mirror of
https://github.com/goatcorp/Dalamud.git
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807 lines
30 KiB
C#
807 lines
30 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game;
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using Dalamud.Game.ClientState;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.Gui;
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using Dalamud.Interface.FontIdentifier;
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using Dalamud.Interface.Internal;
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using Dalamud.Interface.ManagedFontAtlas;
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using Dalamud.Interface.ManagedFontAtlas.Internals;
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using Dalamud.Plugin.Internal.Types;
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using Dalamud.Utility;
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using Serilog;
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namespace Dalamud.Interface;
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/// <summary>
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/// This interface represents the Dalamud UI that is drawn on top of the game.
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/// It can be used to draw custom windows and overlays.
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/// </summary>
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public interface IUiBuilder
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{
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/// <summary>
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/// The event that gets called when Dalamud is ready to draw your windows or overlays.
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/// When it is called, you can use static ImGui calls.
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/// </summary>
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event Action? Draw;
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/// <summary>
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/// The event that is called when the game's DirectX device is requesting you to resize your buffers.
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/// </summary>
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event Action? ResizeBuffers;
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/// <summary>
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/// Event that is fired when the plugin should open its configuration interface.
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/// </summary>
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event Action? OpenConfigUi;
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/// <summary>
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/// Event that is fired when the plugin should open its main interface.
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/// </summary>
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event Action? OpenMainUi;
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/// <summary>
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/// Gets or sets an action that is called when plugin UI or interface modifications are supposed to be shown.
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/// These may be fired consecutively.
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/// </summary>
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event Action? ShowUi;
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/// <summary>
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/// Gets or sets an action that is called when plugin UI or interface modifications are supposed to be hidden.
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/// These may be fired consecutively.
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/// </summary>
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event Action? HideUi;
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/// <summary>
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/// Gets the handle to the default Dalamud font - supporting all game languages and icons.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddDalamudDefaultFont(UiBuilder.DefaultFontSizePx)));
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/// </code>
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/// </remarks>
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IFontHandle DefaultFontHandle { get; }
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/// <summary>
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/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddFontAwesomeIconFont(new() { SizePt = UiBuilder.DefaultFontSizePt })));
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/// // or use
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/// tk => tk.AddFontAwesomeIconFont(new() { SizePx = UiBuilder.DefaultFontSizePx })));
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/// </code>
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/// </remarks>
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IFontHandle IconFontHandle { get; }
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/// <summary>
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/// Gets the default Dalamud monospaced font based on Inconsolata Regular.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddDalamudAssetFont(
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/// DalamudAsset.InconsolataRegular,
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/// new() { SizePt = UiBuilder.DefaultFontSizePt })));
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/// // or use
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/// new() { SizePx = UiBuilder.DefaultFontSizePx })));
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/// </code>
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/// </remarks>
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IFontHandle MonoFontHandle { get; }
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/// <summary>
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/// Gets the default Dalamud icon font based on FontAwesome 5 free solid with a fixed width and vertically centered glyphs.
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/// </summary>
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IFontHandle IconFontFixedWidthHandle { get; }
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/// <summary>
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/// Gets the default font specifications.
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/// </summary>
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IFontSpec DefaultFontSpec { get; }
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/// <summary>
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/// Gets the game's active Direct3D device.
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/// </summary>
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// TODO: Remove it on API11/APIXI, and remove SharpDX/PInvoke/etc. dependency from Dalamud.
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[Obsolete($"Use {nameof(DeviceHandle)} and wrap it using DirectX wrapper library of your choice.")]
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SharpDX.Direct3D11.Device Device { get; }
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/// <summary>Gets the game's active Direct3D device.</summary>
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/// <value>Pointer to the instance of IUnknown that the game is using and should be containing an ID3D11Device,
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/// or 0 if it is not available yet.</value>
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/// <remarks>Use
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/// <a href="https://learn.microsoft.com/en-us/windows/win32/api/unknwn/nf-unknwn-iunknown-queryinterface(q)">
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/// QueryInterface</a> with IID of <c>IID_ID3D11Device</c> if you want to ensure that the interface type contained
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/// within is indeed an instance of ID3D11Device.</remarks>
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nint DeviceHandle { get; }
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/// <summary>Gets the game's main window handle.</summary>
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/// <value>HWND of the main game window, or 0 if it is not available yet.</value>
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nint WindowHandlePtr { get; }
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the game's UI is hidden.
