Glamourer/Glamourer/Designs/Special/QuickSelectedDesign.cs

62 lines
1.8 KiB
C#

using Glamourer.Automation;
using Glamourer.Gui;
using Glamourer.Interop.Material;
using Glamourer.State;
using Newtonsoft.Json.Linq;
using OtterGui.Services;
using Penumbra.GameData.Structs;
namespace Glamourer.Designs.Special;
public class QuickSelectedDesign(QuickDesignCombo combo) : IDesignStandIn, IService
{
public const string SerializedName = "//QuickSelection";
public const string ResolvedName = "Quick Design Bar Selection";
public bool Equals(IDesignStandIn? other)
=> other is QuickSelectedDesign;
public string ResolveName(bool incognito)
=> ResolvedName;
public Design? CurrentDesign
=> combo.Design as Design;
public ref readonly DesignData GetDesignData(in DesignData baseRef)
{
if (combo.Design != null)
return ref combo.Design.GetDesignData(baseRef);
return ref baseRef;
}
public IReadOnlyList<(uint, MaterialValueDesign)> GetMaterialData()
=> combo.Design?.GetMaterialData() ?? [];
public string SerializeName()
=> SerializedName;
public StateSource AssociatedSource()
=> StateSource.Manual;
public IEnumerable<(IDesignStandIn Design, ApplicationType Flags, JobFlag Jobs)> AllLinks(bool newApplication)
=> combo.Design?.AllLinks(newApplication) ?? [];
public void AddData(JObject jObj)
{ }
public void ParseData(JObject jObj)
{ }
public bool ChangeData(object data)
=> false;
public bool ForcedRedraw
=> combo.Design?.ForcedRedraw ?? false;
public bool ResetAdvancedDyes
=> combo.Design?.ResetAdvancedDyes ?? false;
public bool ResetTemporarySettings
=> combo.Design?.ResetTemporarySettings ?? false;
}