This commit is contained in:
Ottermandias 2023-06-22 12:15:44 +02:00
parent 803fd1b247
commit 1aba34f34a
11 changed files with 631 additions and 32 deletions

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@ -0,0 +1,318 @@
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Logging;
using Dalamud.Plugin;
using Dalamud.Plugin.Ipc;
using System;
using Glamourer.Api;
using Glamourer.Designs;
using Glamourer.Services;
using Glamourer.State;
using Penumbra.Api.Enums;
namespace Glamourer;
public partial class Glamourer
{
public class GlamourerIpc : IDisposable
{
public const int CurrentApiVersion = 0;
public const string LabelProviderApiVersion = "Glamourer.ApiVersion";
public const string LabelProviderGetAllCustomization = "Glamourer.GetAllCustomization";
public const string LabelProviderGetAllCustomizationFromCharacter = "Glamourer.GetAllCustomizationFromCharacter";
public const string LabelProviderApplyAll = "Glamourer.ApplyAll";
public const string LabelProviderApplyAllToCharacter = "Glamourer.ApplyAllToCharacter";
public const string LabelProviderApplyOnlyEquipment = "Glamourer.ApplyOnlyEquipment";
public const string LabelProviderApplyOnlyEquipmentToCharacter = "Glamourer.ApplyOnlyEquipmentToCharacter";
public const string LabelProviderApplyOnlyCustomization = "Glamourer.ApplyOnlyCustomization";
public const string LabelProviderApplyOnlyCustomizationToCharacter = "Glamourer.ApplyOnlyCustomizationToCharacter";
public const string LabelProviderRevert = "Glamourer.Revert";
public const string LabelProviderRevertCharacter = "Glamourer.RevertCharacter";
private readonly ObjectTable _objectTable;
private readonly DalamudPluginInterface _pluginInterface;
private readonly ActiveDesign.Manager _stateManager;
private readonly ItemManager _items;
private readonly PenumbraAttach _penumbra;
private readonly ActorService _actors;
internal ICallGateProvider<string, string?>? ProviderGetAllCustomization;
internal ICallGateProvider<Character?, string?>? ProviderGetAllCustomizationFromCharacter;
internal ICallGateProvider<string, string, object>? ProviderApplyAll;
internal ICallGateProvider<string, Character?, object>? ProviderApplyAllToCharacter;
internal ICallGateProvider<string, string, object>? ProviderApplyOnlyCustomization;
internal ICallGateProvider<string, Character?, object>? ProviderApplyOnlyCustomizationToCharacter;
internal ICallGateProvider<string, string, object>? ProviderApplyOnlyEquipment;
internal ICallGateProvider<string, Character?, object>? ProviderApplyOnlyEquipmentToCharacter;
internal ICallGateProvider<string, object>? ProviderRevert;
internal ICallGateProvider<Character?, object>? ProviderRevertCharacter;
internal ICallGateProvider<int>? ProviderGetApiVersion;
public GlamourerIpc(ObjectTable objectTable, DalamudPluginInterface pluginInterface, ActiveDesign.Manager stateManager,
ItemManager items, PenumbraAttach penumbra, ActorService actors)
{
_objectTable = objectTable;
_pluginInterface = pluginInterface;
_stateManager = stateManager;
_items = items;
_penumbra = penumbra;
_actors = actors;
InitializeProviders();
}
public void Dispose()
=> DisposeProviders();
private void DisposeProviders()
{
ProviderGetAllCustomization?.UnregisterFunc();
ProviderGetAllCustomizationFromCharacter?.UnregisterFunc();
ProviderApplyAll?.UnregisterAction();
ProviderApplyAllToCharacter?.UnregisterAction();
ProviderApplyOnlyCustomization?.UnregisterAction();
ProviderApplyOnlyCustomizationToCharacter?.UnregisterAction();
ProviderApplyOnlyEquipment?.UnregisterAction();
ProviderApplyOnlyEquipmentToCharacter?.UnregisterAction();
ProviderRevert?.UnregisterAction();
ProviderRevertCharacter?.UnregisterAction();
ProviderGetApiVersion?.UnregisterFunc();
}
private void InitializeProviders()
{
try
{
