mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 18:27:24 +01:00
207 lines
8 KiB
C#
207 lines
8 KiB
C#
using System;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Logging;
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using Dalamud.Plugin;
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using Glamourer.Interop;
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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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namespace Glamourer.Api;
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public unsafe class PenumbraAttach : IDisposable
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{
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public const int RequiredPenumbraBreakingVersion = 4;
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public const int RequiredPenumbraFeatureVersion = 15;
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private readonly DalamudPluginInterface _pluginInterface;
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private readonly EventSubscriber<ChangedItemType, uint> _tooltipSubscriber;
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private readonly EventSubscriber<MouseButton, ChangedItemType, uint> _clickSubscriber;
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private readonly EventSubscriber<nint, string, nint, nint, nint> _creatingCharacterBase;
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private readonly EventSubscriber<nint, string, nint> _createdCharacterBase;
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private ActionSubscriber<int, RedrawType> _redrawSubscriber;
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private FuncSubscriber<nint, (nint, string)> _drawObjectInfo;
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private FuncSubscriber<int, int> _cutsceneParent;
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private readonly EventSubscriber _initializedEvent;
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private readonly EventSubscriber _disposedEvent;
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public bool Available { get; private set; }
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public PenumbraAttach(DalamudPluginInterface pi)
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{
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_pluginInterface = pi;
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_initializedEvent = Ipc.Initialized.Subscriber(pi, Reattach);
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_disposedEvent = Ipc.Disposed.Subscriber(pi, Unattach);
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_tooltipSubscriber = Ipc.ChangedItemTooltip.Subscriber(pi);
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_clickSubscriber = Ipc.ChangedItemClick.Subscriber(pi);
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_createdCharacterBase = Ipc.CreatedCharacterBase.Subscriber(pi);
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_creatingCharacterBase = Ipc.CreatingCharacterBase.Subscriber(pi);
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Reattach();
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}
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public event Action<MouseButton, ChangedItemType, uint> Click
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{
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add => _clickSubscriber.Event += value;
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remove => _clickSubscriber.Event -= value;
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}
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public event Action<ChangedItemType, uint> Tooltip
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{
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add => _tooltipSubscriber.Event += value;
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remove => _tooltipSubscriber.Event -= value;
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}
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public event Action<nint, string, nint, nint, nint> CreatingCharacterBase
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{
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add => _creatingCharacterBase.Event += value;
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remove => _creatingCharacterBase.Event -= value;
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}
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public event Action<nint, string, nint> CreatedCharacterBase
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{
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add => _createdCharacterBase.Event += value;
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remove => _createdCharacterBase.Event -= value;
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}
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public Actor GameObjectFromDrawObject(IntPtr drawObject)
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=> Available ? _drawObjectInfo.Invoke(drawObject).Item1 : Actor.Null;
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public int CutsceneParent(int idx)
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=> Available ? _cutsceneParent.Invoke(idx) : -1;
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public void RedrawObject(Actor actor, RedrawType settings)
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{
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if (!actor || !Available)
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return;
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try
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{
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_redrawSubscriber.Invoke(actor.Index, settings);
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}
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catch (Exception e)
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{
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PluginLog.Debug($"Failure redrawing object:\n{e}");
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}
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}
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public void Reattach()
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{
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try
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{
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Unattach();
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var (breaking, feature) = Ipc.ApiVersions.Subscriber(_pluginInterface).Invoke();
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if (breaking != RequiredPenumbraBreakingVersion || feature < RequiredPenumbraFeatureVersion)
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throw new Exception(
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$"Invalid Version {breaking}.{feature:D4}, required major Version {RequiredPenumbraBreakingVersion} with feature greater or equal to {RequiredPenumbraFeatureVersion}.");
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_tooltipSubscriber.Enable();
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_clickSubscriber.Enable();
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_creatingCharacterBase.Enable();
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_createdCharacterBase.Enable();
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_drawObjectInfo = Ipc.GetDrawObjectInfo.Subscriber(_pluginInterface);
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_cutsceneParent = Ipc.GetCutsceneParentIndex.Subscriber(_pluginInterface);
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_redrawSubscriber = Ipc.RedrawObjectByIndex.Subscriber(_pluginInterface);
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Available = true;
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Glamourer.Log.Debug("Glamourer attached to Penumbra.");
