Add IpcManual state.

This commit is contained in:
Ottermandias 2024-01-30 17:51:52 +01:00
parent 994b7bfb6c
commit 818bf71032
15 changed files with 242 additions and 109 deletions

View file

@ -11,7 +11,9 @@ namespace Glamourer.Api;
public partial class GlamourerIpc
{
public const string LabelApplyAll = "Glamourer.ApplyAll";
public const string LabelApplyAllOnce = "Glamourer.ApplyAllOnce";
public const string LabelApplyAllToCharacter = "Glamourer.ApplyAllToCharacter";
public const string LabelApplyAllOnceToCharacter = "Glamourer.ApplyAllOnceToCharacter";
public const string LabelApplyOnlyEquipment = "Glamourer.ApplyOnlyEquipment";
public const string LabelApplyOnlyEquipmentToCharacter = "Glamourer.ApplyOnlyEquipmentToCharacter";
public const string LabelApplyOnlyCustomization = "Glamourer.ApplyOnlyCustomization";
@ -24,11 +26,15 @@ public partial class GlamourerIpc
public const string LabelApplyOnlyCustomizationLock = "Glamourer.ApplyOnlyCustomizationLock";
public const string LabelApplyOnlyCustomizationToCharacterLock = "Glamourer.ApplyOnlyCustomizationToCharacterLock";
public const string LabelApplyByGuid = "Glamourer.ApplyByGuid";
public const string LabelApplyByGuidToCharacter = "Glamourer.ApplyByGuidToCharacter";
public const string LabelApplyByGuid = "Glamourer.ApplyByGuid";
public const string LabelApplyByGuidOnce = "Glamourer.ApplyByGuidOnce";
public const string LabelApplyByGuidToCharacter = "Glamourer.ApplyByGuidToCharacter";
public const string LabelApplyByGuidOnceToCharacter = "Glamourer.ApplyByGuidOnceToCharacter";
private readonly ActionProvider<string, string> _applyAllProvider;
private readonly ActionProvider<string, string> _applyAllOnceProvider;
private readonly ActionProvider<string, Character?> _applyAllToCharacterProvider;
private readonly ActionProvider<string, Character?> _applyAllOnceToCharacterProvider;
private readonly ActionProvider<string, string> _applyOnlyEquipmentProvider;
private readonly ActionProvider<string, Character?> _applyOnlyEquipmentToCharacterProvider;
private readonly ActionProvider<string, string> _applyOnlyCustomizationProvider;
@ -42,14 +48,22 @@ public partial class GlamourerIpc
private readonly ActionProvider<string, Character?, uint> _applyOnlyCustomizationToCharacterProviderLock;
private readonly ActionProvider<Guid, string> _applyByGuidProvider;
private readonly ActionProvider<Guid, string> _applyByGuidOnceProvider;
private readonly ActionProvider<Guid, Character?> _applyByGuidToCharacterProvider;
private readonly ActionProvider<Guid, Character?> _applyByGuidOnceToCharacterProvider;
public static ActionSubscriber<string, string> ApplyAllSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyAll);
public static ActionSubscriber<string, string> ApplyAllOnceSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyAllOnce);
public static ActionSubscriber<string, Character?> ApplyAllToCharacterSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyAllToCharacter);
public static ActionSubscriber<string, Character?> ApplyAllOnceToCharacterSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyAllOnceToCharacter);
public static ActionSubscriber<string, string> ApplyOnlyEquipmentSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyOnlyEquipment);
@ -65,15 +79,27 @@ public partial class GlamourerIpc
public static ActionSubscriber<Guid, string> ApplyByGuidSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyByGuid);
public static ActionSubscriber<Guid, string> ApplyByGuidOnceSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyByGuidOnce);
public static ActionSubscriber<Guid, Character?> ApplyByGuidToCharacterSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyByGuidToCharacter);
public static ActionSubscriber<Guid, Character?> ApplyByGuidOnceToCharacterSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyByGuidOnceToCharacter);
public void ApplyAll(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(characterName), version, 0);
public void ApplyAllOnce(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(characterName), version, 0, true);
public void ApplyAllToCharacter(string base64, Character? character)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(character), version, 0);
public void ApplyAllOnceToCharacter(string base64, Character? character)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(character), version, 0, true);
public void ApplyOnlyEquipment(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(characterName), version, 0);
@ -107,12 +133,18 @@ public partial class GlamourerIpc
public void ApplyByGuid(Guid identifier, string characterName)
=> ApplyDesignByGuid(identifier, FindActors(characterName), 0);
=> ApplyDesignByGuid(identifier, FindActors(characterName), 0, false);
public void ApplyByGuidOnce(Guid identifier, string characterName)
=> ApplyDesignByGuid(identifier, FindActors(characterName), 0, true);
public void ApplyByGuidToCharacter(Guid identifier, Character? character)
=> ApplyDesignByGuid(identifier, FindActors(character), 0);
=> ApplyDesignByGuid(identifier, FindActors(character), 0, false);
private void ApplyDesign(DesignBase? design, IEnumerable<ActorIdentifier> actors, byte version, uint lockCode)
public void ApplyByGuidOnceToCharacter(Guid identifier, Character? character)
=> ApplyDesignByGuid(identifier, FindActors(character), 0, true);
private void ApplyDesign(DesignBase? design, IEnumerable<ActorIdentifier> actors, byte version, uint lockCode, bool once = false)
{
if (design == null)
return;
@ -130,12 +162,13 @@ public partial class GlamourerIpc
if ((hasModelId || state.ModelData.ModelId == 0) && state.CanUnlock(lockCode))
{
_stateManager.ApplyDesign(state, design, new ApplySettings(Source:StateSource.Ipc, Key:lockCode));
_stateManager.ApplyDesign(state, design,
new ApplySettings(Source: once ? StateSource.IpcManual : StateSource.IpcFixed, Key: lockCode));
state.Lock(lockCode);
}
}
}
private void ApplyDesignByGuid(Guid identifier, IEnumerable<ActorIdentifier> actors, uint lockCode)
=> ApplyDesign(_designManager.Designs.ByIdentifier(identifier), actors, DesignConverter.Version, lockCode);
private void ApplyDesignByGuid(Guid identifier, IEnumerable<ActorIdentifier> actors, uint lockCode, bool once)
=> ApplyDesign(_designManager.Designs.ByIdentifier(identifier), actors, DesignConverter.Version, lockCode, once);
}