ProviderGetApiVersion = _pluginInterface.GetIpcProvider<int>(LabelProviderApiVersion);
ProviderGetApiVersion.RegisterFunc(GetApiVersion);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApiVersion}.");
}
try
{
ProviderGetAllCustomization = _pluginInterface.GetIpcProvider<string, string?>(LabelProviderGetAllCustomization);
ProviderGetAllCustomization.RegisterFunc(GetAllCustomization);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyOnlyEquipment}.");
}
try
{
ProviderGetAllCustomizationFromCharacter =
_pluginInterface.GetIpcProvider<Character?, string?>(LabelProviderGetAllCustomizationFromCharacter);
ProviderGetAllCustomizationFromCharacter.RegisterFunc(GetAllCustomization);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderGetAllCustomizationFromCharacter}.");
}
try
{
ProviderApplyAll =
_pluginInterface.GetIpcProvider<string, string, object>(LabelProviderApplyAll);
ProviderApplyAll.RegisterAction(ApplyAll);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyAll}.");
}
try
{
ProviderApplyAllToCharacter =
_pluginInterface.GetIpcProvider<string, Character?, object>(LabelProviderApplyAllToCharacter);
ProviderApplyAllToCharacter.RegisterAction(ApplyAll);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyAll}.");
}
try
{
ProviderApplyOnlyCustomization =
_pluginInterface.GetIpcProvider<string, string, object>(LabelProviderApplyOnlyCustomization);
ProviderApplyOnlyCustomization.RegisterAction(ApplyOnlyCustomization);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyOnlyCustomization}.");
}
try
{
ProviderApplyOnlyCustomizationToCharacter =
_pluginInterface.GetIpcProvider<string, Character?, object>(LabelProviderApplyOnlyCustomizationToCharacter);
ProviderApplyOnlyCustomizationToCharacter.RegisterAction(ApplyOnlyCustomization);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyOnlyCustomization}.");
}
try
{
ProviderApplyOnlyEquipment =
_pluginInterface.GetIpcProvider<string, string, object>(LabelProviderApplyOnlyEquipment);
ProviderApplyOnlyEquipment.RegisterAction(ApplyOnlyEquipment);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyOnlyEquipment}.");
}
try
{
ProviderApplyOnlyEquipmentToCharacter =
_pluginInterface.GetIpcProvider<string, Character?, object>(LabelProviderApplyOnlyEquipmentToCharacter);
ProviderApplyOnlyEquipmentToCharacter.RegisterAction(ApplyOnlyEquipment);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderApplyOnlyEquipment}.");
}
try
{
ProviderRevert =
_pluginInterface.GetIpcProvider<string, object>(LabelProviderRevert);
ProviderRevert.RegisterAction(Revert);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderRevert}.");
}
try
{
ProviderRevertCharacter =
_pluginInterface.GetIpcProvider<Character?, object>(LabelProviderRevertCharacter);
ProviderRevertCharacter.RegisterAction(Revert);
}
catch (Exception ex)
{
PluginLog.Error(ex, $"Error registering IPC provider for {LabelProviderRevert}.");
}
}
private static int GetApiVersion()
=> CurrentApiVersion;
private void ApplyAll(string customization, string characterName)
{
foreach (var gameObject in _objectTable)
{
if (gameObject.Name.ToString() == characterName)
{
ApplyAll(customization, gameObject as Character);
return;
}
}
}
private void ApplyAll(string customization, Character? character)
{
if (character == null)
return;
var design = Design.CreateTemporaryFromBase64(_items, customization, true, true);
var active = _stateManager.GetOrCreateSave(character.Address);
_stateManager.ApplyDesign(active, design, false);
}
private void ApplyOnlyCustomization(string customization, string characterName)
{
foreach (var gameObject in _objectTable)
{
if (gameObject.Name.ToString() == characterName)
{
ApplyOnlyCustomization(customization, gameObject as Character);
return;
}
}
}
private void ApplyOnlyCustomization(string customization, Character? character)
{
