Dalamud/Dalamud/Game/Gui/GameGui.cs
Haselnussbomber c93f04f0e4
Code cleanup (#2439)
* Use new Lock objects

* Fix CA1513: Use ObjectDisposedException.ThrowIf

* Fix CA1860: Avoid using 'Enumerable.Any()' extension method

* Fix IDE0028: Use collection initializers or expressions

* Fix CA2263: Prefer generic overload when type is known

* Fix CA1862: Use the 'StringComparison' method overloads to perform case-insensitive string comparisons

* Fix IDE0270: Null check can be simplified

* Fix IDE0280: Use 'nameof'

* Fix IDE0009: Add '.this'

* Fix IDE0007: Use 'var' instead of explicit type

* Fix IDE0062: Make local function static

* Fix CA1859: Use concrete types when possible for improved performance

* Fix IDE0066: Use switch expression

Only applied to where it doesn't look horrendous.

* Use is over switch

* Fix CA1847: Use String.Contains(char) instead of String.Contains(string) with single characters

* Fix SYSLIB1045: Use 'GeneratedRegexAttribute' to generate the regular expression implementation at compile-time.

* Fix CA1866: Use 'string.EndsWith(char)' instead of 'string.EndsWith(string)' when you have a string with a single char

* Fix IDE0057: Substring can be simplified

* Fix IDE0059: Remove unnecessary value assignment

* Fix CA1510: Use ArgumentNullException throw helper

* Fix IDE0300: Use collection expression for array

* Fix IDE0250: Struct can be made 'readonly'

* Fix IDE0018: Inline variable declaration

* Fix CA1850: Prefer static HashData method over ComputeHash

* Fi CA1872: Prefer 'Convert.ToHexString' and 'Convert.ToHexStringLower' over call chains based on 'BitConverter.ToString'

