first commit

This commit is contained in:
2025-07-02 09:46:22 +03:00
commit a9ff25f69b
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138
.editorconfig Normal file
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root = true
# top-most EditorConfig file
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
# 4 space indentation
indent_style = space
indent_size = 4
# disable redundant style warnings
# Microsoft .NET properties
csharp_indent_braces = false
csharp_new_line_before_catch = true
csharp_new_line_before_else = true
csharp_new_line_before_finally = true
csharp_new_line_before_members_in_object_initializers = false
csharp_new_line_before_open_brace = all
csharp_preferred_modifier_order = public, private, protected, internal, new, abstract, virtual, sealed, override, static, readonly, extern, unsafe, volatile, async:suggestion
csharp_style_var_elsewhere = true:suggestion
csharp_style_var_for_built_in_types = true:suggestion
csharp_style_var_when_type_is_apparent = true:suggestion
dotnet_code_quality_unused_parameters = non_public
dotnet_naming_rule.event_rule.severity = warning
dotnet_naming_rule.event_rule.style = on_upper_camel_case_style
dotnet_naming_rule.event_rule.symbols = event_symbols
dotnet_naming_rule.private_constants_rule.severity = warning
dotnet_naming_rule.private_constants_rule.style = upper_camel_case_style
dotnet_naming_rule.private_constants_rule.symbols = private_constants_symbols
dotnet_naming_rule.private_instance_fields_rule.severity = warning
dotnet_naming_rule.private_instance_fields_rule.style = lower_camel_case_style
dotnet_naming_rule.private_instance_fields_rule.symbols = private_instance_fields_symbols
dotnet_naming_rule.private_static_fields_rule.severity = warning
dotnet_naming_rule.private_static_fields_rule.style = upper_camel_case_style
dotnet_naming_rule.private_static_fields_rule.symbols = private_static_fields_symbols
dotnet_naming_rule.private_static_readonly_rule.severity = warning
dotnet_naming_rule.private_static_readonly_rule.style = upper_camel_case_style
dotnet_naming_rule.private_static_readonly_rule.symbols = private_static_readonly_symbols
dotnet_naming_style.lower_camel_case_style.capitalization = camel_case
dotnet_naming_style.on_upper_camel_case_style.capitalization = pascal_case
dotnet_naming_style.on_upper_camel_case_style.required_prefix = On
dotnet_naming_style.upper_camel_case_style.capitalization = pascal_case
dotnet_naming_symbols.event_symbols.applicable_accessibilities = *
dotnet_naming_symbols.event_symbols.applicable_kinds = event
dotnet_naming_symbols.private_constants_symbols.applicable_accessibilities = private
dotnet_naming_symbols.private_constants_symbols.applicable_kinds = field
dotnet_naming_symbols.private_constants_symbols.required_modifiers = const
dotnet_naming_symbols.private_instance_fields_symbols.applicable_accessibilities = private
dotnet_naming_symbols.private_instance_fields_symbols.applicable_kinds = field
dotnet_naming_symbols.private_static_fields_symbols.applicable_accessibilities = private
dotnet_naming_symbols.private_static_fields_symbols.applicable_kinds = field
dotnet_naming_symbols.private_static_fields_symbols.required_modifiers = static
dotnet_naming_symbols.private_static_readonly_symbols.applicable_accessibilities = private
dotnet_naming_symbols.private_static_readonly_symbols.applicable_kinds = field
dotnet_naming_symbols.private_static_readonly_symbols.required_modifiers = static,readonly
dotnet_style_parentheses_in_arithmetic_binary_operators =always_for_clarity:suggestion