View file

@ -1,6 +1,5 @@
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin;
using Glamourer.Events;
using Glamourer.State;
using Penumbra.Api.Helpers;
using Penumbra.GameData.Actors;
@ -83,7 +82,7 @@ public partial class GlamourerIpc
foreach (var id in actors)
{
if (_stateManager.TryGetValue(id, out var state))
_stateManager.ResetState(state, StateSource.Ipc, lockCode);
_stateManager.ResetState(state, StateSource.IpcFixed, lockCode);
}
}

View file

@ -20,20 +20,30 @@ public partial class GlamourerIpc
ItemInvalid,
}
public const string LabelSetItem = "Glamourer.SetItem";
public const string LabelSetItemByActorName = "Glamourer.SetItemByActorName";
public const string LabelSetItem = "Glamourer.SetItem";
public const string LabelSetItemOnce = "Glamourer.SetItemOnce";
public const string LabelSetItemByActorName = "Glamourer.SetItemByActorName";
public const string LabelSetItemOnceByActorName = "Glamourer.SetItemOnceByActorName";
private readonly FuncProvider<Character?, byte, ulong, byte, uint, int> _setItemProvider;
private readonly FuncProvider<Character?, byte, ulong, byte, uint, int> _setItemOnceProvider;
private readonly FuncProvider<string, byte, ulong, byte, uint, int> _setItemByActorNameProvider;
private readonly FuncProvider<string, byte, ulong, byte, uint, int> _setItemOnceByActorNameProvider;
public static FuncSubscriber<Character?, byte, ulong, byte, uint, int> SetItemSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelSetItem);
public static FuncSubscriber<Character?, byte, ulong, byte, uint, int> SetItemOnceSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelSetItemOnce);
public static FuncSubscriber<string, byte, ulong, byte, uint, int> SetItemByActorNameSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelSetItemByActorName);
private GlamourerErrorCode SetItem(Character? character, EquipSlot slot, CustomItemId itemId, StainId stainId, uint key)
public static FuncSubscriber<string, byte, ulong, byte, uint, int> SetItemOnceByActorNameSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelSetItemOnceByActorName);
private GlamourerErrorCode SetItem(Character? character, EquipSlot slot, CustomItemId itemId, StainId stainId, uint key, bool once)
{
if (itemId.Id == 0)
itemId = ItemManager.NothingId(slot);
@ -57,11 +67,12 @@ public partial class GlamourerIpc
if (!state.ModelData.IsHuman)
return GlamourerErrorCode.ActorNotHuman;
_stateManager.ChangeEquip(state, slot, item, stainId, new ApplySettings(Source: StateSource.Ipc, Key:key));
_stateManager.ChangeEquip(state, slot, item, stainId,
new ApplySettings(Source: once ? StateSource.IpcManual : StateSource.IpcFixed, Key: key));
return GlamourerErrorCode.Success;
}
private GlamourerErrorCode SetItemByActorName(string name, EquipSlot slot, CustomItemId itemId, StainId stainId, uint key)
private GlamourerErrorCode SetItemByActorName(string name, EquipSlot slot, CustomItemId itemId, StainId stainId, uint key, bool once)
{
if (itemId.Id == 0)
itemId = ItemManager.NothingId(slot);
@ -84,7 +95,8 @@ public partial class GlamourerIpc
if (!state.ModelData.IsHuman)
return GlamourerErrorCode.ActorNotHuman;
_stateManager.ChangeEquip(state, slot, item, stainId, new ApplySettings(Source: StateSource.Ipc, Key: key));
_stateManager.ChangeEquip(state, slot, item, stainId,
new ApplySettings(Source: once ? StateSource.IpcManual : StateSource.IpcFixed, Key: key));
found = true;
}

