Added an event when a newly created draw object finishes CharacterBase.Create.

This commit is contained in:
Ottermandias 2022-08-16 15:30:05 +02:00
parent 5b5a1e2fd8
commit 80edfe7804
6 changed files with 54 additions and 153 deletions

View file

@ -1,148 +0,0 @@
using System;
using System.Collections.Generic;
using OtterGui.Classes;
using Penumbra.GameData.ByteString;
using Penumbra.Meta.Manipulations;
namespace Penumbra.Collections;
public struct ConflictCache
{
// A conflict stores all data about a mod conflict.
public readonly struct Conflict : IComparable< Conflict >
{
public readonly object Data;
public readonly int Mod1;
public readonly int Mod2;
public readonly bool Mod1Priority;
public readonly bool Solved;
public Conflict( int modIdx1, int modIdx2, bool priority, bool solved, object data )
{
Mod1 = modIdx1;
Mod2 = modIdx2;
Data = data;
Mod1Priority = priority;
Solved = solved;
}
// Order: Mod1 -> Mod1 overwritten -> Mod2 -> File > MetaManipulation
public int CompareTo( Conflict other )
{
var idxComp = Mod1.CompareTo( other.Mod1 );
if( idxComp != 0 )
{
return idxComp;
}
if( Mod1Priority != other.Mod1Priority )
{
return Mod1Priority ? 1 : -1;
}
idxComp = Mod2.CompareTo( other.Mod2 );
if( idxComp != 0 )
{
return idxComp;
}
return Data switch
{
Utf8GamePath p when other.Data is Utf8GamePath q => p.CompareTo( q ),
Utf8GamePath => -1,
MetaManipulation m when other.Data is MetaManipulation n => m.CompareTo( n ),
MetaManipulation => 1,
_ => 0,
};
}
public override string ToString()
=> ( Mod1Priority, Solved ) switch
{
(true, true) => $"{Penumbra.ModManager[ Mod1 ].Name} > {Penumbra.ModManager[ Mod2 ].Name} ({Data})",
(true, false) => $"{Penumbra.ModManager[ Mod1 ].Name} >= {Penumbra.ModManager[ Mod2 ].Name} ({Data})",
(false, true) => $"{Penumbra.ModManager[ Mod1 ].Name} < {Penumbra.ModManager[ Mod2 ].Name} ({Data})",
(false, false) => $"{Penumbra.ModManager[ Mod1 ].Name} <= {Penumbra.ModManager[ Mod2 ].Name} ({Data})",
};
}
private readonly List< Conflict > _conflicts = new();
private bool _isSorted = true;
public ConflictCache()
{ }
public IReadOnlyList< Conflict > Conflicts
{
get
{
Sort();
return _conflicts;
}
}
// Find all mod conflicts concerning the specified mod (in both directions).
public SubList< Conflict > ModConflicts( int modIdx )
{
Sort();
var start = _conflicts.FindIndex( c => c.Mod1 == modIdx );
if( start < 0 )
{
return SubList< Conflict >.Empty;
}
var end = _conflicts.FindIndex( start, c => c.Mod1 != modIdx );
return new SubList< Conflict >( _conflicts, start, end - start );
}
private void Sort()
{
if( !_isSorted )
{
_conflicts?.Sort();
_isSorted = true;
}
}
// Add both directions for the mod.
// On same priority, it is assumed that mod1 is the earlier one.
// Also update older conflicts to refer to the highest-prioritized conflict.
private void AddConflict( int modIdx1, int modIdx2, int priority1, int priority2, object data )
{
var solved = priority1 != priority2;
var priority = priority1 >= priority2;
var prioritizedMod = priority ? modIdx1 : modIdx2;
_conflicts.Add( new Conflict( modIdx1, modIdx2, priority, solved, data ) );
_conflicts.Add( new Conflict( modIdx2, modIdx1, !priority, solved, data ) );
for( var i = 0; i < _conflicts.Count; ++i )
{
var c = _conflicts[ i ];
if( data.Equals( c.Data ) )
{
_conflicts[ i ] = c.Mod1Priority
? new Conflict( prioritizedMod, c.Mod2, true, c.Solved || solved, data )
: new Conflict( c.Mod1, prioritizedMod, false, c.Solved || solved, data );
}
}
_isSorted = false;
}
public void AddConflict( int modIdx1, int modIdx2, int priority1, int priority2, Utf8GamePath gamePath )
=> AddConflict( modIdx1, modIdx2, priority1, priority2, ( object )gamePath );
public void AddConflict( int modIdx1, int modIdx2, int priority1, int priority2, MetaManipulation manipulation )
=> AddConflict( modIdx1, modIdx2, priority1, priority2, ( object )manipulation );
public void ClearConflicts()
=> _conflicts?.Clear();
public void ClearFileConflicts()
=> _conflicts?.RemoveAll( m => m.Data is Utf8GamePath );
public void ClearMetaConflicts()
=> _conflicts?.RemoveAll( m => m.Data is MetaManipulation );
public void ClearConflictsWithMod( int modIdx )
=> _conflicts?.RemoveAll( m => m.Mod1 == modIdx || m.Mod2 == modIdx );
}