* Update ModuleLog instantiations

* Organize usings
2026-01-06 08:36:55 -08:00

493 lines
18 KiB
C#

using System.Runtime.InteropServices;
using Dalamud.Bindings.ImGui;
using Dalamud.Game.NativeWrapper;
using Dalamud.Game.Text.SeStringHandling.Payloads;
using Dalamud.Hooking;
using Dalamud.Interface.Utility;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Services;
using Dalamud.Utility;
using FFXIVClientStructs.FFXIV.Client.Game;
using FFXIVClientStructs.FFXIV.Client.Game.Control;
using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using FFXIVClientStructs.FFXIV.Client.System.String;
using FFXIVClientStructs.FFXIV.Client.UI;
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
using FFXIVClientStructs.FFXIV.Common.Component.BGCollision;
using FFXIVClientStructs.FFXIV.Component.GUI;
using Vector2 = System.Numerics.Vector2;
using Vector3 = System.Numerics.Vector3;
using Vector4 = System.Numerics.Vector4;
namespace Dalamud.Game.Gui;
/// <summary>
/// A class handling many aspects of the in-game UI.
/// </summary>
[ServiceManager.EarlyLoadedService]
internal sealed unsafe class GameGui : IInternalDisposableService, IGameGui
{
private static readonly ModuleLog Log = ModuleLog.Create<GameGui>();
private readonly GameGuiAddressResolver address;
private readonly Hook<AgentItemDetail.Delegates.Update> handleItemHoverHook;
private readonly Hook<AgentItemDetail.Delegates.ReceiveEvent> handleItemOutHook;
private readonly Hook<AgentActionDetail.Delegates.HandleActionHover> handleActionHoverHook;
private readonly Hook<AgentActionDetail.Delegates.ReceiveEvent> handleActionOutHook;
private readonly Hook<HandleImmDelegate> handleImmHook;
private readonly Hook<RaptureAtkModule.Delegates.SetUiVisibility> setUiVisibilityHook;
private readonly Hook<Utf8String.Delegates.Ctor_FromSequence> utf8StringFromSequenceHook;
private readonly Hook<RaptureAtkModule.Delegates.Update> raptureAtkModuleUpdateHook;
[ServiceManager.ServiceConstructor]
private GameGui(TargetSigScanner sigScanner)
{
this.address = new GameGuiAddressResolver();
this.address.Setup(sigScanner);
Log.Verbose("===== G A M E G U I =====");
Log.Verbose($"HandleImm address {Util.DescribeAddress(this.address.HandleImm)}");
this.handleItemHoverHook = Hook<AgentItemDetail.Delegates.Update>.FromAddress((nint)AgentItemDetail.StaticVirtualTablePointer->Update, this.HandleItemHoverDetour);
this.handleItemOutHook = Hook<AgentItemDetail.Delegates.ReceiveEvent>.FromAddress((nint)AgentItemDetail.StaticVirtualTablePointer->ReceiveEvent, this.HandleItemOutDetour);
this.handleActionHoverHook = Hook<AgentActionDetail.Delegates.HandleActionHover>.FromAddress(AgentActionDetail.Addresses.HandleActionHover.Value, this.HandleActionHoverDetour);
this.handleActionOutHook = Hook<AgentActionDetail.Delegates.ReceiveEvent>.FromAddress((nint)AgentActionDetail.StaticVirtualTablePointer->ReceiveEvent, this.HandleActionOutDetour);
this.handleImmHook = Hook<HandleImmDelegate>.FromAddress(this.address.HandleImm, this.HandleImmDetour);
this.setUiVisibilityHook = Hook<RaptureAtkModule.Delegates.SetUiVisibility>.FromAddress((nint)RaptureAtkModule.StaticVirtualTablePointer->SetUiVisibility, this.SetUiVisibilityDetour);
this.utf8StringFromSequenceHook = Hook<Utf8String.Delegates.Ctor_FromSequence>.FromAddress(Utf8String.Addresses.Ctor_FromSequence.Value, this.Utf8StringFromSequenceDetour);
this.raptureAtkModuleUpdateHook = Hook<RaptureAtkModule.Delegates.Update>.FromFunctionPointerVariable(
new(&RaptureAtkModule.StaticVirtualTablePointer->Update),
this.RaptureAtkModuleUpdateDetour);
this.handleItemHoverHook.Enable();
this.handleItemOutHook.Enable();
this.handleImmHook.Enable();
this.setUiVisibilityHook.Enable();
this.handleActionHoverHook.Enable();
this.handleActionOutHook.Enable();
this.utf8StringFromSequenceHook.Enable();
this.raptureAtkModuleUpdateHook.Enable();
}
// Hooked delegates
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate char HandleImmDelegate(IntPtr framework, char a2, byte a3);
/// <inheritdoc/>
public event EventHandler<bool>? UiHideToggled;