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/// </summary>
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bool DisableAutomaticUiHide { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the user toggles the UI.
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/// </summary>
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bool DisableUserUiHide { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically during cutscenes.
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/// </summary>
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bool DisableCutsceneUiHide { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically while gpose is active.
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/// </summary>
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bool DisableGposeUiHide { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether the game's cursor should be overridden with the ImGui cursor.
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/// </summary>
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bool OverrideGameCursor { get; set; }
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/// <summary>
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/// Gets the count of Draw calls made since plugin creation.
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/// </summary>
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ulong FrameCount { get; }
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/// <summary>
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/// Gets a value indicating whether a cutscene is playing.
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/// </summary>
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bool CutsceneActive { get; }
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/// <summary>
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/// Gets a value indicating whether this plugin should modify the game's interface at this time.
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/// </summary>
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bool ShouldModifyUi { get; }
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/// <summary>
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/// Gets a value indicating whether UI functions can be used.
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/// </summary>
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bool UiPrepared { get; }
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/// <summary>
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/// Gets the plugin-private font atlas.
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/// </summary>
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IFontAtlas FontAtlas { get; }
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/// <summary>
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/// Gets a value indicating whether to use "reduced motion". This usually means that you should use less
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/// intrusive animations, or disable them entirely.
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/// </summary>
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bool ShouldUseReducedMotion { get; }
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/// <summary>
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/// Loads an ULD file that can load textures containing multiple icons in a single texture.
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/// </summary>
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/// <param name="uldPath">The path of the requested ULD file.</param>
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/// <returns>A wrapper around said ULD file.</returns>
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UldWrapper LoadUld(string uldPath);
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/// <summary>
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/// Waits for UI to become available for use.
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/// </summary>
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/// <returns>A task that completes when the game's Present has been called at least once.</returns>
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Task WaitForUi();
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/// <summary>
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/// Waits for UI to become available for use.
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/// </summary>
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/// <param name="func">Function to call.</param>
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/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
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/// <returns>A task that completes when the game's Present has been called at least once.</returns>
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/// <typeparam name="T">Return type.</typeparam>
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Task<T> RunWhenUiPrepared<T>(Func<T> func, bool runInFrameworkThread = false);
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/// <summary>
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/// Waits for UI to become available for use.
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/// </summary>
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/// <param name="func">Function to call.</param>
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/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
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/// <returns>A task that completes when the game's Present has been called at least once.</returns>
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/// <typeparam name="T">Return type.</typeparam>
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Task<T> RunWhenUiPrepared<T>(Func<Task<T>> func, bool runInFrameworkThread = false);
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/// <summary>
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/// Creates an isolated <see cref="IFontAtlas"/>.
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/// </summary>
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/// <param name="autoRebuildMode">Specify when and how to rebuild this atlas.</param>
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/// <param name="isGlobalScaled">Whether the fonts in the atlas is global scaled.</param>
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/// <param name="debugName">Name for debugging purposes.</param>
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/// <returns>A new instance of <see cref="IFontAtlas"/>.</returns>
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/// <remarks>
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/// Use this to create extra font atlases, if you want to create and dispose fonts without having to rebuild all
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/// other fonts together.<br />
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/// If <paramref name="autoRebuildMode"/> is not <see cref="FontAtlasAutoRebuildMode.OnNewFrame"/>,
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/// the font rebuilding functions must be called manually.
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/// </remarks>
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IFontAtlas CreateFontAtlas(
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FontAtlasAutoRebuildMode autoRebuildMode,
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bool isGlobalScaled = true,
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string? debugName = null);
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}
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/// <summary>
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/// This class represents the Dalamud UI that is drawn on top of the game.
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/// It can be used to draw custom windows and overlays.
