event RawDX11Scene.BuildUIDelegate 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 before fonts are rebuilt.
/// </summary>
public event Action BuildFonts;
/// <summary>
/// Gets or sets an action that is executed right after fonts are rebuilt.
/// </summary>
public event Action AfterBuildFonts;
/// <summary>
/// Gets the default ImGui font.
/// </summary>
public static ImFontPtr DefaultFont { get; private set; }
/// <summary>
/// Gets an included FontAwesome icon font.
/// </summary>
public static ImFontPtr IconFont { get; private set; }
/// <summary>
/// Gets an included monospaced font.
/// </summary>
public static ImFontPtr MonoFont { 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 D3D11 device instance.
/// </summary>
public Device? Device => this.scene?.Device;
/// <summary>
/// Gets the address handle to the main process window.
/// </summary>
public IntPtr WindowHandlePtr => this.scene.WindowHandlePtr;
/// <summary>
/// Gets or sets a value indicating whether or not the game's cursor should be overridden with the ImGui cursor.
/// </summary>
public bool OverrideGameCursor
{
get => this.scene.UpdateCursor;
set => this.scene.UpdateCursor = value;
}
/// <summary>
/// Gets or sets a value indicating whether the fonts are built and ready to use.
/// </summary>
public bool FontsReady { get; set; } = false;
/// <summary>
/// Gets a value indicating whether the Dalamud interface ready to use.
/// </summary>
public bool IsReady => this.scene != null;
/// <summary>
/// Enable this module.
/// </summary>
public void Enable()
{
this.setCursorHook?.Enable();
this.presentHook.Enable();
this.resizeBuffersHook.Enable();
try
{
if (!string.IsNullOrEmpty(this.rtssPath))
{
NativeFunctions.LoadLibraryW(this.rtssPath);
var rtssModule = NativeFunctions.GetModuleHandleW("RTSSHooks64.dll");
var installAddr = NativeFunctions.GetProcAddress(rtssModule, "InstallRTSSHook");
Log.Debug("Installing RTSS hook");
Marshal.GetDelegateForFunctionPointer<InstallRTSSHook>(installAddr).Invoke();
Log.Debug("RTSS hook OK!");
}
}
catch (Exception ex)
{
Log.Error(ex, "Could not reload RTSS");
}
}
/// <summary>
/// Dispose of managed and unmanaged resources.
/// </summary>
public void Dispose()
{
// HACK: this is usually called on a separate thread from PresentDetour (likely on a dedicated render thread)
// and if we aren't already disabled, disposing of the scene and hook can frequently crash due to the hook
// being disposed of in this thread while it is actively in use in the render thread.
// This is a terrible way to prevent issues, but should basically always work to ensure that all outstanding
// calls to PresentDetour have finished (and Disable means no new ones will start), before we try to cleanup
// So... not great, but much better than constantly crashing on unload
this.Disable();
Thread.Sleep(500);
this.scene?.Dispose();
this.setCursorHook?.Dispose();
this.presentHook.Dispose();
this.resizeBuffersHook.Dispose();
}
#nullable enable
/// <summary>
/// Load an image from disk.
/// </summary>
/// <param name="filePath">The filepath to load.</param>
/// <returns>A texture, ready to use in ImGui.</returns>
public TextureWrap? LoadImage(string filePath)
{
try
{
return this.scene?.LoadImage(filePath) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, $"Failed to load image from {filePath}");
}
return null;
}
/// <summary>
/// Load an image from an array of bytes.
/// </summary>
/// <param name="imageData">The data to load.</param>
/// <returns>A texture, ready to use in ImGui.</returns>
public TextureWrap? LoadImage(byte[] imageData)
{
try
{
return this.scene?.LoadImage(imageData) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, "Failed to load image from memory");
}
return null;
}
/// <summary>
/// Load an image from an array of bytes.