/// <inheritdoc/>
public event EventHandler<ulong>? HoveredItemChanged;
/// <inheritdoc/>
public event EventHandler<HoveredAction>? HoveredActionChanged;
/// <inheritdoc/>
public event Action<AgentUpdateFlag> AgentUpdate;
/// <inheritdoc/>
public bool GameUiHidden { get; private set; }
/// <inheritdoc/>
public ulong HoveredItem { get; set; }
/// <inheritdoc/>
public HoveredAction HoveredAction { get; } = new HoveredAction();
/// <inheritdoc/>
public bool OpenMapWithMapLink(MapLinkPayload mapLink)
=> RaptureAtkModule.Instance()->OpenMapWithMapLink(mapLink.DataString);
/// <inheritdoc/>
public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos)
=> this.WorldToScreen(worldPos, out screenPos, out var inView) && inView;
/// <inheritdoc/>
public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos, out bool inView)
{
// Read current ViewProjectionMatrix plus game window size
var windowPos = ImGuiHelpers.MainViewport.Pos;
var viewProjectionMatrix = Control.Instance()->ViewProjectionMatrix;
var device = Device.Instance();
float width = device->Width;
float height = device->Height;
var pCoords = Vector4.Transform(new Vector4(worldPos, 1.0f), viewProjectionMatrix);
var inFront = pCoords.W > 0.0f;
if (Math.Abs(pCoords.W) < float.Epsilon)
{
screenPos = Vector2.Zero;
inView = false;
return false;
}
pCoords *= MathF.Abs(1.0f / pCoords.W);
screenPos = new Vector2(pCoords.X, pCoords.Y);
screenPos.X = (0.5f * width * (screenPos.X + 1f)) + windowPos.X;
screenPos.Y = (0.5f * height * (1f - screenPos.Y)) + windowPos.Y;
inView = inFront &&
screenPos.X > windowPos.X && screenPos.X < windowPos.X + width &&
screenPos.Y > windowPos.Y && screenPos.Y < windowPos.Y + height;
return inFront;
}
/// <inheritdoc/>
public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000.0f)
{
// The game is only visible in the main viewport, so if the cursor is outside
// of the game window, do not bother calculating anything
var windowPos = ImGuiHelpers.MainViewport.Pos;
var windowSize = ImGuiHelpers.MainViewport.Size;
if (screenPos.X < windowPos.X || screenPos.X > windowPos.X + windowSize.X ||
screenPos.Y < windowPos.Y || screenPos.Y > windowPos.Y + windowSize.Y)
{
worldPos = default;
return false;
}
var camera = FFXIVClientStructs.FFXIV.Client.Graphics.Scene.CameraManager.Instance()->CurrentCamera;
if (camera == null)
{
worldPos = Vector3.Zero;
return false;
}
var ray = camera->ScreenPointToRay(screenPos);
var result = BGCollisionModule.RaycastMaterialFilter(ray.Origin, ray.Direction, out var hit);
worldPos = hit.Point;
return result;
}
/// <inheritdoc/>
public UIModulePtr GetUIModule()
{
return (nint)UIModule.Instance();
}
/// <inheritdoc/>
public AtkUnitBasePtr GetAddonByName(string name, int index = 1)
{
var unitManager = RaptureAtkUnitManager.Instance();
if (unitManager == null)
return 0;
return (nint)unitManager->GetAddonByName(name, index);
}
/// <inheritdoc/>
public T* GetAddonByName<T>(string name, int index = 1) where T : unmanaged
=> (T*)this.GetAddonByName(name, index).Address;
/// <inheritdoc/>
public AgentInterfacePtr GetAgentById(int id)
{
var agentModule = AgentModule.Instance();
if (agentModule == null || id < 0 || id >= agentModule->Agents.Length)
return 0;
return (nint)agentModule->Agents[id].Value;
}
/// <inheritdoc/>
public AgentInterfacePtr FindAgentInterface(string addonName)
{
var addon = this.GetAddonByName(addonName);
return this.FindAgentInterface(addon);
}
/// <inheritdoc/>
public AgentInterfacePtr FindAgentInterface(AtkUnitBasePtr addon)
{
if (addon.IsNull)
return 0;
var agentModule = AgentModule.Instance();
if (agentModule == null)
return 0;
var addonId = addon.ParentId == 0 ? addon.Id : addon.ParentId;
if (addonId == 0)
return 0;
foreach (AgentInterface* agent in agentModule->Agents)
{
if (agent != null && agent->AddonId == addonId)
return (nint)agent;
}
return 0;
}
/// <summary>
/// Disables the hooks and submodules of this module.
/// </summary>
void IInternalDisposableService.DisposeService()
{
this.handleItemHoverHook.Dispose();
this.handleItemOutHook.Dispose();