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/// </summary>
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public sealed class UiBuilder : IDisposable, IUiBuilder
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{
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private readonly LocalPlugin plugin;
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private readonly Stopwatch stopwatch;
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private readonly HitchDetector hitchDetector;
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private readonly string namespaceName;
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private readonly InterfaceManager interfaceManager = Service<InterfaceManager>.Get();
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private readonly Framework framework = Service<Framework>.Get();
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[ServiceManager.ServiceDependency]
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private readonly DalamudConfiguration configuration = Service<DalamudConfiguration>.Get();
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private readonly DisposeSafety.ScopedFinalizer scopedFinalizer = new();
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private bool hasErrorWindow = false;
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private bool lastFrameUiHideState = false;
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private IFontHandle? defaultFontHandle;
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private IFontHandle? iconFontHandle;
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private IFontHandle? monoFontHandle;
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private IFontHandle? iconFontFixedWidthHandle;
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private SharpDX.Direct3D11.Device? sdxDevice;
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/// <summary>
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/// Initializes a new instance of the <see cref="UiBuilder"/> class and registers it.
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/// You do not have to call this manually.
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/// </summary>
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/// <param name="plugin">The plugin.</param>
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/// <param name="namespaceName">The plugin namespace.</param>
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internal UiBuilder(LocalPlugin plugin, string namespaceName)
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{
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try
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{
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this.stopwatch = new Stopwatch();
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this.hitchDetector = new HitchDetector($"UiBuilder({namespaceName})", this.configuration.UiBuilderHitch);
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this.namespaceName = namespaceName;
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this.plugin = plugin;
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this.interfaceManager.Draw += this.OnDraw;
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this.scopedFinalizer.Add(() => this.interfaceManager.Draw -= this.OnDraw);
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this.interfaceManager.ResizeBuffers += this.OnResizeBuffers;
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this.scopedFinalizer.Add(() => this.interfaceManager.ResizeBuffers -= this.OnResizeBuffers);
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this.FontAtlas =
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this.scopedFinalizer
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.Add(
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Service<FontAtlasFactory>
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.Get()
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.CreateFontAtlas(namespaceName, FontAtlasAutoRebuildMode.Async));
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}
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catch
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{
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this.scopedFinalizer.Dispose();
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throw;
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}
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}
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/// <inheritdoc/>
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public event Action? Draw;
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/// <inheritdoc/>
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public event Action? ResizeBuffers;
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/// <inheritdoc/>
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public event Action? OpenConfigUi;
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/// <inheritdoc/>
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public event Action? OpenMainUi;
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/// <inheritdoc/>
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public event Action? ShowUi;
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/// <inheritdoc/>
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public event Action? HideUi;
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/// <summary>
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/// Gets the default Dalamud font size in points.
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/// </summary>
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public static float DefaultFontSizePt => Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePt;
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/// <summary>
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/// Gets the default Dalamud font size in pixels.
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/// </summary>
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public static float DefaultFontSizePx => Service<FontAtlasFactory>.Get().DefaultFontSpec.SizePx;
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/// <summary>
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/// Gets the default Dalamud font - supporting all game languages and icons.<br />
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/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr DefaultFont => InterfaceManager.DefaultFont;
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/// <summary>
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/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid.<br />
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/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr IconFont => InterfaceManager.IconFont;
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/// <summary>
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/// Gets the default Dalamud monospaced font based on Inconsolata Regular.<br />
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/// <strong>Accessing this static property outside of <see cref="Draw"/> is dangerous and not supported.</strong>
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/// </summary>
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public static ImFontPtr MonoFont => InterfaceManager.MonoFont;
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/// <summary>
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/// Gets the default font specifications.