if (character == null)
return;
var design = Design.CreateTemporaryFromBase64(_items, customization, true, false);
var active = _stateManager.GetOrCreateSave(character.Address);
_stateManager.ApplyDesign(active, design, false);
}
private void ApplyOnlyEquipment(string customization, string characterName)
{
foreach (var gameObject in _objectTable)
{
if (gameObject.Name.ToString() != characterName)
continue;
ApplyOnlyEquipment(customization, gameObject as Character);
return;
}
}
private void ApplyOnlyEquipment(string customization, Character? character)
{
if (character == null)
return;
var design = Design.CreateTemporaryFromBase64(_items, customization, false, true);
var active = _stateManager.GetOrCreateSave(character.Address);
_stateManager.ApplyDesign(active, design, false);
}
private void Revert(string characterName)
{
foreach (var gameObject in _objectTable)
{
if (gameObject.Name.ToString() != characterName)
continue;
Revert(gameObject as Character);
}
}
private void Revert(Character? character)
{
if (character == null)
return;
var ident = _actors.AwaitedService.FromObject(character, true, false, false);
_stateManager.DeleteSave(ident);
_penumbra.RedrawObject(character.Address, RedrawType.Redraw);
}
private string? GetAllCustomization(Character? character)
{
if (character == null)
return null;
var ident = _actors.AwaitedService.FromObject(character, true, false, false);
if (!_stateManager.TryGetValue(ident, out var design))
design = new ActiveDesign(_items, ident, character.Address);
return design.CreateOldBase64();
}
private string? GetAllCustomization(string characterName)
{
foreach (var gameObject in _objectTable)
{
if (gameObject.Name.ToString() == characterName)
return GetAllCustomization(gameObject as Character);
}
return null;
}
}
}

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@ -0,0 +1,32 @@
using System;
using Glamourer.Interop.Structs;
using OtterGui.Classes;
namespace Glamourer.Events;
/// <summary>
/// Triggered when the visibility of head gear is changed.
/// <list type="number">
/// <item>Parameter is the actor with changed head gear visibility. </item>
/// <item>Parameter is the new state. </item>
/// </list>
/// </summary>
public sealed class HeadGearVisibilityChanged : EventWrapper<Action<Actor, Ref<bool>>, HeadGearVisibilityChanged.Priority>
{
public enum Priority
{
/// <seealso cref="State.StateListener.OnHeadGearVisibilityChange"/>
StateListener = 0,
}
public HeadGearVisibilityChanged()
: base(nameof(HeadGearVisibilityChanged))
{ }
public void Invoke(Actor actor, ref bool state)
{
var value = new Ref<bool>(state);
Invoke(this, actor, value);
state = value;
}
}

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@ -12,21 +12,22 @@ namespace Glamourer.Events;
/// <item>Parameter is whether to call the original function. </item>
/// </list>
/// </summary>
public sealed class VisorStateChanged : EventWrapper<Action<Model, Ref<bool>, Ref<bool>>, VisorStateChanged.Priority>
public sealed class VisorStateChanged : EventWrapper<Action<Model, Ref<bool>>, VisorStateChanged.Priority>
{
public enum Priority
{ }
{
/// <seealso cref="State.StateListener.OnVisorChange"/>
StateListener = 0,
}
public VisorStateChanged()
: base(nameof(VisorStateChanged))
{ }
public void Invoke(Model model, ref bool state, ref bool callOriginal)
public void Invoke(Model model, ref bool state)
{
var value = new Ref<bool>(state);
var original = new Ref<bool>(callOriginal);
Invoke(this, model, value, original);
Invoke(this, model, value);
state = value;
callOriginal = original;
}
}

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@ -0,0 +1,32 @@
using System;
using Glamourer.Interop.Structs;
using OtterGui.Classes;
namespace Glamourer.Events;
/// <summary>
/// Triggered when the visibility of weapons is changed.