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}
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catch (Exception e)
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{
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Glamourer.Log.Debug($"Could not attach to Penumbra:\n{e}");
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}
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}
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public void Unattach()
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{
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_tooltipSubscriber.Disable();
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_clickSubscriber.Disable();
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_creatingCharacterBase.Disable();
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_createdCharacterBase.Disable();
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if (Available)
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{
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Available = false;
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Glamourer.Log.Debug("Glamourer detached from Penumbra.");
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}
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}
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public void Dispose()
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{
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Unattach();
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_tooltipSubscriber.Dispose();
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_clickSubscriber.Dispose();
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_creatingCharacterBase.Dispose();
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_createdCharacterBase.Dispose();
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_initializedEvent.Dispose();
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_disposedEvent.Dispose();
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}
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//private static void PenumbraTooltip(ChangedItemType type, uint _)
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//{
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// if (type == ChangedItemType.Item)
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// ImGui.Text("Right click to apply to current Glamourer Set. [Glamourer]");
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//}
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//
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//private void PenumbraRightClick(MouseButton button, ChangedItemType type, uint id)
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//{
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// if (button != MouseButton.Right || type != ChangedItemType.Item)
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// return;
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//
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// var item = (Lumina.Excel.GeneratedSheets.Item)type.GetObject(Dalamud.GameData, id)!;
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// var writeItem = new Item2(item, string.Empty);
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//
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// UpdateItem(_objects.GPosePlayer, writeItem);
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// UpdateItem(_objects.Player, writeItem);
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//}
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//private static void UpdateItem(Actor actor, Item2 item2)
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//{
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// if (!actor || !actor.DrawObject)
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// return;
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//
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// switch (item2.EquippableTo)
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// {
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// case EquipSlot.MainHand:
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// {
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// var off = item2.HasSubModel
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// ? new CharacterWeapon(item2.SubModel.id, item2.SubModel.type, item2.SubModel.variant, actor.DrawObject.OffHand.Stain)
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// : item2.IsBothHand
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// ? CharacterWeapon.Empty
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// : actor.OffHand;
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// var main = new CharacterWeapon(item2.MainModel.id, item2.MainModel.type, item2.MainModel.variant,
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// actor.DrawObject.MainHand.Stain);
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// Glamourer.RedrawManager.LoadWeapon(actor, main, off);
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// return;
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// }
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// case EquipSlot.OffHand:
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// {
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// var off = new CharacterWeapon(item2.MainModel.id, item2.MainModel.type, item2.MainModel.variant,
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// actor.DrawObject.OffHand.Stain);
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// var main = actor.MainHand;
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// Glamourer.RedrawManager.LoadWeapon(actor, main, off);
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// return;
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// }
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// default:
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// {
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// var current = actor.DrawObject.Equip[item2.EquippableTo];
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// var armor = new CharacterArmor(item2.MainModel.id, (byte)item2.MainModel.variant, current.Stain);
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// Glamourer.RedrawManager.UpdateSlot(actor.DrawObject, item2.EquippableTo, armor);
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// return;
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// }
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// }
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//}
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// Update objects without triggering PlayerWatcher Events,
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// then manually redraw using Penumbra.
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public void UpdateCharacters(Character character, Character? gPoseOriginalCharacter = null)
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{
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//RedrawObject(character, RedrawType.Redraw, true);
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//
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//// Special case for carrying over changes to the gPose player to the regular player, too.
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//if (gPoseOriginalCharacter == null)
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// return;
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//
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//newEquip.Write(gPoseOriginalCharacter.Address);
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//RedrawObject(gPoseOriginalCharacter, RedrawType.AfterGPose, false);
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}
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}
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