mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-13 12:14:16 +01:00
749 lines
29 KiB
C#
749 lines
29 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game;
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using Dalamud.Game.ClientState.GamePad;
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using Dalamud.Game.ClientState.Keys;
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using Dalamud.Game.Gui.Internal;
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using Dalamud.Game.Internal.DXGI;
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using Dalamud.Hooking;
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using Dalamud.Hooking.Internal;
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using Dalamud.Interface.GameFonts;
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using Dalamud.Interface.Internal.ManagedAsserts;
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using Dalamud.Interface.Internal.Notifications;
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using Dalamud.Interface.Internal.Windows.StyleEditor;
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using Dalamud.Interface.Style;
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using Dalamud.Interface.Windowing;
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using Dalamud.Utility;
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using ImGuiNET;
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using ImGuiScene;
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using PInvoke;
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using Serilog;
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using SharpDX.Direct3D11;
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// general dev notes, here because it's easiest
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/*
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* - Hooking ResizeBuffers seemed to be unnecessary, though I'm not sure why. Left out for now since it seems to work without it.
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* - 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
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* synchronize on the list and render it, but ideally the overall delay we add to present would then be shorter. This may cause minor
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* timing issues with anything animated inside ImGui, but that is probably rare and may not even be noticeable.
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* - 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
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* that have been hooked/wrapped by tools.
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* - Might eventually want to render to a separate target and composite, especially with reshade etc in the mix.
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*/
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namespace Dalamud.Interface.Internal
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{
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/// <summary>
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/// This class manages interaction with the ImGui interface.
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/// </summary>
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internal class InterfaceManager : IDisposable
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{
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private readonly string rtssPath;
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private readonly Hook<PresentDelegate> presentHook;
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private readonly Hook<ResizeBuffersDelegate> resizeBuffersHook;
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private readonly Hook<SetCursorDelegate> setCursorHook;
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private readonly ManualResetEvent fontBuildSignal;
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private readonly SwapChainVtableResolver address;
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private RawDX11Scene? scene;
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private GameFontHandle? axisFontHandle;
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// can't access imgui IO before first present call
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private bool lastWantCapture = false;
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private bool isRebuildingFonts = false;
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/// <summary>
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/// Initializes a new instance of the <see cref="InterfaceManager"/> class.
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/// </summary>
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public InterfaceManager()
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{
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Service<NotificationManager>.Set();
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var scanner = Service<SigScanner>.Get();
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this.fontBuildSignal = new ManualResetEvent(false);
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this.address = new SwapChainVtableResolver();
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this.address.Setup(scanner);
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try
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{
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var rtss = NativeFunctions.GetModuleHandleW("RTSSHooks64.dll");
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if (rtss != IntPtr.Zero)
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{
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var fileName = new StringBuilder(255);
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_ = NativeFunctions.GetModuleFileNameW(rtss, fileName, fileName.Capacity);
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this.rtssPath = fileName.ToString();
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Log.Verbose($"RTSS at {this.rtssPath}");
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if (!NativeFunctions.FreeLibrary(rtss))
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throw new Win32Exception();
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}
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}
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catch (Exception e)
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{
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Log.Error(e, "RTSS Free failed");
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}
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this.setCursorHook = Hook<SetCursorDelegate>.FromSymbol("user32.dll", "SetCursor", this.SetCursorDetour, true);
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this.presentHook = new Hook<PresentDelegate>(this.address.Present, this.PresentDetour);
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this.resizeBuffersHook = new Hook<ResizeBuffersDelegate>(this.address.ResizeBuffers, this.ResizeBuffersDetour);
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var setCursorAddress = this.setCursorHook?.Address ?? IntPtr.Zero;
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Log.Verbose("===== S W A P C H A I N =====");
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Log.Verbose($"SetCursor address 0x{setCursorAddress.ToInt64():X}");
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Log.Verbose($"Present address 0x{this.presentHook.Address.ToInt64():X}");
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Log.Verbose($"ResizeBuffers address 0x{this.resizeBuffersHook.Address.ToInt64():X}");
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}
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr PresentDelegate(IntPtr swapChain, uint syncInterval, uint presentFlags);
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr ResizeBuffersDelegate(IntPtr swapChain, uint bufferCount, uint width, uint height, uint newFormat, uint swapChainFlags);
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
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private delegate void InstallRTSSHook();
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/// <summary>
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/// This event gets called each frame to facilitate ImGui drawing.