View file

@ -46,9 +46,11 @@ public sealed partial class GlamourerIpc : IDisposable
_getAllCustomizationFromCharacterProvider =
new FuncProvider<Character?, string?>(pi, LabelGetAllCustomizationFromCharacter, GetAllCustomizationFromCharacter);
_applyAllProvider = new ActionProvider<string, string>(pi, LabelApplyAll, ApplyAll);
_applyAllToCharacterProvider = new ActionProvider<string, Character?>(pi, LabelApplyAllToCharacter, ApplyAllToCharacter);
_applyOnlyEquipmentProvider = new ActionProvider<string, string>(pi, LabelApplyOnlyEquipment, ApplyOnlyEquipment);
_applyAllProvider = new ActionProvider<string, string>(pi, LabelApplyAll, ApplyAll);
_applyAllOnceProvider = new ActionProvider<string, string>(pi, LabelApplyAll, ApplyAllOnce);
_applyAllToCharacterProvider = new ActionProvider<string, Character?>(pi, LabelApplyAllToCharacter, ApplyAllToCharacter);
_applyAllOnceToCharacterProvider = new ActionProvider<string, Character?>(pi, LabelApplyAllToCharacter, ApplyAllOnceToCharacter);
_applyOnlyEquipmentProvider = new ActionProvider<string, string>(pi, LabelApplyOnlyEquipment, ApplyOnlyEquipment);
_applyOnlyEquipmentToCharacterProvider =
new ActionProvider<string, Character?>(pi, LabelApplyOnlyEquipmentToCharacter, ApplyOnlyEquipmentToCharacter);
_applyOnlyCustomizationProvider = new ActionProvider<string, string>(pi, LabelApplyOnlyCustomization, ApplyOnlyCustomization);
@ -66,8 +68,11 @@ public sealed partial class GlamourerIpc : IDisposable
_applyOnlyCustomizationToCharacterProviderLock =
new ActionProvider<string, Character?, uint>(pi, LabelApplyOnlyCustomizationToCharacterLock, ApplyOnlyCustomizationToCharacterLock);
_applyByGuidProvider = new ActionProvider<Guid, string>(pi, LabelApplyByGuid, ApplyByGuid);
_applyByGuidProvider = new ActionProvider<Guid, string>(pi, LabelApplyByGuid, ApplyByGuid);
_applyByGuidOnceProvider = new ActionProvider<Guid, string>(pi, LabelApplyByGuidOnce, ApplyByGuidOnce);
_applyByGuidToCharacterProvider = new ActionProvider<Guid, Character?>(pi, LabelApplyByGuidToCharacter, ApplyByGuidToCharacter);
_applyByGuidOnceToCharacterProvider =
new ActionProvider<Guid, Character?>(pi, LabelApplyByGuidOnceToCharacter, ApplyByGuidOnceToCharacter);
_revertProvider = new ActionProvider<string>(pi, LabelRevert, Revert);
_revertCharacterProvider = new ActionProvider<Character?>(pi, LabelRevertCharacter, RevertCharacter);
@ -83,9 +88,14 @@ public sealed partial class GlamourerIpc : IDisposable
_gPoseChangedProvider = new EventProvider<bool>(pi, LabelGPoseChanged);
_setItemProvider = new FuncProvider<Character?, byte, ulong, byte, uint, int>(pi, LabelSetItem,
(idx, slot, item, stain, key) => (int)SetItem(idx, (EquipSlot)slot, item, stain, key));
_setItemByActorNameProvider = new FuncProvider<string, byte, ulong, byte, uint, int>(pi, LabelSetItemByActorName,
(name, slot, item, stain, key) => (int)SetItemByActorName(name, (EquipSlot)slot, item, stain, key));
(idx, slot, item, stain, key) => (int)SetItem(idx, (EquipSlot)slot, item, stain, key, false));
_setItemOnceProvider = new FuncProvider<Character?, byte, ulong, byte, uint, int>(pi, LabelSetItem,
(idx, slot, item, stain, key) => (int)SetItem(idx, (EquipSlot)slot, item, stain, key, true));
_setItemByActorNameProvider = new FuncProvider<string, byte, ulong, byte, uint, int>(pi, LabelSetItemOnceByActorName,
(name, slot, item, stain, key) => (int)SetItemByActorName(name, (EquipSlot)slot, item, stain, key, false));
_setItemOnceByActorNameProvider = new FuncProvider<string, byte, ulong, byte, uint, int>(pi, LabelSetItemOnceByActorName,
(name, slot, item, stain, key) => (int)SetItemByActorName(name, (EquipSlot)slot, item, stain, key, true));
_stateChangedEvent.Subscribe(OnStateChanged, StateChanged.Priority.GlamourerIpc);
_gPose.Subscribe(OnGPoseChanged, GPoseService.Priority.GlamourerIpc);
@ -102,7 +112,9 @@ public sealed partial class GlamourerIpc : IDisposable
_getAllCustomizationFromCharacterProvider.Dispose();
_applyAllProvider.Dispose();
_applyAllOnceProvider.Dispose();
_applyAllToCharacterProvider.Dispose();
_applyAllOnceToCharacterProvider.Dispose();
_applyOnlyEquipmentProvider.Dispose();
_applyOnlyEquipmentToCharacterProvider.Dispose();
_applyOnlyCustomizationProvider.Dispose();
@ -113,8 +125,11 @@ public sealed partial class GlamourerIpc : IDisposable
_applyOnlyEquipmentToCharacterProviderLock.Dispose();
_applyOnlyCustomizationProviderLock.Dispose();
_applyOnlyCustomizationToCharacterProviderLock.Dispose();
_applyByGuidProvider.Dispose();
_applyByGuidOnceProvider.Dispose();
_applyByGuidToCharacterProvider.Dispose();
_applyByGuidOnceToCharacterProvider.Dispose();
_revertProvider.Dispose();
_revertCharacterProvider.Dispose();
@ -133,7 +148,9 @@ public sealed partial class GlamourerIpc : IDisposable
_getDesignListProvider.Dispose();
_setItemProvider.Dispose();
_setItemOnceProvider.Dispose();
_setItemByActorNameProvider.Dispose();
_setItemOnceByActorNameProvider.Dispose();
}
private IEnumerable<ActorIdentifier> FindActors(string actorName)

View file

@ -42,6 +42,7 @@ public class Configuration : IPluginConfiguration, ISavable
public bool UseRgbForColors { get; set; } = true;
public bool ShowColorConfig { get; set; } = true;
public bool ChangeEntireItem { get; set; } = false;
public bool AlwaysApplyAssociatedMods { get; set; } = false;
public ModifiableHotkey ToggleQuickDesignBar { get; set; } = new(VirtualKey.NO_KEY);
public DoubleModifier DeleteDesignModifier { get; set; } = new(ModifierHotkey.Control, ModifierHotkey.Shift);
public ChangeLogDisplayType ChangeLogDisplayType { get; set; } = ChangeLogDisplayType.New;

View file

@ -1,7 +1,6 @@
using Dalamud.Interface;
using Glamourer.GameData;
using Glamourer.Designs;
using Glamourer.Events;
using Glamourer.Interop;
using Glamourer.Interop.Structs;
using Glamourer.State;

