mirror of
https://github.com/xivdev/Penumbra.git
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379 lines
No EOL
11 KiB
C#
379 lines
No EOL
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.ClientState.Objects.Types;
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using Penumbra.GameData.Enums;
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using Penumbra.Interop.Structs;
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using Penumbra.Mods;
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namespace Penumbra.Interop;
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public unsafe class ObjectReloader : IDisposable
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{
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private delegate void ManipulateDraw( IntPtr actor );
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private const uint NpcObjectId = unchecked( ( uint )-536870912 );
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public const int GPosePlayerIdx = 201;
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public const int GPoseEndIdx = GPosePlayerIdx + 48;
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private readonly ModManager _mods;
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private readonly Queue< (uint actorId, string name, RedrawType s) > _actorIds = new();
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private int _currentFrame;
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private bool _changedSettings;
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private uint _currentObjectId = uint.MaxValue;
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private DrawState _currentObjectStartState = 0;
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private RedrawType _currentRedrawType = RedrawType.Unload;
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private string? _currentObjectName;
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private bool _wasTarget;
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private bool _inGPose;
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public static DrawState* ActorDrawState( GameObject actor )
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=> ( DrawState* )( actor.Address + 0x0104 );
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private static void DisableDraw( GameObject actor )
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=> ( ( delegate* unmanaged< IntPtr, void >** )actor.Address )[ 0 ][ 17 ]( actor.Address );
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private static void EnableDraw( GameObject actor )
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=> ( ( delegate* unmanaged< IntPtr, void >** )actor.Address )[ 0 ][ 16 ]( actor.Address );
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public ObjectReloader( ModManager mods )
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=> _mods = mods;
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private void ChangeSettings()
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{
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if( _currentObjectName != null && _mods.Collections.CharacterCollection.TryGetValue( _currentObjectName, out var collection ) )
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{
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_changedSettings = true;
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_mods.Collections.SetActiveCollection( collection, _currentObjectName );
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}
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}
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private void RestoreSettings()
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{
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_mods.Collections.ResetActiveCollection();
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_changedSettings = false;
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}
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private void WriteInvisible( GameObject actor, int actorIdx )
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{
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_currentObjectStartState = *ActorDrawState( actor );
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*ActorDrawState( actor ) |= DrawState.Invisibility;
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if( _inGPose )
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{
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DisableDraw( actor );
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}
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}
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private bool StillLoading( DrawState* renderPtr )
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{
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const DrawState stillLoadingFlags = DrawState.SomeNpcFlag
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| DrawState.MaybeCulled
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| DrawState.MaybeHiddenMinion
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| DrawState.MaybeHiddenSummon;
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if( renderPtr != null )
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{
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var loadingFlags = *( DrawState* )renderPtr;
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if( loadingFlags == _currentObjectStartState )
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{
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return false;
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}
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return !( loadingFlags == 0 || ( loadingFlags & stillLoadingFlags ) != 0 );
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}
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return false;
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}
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private void WriteVisible( GameObject actor, int actorIdx )
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{
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*ActorDrawState( actor ) &= ~DrawState.Invisibility;
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if( _inGPose )
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{
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EnableDraw( actor );
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}
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}
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private bool CheckObject( GameObject actor )
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{
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if( _currentObjectId != actor.ObjectId )
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{
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return false;
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}
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if( _currentObjectId != NpcObjectId )
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{
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return true;
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}
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return _currentObjectName == actor.Name.ToString();
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}
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private bool CheckObjectGPose( GameObject actor )
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=> actor.ObjectId == NpcObjectId && _currentObjectName == actor.Name.ToString();
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private (GameObject?, int) FindCurrentObject()
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{
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if( _inGPose )
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{
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for( var i = GPosePlayerIdx; i < GPoseEndIdx; ++i )
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{
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var actor = Dalamud.Objects[ i ];
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if( actor == null )
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{
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break;
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}
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if( CheckObjectGPose( actor ) )
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{
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return ( actor, i );
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}
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}
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}
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for( var i = 0; i < Dalamud.Objects.Length; ++i )
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{
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if( i == GPosePlayerIdx )
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{
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i = GPoseEndIdx;
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}
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var actor = Dalamud.Objects[ i ];
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if( actor != null && CheckObject( actor ) )
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{
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return ( actor, i );
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}
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}
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return ( null, -1 );
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}
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private void PopObject()
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{
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if( _actorIds.Count > 0 )
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{
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var (id, name, s) = _actorIds.Dequeue();
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_currentObjectName = name;
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_currentObjectId = id;
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_currentRedrawType = s;
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var (actor, _) = FindCurrentObject();
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if( actor == null )
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{
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return;
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}
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_wasTarget = actor.Address == Dalamud.Targets.Target?.Address;
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++_currentFrame;
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}
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else
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{
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Dalamud.Framework.Update -= OnUpdateEvent;
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}
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}
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private void ApplySettingsOrRedraw()
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{
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var (actor, idx) = FindCurrentObject();
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if( actor == null )
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{
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_currentFrame = 0;
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return;
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}
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switch( _currentRedrawType )
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{
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case RedrawType.Unload:
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WriteInvisible( actor, idx );
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_currentFrame = 0;
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break;
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case RedrawType.RedrawWithSettings:
