Add a button to revert advanced customizations only to game state.

This commit is contained in:
Ottermandias 2024-01-17 15:21:29 +01:00
parent 8b8f85dd85
commit 42aa4fb4a2
5 changed files with 134 additions and 70 deletions

View file

@ -16,7 +16,7 @@ using Penumbra.GameData.Actors;
namespace Glamourer.Gui;
public class DesignQuickBar : Window, IDisposable
public sealed class DesignQuickBar : Window, IDisposable
{
private ImGuiWindowFlags GetFlags
=> _config.Ephemeral.LockDesignQuickBar
@ -32,6 +32,7 @@ public class DesignQuickBar : Window, IDisposable
private readonly ImRaii.Style _windowPadding = new();
private readonly ImRaii.Color _windowColor = new();
private DateTime _keyboardToggle = DateTime.UnixEpoch;
private int _numButtons = 0;
public DesignQuickBar(Configuration config, DesignCombo designCombo, StateManager stateManager, IKeyState keyState,
ObjectManager objects, AutoDesignApplier autoDesignApplier)
@ -60,7 +61,7 @@ public class DesignQuickBar : Window, IDisposable
public override void PreDraw()
{
Flags = GetFlags;
Size = new Vector2(12 * ImGui.GetFrameHeight(), ImGui.GetFrameHeight());
UpdateWidth();
_windowPadding.Push(ImGuiStyleVar.WindowPadding, new Vector2(ImGuiHelpers.GlobalScale * 4))
.Push(ImGuiStyleVar.WindowBorderSize, 0);
@ -75,6 +76,12 @@ public class DesignQuickBar : Window, IDisposable
_windowColor.Dispose();
}
public void DrawAtEnd(float yPos)
{
var width = UpdateWidth();
ImGui.SetCursorPos(new Vector2(ImGui.GetWindowContentRegionMax().X - width, yPos - ImGuiHelpers.GlobalScale));
Draw();
}
public override void Draw()
=> Draw(ImGui.GetContentRegionAvail().X);
@ -82,20 +89,19 @@ public class DesignQuickBar : Window, IDisposable
private void Draw(float width)
{
_objects.Update();
using var group = ImRaii.Group();
var spacing = ImGui.GetStyle().ItemInnerSpacing;
using var style = ImRaii.PushStyle(ImGuiStyleVar.ItemSpacing, spacing);
var contentRegion = width;
var buttonSize = new Vector2(ImGui.GetFrameHeight());
var comboSize = contentRegion - 3 * buttonSize.X - 3 * spacing.X;
using var group = ImRaii.Group();
var spacing = ImGui.GetStyle().ItemInnerSpacing;
using var style = ImRaii.PushStyle(ImGuiStyleVar.ItemSpacing, spacing);
var buttonSize = new Vector2(ImGui.GetFrameHeight());
var comboSize = width - _numButtons * (buttonSize.X + spacing.X);
_designCombo.Draw(comboSize);
PrepareButtons();
ImGui.SameLine();
DrawApplyButton(buttonSize);
ImGui.SameLine();
DrawRevertButton(buttonSize);
ImGui.SameLine();
DrawRevertAutomationButton(buttonSize);
DrawRevertAdvancedCustomization(buttonSize);
}
private ActorIdentifier _playerIdentifier;
@ -111,10 +117,8 @@ public class DesignQuickBar : Window, IDisposable
_objects.Update();
(_playerIdentifier, _playerData) = _objects.PlayerData;
(_targetIdentifier, _targetData) = _objects.TargetData;
if (!_stateManager.TryGetValue(_playerIdentifier, out _playerState))
_playerState = null;
if (!_stateManager.TryGetValue(_targetIdentifier, out _targetState))
_targetState = null;
_playerState = _stateManager.GetValueOrDefault(_playerIdentifier);
_targetState = _stateManager.GetValueOrDefault(_targetIdentifier);
}
private void DrawApplyButton(Vector2 size)
@ -183,52 +187,79 @@ public class DesignQuickBar : Window, IDisposable
if (available == 0)
tooltip = "Neither player character nor target are available, have state modified by Glamourer, or their state is locked.";
var (clicked, id, data, state) = ResolveTarget(FontAwesomeIcon.UndoAlt, buttonSize, tooltip, available);
var (clicked, _, _, state) = ResolveTarget(FontAwesomeIcon.UndoAlt, buttonSize, tooltip, available);
if (clicked)
_stateManager.ResetState(state!, StateChanged.Source.Manual);
}
public void DrawRevertAutomationButton(Vector2 buttonSize)
