Add cutscene identification and IPC, reorder PathResolver stuff.

This commit is contained in:
Ottermandias 2022-08-09 22:12:15 +02:00
parent dc61f362fd
commit 8fdd173388
21 changed files with 1326 additions and 1323 deletions

View file

@ -201,6 +201,7 @@ public class IpcTester : IDisposable
private string _currentDrawObjectString = string.Empty;
private string _currentReversePath = string.Empty;
private IntPtr _currentDrawObject = IntPtr.Zero;
private int _currentCutsceneActor = 0;
private string _lastCreatedGameObjectName = string.Empty;
private DateTimeOffset _lastCreatedGameObjectTime = DateTimeOffset.MaxValue;
@ -231,6 +232,8 @@ public class IpcTester : IDisposable
: IntPtr.Zero;
}
ImGui.InputInt( "Cutscene Actor", ref _currentCutsceneActor, 0 );
using var table = ImRaii.Table( string.Empty, 3, ImGuiTableFlags.SizingFixedFit );
if( !table )
{
@ -263,6 +266,10 @@ public class IpcTester : IDisposable
ImGui.TextUnformatted( ptr == IntPtr.Zero ? $"No Actor Associated, {collection}" : $"{ptr:X}, {collection}" );
}
DrawIntro( PenumbraIpc.LabelProviderGetDrawObjectInfo, "Cutscene Parent" );
ImGui.TextUnformatted( _pi.GetIpcSubscriber< int, int >( PenumbraIpc.LabelProviderGetCutsceneParentIndex )
.InvokeFunc( _currentCutsceneActor ).ToString() );
DrawIntro( PenumbraIpc.LabelProviderReverseResolvePath, "Reversed Game Paths" );
if( _currentReversePath.Length > 0 )
{