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ChangeSettings();
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++_currentFrame;
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break;
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case RedrawType.RedrawWithoutSettings:
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WriteVisible( actor, idx );
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_currentFrame = 0;
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break;
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case RedrawType.WithoutSettings:
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WriteInvisible( actor, idx );
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++_currentFrame;
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break;
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case RedrawType.WithSettings:
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ChangeSettings();
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WriteInvisible( actor, idx );
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++_currentFrame;
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break;
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case RedrawType.OnlyWithSettings:
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ChangeSettings();
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if( !_changedSettings )
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{
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return;
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}
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WriteInvisible( actor, idx );
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++_currentFrame;
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break;
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case RedrawType.AfterGPoseWithSettings:
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case RedrawType.AfterGPoseWithoutSettings:
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if( _inGPose )
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{
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_actorIds.Enqueue( ( _currentObjectId, _currentObjectName!, _currentRedrawType ) );
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_currentFrame = 0;
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}
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else
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{
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_currentRedrawType = _currentRedrawType == RedrawType.AfterGPoseWithSettings
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? RedrawType.WithSettings
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: RedrawType.WithoutSettings;
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}
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break;
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default: throw new InvalidEnumArgumentException();
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}
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}
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private void StartRedrawAndWait()
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{
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var (actor, idx) = FindCurrentObject();
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if( actor == null )
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{
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RevertSettings();
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return;
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}
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WriteVisible( actor, idx );
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_currentFrame = _changedSettings || _wasTarget ? _currentFrame + 1 : 0;
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}
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private void RevertSettings()
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{
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var (actor, _) = FindCurrentObject();
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if( actor != null )
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{
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if( !StillLoading( ActorDrawState( actor ) ) )
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{
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RestoreSettings();
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if( _wasTarget && Dalamud.Targets.Target == null )
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{
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Dalamud.Targets.SetTarget( actor );
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}
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_currentFrame = 0;
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}
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}
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else
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{
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_currentFrame = 0;
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}
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}
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private void OnUpdateEvent( object framework )
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{
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if( Dalamud.Conditions[ ConditionFlag.BetweenAreas51 ]
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|| Dalamud.Conditions[ ConditionFlag.BetweenAreas ]
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|| Dalamud.Conditions[ ConditionFlag.OccupiedInCutSceneEvent ] )
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{
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return;
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}
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_inGPose = Dalamud.Objects[ GPosePlayerIdx ] != null;
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switch( _currentFrame )
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{
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case 0:
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PopObject();
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break;
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case 1:
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ApplySettingsOrRedraw();
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break;
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case 2:
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StartRedrawAndWait();
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break;
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case 3:
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RevertSettings();
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break;
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default:
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_currentFrame = 0;
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break;
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}
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}
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private void RedrawObjectIntern( uint objectId, string actorName, RedrawType settings )
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{
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if( _actorIds.Contains( ( objectId, actorName, settings ) ) )
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{
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return;
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}
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_actorIds.Enqueue( ( objectId, actorName, settings ) );
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if( _actorIds.Count == 1 )
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{
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Dalamud.Framework.Update += OnUpdateEvent;
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}
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}
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public void RedrawObject( GameObject? actor, RedrawType settings = RedrawType.WithSettings )
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{
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if( actor != null )
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{
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RedrawObjectIntern( actor.ObjectId, actor.Name.ToString(), RedrawType.WithoutSettings ); // TODO settings );
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}
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}
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private GameObject? GetLocalPlayer()
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{
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var gPosePlayer = Dalamud.Objects[ GPosePlayerIdx ];
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return gPosePlayer ?? Dalamud.Objects[ 0 ];
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}
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private GameObject? GetName( string name )
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{
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var lowerName = name.ToLowerInvariant();
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return lowerName switch
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{
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"" => null,
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"<me>" => GetLocalPlayer(),
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"self" => GetLocalPlayer(),
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"<t>" => Dalamud.Targets.Target,
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"target" => Dalamud.Targets.Target,
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"<f>" => Dalamud.Targets.FocusTarget,
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"focus" => Dalamud.Targets.FocusTarget,
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"<mo>" => Dalamud.Targets.MouseOverTarget,
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"mouseover" => Dalamud.Targets.MouseOverTarget,
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_ => Dalamud.Objects.FirstOrDefault(
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a => string.Equals( a.Name.ToString(), lowerName, StringComparison.InvariantCultureIgnoreCase ) ),
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};
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}
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public void RedrawObject( string name, RedrawType settings = RedrawType.WithSettings )
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=> RedrawObject( GetName( name ), settings );
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public void RedrawAll( RedrawType settings = RedrawType.WithSettings )
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{
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Clear();
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foreach( var actor in Dalamud.Objects )
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{
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RedrawObject( actor, settings );
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}
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}
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public void Clear()
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{
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RestoreSettings();
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_currentFrame = 0;
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}
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public void Dispose()
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{
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RevertSettings();
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_actorIds.Clear();
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Dalamud.Framework.Update -= OnUpdateEvent;
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}
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} |