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/// </summary>
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public event RawDX11Scene.BuildUIDelegate Draw;
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/// <summary>
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/// This event gets called when ResizeBuffers is called.
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/// </summary>
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public event Action ResizeBuffers;
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/// <summary>
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/// Gets or sets an action that is executed right before fonts are rebuilt.
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/// </summary>
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public event Action BuildFonts;
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/// <summary>
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/// Gets or sets an action that is executed right after fonts are rebuilt.
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/// </summary>
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public event Action AfterBuildFonts;
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/// <summary>
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/// Gets the default ImGui font.
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/// </summary>
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public static ImFontPtr DefaultFont { get; private set; }
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/// <summary>
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/// Gets an included FontAwesome icon font.
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/// </summary>
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public static ImFontPtr IconFont { get; private set; }
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/// <summary>
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/// Gets an included monospaced font.
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/// </summary>
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public static ImFontPtr MonoFont { get; private set; }
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/// <summary>
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/// Gets or sets the pointer to ImGui.IO(), when it was last used.
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/// </summary>
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public ImGuiIOPtr LastImGuiIoPtr { get; set; }
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/// <summary>
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/// Gets the D3D11 device instance.
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/// </summary>
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public Device? Device => this.scene?.Device;
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/// <summary>
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/// Gets the address handle to the main process window.
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/// </summary>
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public IntPtr WindowHandlePtr => this.scene.WindowHandlePtr;
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/// <summary>
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/// Gets or sets a value indicating whether or not the game's cursor should be overridden with the ImGui cursor.
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/// </summary>
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public bool OverrideGameCursor
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{
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get => this.scene.UpdateCursor;
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set => this.scene.UpdateCursor = value;
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}
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/// <summary>
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/// Gets or sets a value indicating whether the fonts are built and ready to use.
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/// </summary>
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public bool FontsReady { get; set; } = false;
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/// <summary>
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/// Gets a value indicating whether the Dalamud interface ready to use.
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/// </summary>
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public bool IsReady => this.scene != null;
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/// <summary>
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/// Enable this module.
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/// </summary>
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public void Enable()
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{
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this.setCursorHook?.Enable();
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this.presentHook.Enable();
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this.resizeBuffersHook.Enable();
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try
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{
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if (!string.IsNullOrEmpty(this.rtssPath))
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{
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NativeFunctions.LoadLibraryW(this.rtssPath);
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var rtssModule = NativeFunctions.GetModuleHandleW("RTSSHooks64.dll");
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var installAddr = NativeFunctions.GetProcAddress(rtssModule, "InstallRTSSHook");
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Log.Debug("Installing RTSS hook");
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Marshal.GetDelegateForFunctionPointer<InstallRTSSHook>(installAddr).Invoke();
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Log.Debug("RTSS hook OK!");
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}
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Could not reload RTSS");
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}
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}
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/// <summary>
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/// Dispose of managed and unmanaged resources.
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/// </summary>
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public void Dispose()
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{
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// HACK: this is usually called on a separate thread from PresentDetour (likely on a dedicated render thread)
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// and if we aren't already disabled, disposing of the scene and hook can frequently crash due to the hook
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// being disposed of in this thread while it is actively in use in the render thread.
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// This is a terrible way to prevent issues, but should basically always work to ensure that all outstanding
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// calls to PresentDetour have finished (and Disable means no new ones will start), before we try to cleanup
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// So... not great, but much better than constantly crashing on unload
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this.Disable();
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Thread.Sleep(500);
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this.scene?.Dispose();
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this.setCursorHook?.Dispose();
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this.presentHook.Dispose();
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this.resizeBuffersHook.Dispose();
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}
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#nullable enable
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/// <summary>
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/// Load an image from disk.
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/// </summary>
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/// <param name="filePath">The filepath to load.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public TextureWrap? LoadImage(string filePath)
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{
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try
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{
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return this.scene?.LoadImage(filePath) ?? null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, $"Failed to load image from {filePath}");
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}
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return null;
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}
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/// <summary>
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/// Load an image from an array of bytes.