this.handleImmHook.Dispose();
this.setUiVisibilityHook.Dispose();
this.handleActionHoverHook.Dispose();
this.handleActionOutHook.Dispose();
this.utf8StringFromSequenceHook.Dispose();
this.raptureAtkModuleUpdateHook.Dispose();
}
/// <summary>
/// Indicates if the game is in the lobby scene (title screen, chara select, chara make, aesthetician etc.).
/// </summary>
/// <returns>A value indicating whether the game is in the lobby scene.</returns>
internal bool IsInLobby() => RaptureAtkModule.Instance()->CurrentUIScene.StartsWith("LobbyMain"u8);
/// <summary>
/// Sets the current background music.
/// </summary>
/// <param name="bgmId">The BGM row id.</param>
/// <param name="sceneId">The BGM scene index. Defaults to MiniGame scene to avoid conflicts.</param>
internal void SetBgm(ushort bgmId, uint sceneId = 2) => BGMSystem.SetBGM(bgmId, sceneId);
/// <summary>
/// Resets the current background music.
/// </summary>
/// <param name="sceneId">The BGM scene index.</param>
internal void ResetBgm(uint sceneId = 2) => BGMSystem.Instance()->ResetBGM(sceneId);
/// <summary>
/// Reset the stored "UI hide" state.
/// </summary>
internal void ResetUiHideState()
{
this.GameUiHidden = false;
}
private void HandleItemHoverDetour(AgentItemDetail* thisPtr, uint frameCount)
{
this.handleItemHoverHook.Original(thisPtr, frameCount);
if (!thisPtr->IsAgentActive())
return;
var itemId = (ulong)thisPtr->ItemId;
if (this.HoveredItem == itemId)
return;
this.HoveredItem = itemId;
this.HoveredItemChanged?.InvokeSafely(this, itemId);
}
private AtkValue* HandleItemOutDetour(AgentItemDetail* thisPtr, AtkValue* returnValue, AtkValue* values, uint valueCount, ulong eventKind)
{
var ret = this.handleItemOutHook.Original(thisPtr, returnValue, values, valueCount, eventKind);
if (values != null && valueCount == 1 && values->Int == -1)
{
this.HoveredItem = 0;
this.HoveredItemChanged?.InvokeSafely(this, 0ul);
}
return ret;
}
private void HandleActionHoverDetour(AgentActionDetail* hoverState, FFXIVClientStructs.FFXIV.Client.UI.Agent.ActionKind actionKind, uint actionId, int a4, bool a5, int a6, int a7)
{
this.handleActionHoverHook.Original(hoverState, actionKind, actionId, a4, a5, a6, a7);
this.HoveredAction.ActionKind = (HoverActionKind)actionKind;
this.HoveredAction.BaseActionID = actionId;
this.HoveredAction.ActionID = hoverState->ActionId;
this.HoveredActionChanged?.InvokeSafely(this, this.HoveredAction);
}
private AtkValue* HandleActionOutDetour(AgentActionDetail* agentActionDetail, AtkValue* a2, AtkValue* a3, uint a4, ulong a5)
{
var retVal = this.handleActionOutHook.Original(agentActionDetail, a2, a3, a4, a5);
if (a3 != null && a4 == 1)
{
var a3Val = a3->Int;
if (a3Val == 255)
{
this.HoveredAction.ActionKind = HoverActionKind.None;
this.HoveredAction.BaseActionID = 0;
this.HoveredAction.ActionID = 0;
this.HoveredActionChanged?.InvokeSafely(this, this.HoveredAction);
}
}
return retVal;
}
private void SetUiVisibilityDetour(RaptureAtkModule* thisPtr, bool uiVisible)
{
this.setUiVisibilityHook.Original(thisPtr, uiVisible);
this.GameUiHidden = !RaptureAtkModule.Instance()->IsUiVisible;
this.UiHideToggled?.InvokeSafely(this, this.GameUiHidden);
Log.Debug("GameUiHidden: {0}", this.GameUiHidden);
}
private char HandleImmDetour(IntPtr framework, char a2, byte a3)
{
var result = this.handleImmHook.Original(framework, a2, a3);
if (!ImGuiHelpers.IsImGuiInitialized)
return result;
return ImGui.GetIO().WantTextInput
? (char)0
: result;
}
private Utf8String* Utf8StringFromSequenceDetour(Utf8String* thisPtr, byte* sourcePtr, nuint sourceLen)
{
if (sourcePtr != null)
this.utf8StringFromSequenceHook.Original(thisPtr, sourcePtr, sourceLen);
else
thisPtr->Ctor(); // this is in ClientStructs but you could do it manually too
return thisPtr; // this function shouldn't need to return but the original asm moves this into rax before returning so be safe?
}
private void RaptureAtkModuleUpdateDetour(RaptureAtkModule* thisPtr, float delta)
{
// The game clears the AgentUpdateFlag in the original function, but it also updates agents in it too.