/// <list type="number">
/// <item>Parameter is the actor with changed weapon visibility. </item>
/// <item>Parameter is the new state. </item>
/// </list>
/// </summary>
public sealed class WeaponVisibilityChanged : EventWrapper<Action<Actor, Ref<bool>>, WeaponVisibilityChanged.Priority>
{
public enum Priority
{
/// <seealso cref="State.StateListener.OnWeaponVisibilityChange"/>
StateListener = 0,
}
public WeaponVisibilityChanged()
: base(nameof(WeaponVisibilityChanged))
{ }
public void Invoke(Actor actor, ref bool state)
{
var value = new Ref<bool>(state);
Invoke(this, actor, value);
state = value;
}
}

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@ -32,6 +32,7 @@ public unsafe class DebugTab : ITab
private readonly ChangeCustomizeService _changeCustomizeService;
private readonly UpdateSlotService _updateSlotService;
private readonly WeaponService _weaponService;
private readonly MetaService _metaService;
private readonly PenumbraService _penumbra;
private readonly ObjectTable _objects;
private readonly ObjectManager _objectManager;
@ -56,7 +57,7 @@ public unsafe class DebugTab : ITab
UpdateSlotService updateSlotService, WeaponService weaponService, PenumbraService penumbra,
ActorService actors, ItemManager items, CustomizationService customization, ObjectManager objectManager,
DesignFileSystem designFileSystem, DesignManager designManager, StateManager state, Configuration config,
PenumbraChangedItemTooltip penumbraTooltip)
PenumbraChangedItemTooltip penumbraTooltip, MetaService metaService)
{
_changeCustomizeService = changeCustomizeService;
_visorService = visorService;
@ -73,6 +74,7 @@ public unsafe class DebugTab : ITab
_state = state;
_config = config;
_penumbraTooltip = penumbraTooltip;
_metaService = metaService;
}
public ReadOnlySpan<byte> Label

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@ -0,0 +1,72 @@
using System;
using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using Glamourer.Events;
using Glamourer.Interop.Structs;
using static OtterGui.Raii.ImRaii;
namespace Glamourer.Interop;
public unsafe class MetaService : IDisposable
{
private readonly HeadGearVisibilityChanged _headGearEvent;
private readonly WeaponVisibilityChanged _weaponEvent;
private delegate void HideHatGearDelegate(DrawDataContainer* drawData, uint id, byte value);
private delegate void HideWeaponsDelegate(DrawDataContainer* drawData, bool value);
private readonly Hook<HideHatGearDelegate> _hideHatGearHook;
private readonly Hook<HideWeaponsDelegate> _hideWeaponsHook;
public MetaService(WeaponVisibilityChanged weaponEvent, HeadGearVisibilityChanged headGearEvent)
{
_weaponEvent = weaponEvent;
_headGearEvent = headGearEvent;
_hideHatGearHook = Hook<HideHatGearDelegate>.FromAddress((nint)DrawDataContainer.MemberFunctionPointers.HideHeadgear, HideHatDetour);
_hideWeaponsHook = Hook<HideWeaponsDelegate>.FromAddress((nint)DrawDataContainer.MemberFunctionPointers.HideWeapons, HideWeaponsDetour);
_hideHatGearHook.Enable();
_hideWeaponsHook.Enable();
}
public void Dispose()
{
_hideHatGearHook.Dispose();
_hideWeaponsHook.Dispose();
}
public void SetHatState(Actor actor, bool value)
{
if (!actor.IsCharacter)
return;