dotnet_style_parentheses_in_other_binary_operators =always_for_clarity:suggestion
dotnet_style_parentheses_in_relational_binary_operators = always_for_clarity:suggestion
dotnet_style_predefined_type_for_member_access = true:suggestion
dotnet_style_require_accessibility_modifiers = for_non_interface_members:suggestion
dotnet_style_parentheses_in_other_operators=always_for_clarity:silent
dotnet_style_object_initializer = false
csharp_space_between_method_call_empty_parameter_list_parentheses = false
csharp_space_between_method_call_parameter_list_parentheses = false
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
csharp_space_between_empty_square_brackets = false
csharp_space_before_semicolon_in_for_statement = false
csharp_space_before_open_square_brackets = false
csharp_space_before_comma = false
csharp_space_after_keywords_in_control_flow_statements = true
csharp_space_after_comma = true
csharp_space_after_cast = false
csharp_space_around_binary_operators = before_and_after
csharp_space_between_method_declaration_name_and_open_parenthesis = false
csharp_space_between_method_declaration_parameter_list_parentheses = false
csharp_space_between_parentheses = none
csharp_space_between_square_brackets = false
# ReSharper properties
resharper_align_linq_query = true
resharper_align_multiline_argument = true
resharper_align_multiline_calls_chain = true
resharper_align_multiline_expression = true
resharper_align_multiline_extends_list = true
resharper_align_multiline_for_stmt = true
resharper_align_multline_type_parameter_constrains = true
resharper_align_multline_type_parameter_list = true
resharper_apply_on_completion = true
resharper_auto_property_can_be_made_get_only_global_highlighting = none
resharper_auto_property_can_be_made_get_only_local_highlighting = none
resharper_autodetect_indent_settings = true
resharper_braces_for_ifelse = required_for_multiline
resharper_can_use_global_alias = false
resharper_csharp_align_multiline_parameter = true
resharper_csharp_align_multiple_declaration = true
resharper_csharp_empty_block_style = together_same_line
resharper_csharp_int_align_comments = true
resharper_csharp_new_line_before_while = true
resharper_csharp_wrap_after_declaration_lpar = true
resharper_enforce_line_ending_style = true
resharper_member_can_be_private_global_highlighting = none
resharper_member_can_be_private_local_highlighting = none
resharper_new_line_before_finally = false
resharper_place_accessorholder_attribute_on_same_line = false
resharper_place_field_attribute_on_same_line = false
resharper_show_autodetect_configure_formatting_tip = false
resharper_use_indent_from_vs = false
# ReSharper inspection severities
resharper_arrange_missing_parentheses_highlighting = hint
resharper_arrange_redundant_parentheses_highlighting = hint
resharper_arrange_this_qualifier_highlighting = hint
resharper_arrange_type_member_modifiers_highlighting = hint
resharper_arrange_type_modifiers_highlighting = hint
resharper_built_in_type_reference_style_for_member_access_highlighting = hint
resharper_built_in_type_reference_style_highlighting = none
resharper_foreach_can_be_converted_to_query_using_another_get_enumerator_highlighting = none
resharper_foreach_can_be_partly_converted_to_query_using_another_get_enumerator_highlighting = none
resharper_invert_if_highlighting = none
resharper_loop_can_be_converted_to_query_highlighting = none
resharper_method_has_async_overload_highlighting = none
resharper_private_field_can_be_converted_to_local_variable_highlighting = none
resharper_redundant_base_qualifier_highlighting = none
