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https://github.com/Ottermandias/Glamourer.git
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Fix issue with unnecessary redrawing during GPose when using redraw-requiring changes.
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parent
b42900e05b
commit
bd21425fdf
3 changed files with 29 additions and 4 deletions
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@ -526,7 +526,7 @@ public unsafe class DebugTab : ITab
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using (var disabled = ImRaii.Disabled(!_penumbra.Available))
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{
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if (ImGui.SmallButton("Redraw"))
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_penumbra.RedrawObject(_objectManager.Objects.GetObjectAddress(_gameObjectIndex), RedrawType.Redraw);
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_penumbra.RedrawObject((ObjectIndex) _gameObjectIndex, RedrawType.Redraw);
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}
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ImGuiUtil.DrawTableColumn("Last Tooltip Date");
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@ -11,6 +11,7 @@ using Glamourer.Interop.Structs;
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using Penumbra.Api;
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using Penumbra.Api.Enums;
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using Penumbra.Api.Helpers;
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using Penumbra.GameData.Structs;
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namespace Glamourer.Interop.Penumbra;
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@ -239,6 +240,19 @@ public unsafe class PenumbraService : IDisposable
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}
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}
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/// <summary> Try to redraw the given actor. </summary>
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public void RedrawObject(ObjectIndex index, RedrawType settings)
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{
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try
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{
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_redrawSubscriber.Invoke(index.Index, settings);
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}
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catch (Exception e)
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{
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PluginLog.Debug($"Failure redrawing object:\n{e}");
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}
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}
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/// <summary> Reattach to the currently running Penumbra IPC provider. Unattaches before if necessary. </summary>
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public void Reattach()
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{
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@ -1,4 +1,5 @@
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using System.Linq;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using Glamourer.Customization;
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using Glamourer.Events;
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using Glamourer.Interop;
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@ -61,7 +62,7 @@ public class StateApplier
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/// Change the customization values of actors either by applying them via update or redrawing,
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/// this depends on whether the changes include changes to Race, Gender, Body Type or Face.
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/// </summary>
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public void ChangeCustomize(ActorData data, in Customize customize, ActorState? state = null)
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public unsafe void ChangeCustomize(ActorData data, in Customize customize, ActorState? state = null)
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{
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foreach (var actor in data.Objects)
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{
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@ -71,13 +72,22 @@ public class StateApplier
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var flags = Customize.Compare(mdl.GetCustomize(), customize);
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if (!flags.RequiresRedraw() || !mdl.IsHuman)
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{
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_changeCustomize.UpdateCustomize(mdl, customize.Data);
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}
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else if (data.Objects.Count > 1 && _objects.IsInGPose && !actor.IsGPoseOrCutscene)
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{
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var mdlCustomize = (Customize*)&mdl.AsHuman->Customize;
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mdlCustomize->Load(customize);
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}
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else
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{
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_penumbra.RedrawObject(actor, RedrawType.Redraw);
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}
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}
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}
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/// <inheritdoc cref="ChangeCustomize(ActorData, in Customize)"/>
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/// <inheritdoc cref="ChangeCustomize(ActorData, in Customize, ActorState?)"/>
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public ActorData ChangeCustomize(ActorState state, bool apply)
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{
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var data = GetData(state);
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@ -122,7 +132,8 @@ public class StateApplier
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// If the source is not IPC we do not want to apply restrictions.
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var data = GetData(state);
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if (apply)
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ChangeArmor(data, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible());
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ChangeArmor(data, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc,
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state.ModelData.IsHatVisible());
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return data;
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}
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