View file

@ -28,7 +28,9 @@ public class IpcTesterPanel(DalamudPluginInterface _pluginInterface, ObjectManag
private string _base64Apply = string.Empty;
private string _designIdentifier = string.Empty;
private GlamourerIpc.GlamourerErrorCode _setItemEc;
private GlamourerIpc.GlamourerErrorCode _setItemOnceEc;
private GlamourerIpc.GlamourerErrorCode _setItemByActorNameEc;
private GlamourerIpc.GlamourerErrorCode _setItemOnceByActorNameEc;
public unsafe void Draw()
{
@ -77,12 +79,23 @@ public class IpcTesterPanel(DalamudPluginInterface _pluginInterface, ObjectManag
if (ImGui.Button("Apply##AllName"))
GlamourerIpc.ApplyAllSubscriber(_pluginInterface).Invoke(_base64Apply, _gameObjectName);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyAllOnce);
ImGui.TableNextColumn();
if (ImGui.Button("Apply Once##AllName"))
GlamourerIpc.ApplyAllOnceSubscriber(_pluginInterface).Invoke(_base64Apply, _gameObjectName);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyAllToCharacter);
ImGui.TableNextColumn();
if (ImGui.Button("Apply##AllCharacter"))
GlamourerIpc.ApplyAllToCharacterSubscriber(_pluginInterface)
.Invoke(_base64Apply, _objectManager.Objects[_gameObjectIndex] as Character);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyAllOnceToCharacter);
ImGui.TableNextColumn();
if (ImGui.Button("Apply Once##AllCharacter"))
GlamourerIpc.ApplyAllOnceToCharacterSubscriber(_pluginInterface)
.Invoke(_base64Apply, _objectManager.Objects[_gameObjectIndex] as Character);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyOnlyEquipment);
ImGui.TableNextColumn();
if (ImGui.Button("Apply##EquipName"))
@ -111,12 +124,23 @@ public class IpcTesterPanel(DalamudPluginInterface _pluginInterface, ObjectManag
if (ImGui.Button("Apply##ByGuidName") && Guid.TryParse(_designIdentifier, out var guid1))
GlamourerIpc.ApplyByGuidSubscriber(_pluginInterface).Invoke(guid1, _gameObjectName);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyByGuidOnce);
ImGui.TableNextColumn();
if (ImGui.Button("Apply Once##ByGuidName") && Guid.TryParse(_designIdentifier, out var guid1Once))
GlamourerIpc.ApplyByGuidOnceSubscriber(_pluginInterface).Invoke(guid1Once, _gameObjectName);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyByGuidToCharacter);
ImGui.TableNextColumn();
if (ImGui.Button("Apply##ByGuidCharacter") && Guid.TryParse(_designIdentifier, out var guid2))
GlamourerIpc.ApplyByGuidToCharacterSubscriber(_pluginInterface)
.Invoke(guid2, _objectManager.Objects[_gameObjectIndex] as Character);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelApplyByGuidOnceToCharacter);
ImGui.TableNextColumn();
if (ImGui.Button("Apply Once##ByGuidCharacter") && Guid.TryParse(_designIdentifier, out var guid2Once))
GlamourerIpc.ApplyByGuidOnceToCharacterSubscriber(_pluginInterface)
.Invoke(guid2Once, _objectManager.Objects[_gameObjectIndex] as Character);
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelUnlock);
ImGui.TableNextColumn();
@ -149,6 +173,17 @@ public class IpcTesterPanel(DalamudPluginInterface _pluginInterface, ObjectManag
ImGui.TextUnformatted(_setItemEc.ToString());
}
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelSetItemOnce);
ImGui.TableNextColumn();
if (ImGui.Button("Set Once##SetItem"))
_setItemOnceEc = (GlamourerIpc.GlamourerErrorCode)GlamourerIpc.SetItemOnceSubscriber(_pluginInterface)
.Invoke(_objectManager.Objects[_gameObjectIndex] as Character, (byte)_slot, _customItemId.Id, _stainId.Id, 1337);
if (_setItemOnceEc != GlamourerIpc.GlamourerErrorCode.Success)
{
ImGui.SameLine();
ImGui.TextUnformatted(_setItemOnceEc.ToString());
}
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelSetItemByActorName);
ImGui.TableNextColumn();
if (ImGui.Button("Set##SetItemByActorName"))
@ -159,6 +194,17 @@ public class IpcTesterPanel(DalamudPluginInterface _pluginInterface, ObjectManag
ImGui.SameLine();
ImGui.TextUnformatted(_setItemByActorNameEc.ToString());
}
ImGuiUtil.DrawTableColumn(GlamourerIpc.LabelSetItemOnceByActorName);
ImGui.TableNextColumn();
if (ImGui.Button("Set Once##SetItemByActorName"))
_setItemOnceByActorNameEc = (GlamourerIpc.GlamourerErrorCode)GlamourerIpc.SetItemOnceByActorNameSubscriber(_pluginInterface)
.Invoke(_gameObjectName, (byte)_slot, _customItemId.Id, _stainId.Id, 1337);
if (_setItemOnceByActorNameEc != GlamourerIpc.GlamourerErrorCode.Success)
{
ImGui.SameLine();
ImGui.TextUnformatted(_setItemOnceByActorNameEc.ToString());
}
}
private void DrawItemInput()

View file

@ -95,9 +95,13 @@ public class DesignDetailTab
Glamourer.Messager.NotificationMessage(ex, $"Could not open file {fileName}.", $"Could not open file {fileName}",
NotificationType.Warning);
}
if (ImGui.IsItemClicked(ImGuiMouseButton.Right))
ImGui.SetClipboardText(identifier);
}
ImGuiUtil.HoverTooltip($"Open the file\n\t{fileName}\ncontaining this design in the .json-editor of your choice.");
ImGuiUtil.HoverTooltip(
$"Open the file\n\t{fileName}\ncontaining this design in the .json-editor of your choice.\n\nRight-Click to copy identifier to clipboard.");
ImGuiUtil.DrawFrameColumn("Full Selector Path");
ImGui.TableNextColumn();
@ -131,9 +135,10 @@ public class DesignDetailTab
colorName = _colorCombo.CurrentSelection is DesignColors.AutomaticName ? string.Empty : _colorCombo.CurrentSelection;
_manager.ChangeColor(_selector.Selected!, colorName);
}
if (ImGui.IsItemClicked(ImGuiMouseButton.Right))
_manager.ChangeColor(_selector.Selected!, string.Empty);
if (_colors.TryGetValue(_selector.Selected!.Color, out var currentColor))
{
ImGui.SameLine();

