Glamourer/GlamourerOld/Api/PenumbraAttach.cs
Ottermandias 2d6fd6015d .
2023-06-09 17:57:40 +02:00

207 lines
8 KiB
C#

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