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/// </summary>
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/// <param name="imageData">The data to load.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public TextureWrap? LoadImage(byte[] imageData)
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{
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try
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{
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return this.scene?.LoadImage(imageData) ?? null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Failed to load image from memory");
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}
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return null;
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}
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/// <summary>
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/// Load an image from an array of bytes.
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/// </summary>
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/// <param name="imageData">The data to load.</param>
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/// <param name="width">The width in pixels.</param>
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/// <param name="height">The height in pixels.</param>
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/// <param name="numChannels">The number of channels.</param>
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/// <returns>A texture, ready to use in ImGui.</returns>
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public TextureWrap? LoadImageRaw(byte[] imageData, int width, int height, int numChannels)
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{
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try
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{
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return this.scene?.LoadImageRaw(imageData, width, height, numChannels) ?? null;
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Failed to load image from raw data");
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}
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return null;
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}
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#nullable restore
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/// <summary>
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/// Sets up a deferred invocation of font rebuilding, before the next render frame.
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/// </summary>
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public void RebuildFonts()
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{
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Log.Verbose("[FONT] RebuildFonts() called");
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// don't invoke this multiple times per frame, in case multiple plugins call it
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if (!this.isRebuildingFonts)
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{
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Log.Verbose("[FONT] RebuildFonts() trigger");
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this.SetAxisFonts();
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this.isRebuildingFonts = true;
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this.scene.OnNewRenderFrame += this.RebuildFontsInternal;
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}
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}
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/// <summary>
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/// Wait for the rebuilding fonts to complete.
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/// </summary>
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public void WaitForFontRebuild()
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{
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this.fontBuildSignal.WaitOne();
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}
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private static void ShowFontError(string path)
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{
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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");
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}
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private void SetAxisFonts()
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{
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var configuration = Service<DalamudConfiguration>.Get();
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if (configuration.UseAxisFontsFromGame)
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{
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var currentFamilyAndSize = GameFontStyle.GetRecommendedFamilyAndSize(GameFontFamily.Axis, this.axisFontHandle?.Style.Size ?? 0f);
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var expectedFamilyAndSize = GameFontStyle.GetRecommendedFamilyAndSize(GameFontFamily.Axis, 12 * ImGui.GetIO().FontGlobalScale);
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if (currentFamilyAndSize == expectedFamilyAndSize)
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return;
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this.axisFontHandle?.Dispose();
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this.axisFontHandle = Service<GameFontManager>.Get().NewFontRef(new(expectedFamilyAndSize));
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}
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else
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{
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this.axisFontHandle?.Dispose();
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this.axisFontHandle = null;
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}
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}
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/*
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* NOTE(goat): When hooking ReShade DXGISwapChain::runtime_present, this is missing the syncInterval arg.
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* Seems to work fine regardless, I guess, so whatever.