View file

@ -89,6 +89,11 @@ public class SettingsTab(
Checkbox("Enable Advanced Customization Options",
"Enable the display and editing of advanced customization options like arbitrary colors.",
config.UseAdvancedParameters, paletteChecker.SetAdvancedParameters);
Checkbox("Always Apply Associated Mods",
"Whenever a design is applied to a character (including via automation), Glamourer will try to apply its associated mod settings to the collection currently associated with that character, if it is available.\n\n"
+ "Glamourer will NOT revert these applied settings automatically. This may mess up your collection and configuration.\n\n"
+ "If you enable this setting, you are aware that any resulting misconfiguration is your own fault.",
config.AlwaysApplyAssociatedMods, v => config.AlwaysApplyAssociatedMods = v);
PaletteImportButton();
ImGui.NewLine();
}

View file

@ -131,19 +131,16 @@ public sealed unsafe class MaterialManager : IRequiredService, IDisposable
}
else
{
switch (source)
switch (source.Base())
{
case StateSource.Manual:
case StateSource.Pending:
state.Materials.RemoveValue(idx);
--i;
break;
case StateSource.Ipc:
case StateSource.Fixed:
idx.DataIndex.SetValue(ref row, model);
state.Materials.UpdateValue(idx, new MaterialValueState(newGame, model, source), out _);
break;
}
}
}

View file

@ -118,8 +118,7 @@ public class StateApplier(
// If the source is not IPC we do not want to apply restrictions.
var data = GetData(state);
if (apply)
ChangeArmor(data, slot, state.ModelData.Armor(slot), state.Sources[slot, false] is not StateSource.Ipc,
state.ModelData.IsHatVisible());
ChangeArmor(data, slot, state.ModelData.Armor(slot), !state.Sources[slot, false].IsIpc(), state.ModelData.IsHatVisible());
return data;
}
@ -267,7 +266,7 @@ public class StateApplier(
actor.Model.ApplyParameterData(flags, values);
}
/// <inheritdoc cref="ChangeParameters(ActorData,CustomizeParameterFlag,in CustomizeParameterData)"/>
/// <inheritdoc cref="ChangeParameters(ActorData,CustomizeParameterFlag,in CustomizeParameterData,bool)"/>
public ActorData ChangeParameters(ActorState state, CustomizeParameterFlag flags, bool apply)
{
var data = GetData(state);
@ -294,10 +293,7 @@ public class StateApplier(
{
ChangeCustomize(actors, state.ModelData.Customize);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
{
ChangeArmor(actors, slot, state.ModelData.Armor(slot), state.Sources[slot, false] is not StateSource.Ipc,
state.ModelData.IsHatVisible());
}
ChangeArmor(actors, slot, state.ModelData.Armor(slot), !state.Sources[slot, false].IsIpc(), state.ModelData.IsHatVisible());
var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors;
ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));

