mirror of
https://github.com/xivdev/Penumbra.git
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122 lines
No EOL
3.7 KiB
C#
122 lines
No EOL
3.7 KiB
C#
using System;
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using Dalamud.Utility.Signatures;
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using FFXIVClientStructs.FFXIV.Client.System.Resource;
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using Penumbra.Collections;
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using Penumbra.GameData.ByteString;
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using Penumbra.GameData.Enums;
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using Penumbra.Interop.Loader;
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namespace Penumbra.Interop.Resolver;
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// The Path Resolver handles character collections.
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// It will hook any path resolving functions for humans,
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// as well as DrawObject creation.
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// It links draw objects to actors, and actors to character collections,
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// to resolve paths for character collections.
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public partial class PathResolver : IDisposable
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{
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private readonly ResourceLoader _loader;
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public bool Enabled { get; private set; }
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public PathResolver( ResourceLoader loader )
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{
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_loader = loader;
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SignatureHelper.Initialise( this );
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SetupHumanHooks();
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SetupWeaponHooks();
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SetupMetaHooks();
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Penumbra.CollectionManager.CollectionChanged += OnCollectionChange;
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}
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// The modified resolver that handles game path resolving.
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private bool CharacterResolver( Utf8GamePath gamePath, ResourceCategory _1, ResourceType type, int _2, out (FullPath?, object?) data )
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{
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// Check if the path was marked for a specific collection,
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// or if it is a file loaded by a material, and if we are currently in a material load.
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// If not use the default collection.
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// We can remove paths after they have actually been loaded.
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// A potential next request will add the path anew.
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var nonDefault = HandleMaterialSubFiles( type, out var collection ) || PathCollections.TryRemove( gamePath.Path, out collection );
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if( !nonDefault )
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{
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collection = Penumbra.CollectionManager.Default;
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}
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// Resolve using character/default collection first, otherwise forced, as usual.
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var resolved = collection!.ResolvePath( gamePath );
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// Since mtrl files load their files separately, we need to add the new, resolved path
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// so that the functions loading tex and shpk can find that path and use its collection.
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// We also need to handle defaulted materials against a non-default collection.
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var path = resolved == null ? gamePath.Path.ToString() : resolved.Value.FullName;
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HandleMtrlCollection( collection, path, nonDefault, type, resolved, out data );
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return true;
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}
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public void Enable()
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{
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if( Enabled )
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{
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return;
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}
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Enabled = true;
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InitializeDrawObjects();
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EnableHumanHooks();
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EnableWeaponHooks();
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EnableMtrlHooks();
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EnableDataHooks();
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EnableMetaHooks();
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_loader.ResolvePathCustomization += CharacterResolver;
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}
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public void Disable()
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{
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if( !Enabled )
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{
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return;
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}
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Enabled = false;
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DisableHumanHooks();
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DisableWeaponHooks();
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DisableMtrlHooks();
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DisableDataHooks();
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DisableMetaHooks();
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DrawObjectToObject.Clear();
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PathCollections.Clear();
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_loader.ResolvePathCustomization -= CharacterResolver;
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}
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public void Dispose()
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{
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Disable();
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DisposeHumanHooks();
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DisposeWeaponHooks();
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DisposeMtrlHooks();
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DisposeDataHooks();
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DisposeMetaHooks();
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Penumbra.CollectionManager.CollectionChanged -= OnCollectionChange;
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}
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private void OnCollectionChange( ModCollection.Type type, ModCollection? _1, ModCollection? _2, string? characterName )
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{
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if( type != ModCollection.Type.Character )
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{
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return;
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}
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if( Penumbra.CollectionManager.HasCharacterCollections )
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{
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Enable();
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}
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else
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{
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Disable();
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}
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}
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} |