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/// </summary>
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public IFontSpec DefaultFontSpec => Service<FontAtlasFactory>.Get().DefaultFontSpec;
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/// <summary>
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/// Gets the handle to the default Dalamud font - supporting all game languages and icons.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddDalamudDefaultFont(UiBuilder.DefaultFontSizePx)));
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/// </code>
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/// </remarks>
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public IFontHandle DefaultFontHandle =>
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this.defaultFontHandle ??=
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this.scopedFinalizer.Add(
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new FontHandleWrapper(
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this.InterfaceManagerWithScene?.DefaultFontHandle
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?? throw new InvalidOperationException("Scene is not yet ready.")));
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/// <summary>
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/// Gets the default Dalamud icon font based on FontAwesome 5 Free solid.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddFontAwesomeIconFont(new() { SizePt = UiBuilder.DefaultFontSizePt })));
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/// // or use
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/// tk => tk.AddFontAwesomeIconFont(new() { SizePx = UiBuilder.DefaultFontSizePx })));
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/// </code>
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/// </remarks>
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public IFontHandle IconFontHandle =>
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this.iconFontHandle ??=
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this.scopedFinalizer.Add(
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new FontHandleWrapper(
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this.InterfaceManagerWithScene?.IconFontHandle
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?? throw new InvalidOperationException("Scene is not yet ready.")));
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/// <summary>
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/// Gets the default Dalamud icon font based on FontAwesome 5 free solid with a fixed width and vertically centered glyphs.
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/// </summary>
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public IFontHandle IconFontFixedWidthHandle =>
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this.iconFontFixedWidthHandle ??=
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this.scopedFinalizer.Add(
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new FontHandleWrapper(
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this.InterfaceManagerWithScene?.IconFontFixedWidthHandle
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?? throw new InvalidOperationException("Scene is not yet ready.")));
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/// <summary>
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/// Gets the default Dalamud monospaced font based on Inconsolata Regular.
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/// </summary>
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/// <remarks>
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/// A font handle corresponding to this font can be obtained with:
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/// <code>
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/// fontAtlas.NewDelegateFontHandle(
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/// e => e.OnPreBuild(
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/// tk => tk.AddDalamudAssetFont(
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/// DalamudAsset.InconsolataRegular,
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/// new() { SizePt = UiBuilder.DefaultFontSizePt })));
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/// // or use
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/// new() { SizePx = UiBuilder.DefaultFontSizePx })));
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/// </code>
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/// </remarks>
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public IFontHandle MonoFontHandle =>
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this.monoFontHandle ??=
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this.scopedFinalizer.Add(
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new FontHandleWrapper(
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this.InterfaceManagerWithScene?.MonoFontHandle
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?? throw new InvalidOperationException("Scene is not yet ready.")));
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/// <inheritdoc/>
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// TODO: Remove it on API11/APIXI, and remove SharpDX/PInvoke/etc. dependency from Dalamud.
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[Obsolete($"Use {nameof(DeviceHandle)} and wrap it using DirectX wrapper library of your choice.")]
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public SharpDX.Direct3D11.Device Device =>
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this.sdxDevice ??= new(this.InterfaceManagerWithScene!.Backend!.DeviceHandle);
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/// <inheritdoc/>
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public nint DeviceHandle => this.InterfaceManagerWithScene?.Backend?.DeviceHandle ?? 0;
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/// <inheritdoc/>
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public nint WindowHandlePtr => this.InterfaceManagerWithScene is { } imws ? imws.GameWindowHandle : 0;
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the game's UI is hidden.
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/// </summary>
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public bool DisableAutomaticUiHide { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically when the user toggles the UI.
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/// </summary>
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public bool DisableUserUiHide { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically during cutscenes.
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/// </summary>
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public bool DisableCutsceneUiHide { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether this plugin should hide its UI automatically while gpose is active.
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/// </summary>
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public bool DisableGposeUiHide { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether 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.interfaceManager.OverrideGameCursor;
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set => this.interfaceManager.OverrideGameCursor = value;
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}
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/// <summary>
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/// Gets the count of Draw calls made since plugin creation.
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/// </summary>
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public ulong FrameCount { get; private set; } = 0;
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/// <summary>
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/// Gets a value indicating whether a cutscene is playing.
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/// </summary>
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public bool CutsceneActive
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{
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get
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{
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var condition = Service<Condition>.GetNullable();
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if (condition == null)
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return false;
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return condition[ConditionFlag.OccupiedInCutSceneEvent]
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|| condition[ConditionFlag.WatchingCutscene78];
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}
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}
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/// <summary>
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/// Gets a value indicating whether this plugin should modify the game's interface at this time.
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/// </summary>
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public bool ShouldModifyUi => this.interfaceManager.IsDispatchingEvents;
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/// <summary>
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/// Gets a value indicating whether UI functions can be used.