View file

@ -31,7 +31,7 @@ public class StateEditor(
if (!Editor.ChangeModelId(state, modelId, customize, equipData, source, out var old, key))
return;
var actors = Applier.ForceRedraw(state, source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ForceRedraw(state, source.RequiresChange());
Glamourer.Log.Verbose(
$"Set model id in state {state.Identifier.Incognito(null)} from {old} to {modelId}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Model, source, state, actors, (old, modelId));
@ -44,7 +44,7 @@ public class StateEditor(
if (!Editor.ChangeCustomize(state, idx, value, settings.Source, out var old, settings.Key))
return;
var actors = Applier.ChangeCustomize(state, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Customize, settings.Source, state, actors, (old, value, idx));
@ -57,7 +57,7 @@ public class StateEditor(
if (!Editor.ChangeHumanCustomize(state, customizeInput, apply, _ => settings.Source, out var old, out var applied, settings.Key))
return;
var actors = Applier.ChangeCustomize(state, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.EntireCustomize, settings.Source, state, actors, (old, applied));
@ -72,8 +72,8 @@ public class StateEditor(
var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? Applier.ChangeArmor(state, slot, settings.Source is StateSource.Manual or StateSource.Ipc)
: Applier.ChangeWeapon(state, slot, settings.Source is StateSource.Manual or StateSource.Ipc,
? Applier.ChangeArmor(state, slot, settings.Source.RequiresChange())
: Applier.ChangeWeapon(state, slot, settings.Source.RequiresChange(),
item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
if (slot is EquipSlot.MainHand)
@ -105,8 +105,8 @@ public class StateEditor(
var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? Applier.ChangeArmor(state, slot, settings.Source is StateSource.Manual or StateSource.Ipc)
: Applier.ChangeWeapon(state, slot, settings.Source is StateSource.Manual or StateSource.Ipc,
? Applier.ChangeArmor(state, slot, settings.Source.RequiresChange())
: Applier.ChangeWeapon(state, slot, settings.Source.RequiresChange(),
item!.Value.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
if (slot is EquipSlot.MainHand)
@ -125,7 +125,7 @@ public class StateEditor(
if (!Editor.ChangeStain(state, slot, stain, settings.Source, out var old, settings.Key))
return;
var actors = Applier.ChangeStain(state, slot, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeStain(state, slot, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Stain, settings.Source, state, actors, (old, stain, slot));
@ -138,7 +138,7 @@ public class StateEditor(
if (!Editor.ChangeCrest(state, slot, crest, settings.Source, out var old, settings.Key))
return;
var actors = Applier.ChangeCrests(state, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeCrests(state, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set {slot.ToLabel()} crest in state {state.Identifier.Incognito(null)} from {old} to {crest}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Crest, settings.Source, state, actors, (old, crest, slot));
@ -158,7 +158,7 @@ public class StateEditor(
return;
var @new = state.ModelData.Parameters[flag];
var actors = Applier.ChangeParameters(state, flag, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeParameters(state, flag, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set {flag} crest in state {state.Identifier.Incognito(null)} from {old} to {@new}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Parameter, settings.Source, state, actors, (old, @new, flag));
@ -171,7 +171,7 @@ public class StateEditor(
if (!Editor.ChangeMetaState(state, index, value, settings.Source, out var old, settings.Key))
return;
var actors = Applier.ChangeMetaState(state, index, settings.Source is StateSource.Manual or StateSource.Ipc);
var actors = Applier.ChangeMetaState(state, index, settings.Source.RequiresChange());
Glamourer.Log.Verbose(
$"Set Head Gear Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
StateChanged.Invoke(StateChanged.Type.Other, settings.Source, state, actors, (old, value, MetaIndex.HatState));
@ -191,7 +191,7 @@ public class StateEditor(
{
foreach (var slot in CrestExtensions.AllRelevantSet.Where(mergedDesign.Design.DoApplyCrest))
{
if (!settings.RespectManual || state.Sources[slot] is not StateSource.Manual)
if (!settings.RespectManual || !state.Sources[slot].IsManual())
Editor.ChangeCrest(state, slot, mergedDesign.Design.DesignData.Crest(slot), Source(slot),
out _, settings.Key);
}
@ -201,7 +201,7 @@ public class StateEditor(
customizeFlags |= CustomizeFlag.Race;
Func<CustomizeIndex, bool> applyWhich = settings.RespectManual
? i => customizeFlags.HasFlag(i.ToFlag()) && state.Sources[i] is not StateSource.Manual
? i => customizeFlags.HasFlag(i.ToFlag()) && !state.Sources[i].IsManual()
: i => customizeFlags.HasFlag(i.ToFlag());
if (Editor.ChangeHumanCustomize(state, mergedDesign.Design.DesignData.Customize, applyWhich, i => Source(i), out _, out var changed,
@ -210,12 +210,10 @@ public class StateEditor(
foreach (var parameter in mergedDesign.Design.ApplyParameters.Iterate())
{
if (settings.RespectManual && state.Sources[parameter] is StateSource.Manual or StateSource.Pending)
if (settings.RespectManual && state.Sources[parameter].IsManual())
continue;
var source = Source(parameter);
if (source is StateSource.Manual)
source = StateSource.Pending;
var source = Source(parameter).SetPending();
Editor.ChangeParameter(state, parameter, mergedDesign.Design.DesignData.Parameters[parameter], source, out _, settings.Key);
}
@ -228,12 +226,12 @@ public class StateEditor(
foreach (var slot in EquipSlotExtensions.EqdpSlots)
{
if (mergedDesign.Design.DoApplyEquip(slot))
if (!settings.RespectManual || state.Sources[slot, false] is not StateSource.Manual)
if (!settings.RespectManual || !state.Sources[slot, false].IsManual())
Editor.ChangeItem(state, slot, mergedDesign.Design.DesignData.Item(slot),
Source(slot.ToState()), out _, settings.Key);
if (mergedDesign.Design.DoApplyStain(slot))
if (!settings.RespectManual || state.Sources[slot, true] is not StateSource.Manual)
if (!settings.RespectManual || !state.Sources[slot, true].IsManual())
Editor.ChangeStain(state, slot, mergedDesign.Design.DesignData.Stain(slot),
Source(slot.ToState(true)), out _, settings.Key);
}
@ -241,14 +239,14 @@ public class StateEditor(
foreach (var weaponSlot in EquipSlotExtensions.WeaponSlots)
{
if (mergedDesign.Design.DoApplyStain(weaponSlot))
if (!settings.RespectManual || state.Sources[weaponSlot, true] is not StateSource.Manual)
if (!settings.RespectManual || !state.Sources[weaponSlot, true].IsManual())
Editor.ChangeStain(state, weaponSlot, mergedDesign.Design.DesignData.Stain(weaponSlot),
Source(weaponSlot.ToState(true)), out _, settings.Key);
if (!mergedDesign.Design.DoApplyEquip(weaponSlot))
continue;
if (settings.RespectManual && state.Sources[weaponSlot, false] is StateSource.Manual)
if (settings.RespectManual && !state.Sources[weaponSlot, false].IsManual())
continue;
var currentType = state.ModelData.Item(weaponSlot).Type;
@ -268,12 +266,12 @@ public class StateEditor(
foreach (var meta in MetaExtensions.AllRelevant)
{
if (!settings.RespectManual || state.Sources[meta] is not StateSource.Manual)
if (!settings.RespectManual || !state.Sources[meta].IsManual())
Editor.ChangeMetaState(state, meta, mergedDesign.Design.DesignData.GetMeta(meta), Source(meta), out _, settings.Key);
}
}
var actors = settings.Source is StateSource.Manual or StateSource.Ipc
var actors = settings.Source.RequiresChange()
? Applier.ApplyAll(state, requiresRedraw, false)
: ActorData.Invalid;
@ -311,7 +309,7 @@ public class StateEditor(
/// <summary> Apply offhand item and potentially gauntlets if configured. </summary>
private void ApplyMainhandPeriphery(ActorState state, EquipItem? newMainhand, ApplySettings settings)
{
if (!Config.ChangeEntireItem || settings.Source is not StateSource.Manual)
if (!Config.ChangeEntireItem || !settings.Source.IsManual())
return;
var mh = newMainhand ?? state.ModelData.Item(EquipSlot.MainHand);