resharper_suggest_var_or_type_built_in_types_highlighting = hint
resharper_suggest_var_or_type_elsewhere_highlighting = hint
resharper_suggest_var_or_type_simple_types_highlighting = hint
resharper_unused_auto_property_accessor_global_highlighting = none
csharp_style_deconstructed_variable_declaration=true:silent
[*.{appxmanifest,asax,ascx,aspx,axaml,axml,build,c,c++,cc,cginc,compute,config,cp,cpp,cs,cshtml,csproj,css,cu,cuh,cxx,dbml,discomap,dtd,h,hh,hlsl,hlsli,hlslinc,hpp,htm,html,hxx,inc,inl,ino,ipp,js,json,jsproj,jsx,lsproj,master,mpp,mq4,mq5,mqh,njsproj,nuspec,paml,proj,props,proto,razor,resjson,resw,resx,skin,StyleCop,targets,tasks,tpp,ts,tsx,usf,ush,vb,vbproj,xaml,xamlx,xml,xoml,xsd}]
indent_style = space
indent_size = 4
tab_width = 4
dotnet_style_parentheses_in_other_operators=always_for_clarity:silent

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.github/workflows/release.yml vendored Normal file
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name: Create Release
on:
push:
tags:
- "*.*.*.*"
permissions:
contents: write
jobs:
release:
runs-on: ubuntu-latest
env:
DALAMUD_HOME: /tmp/dalamud
steps:
- name: Checkout Repository
uses: actions/checkout@v4
- name: Set up .NET
uses: actions/setup-dotnet@v3
with:
dotnet-version: 9.0.x
- name: Download Dalamud Latest
run: |
wget https://goatcorp.github.io/dalamud-distrib/latest.zip -O ${{ env.DALAMUD_HOME }}.zip
unzip ${{ env.DALAMUD_HOME }}.zip -d ${{ env.DALAMUD_HOME }}
- name: Restore Project
run: dotnet restore
- name: Build
run: |
$ver = '${{ github.ref_name }}'
dotnet build --no-restore --configuration Release -p:Version=$ver -p:AssemblyVersion=$ver -p:FileVersion=$ver
- name: Create Release
uses: actions/create-release@v1
id: create_release
with:
draft: false
prerelease: false
release_name: ${{ github.ref_name }}
tag_name: ${{ github.ref_name }}
env:
GITHUB_TOKEN: ${{ github.token }}
- name: Upload Release Asset with curl
run: |
curl \
-X POST \
-H "Authorization: token ${{ gitea.token }}" \
-H "Content-Type: application/zip" \
--data-binary @CharacterSelectPlugin/bin/Release/CharacterSelectPlugin/latest.zip \
"${{ steps.create_release.outputs.upload_url }}?name=latest.zip"

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.vs/
obj/
bin/
*.user

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Newtonsoft.Json;
namespace CharacterSelectPlugin
{
[Serializable]
public class Character
{
public string Name { get; set; }
public string Macros { get; set; } = ""; // Default to empty instead of null
public string? ImagePath { get; set; }
public List<CharacterDesign> Designs { get; set; }
public Vector3 NameplateColor { get; set; } = new Vector3(1.0f, 1.0f, 1.0f); // Default to white
public string PenumbraCollection { get; set; } = "";
public string GlamourerDesign { get; set; } = "";
public string CustomizeProfile { get; set; } = "";
public bool IsFavorite { get; set; } = false; // Allows favouriting
public DateTime DateAdded { get; set; } = DateTime.Now; // Tracks when the character was added
public int SortOrder { get; set; } = 0; // Tracks manual drag-drop order
public string HonorificTitle { get; set; } = "";
public string HonorificPrefix { get; set; } = "";
public string HonorificSuffix { get; set; } = "";
public Vector3 HonorificColor { get; set; } = new Vector3(1.0f, 1.0f, 1.0f); // Default white
public Vector3 HonorificGlow { get; set; } = new Vector3(1.0f, 1.0f, 1.0f); // Default white
public string MoodlePreset { get; set; } = ""; // MOODLES
public byte IdlePoseIndex { get; set; } = 0; // Idles!