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/// </summary>
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public bool UiPrepared => Service<InterfaceManager.InterfaceManagerWithScene>.GetNullable() != null;
|
|
|
|
/// <summary>
|
|
/// Gets the plugin-private font atlas.
|
|
/// </summary>
|
|
public IFontAtlas FontAtlas { get; }
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether to use "reduced motion". This usually means that you should use less
|
|
/// intrusive animations, or disable them entirely.
|
|
/// </summary>
|
|
public bool ShouldUseReducedMotion => Service<DalamudConfiguration>.Get().ReduceMotions ?? false;
|
|
|
|
/// <summary>
|
|
/// Gets or sets a value indicating whether statistics about UI draw time should be collected.
|
|
/// </summary>
|
|
#if DEBUG
|
|
internal static bool DoStats { get; set; } = true;
|
|
#else
|
|
internal static bool DoStats { get; set; } = false;
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether this UiBuilder has a configuration UI registered.
|
|
/// </summary>
|
|
internal bool HasConfigUi => this.OpenConfigUi != null;
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|
|
|
/// <summary>
|
|
/// Gets a value indicating whether this UiBuilder has a configuration UI registered.
|
|
/// </summary>
|
|
internal bool HasMainUi => this.OpenMainUi != null;
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|
|
|
/// <summary>
|
|
/// Gets or sets the time this plugin took to draw on the last frame.
|
|
/// </summary>
|
|
internal long LastDrawTime { get; set; } = -1;
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|
|
|
/// <summary>
|
|
/// Gets or sets the longest amount of time this plugin ever took to draw.
|
|
/// </summary>
|
|
internal long MaxDrawTime { get; set; } = -1;
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|
|
|
/// <summary>
|
|
/// Gets or sets a history of the last draw times, used to calculate an average.
|
|
/// </summary>
|
|
internal List<long> DrawTimeHistory { get; set; } = new List<long>();
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|
|
|
private InterfaceManager? InterfaceManagerWithScene =>
|
|
Service<InterfaceManager.InterfaceManagerWithScene>.GetNullable()?.Manager;
|
|
|
|
private Task<InterfaceManager> InterfaceManagerWithSceneAsync =>
|
|
Service<InterfaceManager.InterfaceManagerWithScene>.GetAsync().ContinueWith(task => task.Result.Manager);
|
|
|
|
/// <summary>
|
|
/// Loads an ULD file that can load textures containing multiple icons in a single texture.
|
|
/// </summary>
|
|
/// <param name="uldPath">The path of the requested ULD file.</param>
|
|
/// <returns>A wrapper around said ULD file.</returns>
|
|
public UldWrapper LoadUld(string uldPath)
|
|
=> new(this, uldPath);
|
|
|
|
/// <summary>
|
|
/// Waits for UI to become available for use.
|
|
/// </summary>
|
|
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
|
|
public Task WaitForUi() => this.InterfaceManagerWithSceneAsync;
|
|
|
|
/// <summary>
|
|
/// Waits for UI to become available for use.
|
|
/// </summary>
|
|
/// <param name="func">Function to call.</param>
|
|
/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
|
|
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
|
|
/// <typeparam name="T">Return type.</typeparam>
|
|
public Task<T> RunWhenUiPrepared<T>(Func<T> func, bool runInFrameworkThread = false)
|
|
{
|
|
if (runInFrameworkThread)
|
|
{
|
|
return this.InterfaceManagerWithSceneAsync
|
|
.ContinueWith(_ => this.framework.RunOnFrameworkThread(func))
|
|
.Unwrap();
|
|
}
|
|
else
|
|
{
|
|
return this.InterfaceManagerWithSceneAsync
|
|
.ContinueWith(_ => func());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for UI to become available for use.
|
|
/// </summary>
|
|
/// <param name="func">Function to call.</param>
|
|
/// <param name="runInFrameworkThread">Specifies whether to call the function from the framework thread.</param>
|
|
/// <returns>A task that completes when the game's Present has been called at least once.</returns>
|
|
/// <typeparam name="T">Return type.</typeparam>
|
|
public Task<T> RunWhenUiPrepared<T>(Func<Task<T>> func, bool runInFrameworkThread = false)
|
|
{
|
|
if (runInFrameworkThread)
|
|
{
|
|
return this.InterfaceManagerWithSceneAsync
|
|
.ContinueWith(_ => this.framework.RunOnFrameworkThread(func))
|
|
.Unwrap();
|
|
}
|
|
else
|
|
{
|
|
return this.InterfaceManagerWithSceneAsync
|
|
.ContinueWith(_ => func())
|
|
.Unwrap();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an isolated <see cref="IFontAtlas"/>.
