Penumbra/Penumbra/Interop/Hooks/PostProcessing/AttributeHook.cs
2025-09-08 14:38:02 +02:00

84 lines
2.7 KiB
C#

using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using OtterGui.Classes;
using Penumbra.Collections;
using Penumbra.GameData;
using Penumbra.GameData.Interop;
using Penumbra.Interop.PathResolving;
using Penumbra.Meta;
namespace Penumbra.Interop.Hooks.PostProcessing;
/// <summary>
/// Triggered whenever a model recomputes its attribute masks.
/// <list type="number">
/// <item>Parameter is the game object that recomputed its attributes. </item>
/// <item>Parameter is the draw object on which the recomputation was called. </item>
/// <item>Parameter is the collection associated with the game object. </item>
/// <item>Parameter is the slot that was recomputed. If this is Unknown, it is a general new update call. </item>
/// </list> </summary>
public sealed unsafe class AttributeHook : EventWrapper<Actor, Model, ModCollection, AttributeHook.Priority>, Luna.IHookService
{
public enum Priority
{
/// <seealso cref="ShapeAttributeManager.OnAttributeComputed"/>
ShapeAttributeManager = 0,
}
private readonly CollectionResolver _resolver;
private readonly Configuration _config;
public AttributeHook(Luna.HookManager hooks, Configuration config, CollectionResolver resolver)
: base("Update Model Attributes")
{
_config = config;
_resolver = resolver;
_task = hooks.CreateHook<Delegate>(Name, Sigs.UpdateAttributes, Detour, config.EnableCustomShapes);
}
private readonly Task<Hook<Delegate>> _task;
public nint Address
=> _task.Result.Address;
public void Enable()
=> SetState(true);
public void Disable()
=> SetState(false);
public void SetState(bool enabled)
{
if (_config.EnableCustomShapes == enabled)
return;
_config.EnableCustomShapes = enabled;
_config.Save();
if (enabled)
_task.Result.Enable();
else
_task.Result.Disable();
}
public Task Awaiter
=> _task;
public bool Finished
=> _task.IsCompletedSuccessfully;
private delegate void Delegate(Human* human);
private void Detour(Human* human)
{
_task.Result.Original(human);
var resolveData = _resolver.IdentifyCollection((DrawObject*)human, true);
var identifiedActor = resolveData.AssociatedGameObject;
var identifiedCollection = resolveData.ModCollection;
Penumbra.Log.Excessive($"[{Name}] Invoked on 0x{(ulong)human:X} (0x{identifiedActor:X}).");
Invoke(identifiedActor, human, identifiedCollection);
}
protected override void Dispose(bool disposing)
=> _task.Result.Dispose();
}