public byte SitPoseIndex { get; set; } = 255;
public byte GroundSitPoseIndex { get; set; } = 255;
public byte DozePoseIndex { get; set; } = 255;
public string? Pronouns { get; set; }
public string? Gender { get; set; }
public string? Age { get; set; }
public string? Race { get; set; }
public string? SexualOrientation { get; set; }
public string? RelationshipStatus { get; set; }
public string? Occupation { get; set; }
public string? Abilities { get; set; }
public string? Bio { get; set; }
public string? RpTags { get; set; }
public string? RpImagePath { get; set; } // Optional override image
public RPProfile RPProfile { get; set; } = new();
public string? LastInGameName { get; set; }
public List<string> Tags { get; set; } = new();
[JsonIgnore]
public string Tag
{
get => Tags.FirstOrDefault() ?? "";
set
{
Tags.Clear();
if (!string.IsNullOrWhiteSpace(value))
Tags.Add(value);
}
}
public List<string> KnownTags { get; set; } = new();
public List<string> DesignTags { get; set; } = new List<string>();
public string CharacterAutomation { get; set; } = "";
public List<DesignFolder> DesignFolders { get; set; } = new();
public Vector3? OverrideAccentColor { get; set; } // if you're ever persisting the selection outside RPProfile
public Character(
string name,
string macros,
string? imagePath,
List<CharacterDesign> designs,
Vector3 nameplateColor,
string penumbraCollection,
string glamourerDesign,
string customizeProfile,
string honorificTitle,
string honorificPrefix,
string honorificSuffix,
Vector3 honorificColor,
Vector3 honorificGlow,
string moodlePreset,
string characterautomation)
{
Name = name;
Macros = macros ?? ""; // Prevents null macros
ImagePath = imagePath;
Designs = designs ?? new List<CharacterDesign>();
NameplateColor = nameplateColor;
PenumbraCollection = penumbraCollection;
GlamourerDesign = glamourerDesign;
CustomizeProfile = customizeProfile;
HonorificTitle = honorificTitle;
HonorificPrefix = honorificPrefix;
HonorificSuffix = honorificSuffix;
HonorificColor = honorificColor;
HonorificGlow = honorificGlow;
MoodlePreset = moodlePreset;
CharacterAutomation = characterautomation;
}
}
public class DesignFolder
{
public string Name { get; set; }
public Guid Id { get; set; }
// Optional parent (for future nesting)
public Guid? ParentFolderId { get; set; } = null;
// Manual ordering index within its parent
public int SortOrder { get; set; } = 0;
// <<< Add this! >>>
public DesignFolder()
{
Name = "";
Id = Guid.NewGuid();
ParentFolderId = null;
SortOrder = 0;
}
public DesignFolder(string name)
{
Name = name;
Id = Guid.NewGuid();
}
public DesignFolder(string name, Guid id)
{
Name = name;
Id = id;
}
public DesignFolder(DesignFolder other)
{
Name = other.Name;
Id = other.Id;
}
}
}

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using System;
using System.Collections.Generic;
namespace CharacterSelectPlugin
{
public class CharacterDesign
{
public string Name { get; set; }
public string Macro { get; set; }
public bool IsAdvancedMode { get; set; } // Tracks if Advanced Mode was used
public string AdvancedMacro { get; set; } // Stores Advanced Mode macro separately
public string GlamourerDesign { get; set; } // Store Glamourer Design separately
public DateTime DateAdded { get; set; } = DateTime.UtcNow; // Automatically set when created
public bool IsFavorite { get; set; } // Used for sorting by Favorites
public string Automation { get; set; } = "";
public string CustomizePlusProfile { get; set; } = "";
public string Tag { get; set; } = "Unsorted";
public List<string> KnownTags { get; set; } = new();
public List<string> DesignTags { get; set; } = new List<string>();
public Guid? FolderId { get; set; } = null; // null = Unsorted
public Guid Id { get; set; } = Guid.NewGuid();
public int SortOrder { get; set; } = 0;
public CharacterDesign(string name, string macro, bool isAdvancedMode = false, string advancedMacro = "", string glamourerDesign = "", string automation = "", string customizePlusProfile = "")