|
|
/// </summary>
|
|
/// <param name="autoRebuildMode">Specify when and how to rebuild this atlas.</param>
|
|
/// <param name="isGlobalScaled">Whether the fonts in the atlas is global scaled.</param>
|
|
/// <param name="debugName">Name for debugging purposes.</param>
|
|
/// <returns>A new instance of <see cref="IFontAtlas"/>.</returns>
|
|
/// <remarks>
|
|
/// Use this to create extra font atlases, if you want to create and dispose fonts without having to rebuild all
|
|
/// other fonts together.<br />
|
|
/// If <paramref name="autoRebuildMode"/> is not <see cref="FontAtlasAutoRebuildMode.OnNewFrame"/>,
|
|
/// the font rebuilding functions must be called manually.
|
|
/// </remarks>
|
|
public IFontAtlas CreateFontAtlas(
|
|
FontAtlasAutoRebuildMode autoRebuildMode,
|
|
bool isGlobalScaled = true,
|
|
string? debugName = null) =>
|
|
this.scopedFinalizer.Add(Service<FontAtlasFactory>
|
|
.Get()
|
|
.CreateFontAtlas(
|
|
this.namespaceName + ":" + (debugName ?? "custom"),
|
|
autoRebuildMode,
|
|
isGlobalScaled,
|
|
this.plugin));
|
|
|
|
/// <summary>
|
|
/// Unregister the UiBuilder. Do not call this in plugin code.
|
|
/// </summary>
|
|
void IDisposable.Dispose()
|
|
{
|
|
this.scopedFinalizer.Dispose();
|
|
}
|
|
|
|
/// <summary>Clean up resources allocated by this instance of <see cref="UiBuilder"/>.</summary>
|
|
/// <remarks>Dalamud internal use only.</remarks>
|
|
internal void DisposeInternal() => this.scopedFinalizer.Dispose();
|
|
|
|
/// <summary>
|
|
/// Open the registered configuration UI, if it exists.
|
|
/// </summary>
|
|
internal void OpenConfig()
|
|
{
|
|
this.OpenConfigUi?.InvokeSafely();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Open the registered configuration UI, if it exists.
|
|
/// </summary>
|
|
internal void OpenMain()
|
|
{
|
|
this.OpenMainUi?.InvokeSafely();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Notify this UiBuilder about plugin UI being hidden.
|
|
/// </summary>
|
|
internal void NotifyHideUi()
|
|
{
|
|
this.HideUi?.InvokeSafely();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Notify this UiBuilder about plugin UI being shown.
