Glamourer/Glamourer/Events/StateChanged.cs
2023-12-02 17:55:17 +01:00

72 lines
3.1 KiB
C#

using System;
using Glamourer.Interop.Structs;
using Glamourer.State;
using OtterGui.Classes;
using Penumbra.GameData.Actors;
namespace Glamourer.Events;
/// <summary>
/// Triggered when a Design is edited in any way.
/// <list type="number">
/// <item>Parameter is the type of the change </item>
/// <item>Parameter is the changed saved state. </item>
/// <item>Parameter is the existing actors using this saved state. </item>
/// <item>Parameter is any additional data depending on the type of change. </item>
/// </list>
/// </summary>
public sealed class StateChanged : EventWrapper<Action<StateChanged.Type, StateChanged.Source, ActorState, ActorData, object?>, StateChanged.Priority>
{
public enum Type
{
/// <summary> A characters saved state had the model id changed. This means everything may have changed. Data is the old model id and the new model id. [(uint, uint)] </summary>
Model,
/// <summary> A characters saved state had multiple customization values changed. TData is the old customize array and the applied changes. [(Customize, CustomizeFlag)] </summary>
EntireCustomize,
/// <summary> A characters saved state had a customization value changed. Data is the old value, the new value and the type. [(CustomizeValue, CustomizeValue, CustomizeIndex)]. </summary>
Customize,
/// <summary> A characters saved state had an equipment piece changed. Data is the old value, the new value and the slot [(EquipItem, EquipItem, EquipSlot)]. </summary>
Equip,
/// <summary> A characters saved state had its weapons changed. Data is the old mainhand, the old offhand, the new mainhand and the new offhand [(EquipItem, EquipItem, EquipItem, EquipItem)]. </summary>
Weapon,
/// <summary> A characters saved state had a stain changed. Data is the old stain id, the new stain id and the slot [(StainId, StainId, EquipSlot)]. </summary>
Stain,
/// <summary> A characters saved state had a crest visibility changed. Data is the old crest visibility, the new crest visibility and the slot [(bool, bool, EquipSlot)]. </summary>
Crest,
/// <summary> A characters saved state had a design applied. This means everything may have changed. Data is the applied design. [DesignBase] </summary>
Design,
/// <summary> A characters saved state had its state reset to its game values. This means everything may have changed. Data is null. </summary>
Reset,
/// <summary> A characters saved state had a meta toggle changed. Data is the old stain id, the new stain id and the slot [(StainId, StainId, EquipSlot)]. </summary>
Other,
}
public enum Source : byte
{
Game,
Manual,
Fixed,
Ipc,
}
public enum Priority
{
GlamourerIpc = int.MinValue,
}
public StateChanged()
: base(nameof(StateChanged))
{ }
public void Invoke(Type type, Source source, ActorState state, ActorData actors, object? data = null)
=> Invoke(this, type, source, state, actors, data);
}