{
Name = name;
Macro = macro;
IsAdvancedMode = isAdvancedMode; // Tracks if this design was saved in Advanced Mode
AdvancedMacro = advancedMacro; // Stores the exact Advanced Mode macro if used
GlamourerDesign = glamourerDesign; // Store Glamourer Design
Automation = automation; // Store Glamourer Automation
CustomizePlusProfile = customizePlusProfile; // Store Design C+ Profiles
DateAdded = DateTime.UtcNow;
IsFavorite = false; // Default to not favourited
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Dalamud.NET.Sdk/12.0.2">
<PropertyGroup>
<TargetFramework>net9.0-windows</TargetFramework>
<!-- Windows-specific target framework -->
<Version>1.1.1.3</Version>
<Description>Character Select+.</Description>
<PackageProjectUrl>https://github.com/USBTURTLECUP/Character-Select-</PackageProjectUrl>
<PackageLicenseExpression>AGPL-3.0-or-later</PackageLicenseExpression>
<IsPackable>false</IsPackable>
<UseWindowsForms>true</UseWindowsForms>
</PropertyGroup>
<ItemGroup>
<Content Include="..\Data\goat.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
</ItemGroup>
<ItemGroup>
<Reference Include="System.Windows.Forms" />
</ItemGroup>
<ItemGroup>
<Content Include="CharacterSelectPlugin.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="..\Data\goat.png">
<Link>goat.png</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\**\*.*">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<Folder Include="Header Files\" />
</ItemGroup>
</Project>

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{
"Author": "Kid Icarus",
"Name": "Character Select+",
"InternalName": "CharacterSelectPlugin",
"AssemblyVersion": "1.1.0.0",
"Description": "Character Select+ allows you to create, save, and instantly apply fully customized character profiles with the press of a button. Switch between your OCs effortlessly using /select CharacterName, applying Penumbra Collections, Glamourer Designs, Customize+ Profiles, Honorific Titles, Moodle Presets, and Idles in one command.\n\nWhile profile switching is its core purpose, Character Select+ includes additional features:\n✔ Advanced Mode Create custom macro setups for deeper character customization.\n✔ Profile-Specific Designs Use multiple outfits, styles, and looks per character.\n✔ Favorites & Sorting Keep profiles organized by name, date, or importance.\n✔ Quick Swap Bar! \n✔ One-Click Macro Execution Run predefined commands instantly when selecting a character.\n\nWhether you're roleplaying, gposing, or just love quick customization, Character Select+ makes switching between characters faster, easier, and seamless.\n",
"ApplicableVersion": "any",
"Tags": [
"character",
"select",
"ocs"
],
"DalamudApiLevel": 12,
"LoadRequiredState": 0,
"LoadSync": false,
"CanUnloadAsync": false,
"LoadPriority": 0,
"Punchline": "Swap between your OCs with a single click",
"AcceptsFeedback": true,
"IconUrl": "https://raw.githubusercontent.com/IcarusXIV/Character-Select-/master/CharacterSelectPlugin/Assets/Icon.png"
}

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using Dalamud.Configuration;
using Dalamud.Plugin;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Numerics;
namespace CharacterSelectPlugin
{
[Serializable]
public class Configuration : IPluginConfiguration
{
public int Version { get; set; } = 1;
public List<Character> Characters { get; set; } = new List<Character>();
public Vector3 NewCharacterColor { get; set; } = new Vector3(1.0f, 1.0f, 1.0f);
// Existing Settings
public bool IsConfigWindowMovable { get; set; } = true;
public bool SomePropertyToBeSavedAndWithADefault { get; set; } = false;
// Profile Settings
public float ProfileImageScale { get; set; } = 1.0f; // Image scaling
public int ProfileColumns { get; set; } = 3; // Number of profiles per row
public float ProfileSpacing { get; set; } = 10.0f; // Default spacing between profiles