_hideHatGearHook.Original(&actor.AsCharacter->DrawData, 0, (byte) (value ? 1 : 0));
}
public void SetWeaponState(Actor actor, bool value)
{
if (!actor.IsCharacter)
return;
_hideWeaponsHook.Original(&actor.AsCharacter->DrawData, value);
}
private void HideHatDetour(DrawDataContainer* drawData, uint id, byte value)
{
Actor actor = drawData->Parent;
var v = value == 0;
_headGearEvent.Invoke(actor, ref v);
value = (byte) (v ? 0 : 1);
Glamourer.Log.Information($"[MetaService] Hide Hat triggered with 0x{(nint)drawData:X} {id} {value} for {actor.Utf8Name}.");
_hideHatGearHook.Original(drawData, id, value);
}
private void HideWeaponsDetour(DrawDataContainer* drawData, bool value)
{
Actor actor = drawData->Parent;
value = !value;
_weaponEvent.Invoke(actor, ref value);
value = !value;
Glamourer.Log.Information($"[MetaService] Hide Weapon triggered with 0x{(nint)drawData:X} {value} for {actor.Utf8Name}.");
_hideWeaponsHook.Original(drawData, value);
}
}

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@ -4,6 +4,7 @@ using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Glamourer.Events;
using Glamourer.Interop.Structs;
using Penumbra.GameData.Enums;
namespace Glamourer.Interop;
@ -39,7 +40,7 @@ public class VisorService : IDisposable
if (oldState == on)
return false;
SetupVisorHook(human, (ushort)human.AsHuman->HeadSetID, on);
SetupVisorHook(human, human.GetArmor(EquipSlot.Head).Set.Value, on);
return true;
}
@ -50,17 +51,15 @@ public class VisorService : IDisposable
private void SetupVisorDetour(nint human, ushort modelId, bool on)
{
var callOriginal = true;
var originalOn = on;
// Invoke an event that can change the requested value
// and also control whether the function should be called at all.
Event.Invoke(human, ref on, ref callOriginal);
Event.Invoke(human, ref on);
Glamourer.Log.Excessive(
$"[SetVisorState] Invoked from game on 0x{human:X} switching to {on} (original {originalOn}, call original {callOriginal}).");
$"[SetVisorState] Invoked from game on 0x{human:X} switching to {on} (original {originalOn}).");
if (callOriginal)
SetupVisorHook(human, modelId, on);
SetupVisorHook(human, modelId, on);
}
/// <summary>

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@ -92,4 +92,4 @@ public unsafe class WeaponService : IDisposable
var weapon = new CharacterWeapon(value.Value) { Stain = stain.Value };
LoadWeapon(character, slot, weapon);
}
}
}

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@ -54,7 +54,9 @@ public static class ServiceManager
.AddSingleton<SlotUpdating>()
.AddSingleton<DesignChanged>()
.AddSingleton<StateChanged>()
.AddSingleton<WeaponLoading>();
.AddSingleton<WeaponLoading>()
.AddSingleton<HeadGearVisibilityChanged>()
.AddSingleton<WeaponVisibilityChanged>();
private static IServiceCollection AddData(this IServiceCollection services)
=> services.AddSingleton<IdentifierService>()
@ -66,6 +68,7 @@ public static class ServiceManager
private static IServiceCollection AddInterop(this IServiceCollection services)
=> services.AddSingleton<VisorService>()
.AddSingleton<ChangeCustomizeService>()
.AddSingleton<MetaService>()
.AddSingleton<UpdateSlotService>()
.AddSingleton<WeaponService>()