/// </summary>
/// <param name="imageData">The data to load.</param>
/// <param name="width">The width in pixels.</param>
/// <param name="height">The height in pixels.</param>
/// <param name="numChannels">The number of channels.</param>
/// <returns>A texture, ready to use in ImGui.</returns>
public TextureWrap? LoadImageRaw(byte[] imageData, int width, int height, int numChannels)
{
try
{
return this.scene?.LoadImageRaw(imageData, width, height, numChannels) ?? null;
}
catch (Exception ex)
{
Log.Error(ex, "Failed to load image from raw data");
}
return null;
}
#nullable restore
/// <summary>
/// Sets up a deferred invocation of font rebuilding, before the next render frame.
/// </summary>
public void RebuildFonts()
{
Log.Verbose("[FONT] RebuildFonts() called");
// don't invoke this multiple times per frame, in case multiple plugins call it
if (!this.isRebuildingFonts)
{
Log.Verbose("[FONT] RebuildFonts() trigger");
this.SetAxisFonts();
this.isRebuildingFonts = true;
this.scene.OnNewRenderFrame += this.RebuildFontsInternal;
}
}
/// <summary>
/// Wait for the rebuilding fonts to complete.
/// </summary>
public void WaitForFontRebuild()
{
this.fontBuildSignal.WaitOne();
}
private static void ShowFontError(string path)
{
Util.Fatal($"One or more files required by XIVLauncher were not found.\nPlease restart and report this error if it occurs again.\n\n{path}", "Error");
}
private void SetAxisFonts()
{
var configuration = Service<DalamudConfiguration>.Get();
if (configuration.UseAxisFontsFromGame)
{
var currentFamilyAndSize = GameFontStyle.GetRecommendedFamilyAndSize(GameFontFamily.Axis, this.axisFontHandle?.Style.Size ?? 0f);
var expectedFamilyAndSize = GameFontStyle.GetRecommendedFamilyAndSize(GameFontFamily.Axis, 12 * ImGui.GetIO().FontGlobalScale);
if (currentFamilyAndSize == expectedFamilyAndSize)
return;
this.axisFontHandle?.Dispose();
this.axisFontHandle = Service<GameFontManager>.Get().NewFontRef(new(expectedFamilyAndSize));
}
else
{
this.axisFontHandle?.Dispose();
this.axisFontHandle = null;
}
}
/*
* NOTE(goat): When hooking ReShade DXGISwapChain::runtime_present, this is missing the syncInterval arg.
* Seems to work fine regardless, I guess, so whatever.
*/
private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
{
if (this.scene != null && swapChain != this.scene.SwapChain.NativePointer)
return this.presentHook.Original(swapChain, syncInterval, presentFlags);
if (this.scene == null)
{
try
{
this.scene = new RawDX11Scene(swapChain);
}
catch (DllNotFoundException ex)
{
Log.Error(ex, "Could not load ImGui dependencies.");
var res = PInvoke.User32.MessageBox(
IntPtr.Zero,
"Dalamud plugins require the Microsoft Visual C++ Redistributable to be installed.\nPlease install the runtime from the official Microsoft website or disable Dalamud.\n\nDo you want to download the redistributable now?",
"Dalamud Error",
User32.MessageBoxOptions.MB_YESNO | User32.MessageBoxOptions.MB_TOPMOST | User32.MessageBoxOptions.MB_ICONERROR);
if (res == User32.MessageBoxResult.IDYES)
{
var psi = new ProcessStartInfo
{
FileName = "https://aka.ms/vs/16/release/vc_redist.x64.exe",
UseShellExecute = true,
};
Process.Start(psi);
}
Environment.Exit(-1);
}
var startInfo = Service<DalamudStartInfo>.Get();
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 (Exception ex)
{
Log.Error(ex, "Could not delete dalamudUI.ini");
}
this.scene.ImGuiIniPath = iniFileInfo.FullName;
this.scene.OnBuildUI += this.Display;
this.scene.OnNewInputFrame += this.OnNewInputFrame;
this.SetAxisFonts();
this.SetupFonts();
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.Save();
}
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!");
Service<DalamudIME>.Get().Enable();
}
if (this.address.IsReshade)
{
var pRes = this.presentHook.Original(swapChain, syncInterval, presentFlags);
this.RenderImGui();
return pRes;
}
this.RenderImGui();
return this.presentHook.Original(swapChain, syncInterval, presentFlags);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void RenderImGui()
{
// Process information needed by ImGuiHelpers each frame.