|
|
/// </summary>
|
|
internal void NotifyShowUi()
|
|
{
|
|
this.ShowUi?.InvokeSafely();
|
|
}
|
|
|
|
private void OnDraw()
|
|
{
|
|
this.hitchDetector.Start();
|
|
|
|
var clientState = Service<ClientState>.Get();
|
|
var gameGui = Service<GameGui>.GetNullable();
|
|
if (gameGui == null)
|
|
return;
|
|
|
|
if ((gameGui.GameUiHidden && this.configuration.ToggleUiHide &&
|
|
!(this.DisableUserUiHide || this.DisableAutomaticUiHide)) ||
|
|
(this.CutsceneActive && this.configuration.ToggleUiHideDuringCutscenes &&
|
|
!(this.DisableCutsceneUiHide || this.DisableAutomaticUiHide)) ||
|
|
(clientState.IsGPosing && this.configuration.ToggleUiHideDuringGpose &&
|
|
!(this.DisableGposeUiHide || this.DisableAutomaticUiHide)))
|
|
{
|
|
if (!this.lastFrameUiHideState)
|
|
{
|
|
this.lastFrameUiHideState = true;
|
|
this.HideUi?.InvokeSafely();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (this.lastFrameUiHideState)
|
|
{
|
|
this.lastFrameUiHideState = false;
|
|
this.ShowUi?.InvokeSafely();
|
|
}
|
|
|
|
ImGui.PushID(this.namespaceName);
|
|
if (DoStats)
|
|
{
|
|
this.stopwatch.Restart();
|
|
}
|
|
|
|
if (this.hasErrorWindow)
|
|
{
|
|
if (ImGui.Begin($"{this.namespaceName} Error", ref this.hasErrorWindow, ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize))
|
|
{
|
|
ImGui.Text($"The plugin {this.namespaceName} ran into an error.\nContact the plugin developer for support.\n\nPlease try restarting your game.");
|
|
ImGui.Spacing();
|
|
|
|
if (ImGui.Button("OK"))
|
|
{
|
|
this.hasErrorWindow = false;
|
|
}
|
|
}
|
|
|
|
ImGui.End();
|
|
}
|
|
|
|
try
|
|
{
|
|
this.Draw?.InvokeSafely();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Log.Error(ex, "[{0}] UiBuilder OnBuildUi caught exception", this.namespaceName);
|
|
this.Draw = null;
|
|
this.OpenConfigUi = null;
|
|
|
|
this.hasErrorWindow = true;
|
|
}
|
|
|
|
this.FrameCount++;
|
|
|
|
if (DoStats)
|
|
{
|
|
this.stopwatch.Stop();
|
|
this.LastDrawTime = this.stopwatch.ElapsedTicks;
|
|
this.MaxDrawTime = Math.Max(this.LastDrawTime, this.MaxDrawTime);
|
|
this.DrawTimeHistory.Add(this.LastDrawTime);
|
|
while (this.DrawTimeHistory.Count > 100) this.DrawTimeHistory.RemoveAt(0);
|
|
}
|
|
|
|
ImGui.PopID();
|
|
|
|
this.hitchDetector.Stop();
|
|
}
|
|
|
|
private void OnResizeBuffers()
|
|
{
|
|
this.ResizeBuffers?.InvokeSafely();
|
|
}
|
|
|
|
private class FontHandleWrapper : IFontHandle
|
|
{
|
|
private IFontHandle? wrapped;
|
|
|
|
public FontHandleWrapper(IFontHandle wrapped)
|
|
{
|
|
this.wrapped = wrapped;
|
|
this.wrapped.ImFontChanged += this.WrappedOnImFontChanged;
|
|
}
|
|
|
|
public event IFontHandle.ImFontChangedDelegate? ImFontChanged;
|
|
|
|
public Exception? LoadException => this.WrappedNotDisposed.LoadException;
|
|
|
|
public bool Available => this.WrappedNotDisposed.Available;
|
|
|
|
private IFontHandle WrappedNotDisposed =>
|
|
this.wrapped ?? throw new ObjectDisposedException(nameof(FontHandleWrapper));
|
|
|
|
public void Dispose()
|
|
{
|
|
if (this.wrapped is not { } w)
|
|
return;
|
|
|
|
this.wrapped = null;
|
|
w.ImFontChanged -= this.WrappedOnImFontChanged;
|
|
// Note: do not dispose w; we do not own it
|
|
}
|
|
|
|
public ILockedImFont Lock() =>
|
|
this.wrapped?.Lock() ?? throw new ObjectDisposedException(nameof(FontHandleWrapper));
|
|
|
|
public IDisposable Push() => this.WrappedNotDisposed.Push();
|
|
|
|
public void Pop() => this.WrappedNotDisposed.Pop();
|
|
|
|
public Task<IFontHandle> WaitAsync() =>
|
|
this.WrappedNotDisposed.WaitAsync().ContinueWith(_ => (IFontHandle)this);
|
|
|
|
public override string ToString() =>
|
|
$"{nameof(FontHandleWrapper)}({this.wrapped?.ToString() ?? "disposed"})";
|
|
|
|
private void WrappedOnImFontChanged(IFontHandle obj, ILockedImFont lockedFont) =>
|
|
this.ImFontChanged?.Invoke(obj, lockedFont);
|
|
}
|
|
}
|