.AddSingleton<PenumbraService>()

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@ -12,13 +12,16 @@ namespace Glamourer.State;
public class StateListener : IDisposable
{
private readonly Configuration _config;
private readonly ActorService _actors;
private readonly StateManager _manager;
private readonly ItemManager _items;
private readonly PenumbraService _penumbra;
private readonly SlotUpdating _slotUpdating;
private readonly WeaponLoading _weaponLoading;
private readonly Configuration _config;
private readonly ActorService _actors;
private readonly StateManager _manager;
private readonly ItemManager _items;
private readonly PenumbraService _penumbra;
private readonly SlotUpdating _slotUpdating;
private readonly WeaponLoading _weaponLoading;
private readonly HeadGearVisibilityChanged _headGearVisibility;
private readonly VisorStateChanged _visorState;
private readonly WeaponVisibilityChanged _weaponVisibility;
public bool Enabled
{
@ -27,15 +30,19 @@ public class StateListener : IDisposable
}
public StateListener(StateManager manager, ItemManager items, PenumbraService penumbra, ActorService actors, Configuration config,
SlotUpdating slotUpdating, WeaponLoading weaponLoading)
SlotUpdating slotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState, WeaponVisibilityChanged weaponVisibility,
HeadGearVisibilityChanged headGearVisibility)
{
_manager = manager;
_items = items;
_penumbra = penumbra;
_actors = actors;
_config = config;
_slotUpdating = slotUpdating;
_weaponLoading = weaponLoading;
_manager = manager;
_items = items;
_penumbra = penumbra;
_actors = actors;
_config = config;
_slotUpdating = slotUpdating;
_weaponLoading = weaponLoading;
_visorState = visorState;
_weaponVisibility = weaponVisibility;
_headGearVisibility = headGearVisibility;
if (Enabled)
Subscribe();
@ -253,6 +260,9 @@ public class StateListener : IDisposable
_penumbra.CreatingCharacterBase += OnCreatingCharacterBase;
_slotUpdating.Subscribe(OnSlotUpdating, SlotUpdating.Priority.StateListener);
_weaponLoading.Subscribe(OnWeaponLoading, WeaponLoading.Priority.StateListener);
_visorState.Subscribe(OnVisorChange, VisorStateChanged.Priority.StateListener);
_headGearVisibility.Subscribe(OnHeadGearVisibilityChange, HeadGearVisibilityChanged.Priority.StateListener);
_weaponVisibility.Subscribe(OnWeaponVisibilityChange, WeaponVisibilityChanged.Priority.StateListener);
}
private void Unsubscribe()
@ -260,17 +270,19 @@ public class StateListener : IDisposable
_penumbra.CreatingCharacterBase -= OnCreatingCharacterBase;
_slotUpdating.Unsubscribe(OnSlotUpdating);
_weaponLoading.Unsubscribe(OnWeaponLoading);
_visorState.Unsubscribe(OnVisorChange);
_headGearVisibility.Unsubscribe(OnHeadGearVisibilityChange);
_weaponVisibility.Unsubscribe(OnWeaponVisibilityChange);
}
private UpdateState UpdateBaseData(Actor actor, ActorState state, EquipSlot slot, CharacterArmor armor)
{
var actorArmor = actor.GetArmor(slot);
// The actor armor does not correspond to the model armor, thus the actor is transformed.
// This also prevents it from changing values due to hat state.
if (actorArmor.Value != armor.Value)
return UpdateState.Transformed;
// TODO: Hat State.