// We'll make a copy of the flags, so that we can fire events after the agents have been updated.
var agentUpdateFlag = thisPtr->AgentUpdateFlag;
this.raptureAtkModuleUpdateHook.Original(thisPtr, delta);
if (agentUpdateFlag != RaptureAtkModule.AgentUpdateFlags.None)
{
this.AgentUpdate.InvokeSafely((AgentUpdateFlag)agentUpdateFlag);
}
}
}
/// <summary>
/// Plugin-scoped version of a AddonLifecycle service.
/// </summary>
[PluginInterface]
[ServiceManager.ScopedService]
#pragma warning disable SA1015
[ResolveVia<IGameGui>]
#pragma warning restore SA1015
internal class GameGuiPluginScoped : IInternalDisposableService, IGameGui
{
[ServiceManager.ServiceDependency]
private readonly GameGui gameGuiService = Service<GameGui>.Get();
/// <summary>
/// Initializes a new instance of the <see cref="GameGuiPluginScoped"/> class.
/// </summary>
internal GameGuiPluginScoped()
{
this.gameGuiService.UiHideToggled += this.UiHideToggledForward;
this.gameGuiService.HoveredItemChanged += this.HoveredItemForward;
this.gameGuiService.HoveredActionChanged += this.HoveredActionForward;
this.gameGuiService.AgentUpdate += this.AgentUpdateForward;
}
/// <inheritdoc/>
public event EventHandler<bool>? UiHideToggled;
/// <inheritdoc/>
public event EventHandler<ulong>? HoveredItemChanged;
/// <inheritdoc/>
public event EventHandler<HoveredAction>? HoveredActionChanged;
/// <inheritdoc/>
public event Action<AgentUpdateFlag> AgentUpdate;
/// <inheritdoc/>
public bool GameUiHidden => this.gameGuiService.GameUiHidden;
/// <inheritdoc/>
public ulong HoveredItem
{
get => this.gameGuiService.HoveredItem;
set => this.gameGuiService.HoveredItem = value;
}
/// <inheritdoc/>
public HoveredAction HoveredAction => this.gameGuiService.HoveredAction;
/// <inheritdoc/>
void IInternalDisposableService.DisposeService()
{
this.gameGuiService.UiHideToggled -= this.UiHideToggledForward;
this.gameGuiService.HoveredItemChanged -= this.HoveredItemForward;
this.gameGuiService.HoveredActionChanged -= this.HoveredActionForward;
this.gameGuiService.AgentUpdate -= this.AgentUpdateForward;
this.UiHideToggled = null;
this.HoveredItemChanged = null;
this.HoveredActionChanged = null;
}
/// <inheritdoc/>
public bool OpenMapWithMapLink(MapLinkPayload mapLink)
=> this.gameGuiService.OpenMapWithMapLink(mapLink);
/// <inheritdoc/>
public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos)
=> this.gameGuiService.WorldToScreen(worldPos, out screenPos);
/// <inheritdoc/>
public bool WorldToScreen(Vector3 worldPos, out Vector2 screenPos, out bool inView)
=> this.gameGuiService.WorldToScreen(worldPos, out screenPos, out inView);
/// <inheritdoc/>
public bool ScreenToWorld(Vector2 screenPos, out Vector3 worldPos, float rayDistance = 100000)
=> this.gameGuiService.ScreenToWorld(screenPos, out worldPos, rayDistance);
/// <inheritdoc/>
public UIModulePtr GetUIModule()
=> this.gameGuiService.GetUIModule();
/// <inheritdoc/>
public AtkUnitBasePtr GetAddonByName(string name, int index = 1)
=> this.gameGuiService.GetAddonByName(name, index);
/// <inheritdoc/>
public unsafe T* GetAddonByName<T>(string name, int index = 1) where T : unmanaged
=> (T*)this.gameGuiService.GetAddonByName(name, index).Address;
/// <inheritdoc/>
public AgentInterfacePtr GetAgentById(int id)
=> this.gameGuiService.GetAgentById(id);
/// <inheritdoc/>
public AgentInterfacePtr FindAgentInterface(string addonName)
=> this.gameGuiService.FindAgentInterface(addonName);
/// <inheritdoc/>
public AgentInterfacePtr FindAgentInterface(AtkUnitBasePtr addon)
=> this.gameGuiService.FindAgentInterface(addon);
private void UiHideToggledForward(object sender, bool toggled) => this.UiHideToggled?.Invoke(sender, toggled);
private void HoveredItemForward(object sender, ulong itemId) => this.HoveredItemChanged?.Invoke(sender, itemId);
private void HoveredActionForward(object sender, HoveredAction hoverAction) => this.HoveredActionChanged?.Invoke(sender, hoverAction);
private void AgentUpdateForward(AgentUpdateFlag agentUpdateFlag) => this.AgentUpdate.InvokeSafely(agentUpdateFlag);
}