View file

@ -171,7 +171,7 @@ public class StateListener : IDisposable
var set = _customizations.Manager.GetSet(model.Clan, model.Gender);
foreach (var index in CustomizationExtensions.AllBasic)
{
if (state.Sources[index] is not StateSource.Fixed)
if (!state.Sources[index].IsFixed())
{
var newValue = customize[index];
var oldValue = model[index];
@ -214,7 +214,7 @@ public class StateListener : IDisposable
&& _manager.TryGetValue(identifier, out var state))
{
HandleEquipSlot(actor, state, slot, ref armor);
locked = state.Sources[slot, false] is StateSource.Ipc;
locked = state.Sources[slot, false] is StateSource.IpcFixed;
}
_funModule.ApplyFunToSlot(actor, ref armor, slot);
@ -241,7 +241,7 @@ public class StateListener : IDisposable
continue;
var changed = changedItem.Weapon(stain);
if (current.Value == changed.Value && state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
if (current.Value == changed.Value && !state.Sources[slot, false].IsFixed())
{
_manager.ChangeItem(state, slot, currentItem, ApplySettings.Game);
_manager.ChangeStain(state, slot, current.Stain, ApplySettings.Game);
@ -252,7 +252,7 @@ public class StateListener : IDisposable
_applier.ChangeWeapon(objects, slot, currentItem, stain);
break;
default:
_applier.ChangeArmor(objects, slot, current.ToArmor(), state.Sources[slot, false] is not StateSource.Ipc,
_applier.ChangeArmor(objects, slot, current.ToArmor(), !state.Sources[slot, false].IsFixed(),
state.ModelData.IsHatVisible());
break;
}
@ -278,20 +278,19 @@ public class StateListener : IDisposable
|| !_manager.TryGetValue(identifier, out var state))
return;
ref var actorWeapon = ref weapon;
var baseType = state.BaseData.Item(slot).Type;
var apply = false;
switch (UpdateBaseData(actor, state, slot, actorWeapon))
var baseType = state.BaseData.Item(slot).Type;
var apply = false;
switch (UpdateBaseData(actor, state, slot, weapon))
{
// Do nothing. But this usually can not happen because the hooked function also writes to game objects later.
case UpdateState.Transformed: break;
case UpdateState.Change:
if (state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
if (!state.Sources[slot, false].IsFixed())
_manager.ChangeItem(state, slot, state.BaseData.Item(slot), ApplySettings.Game);
else
apply = true;
if (state.Sources[slot, true] is not StateSource.Fixed and not StateSource.Ipc)
if (!state.Sources[slot, true].IsFixed())
_manager.ChangeStain(state, slot, state.BaseData.Stain(slot), ApplySettings.Game);
else
apply = true;
@ -306,9 +305,9 @@ public class StateListener : IDisposable
// Only allow overwriting identical weapons
var newWeapon = state.ModelData.Weapon(slot);
if (baseType is FullEquipType.Unknown || baseType == state.ModelData.Item(slot).Type || _gPose.InGPose && actor.IsGPoseOrCutscene)
actorWeapon = newWeapon;
else if (actorWeapon.Skeleton.Id != 0)
actorWeapon = actorWeapon.With(newWeapon.Stain);
weapon = newWeapon;
else if (weapon.Skeleton.Id != 0)
weapon = weapon.With(newWeapon.Stain);
}
// Fist Weapon Offhand hack.
@ -385,12 +384,12 @@ public class StateListener : IDisposable
// Update model state if not on fixed design.
case UpdateState.Change:
var apply = false;
if (state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
if (!state.Sources[slot, false].IsFixed())
_manager.ChangeItem(state, slot, state.BaseData.Item(slot), ApplySettings.Game);
else
apply = true;
if (state.Sources[slot, true] is not StateSource.Fixed and not StateSource.Ipc)
if (!state.Sources[slot, true].IsFixed())
_manager.ChangeStain(state, slot, state.BaseData.Stain(slot), ApplySettings.Game);
else
apply = true;
@ -419,7 +418,7 @@ public class StateListener : IDisposable
switch (UpdateBaseCrest(actor, state, slot, value))
{
case UpdateState.Change:
if (state.Sources[slot] is not StateSource.Fixed and not StateSource.Ipc)
if (!state.Sources[slot].IsFixed())
_manager.ChangeCrest(state, slot, state.BaseData.Crest(slot), ApplySettings.Game);
else
value = state.ModelData.Crest(slot);
@ -565,7 +564,7 @@ public class StateListener : IDisposable
{
// if base state changed, either overwrite the actual value if we have fixed values,
// or overwrite the stored model state with the new one.
if (state.Sources[MetaIndex.VisorState] is StateSource.Fixed or StateSource.Ipc)
if (!state.Sources[MetaIndex.VisorState].IsFixed())
value = state.ModelData.IsVisorToggled();
else
_manager.ChangeMetaState(state, MetaIndex.VisorState, value, ApplySettings.Game);
@ -598,7 +597,7 @@ public class StateListener : IDisposable
{
// if base state changed, either overwrite the actual value if we have fixed values,
// or overwrite the stored model state with the new one.
if (state.Sources[MetaIndex.HatState] is StateSource.Fixed or StateSource.Ipc)
if (!state.Sources[MetaIndex.HatState].IsFixed())
value = state.ModelData.IsHatVisible();
else
_manager.ChangeMetaState(state, MetaIndex.HatState, value, ApplySettings.Game);
@ -631,7 +630,7 @@ public class StateListener : IDisposable
{
// if base state changed, either overwrite the actual value if we have fixed values,
// or overwrite the stored model state with the new one.
if (state.Sources[MetaIndex.WeaponState] is StateSource.Fixed or StateSource.Ipc)
if (!state.Sources[MetaIndex.WeaponState].IsFixed())
value = state.ModelData.IsWeaponVisible();
else
_manager.ChangeMetaState(state, MetaIndex.WeaponState, value, ApplySettings.Game);
@ -700,8 +699,8 @@ public class StateListener : IDisposable
return;
var data = new ActorData(gameObject, _creatingIdentifier.ToName());
_applier.ChangeMetaState(data, MetaIndex.HatState, _creatingState.ModelData.IsHatVisible());
_applier.ChangeMetaState(data, MetaIndex.Wetness, _creatingState.ModelData.IsWet());
_applier.ChangeMetaState(data, MetaIndex.HatState, _creatingState.ModelData.IsHatVisible());
_applier.ChangeMetaState(data, MetaIndex.Wetness, _creatingState.ModelData.IsWet());
_applier.ChangeMetaState(data, MetaIndex.WeaponState, _creatingState.ModelData.IsWeaponVisible());
ApplyParameters(_creatingState, drawObject);
@ -745,12 +744,18 @@ public class StateListener : IDisposable
else if (_config.UseAdvancedParameters)
model.ApplySingleParameterData(flag, state.ModelData.Parameters);
break;
case StateSource.IpcManual:
if (state.BaseData.Parameters.Set(flag, newValue))
_manager.ChangeCustomizeParameter(state, flag, newValue, ApplySettings.Game);
else
model.ApplySingleParameterData(flag, state.ModelData.Parameters);
break;
case StateSource.Fixed:
state.BaseData.Parameters.Set(flag, newValue);
if (_config.UseAdvancedParameters)
model.ApplySingleParameterData(flag, state.ModelData.Parameters);
break;
case StateSource.Ipc:
case StateSource.IpcFixed:
state.BaseData.Parameters.Set(flag, newValue);
model.ApplySingleParameterData(flag, state.ModelData.Parameters);
break;

