Improve advanced dye stuff.

This commit is contained in:
Ottermandias 2024-02-14 18:51:48 +01:00
parent a194f88903
commit 10962cac6c
16 changed files with 342 additions and 113 deletions

View file

@ -278,7 +278,7 @@ public class StateApplier(
public unsafe void ChangeMaterialValue(ActorData data, MaterialValueIndex index, ColorRow? value, bool force)
{
if (!force && !_config.UseAdvancedParameters)
if (!force && !_config.UseAdvancedDyes)
return;
foreach (var actor in data.Objects.Where(a => a is { IsCharacter: true, Model.IsHuman: true }))

View file

@ -172,7 +172,8 @@ public class StateEditor(
return;
var actors = Applier.ChangeMaterialValue(state, index, settings.Source.RequiresChange());
Glamourer.Log.Verbose($"Set material value in state {state.Identifier.Incognito(null)} from {oldValue} to {newValue.Game}. [Affecting {actors.ToLazyString("nothing")}.]");
Glamourer.Log.Verbose(
$"Set material value in state {state.Identifier.Incognito(null)} from {oldValue} to {newValue.Game}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.MaterialValue, settings.Source, state, actors, (oldValue, newValue.Game, index));
}
@ -288,13 +289,25 @@ public class StateEditor(
if (!value.Enabled)
continue;
var idx = MaterialValueIndex.FromKey(key);
// TODO
//if (state.Materials.TryGetValue(idx, out var materialState))
//{
// if (!settings.RespectManual || materialState.Source.IsManual())
// Editor.ChangeMaterialValue(state, idx, new MaterialValueState(materialState.Game, value.Value, materialState.DrawData));
//}
var idx = MaterialValueIndex.FromKey(key);
var source = settings.Source.SetPending();
if (state.Materials.TryGetValue(idx, out var materialState))
{
if (settings.RespectManual && !materialState.Source.IsManual())
continue;
if (value.Revert)
Editor.ChangeMaterialValue(state, idx, default, StateSource.Game, out _, settings.Key);
else
Editor.ChangeMaterialValue(state, idx,
new MaterialValueState(materialState.Game, value.Value, materialState.DrawData, source), settings.Source, out _,
settings.Key);
}
else if (!value.Revert)
{
Editor.ChangeMaterialValue(state, idx, new MaterialValueState(ColorRow.Empty, value.Value, CharacterWeapon.Empty, source),
settings.Source, out _, settings.Key);
}
}
}
@ -321,7 +334,8 @@ public class StateEditor(
public void ApplyDesign(object data, DesignBase design, ApplySettings settings)
{
var merged = settings.MergeLinks && design is Design d
? merger.Merge(d.AllLinks, ((ActorState)data).ModelData.Customize, ((ActorState)data).BaseData, false, Config.AlwaysApplyAssociatedMods)
? merger.Merge(d.AllLinks, ((ActorState)data).ModelData.Customize, ((ActorState)data).BaseData, false,
Config.AlwaysApplyAssociatedMods)
: new MergedDesign(design);
ApplyDesign(data, merged, settings with

View file

@ -4,6 +4,7 @@ using Glamourer.Designs.Links;
using Glamourer.Events;
using Glamourer.GameData;
using Glamourer.Interop;
using Glamourer.Interop.Material;
using Glamourer.Interop.Penumbra;
using Glamourer.Interop.Structs;
using Glamourer.Services;
@ -11,6 +12,7 @@ using Penumbra.GameData.Actors;
using Penumbra.GameData.DataContainers;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using System;
namespace Glamourer.State;
@ -265,9 +267,16 @@ public sealed class StateManager(
var actors = ActorData.Invalid;
if (source is not StateSource.Game)
{
actors = Applier.ChangeParameters(state, CustomizeParameterExtensions.All, true);
foreach (var (idx, mat) in state.Materials.Values)
Applier.ChangeMaterialValue(actors, MaterialValueIndex.FromKey(idx), mat.Game, true);
}
state.Materials.Clear();
Glamourer.Log.Verbose(
$"Reset advanced customization state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
$"Reset advanced customization and dye state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Reset, source, state, actors, null);
}