var baseData = state.BaseData.Armor(slot);
var change = UpdateState.NoChange;
if (baseData.Stain != armor.Stain)
@ -338,4 +350,68 @@ public class StateListener : IDisposable
state.BaseData.Customize.Load(customize);
return UpdateState.Change;
}
private void OnVisorChange(Model model, Ref<bool> value)
{
var actor = _penumbra.GameObjectFromDrawObject(model);
if (!actor.Identifier(_actors.AwaitedService, out var identifier))
return;
if (!_manager.TryGetValue(identifier, out var state))
return;
if (state.BaseData.SetVisor(value))
{
if (state[ActorState.MetaFlag.VisorState] is StateChanged.Source.Fixed)
value.Value = state.ModelData.IsVisorToggled();
else
_manager.ChangeVisorState(state, value, StateChanged.Source.Game);
}
else
{
value.Value = state.ModelData.IsVisorToggled();
}
}
private void OnHeadGearVisibilityChange(Actor actor, Ref<bool> value)
{
if (!actor.Identifier(_actors.AwaitedService, out var identifier))
return;
if (!_manager.TryGetValue(identifier, out var state))
return;
if (state.BaseData.SetHatVisible(value))
{
if (state[ActorState.MetaFlag.HatState] is StateChanged.Source.Fixed)
value.Value = state.ModelData.IsHatVisible();
else
_manager.ChangeHatState(state, value, StateChanged.Source.Game);
}
else
{
value.Value = state.ModelData.IsHatVisible();
}
}
private void OnWeaponVisibilityChange(Actor actor, Ref<bool> value)
{
if (!actor.Identifier(_actors.AwaitedService, out var identifier))
return;
if (!_manager.TryGetValue(identifier, out var state))
return;
if (state.BaseData.SetWeaponVisible(value))
{
if (state[ActorState.MetaFlag.WeaponState] is StateChanged.Source.Fixed)
value.Value = state.ModelData.IsWeaponVisible();
else
_manager.ChangeWeaponState(state, value, StateChanged.Source.Game);
}
else
{
value.Value = state.ModelData.IsWeaponVisible();
}
}
}

View file

@ -12,6 +12,7 @@ using Glamourer.Interop.Penumbra;
using Glamourer.Interop.Structs;
using Glamourer.Services;
using Glamourer.Structs;
using Lumina.Excel.GeneratedSheets;
using OtterGui.Log;
using Penumbra.GameData.Actors;
using Penumbra.GameData.Enums;
@ -266,6 +267,14 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
break;
}
}
if (design.DoApplyHatVisible())
ChangeHatState(state, design.DesignData.IsHatVisible(), StateChanged.Source.Manual);
if (design.DoApplyWeaponVisible())
ChangeWeaponState(state, design.DesignData.IsWeaponVisible(), StateChanged.Source.Manual);
if (design.DoApplyVisorToggle())
ChangeVisorState(state, design.DesignData.IsVisorToggled(), StateChanged.Source.Manual);
if (design.DoApplyWetness())
ChangeWetness(state, design.DesignData.IsWet());
}
public void ResetState(ActorState state)
@ -335,6 +344,61 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
_event.Invoke(StateChanged.Type.Stain, source, state, objects, (old, stain, slot));
}
public void ChangeHatState(ActorState state, bool value, StateChanged.Source source)
{
var old = state.ModelData.IsHatVisible();
state.ModelData.SetHatVisible(value);
state[ActorState.MetaFlag.HatState] = source;
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeHatState(objects, value);
Glamourer.Log.Verbose(
$"Set Head Gear Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.HatState));
}
public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source)
{
var old = state.ModelData.IsWeaponVisible();
state.ModelData.SetWeaponVisible(value);
state[ActorState.MetaFlag.WeaponState] = source;
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeWeaponState(objects, value);
Glamourer.Log.Verbose(
$"Set Weapon Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.WeaponState));
}
public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source)
{
var old = state.ModelData.IsVisorToggled();
state.ModelData.SetVisor(value);
state[ActorState.MetaFlag.VisorState] = source;
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeVisor(objects, value);
Glamourer.Log.Verbose(
$"Set Visor State in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.VisorState));
}
public void ChangeWetness(ActorState state, bool value)
{
var old = state.ModelData.IsWet();
state.ModelData.SetIsWet(value);
state[ActorState.MetaFlag.Wetness] = value ? StateChanged.Source.Manual : StateChanged.Source.Game;
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
_editor.ChangeWetness(objects, value);
Glamourer.Log.Verbose(
$"Set Wetness in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaFlag.Wetness], state, objects, (old, value, ActorState.MetaFlag.Wetness));
}
//
///// <summary> Change whether to apply a specific customize value. </summary>
//public void ChangeApplyCustomize(Design design, CustomizeIndex idx, bool value)