View file

@ -243,7 +243,7 @@ public sealed class StateManager(
state.Materials.Clear();
var actors = ActorData.Invalid;
if (source is StateSource.Manual or StateSource.Ipc)
if (source is not StateSource.Game)
actors = Applier.ApplyAll(state, redraw, true);
Glamourer.Log.Verbose(
@ -262,7 +262,7 @@ public sealed class StateManager(
state.Sources[flag] = StateSource.Game;
var actors = ActorData.Invalid;
if (source is StateSource.Manual or StateSource.Ipc)
if (source is not StateSource.Game)
actors = Applier.ChangeParameters(state, CustomizeParameterExtensions.All, true);
Glamourer.Log.Verbose(
$"Reset advanced customization state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
@ -316,28 +316,10 @@ public sealed class StateManager(
}
}
if (state.Sources[MetaIndex.HatState] is StateSource.Fixed)
foreach (var meta in MetaExtensions.AllRelevant.Where(f => state.Sources[f] is StateSource.Fixed))
{
state.Sources[MetaIndex.HatState] = StateSource.Game;
state.ModelData.SetHatVisible(state.BaseData.IsHatVisible());
}
if (state.Sources[MetaIndex.VisorState] is StateSource.Fixed)
{
state.Sources[MetaIndex.VisorState] = StateSource.Game;
state.ModelData.SetVisor(state.BaseData.IsVisorToggled());
}
if (state.Sources[MetaIndex.WeaponState] is StateSource.Fixed)
{
state.Sources[MetaIndex.WeaponState] = StateSource.Game;
state.ModelData.SetWeaponVisible(state.BaseData.IsWeaponVisible());
}
if (state.Sources[MetaIndex.Wetness] is StateSource.Fixed)
{
state.Sources[MetaIndex.Wetness] = StateSource.Game;
state.ModelData.SetIsWet(state.BaseData.IsWet());
state.Sources[meta] = StateSource.Game;
state.ModelData.SetMeta(meta, state.BaseData.GetMeta(meta));
}
}

View file

@ -7,12 +7,48 @@ public enum StateSource : byte
Game,
Manual,
Fixed,
Ipc,
IpcFixed,
IpcManual,
// Only used for CustomizeParameters.
Pending,
}
public static class StateSourceExtensions
{
public static StateSource Base(this StateSource source)
=> source switch
{
StateSource.Manual or StateSource.IpcManual or StateSource.Pending => StateSource.Manual,
StateSource.Fixed or StateSource.IpcFixed => StateSource.Fixed,
_ => StateSource.Game,
};
public static bool IsGame(this StateSource source)
=> source.Base() is StateSource.Game;
public static bool IsManual(this StateSource source)
=> source.Base() is StateSource.Manual;
public static bool IsFixed(this StateSource source)
=> source.Base() is StateSource.Fixed;
public static StateSource SetPending(this StateSource source)
=> source is StateSource.Manual ? StateSource.Pending : source;
public static bool RequiresChange(this StateSource source)
=> source switch
{
StateSource.Manual => true,
StateSource.IpcFixed => true,
StateSource.IpcManual => true,
_ => false,
};
public static bool IsIpc(this StateSource source)
=> source is StateSource.IpcManual or StateSource.IpcFixed;
}
public unsafe struct StateSources
{
public const int Size = (StateIndex.Size + 1) / 2;
@ -59,14 +95,16 @@ public unsafe struct StateSources
case (byte)StateSource.Game | ((byte)StateSource.Fixed << 4):
case (byte)StateSource.Manual | ((byte)StateSource.Fixed << 4):
case (byte)StateSource.Ipc | ((byte)StateSource.Fixed << 4):
case (byte)StateSource.IpcFixed | ((byte)StateSource.Fixed << 4):
case (byte)StateSource.Pending | ((byte)StateSource.Fixed << 4):
case (byte)StateSource.IpcManual | ((byte)StateSource.Fixed << 4):
_data[i] = (byte)((value & 0x0F) | ((byte)StateSource.Manual << 4));
break;
case (byte)StateSource.Fixed:
case ((byte)StateSource.Manual << 4) | (byte)StateSource.Fixed:
case ((byte)StateSource.Ipc << 4) | (byte)StateSource.Fixed:
case ((byte)StateSource.IpcFixed << 4) | (byte)StateSource.Fixed:
case ((byte)StateSource.Pending << 4) | (byte)StateSource.Fixed:
case ((byte)StateSource.IpcManual << 4) | (byte)StateSource.Fixed:
_data[i] = (byte)((value & 0xF0) | (byte)StateSource.Manual);
break;
}