ImGuiHelpers.NewFrame();
// Check if we can still enable viewports without any issues.
this.CheckViewportState();
this.scene.Render();
}
private void CheckViewportState()
{
var configuration = Service<DalamudConfiguration>.Get();
if (configuration.IsDisableViewport || this.scene.SwapChain.IsFullScreen || ImGui.GetPlatformIO().Monitors.Size == 1)
{
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.ViewportsEnable;
return;
}
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.ViewportsEnable;
}
private unsafe void SetupFonts()
{
var dalamud = Service<Dalamud>.Get();
this.fontBuildSignal.Reset();
ImGui.GetIO().Fonts.Clear();
ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
fontConfig.PixelSnapH = true;
var fontPathJp = Path.Combine(dalamud.AssetDirectory.FullName, "UIRes", "NotoSansCJKjp-Medium.otf");
if (!File.Exists(fontPathJp))
ShowFontError(fontPathJp);
var japaneseRangeHandle = GCHandle.Alloc(GlyphRangesJapanese.GlyphRanges, GCHandleType.Pinned);
DefaultFont = ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathJp, 17.0f, null, japaneseRangeHandle.AddrOfPinnedObject());
var fontPathGame = Path.Combine(dalamud.AssetDirectory.FullName, "UIRes", "gamesym.ttf");
if (!File.Exists(fontPathGame))
ShowFontError(fontPathGame);
var gameRangeHandle = GCHandle.Alloc(
new ushort[]
{
0xE020,
0xE0DB,
0,
},
GCHandleType.Pinned);
fontConfig.MergeMode = false;
ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathGame, 17.0f, fontConfig, gameRangeHandle.AddrOfPinnedObject());
fontConfig.MergeMode = true;
var fontPathIcon = Path.Combine(dalamud.AssetDirectory.FullName, "UIRes", "FontAwesome5FreeSolid.otf");
if (!File.Exists(fontPathIcon))
ShowFontError(fontPathIcon);
var iconRangeHandle = GCHandle.Alloc(
new ushort[]
{
0xE000,
0xF8FF,
0,
},
GCHandleType.Pinned);
IconFont = ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathIcon, 17.0f, null, iconRangeHandle.AddrOfPinnedObject());
var fontPathMono = Path.Combine(dalamud.AssetDirectory.FullName, "UIRes", "Inconsolata-Regular.ttf");
if (!File.Exists(fontPathMono))
ShowFontError(fontPathMono);
MonoFont = ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathMono, 16.0f);
var gameFontManager = Service<GameFontManager>.Get();
gameFontManager.BuildFonts();
Log.Verbose("[FONT] Invoke OnBuildFonts");
this.BuildFonts?.Invoke();
Log.Verbose("[FONT] OnBuildFonts OK!");
for (var i = 0; i < ImGui.GetIO().Fonts.Fonts.Size; i++)
{
Log.Verbose("{0} - {1}", i, ImGui.GetIO().Fonts.Fonts[i].GetDebugName());
}
ImGui.GetIO().Fonts.Build();
gameFontManager.AfterBuildFonts();
GameFontManager.CopyGlyphsAcrossFonts(this.axisFontHandle?.ImFont, DefaultFont, false, true);
Log.Verbose("[FONT] Invoke OnAfterBuildFonts");
this.AfterBuildFonts?.Invoke();
Log.Verbose("[FONT] OnAfterBuildFonts OK!");
Log.Verbose("[FONT] Fonts built!");
this.fontBuildSignal.Set();
fontConfig.Destroy();
japaneseRangeHandle.Free();
gameRangeHandle.Free();
iconRangeHandle.Free();
this.FontsReady = true;
}
private void Disable()
{
this.setCursorHook?.Disable();
this.presentHook.Disable();
this.resizeBuffersHook.Disable();
}
// This is intended to only be called as a handler attached to scene.OnNewRenderFrame
private void RebuildFontsInternal()
{
Log.Verbose("[FONT] RebuildFontsInternal() called");
this.SetupFonts();
Log.Verbose("[FONT] RebuildFontsInternal() detaching");
this.scene.OnNewRenderFrame -= this.RebuildFontsInternal;
this.scene.InvalidateFonts();
Log.Verbose("[FONT] Font Rebuild OK!");
this.isRebuildingFonts = false;
}
private IntPtr ResizeBuffersDetour(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags)