{
if (!_config.EnableAutoDesigns)
return;
var available = 0;
var tooltip = string.Empty;
if (!_config.EnableAutoDesigns)
{
tooltip = "Automation is not enabled, you can not reset to automation state.";
}
else
{
if (_playerIdentifier.IsValid && _playerState is { IsLocked: false } && _playerData.Valid)
{
available |= 1;
tooltip = "Left-Click: Revert the player character to their automation state.";
}
if (_targetIdentifier.IsValid && _targetState is { IsLocked: false } && _targetData.Valid)
{
if (available != 0)
tooltip += '\n';
available |= 2;
tooltip += $"Right-Click: Revert {_targetIdentifier} to their automation state.";
}
if (available == 0)
tooltip = "Neither player character nor target are available, have state modified by Glamourer, or their state is locked.";
if (_playerIdentifier.IsValid && _playerState is { IsLocked: false } && _playerData.Valid)
{
available |= 1;
tooltip = "Left-Click: Revert the player character to their automation state.";
}
if (_targetIdentifier.IsValid && _targetState is { IsLocked: false } && _targetData.Valid)
{
if (available != 0)
tooltip += '\n';
available |= 2;
tooltip += $"Right-Click: Revert {_targetIdentifier} to their automation state.";
}
if (available == 0)
tooltip = "Neither player character nor target are available, have state modified by Glamourer, or their state is locked.";
ImGui.SameLine();
var (clicked, id, data, state) = ResolveTarget(FontAwesomeIcon.SyncAlt, buttonSize, tooltip, available);
if (!clicked)
{ }
else
return;
foreach (var actor in data.Objects)
{
foreach (var actor in data.Objects)
{
_autoDesignApplier.ReapplyAutomation(actor, id, state!);
_stateManager.ReapplyState(actor);
}
_autoDesignApplier.ReapplyAutomation(actor, id, state!);
_stateManager.ReapplyState(actor);
}
}
public void DrawRevertAdvancedCustomization(Vector2 buttonSize)
{
if (!_config.ShowRevertAdvancedParametersButton || !_config.UseAdvancedParameters)
return;
var available = 0;
var tooltip = string.Empty;
if (_playerIdentifier.IsValid && _playerState is { IsLocked: false } && _playerData.Valid)
{
available |= 1;
tooltip = "Left-Click: Revert the advanced customizations of the player character to their game state.";
}
if (_targetIdentifier.IsValid && _targetState is { IsLocked: false } && _targetData.Valid)
{
if (available != 0)
tooltip += '\n';
available |= 2;
tooltip += $"Right-Click: Revert the advanced customizations of {_targetIdentifier} to their game state.";
}
if (available == 0)
tooltip = "Neither player character nor target are available or their state is locked.";
ImGui.SameLine();
var (clicked, _, _, state) = ResolveTarget(FontAwesomeIcon.Palette, buttonSize, tooltip, available);
if (clicked)
_stateManager.ResetAdvancedState(state!, StateChanged.Source.Manual);
}
private (bool, ActorIdentifier, ActorData, ActorState?) ResolveTarget(FontAwesomeIcon icon, Vector2 buttonSize, string tooltip,
int available)
{
@ -251,11 +282,24 @@ public class DesignQuickBar : Window, IDisposable
_config.Ephemeral.Save();
}
public bool CheckKeyState(ModifiableHotkey key, bool noKey)
private bool CheckKeyState(ModifiableHotkey key, bool noKey)
{
if (key.Hotkey == VirtualKey.NO_KEY)
return noKey;
return _keyState[key.Hotkey] && key.Modifier1.IsActive() && key.Modifier2.IsActive();
}
private float UpdateWidth()
{
_numButtons = (_config.EnableAutoDesigns, _config is { ShowRevertAdvancedParametersButton: true, UseAdvancedParameters: true }) switch
{
(true, true) => 4,
(false, true) => 3,
(true, false) => 3,
(false, false) => 2,
};
Size = new Vector2((7 + _numButtons) * ImGui.GetFrameHeight() + _numButtons * ImGui.GetStyle().ItemInnerSpacing.X, ImGui.GetFrameHeight());
return Size.Value.X;
}
}