mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2026-02-20 14:37:46 +01:00
182 lines
7.3 KiB
C#
182 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Glamourer.Interop;
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using Glamourer.Interop.Penumbra;
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using Glamourer.Services;
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using Glamourer.State;
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using Glamourer.Structs;
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using ImGuiNET;
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using Penumbra.Api.Enums;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer.Gui;
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public class PenumbraChangedItemTooltip : IDisposable
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{
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private readonly PenumbraService _penumbra;
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private readonly StateManager _stateManager;
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private readonly ItemManager _items;
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private readonly ObjectManager _objects;
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private readonly EquipItem[] _lastItems = new EquipItem[EquipFlagExtensions.NumEquipFlags / 2];
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public IEnumerable<KeyValuePair<EquipSlot, EquipItem>> LastItems
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=> EquipSlotExtensions.EqdpSlots.Append(EquipSlot.MainHand).Append(EquipSlot.OffHand).Zip(_lastItems)
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.Select(p => new KeyValuePair<EquipSlot, EquipItem>(p.First, p.Second));
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public DateTime LastTooltip { get; private set; } = DateTime.MinValue;
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public DateTime LastClick { get; private set; } = DateTime.MinValue;
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public PenumbraChangedItemTooltip(PenumbraService penumbra, StateManager stateManager, ItemManager items, ObjectManager objects)
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{
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_penumbra = penumbra;
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_stateManager = stateManager;
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_items = items;
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_objects = objects;
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_penumbra.Tooltip += OnPenumbraTooltip;
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_penumbra.Click += OnPenumbraClick;
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}
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public void Dispose()
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{
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_penumbra.Tooltip -= OnPenumbraTooltip;
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_penumbra.Click -= OnPenumbraClick;
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}
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private void OnPenumbraTooltip(ChangedItemType type, uint id)
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{
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LastTooltip = DateTime.UtcNow;
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if (!_objects.Player.Valid)
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return;
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switch (type)
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{
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case ChangedItemType.Item:
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if (!_items.ItemService.AwaitedService.TryGetValue(id, out var item))
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return;
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var slot = item.Type.ToSlot();
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var last = _lastItems[slot.ToIndex()];
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switch (slot)
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{
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case EquipSlot.MainHand when !CanApplyWeapon(EquipSlot.MainHand, item):
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case EquipSlot.OffHand when !CanApplyWeapon(EquipSlot.OffHand, item):
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break;
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case EquipSlot.RFinger:
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ImGui.TextUnformatted("[Glamourer] Right-Click to apply to current actor (Right Finger).");
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ImGui.TextUnformatted("[Glamourer] Shift + Right-Click to apply to current actor (Left Finger).");
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if (last.Valid)
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ImGui.TextUnformatted(
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$"[Glamourer] Control + Right-Click to re-apply {last.Name} to current actor (Right Finger).");
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var last2 = _lastItems[EquipSlot.LFinger.ToIndex()];
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if (last2.Valid)
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ImGui.TextUnformatted(
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$"[Glamourer] Shift + Control + Right-Click to re-apply {last.Name} to current actor (Left Finger).");
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break;
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default:
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ImGui.TextUnformatted("[Glamourer] Right-Click to apply to current actor.");
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if (last.Valid)
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ImGui.TextUnformatted($"[Glamourer] Control + Right-Click to re-apply {last.Name} to current actor.");
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break;
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}
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return;
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}
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}
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private bool CanApplyWeapon(EquipSlot slot, EquipItem item)
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{
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var main = _objects.Player.GetMainhand();
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var mainItem = _items.Identify(slot, main.Set, main.Type, (byte)main.Variant);
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if (slot == EquipSlot.MainHand)
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return item.Type == mainItem.Type;
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return item.Type == mainItem.Type.Offhand();
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}
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private void OnPenumbraClick(MouseButton button, ChangedItemType type, uint id)
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{
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LastClick = DateTime.UtcNow;
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switch (type)
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{
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case ChangedItemType.Item:
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if (button is not MouseButton.Right)
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return;
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var (identifier, data) = _objects.PlayerData;
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if (!data.Valid)
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return;
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if (!_stateManager.GetOrCreate(identifier, data.Objects[0], out var state))
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return;
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if (!_items.ItemService.AwaitedService.TryGetValue(id, out var item))
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return;
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var slot = item.Type.ToSlot();
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var last = _lastItems[slot.ToIndex()];
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switch (slot)
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{
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case EquipSlot.MainHand when !CanApplyWeapon(EquipSlot.MainHand, item):
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case EquipSlot.OffHand when !CanApplyWeapon(EquipSlot.OffHand, item):
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break;
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case EquipSlot.RFinger:
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switch (ImGui.GetIO().KeyCtrl, ImGui.GetIO().KeyShift)
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{
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case (false, false):
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Glamourer.Log.Information($"Applying {item.Name} to Right Finger.");
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SetLastItem(EquipSlot.RFinger, item, state);
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break;
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case (false, true):
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Glamourer.Log.Information($"Applying {item.Name} to Left Finger.");
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SetLastItem(EquipSlot.LFinger, item, state);
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break;
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case (true, false) when last.Valid:
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Glamourer.Log.Information($"Re-Applying {last.Name} to Right Finger.");
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SetLastItem(EquipSlot.RFinger, default, state);
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break;
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case (true, true) when _lastItems[EquipSlot.LFinger.ToIndex()].Valid:
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Glamourer.Log.Information($"Re-Applying {last.Name} to Left Finger.");
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SetLastItem(EquipSlot.LFinger, default, state);
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break;
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}
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return;
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default:
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if (ImGui.GetIO().KeyCtrl && last.Valid)
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{
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Glamourer.Log.Information($"Re-Applying {last.Name} to {slot.ToName()}.");
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SetLastItem(slot, default, state);
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}
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else
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{
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Glamourer.Log.Information($"Applying {item.Name} to {slot.ToName()}.");
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SetLastItem(slot, item, state);
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}
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return;
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}
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return;
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}
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}
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private void SetLastItem(EquipSlot slot, EquipItem item, ActorState state)
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{
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ref var last = ref _lastItems[slot.ToIndex()];
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if (!item.Valid)
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{
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last = default;
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}
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else
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{
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var oldItem = state.ModelData.Item(slot);
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if (oldItem.Id != item.Id)
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_lastItems[slot.ToIndex()] = oldItem;
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}
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}
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}
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