{
#if DEBUG
Log.Verbose($"Calling resizebuffers swap@{swapChain.ToInt64():X}{bufferCount} {width} {height} {newFormat} {swapChainFlags}");
#endif
this.ResizeBuffers?.Invoke();
// We have to ensure we're working with the main swapchain,
// as viewports might be resizing as well
if (this.scene == null || swapChain != this.scene.SwapChain.NativePointer)
return this.resizeBuffersHook.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
this.scene?.OnPreResize();
var ret = this.resizeBuffersHook.Original(swapChain, bufferCount, width, height, newFormat, swapChainFlags);
if (ret.ToInt64() == 0x887A0001)
{
Log.Error("invalid call to resizeBuffers");
}
this.scene?.OnPostResize((int)width, (int)height);
return ret;
}
private IntPtr SetCursorDetour(IntPtr hCursor)
{
if (this.lastWantCapture == true && (!this.scene?.IsImGuiCursor(hCursor) ?? false) && this.OverrideGameCursor)
return IntPtr.Zero;
return this.setCursorHook.Original(hCursor);
}
private void OnNewInputFrame()
{
var dalamudInterface = Service<DalamudInterface>.GetNullable();
var gamepadState = Service<GamepadState>.GetNullable();
var keyState = Service<KeyState>.GetNullable();
// 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 (ImGui.GetIO().WantTextInput)
{
keyState.ClearAll();
}
// TODO: mouse state?
var gamepadEnabled = (ImGui.GetIO().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)
{
ImGui.GetIO().ConfigFlags ^= ImGuiConfigFlags.NavEnableGamepad;
gamepadState.NavEnableGamepad ^= true;
dalamudInterface.ToggleGamepadModeNotifierWindow();
}
if (gamepadEnabled && (ImGui.GetIO().ConfigFlags & ImGuiConfigFlags.NavEnableGamepad) > 0)
{
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.Activate] = gamepadState.Raw(GamepadButtons.South);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.Cancel] = gamepadState.Raw(GamepadButtons.East);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.Input] = gamepadState.Raw(GamepadButtons.North);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.Menu] = gamepadState.Raw(GamepadButtons.West);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.DpadLeft] = gamepadState.Raw(GamepadButtons.DpadLeft);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.DpadRight] = gamepadState.Raw(GamepadButtons.DpadRight);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.DpadUp] = gamepadState.Raw(GamepadButtons.DpadUp);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.DpadDown] = gamepadState.Raw(GamepadButtons.DpadDown);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.LStickLeft] = gamepadState.LeftStickLeft;
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.LStickRight] = gamepadState.LeftStickRight;
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.LStickUp] = gamepadState.LeftStickUp;
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.LStickDown] = gamepadState.LeftStickDown;
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.FocusPrev] = gamepadState.Raw(GamepadButtons.L1);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.FocusNext] = gamepadState.Raw(GamepadButtons.R1);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.TweakSlow] = gamepadState.Raw(GamepadButtons.L2);
ImGui.GetIO().NavInputs[(int)ImGuiNavInput.TweakFast] = gamepadState.Raw(GamepadButtons.R2);
if (gamepadState.Pressed(GamepadButtons.R3) > 0)
{
dalamudInterface.TogglePluginInstallerWindow();
}
}
}
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;
var snap = ImGuiManagedAsserts.GetSnapshot();
this.Draw?.Invoke();
ImGuiManagedAsserts.ReportProblems("Dalamud Core", snap);
Service<NotificationManager>.Get().Draw();
}
}
}