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*/
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private IntPtr PresentDetour(IntPtr swapChain, uint syncInterval, uint presentFlags)
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{
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if (this.scene != null && swapChain != this.scene.SwapChain.NativePointer)
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return this.presentHook.Original(swapChain, syncInterval, presentFlags);
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if (this.scene == null)
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{
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try
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{
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this.scene = new RawDX11Scene(swapChain);
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}
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catch (DllNotFoundException ex)
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{
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Log.Error(ex, "Could not load ImGui dependencies.");
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var res = PInvoke.User32.MessageBox(
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IntPtr.Zero,
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"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?",
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"Dalamud Error",
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User32.MessageBoxOptions.MB_YESNO | User32.MessageBoxOptions.MB_TOPMOST | User32.MessageBoxOptions.MB_ICONERROR);
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if (res == User32.MessageBoxResult.IDYES)
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{
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var psi = new ProcessStartInfo
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{
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FileName = "https://aka.ms/vs/16/release/vc_redist.x64.exe",
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UseShellExecute = true,
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};
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Process.Start(psi);
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}
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Environment.Exit(-1);
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}
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var startInfo = Service<DalamudStartInfo>.Get();
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var configuration = Service<DalamudConfiguration>.Get();
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var iniFileInfo = new FileInfo(Path.Combine(Path.GetDirectoryName(startInfo.ConfigurationPath), "dalamudUI.ini"));
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try
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{
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if (iniFileInfo.Length > 1200000)
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{
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Log.Warning("dalamudUI.ini was over 1mb, deleting");
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iniFileInfo.CopyTo(Path.Combine(iniFileInfo.DirectoryName, $"dalamudUI-{DateTimeOffset.Now.ToUnixTimeSeconds()}.ini"));
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iniFileInfo.Delete();
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}
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Could not delete dalamudUI.ini");
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}
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this.scene.ImGuiIniPath = iniFileInfo.FullName;
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this.scene.OnBuildUI += this.Display;
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this.scene.OnNewInputFrame += this.OnNewInputFrame;
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this.SetAxisFonts();
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this.SetupFonts();
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StyleModel.TransferOldModels();
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if (configuration.SavedStyles == null || configuration.SavedStyles.All(x => x.Name != StyleModelV1.DalamudStandard.Name))
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{
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configuration.SavedStyles = new List<StyleModel> { StyleModelV1.DalamudStandard, StyleModelV1.DalamudClassic };
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configuration.ChosenStyle = StyleModelV1.DalamudStandard.Name;
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}
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else if (configuration.SavedStyles.Count == 1)
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{
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configuration.SavedStyles.Add(StyleModelV1.DalamudClassic);
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}
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else if (configuration.SavedStyles[1].Name != StyleModelV1.DalamudClassic.Name)
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{
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configuration.SavedStyles.Insert(1, StyleModelV1.DalamudClassic);
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}
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configuration.SavedStyles[0] = StyleModelV1.DalamudStandard;
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configuration.SavedStyles[1] = StyleModelV1.DalamudClassic;
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var style = configuration.SavedStyles.FirstOrDefault(x => x.Name == configuration.ChosenStyle);
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if (style == null)
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{
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style = StyleModelV1.DalamudStandard;
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configuration.ChosenStyle = style.Name;
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configuration.Save();
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}
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style.Apply();
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ImGui.GetIO().FontGlobalScale = configuration.GlobalUiScale;
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if (!configuration.IsDocking)
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{
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ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.DockingEnable;
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}
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else
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{
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ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.DockingEnable;
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}
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// NOTE (Chiv) Toggle gamepad navigation via setting
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if (!configuration.IsGamepadNavigationEnabled)
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{
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ImGui.GetIO().BackendFlags &= ~ImGuiBackendFlags.HasGamepad;
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ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableSetMousePos;
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}
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else
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{
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ImGui.GetIO().BackendFlags |= ImGuiBackendFlags.HasGamepad;
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ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.NavEnableSetMousePos;
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}
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// NOTE (Chiv) Explicitly deactivate on dalamud boot
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ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableGamepad;
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ImGuiHelpers.MainViewport = ImGui.GetMainViewport();
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Log.Information("[IM] Scene & ImGui setup OK!");
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Service<DalamudIME>.Get().Enable();
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}
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if (this.address.IsReshade)
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{
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var pRes = this.presentHook.Original(swapChain, syncInterval, presentFlags);
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this.RenderImGui();
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return pRes;
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}
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this.RenderImGui();
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return this.presentHook.Original(swapChain, syncInterval, presentFlags);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void RenderImGui()
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{
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// Process information needed by ImGuiHelpers each frame.
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ImGuiHelpers.NewFrame();
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// Check if we can still enable viewports without any issues.
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this.CheckViewportState();
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this.scene.Render();
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}
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private void CheckViewportState()
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{
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var configuration = Service<DalamudConfiguration>.Get();
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if (configuration.IsDisableViewport || this.scene.SwapChain.IsFullScreen || ImGui.GetPlatformIO().Monitors.Size == 1)
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{
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ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.ViewportsEnable;
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return;
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}
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ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.ViewportsEnable;
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}
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private unsafe void SetupFonts()
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{
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var dalamud = Service<Dalamud>.Get();
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this.fontBuildSignal.Reset();
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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();
|
|
}
|
|
}
|
|
}
|