private IDalamudPluginInterface pluginInterface;
public int CurrentSortIndex { get; set; } = 0; // Default to Manual (SortType.Manual = 0)
public PersistentPoseSet DefaultPoses { get; set; } = new();
public bool IsQuickSwitchWindowOpen { get; set; } = false;
public bool EnableAutomations { get; set; } = false;
public string LastSeenVersion { get; set; } = "";
public ProfileSharing RPSharingMode { get; set; } = ProfileSharing.AlwaysShare;
public List<string> KnownTags { get; set; } = new();
public byte LastIdlePoseAppliedByPlugin { get; set; } = 255;
public byte LastSitPoseAppliedByPlugin { get; set; } = 255;
public byte LastGroundSitPoseAppliedByPlugin { get; set; } = 255;
public byte LastDozePoseAppliedByPlugin { get; set; } = 255;
public Dictionary<string, string> LastUsedCharacterByPlayer { get; set; } = new();
public bool EnableLastUsedCharacterAutoload { get; set; } = false;
public string? LastSessionId { get; set; } = null;
public string? PreviousSessionId { get; set; }
[JsonProperty]
public float UIScaleMultiplier { get; set; } = 1.0f;
[DefaultValue(true)]
public bool ApplyIdleOnLogin { get; set; } = true;
public uint LastKnownJobId { get; set; } = 0;
public Dictionary<string, string> LastUsedDesignByCharacter { get; set; } = new();
public bool ReapplyDesignOnJobChange { get; set; } = false;
public string? LastUsedDesignCharacterKey { get; set; } = null;
public string? LastUsedCharacterKey { get; set; } = null;
[DefaultValue(false)]
public bool EnableLoginDelay { get; set; } = false;
[JsonProperty]
public bool EnablePoseAutoSave { get; set; } = true;
public bool EnableSafeMode { get; set; } = false;
public bool QuickSwitchCompact { get; set; } = false;
public Configuration(IDalamudPluginInterface pluginInterface)
{
this.pluginInterface = pluginInterface;
}
public static Configuration Load(IDalamudPluginInterface pluginInterface)
{
var config = pluginInterface.GetPluginConfig() as Configuration ?? new Configuration(pluginInterface);
config.pluginInterface = pluginInterface;
// Ensure valid sorting index
if (config.CurrentSortIndex < 0 || config.CurrentSortIndex > 4)
config.CurrentSortIndex = 0;
return config;
}
[Serializable]
public class PersistentPoseSet
{
public byte Idle { get; set; } = 255;
public byte Sit { get; set; } = 255;
public byte GroundSit { get; set; } = 255;
public byte Doze { get; set; } = 255;
}
public void Save()
{
pluginInterface.SavePluginConfig(this);
}
}
}

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using Dalamud.Game.Gui.ContextMenu;
using Dalamud.Plugin.Services;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace CharacterSelectPlugin.Managers
{
public class ContextMenuManager : IDisposable
{
private readonly Plugin plugin;
private readonly IContextMenu contextMenu;
private static readonly string[] ValidAddons =
[
"PartyMemberList",
"FriendList",
"FreeCompany",
"LinkShell",
"CrossWorldLinkshell",
"_PartyList",
"ChatLog",
"LookingForGroup",
"BlackList",
"ContentMemberList",
"SocialList",
"ContactList",
"CharacterInspect",
];
private static readonly Dictionary<uint, string> WorldIdToName = new()
{
{ 404, "Marilith" },
{ 410, "Rafflesia" },
{ 411, "White Rook" },
{ 100, "FictitiousWorld" },
};
public ContextMenuManager(Plugin plugin, IContextMenu contextMenu)
{
this.plugin = plugin;
this.contextMenu = contextMenu;
this.contextMenu.OnMenuOpened += OnMenuOpened;
}
public void Dispose()
{
this.contextMenu.OnMenuOpened -= OnMenuOpened;
}
private void OnMenuOpened(IMenuOpenedArgs args)
{
if (args.Target is not MenuTargetDefault def || !ValidAddons.Contains(args.AddonName))
return;
// Skip if the clicked thing has no valid home world (NPCs, FC actions, etc)
if (def.TargetHomeWorld.RowId == 0)
return;
var name = def.TargetName;
var worldRow = def.TargetHomeWorld;
string worldName = worldRow.RowId > 0
? worldRow.Value.Name.ToString()
: $"World-{worldRow.RowId}";
if (!string.IsNullOrWhiteSpace(name))
{
args.AddMenuItem(new MenuItem
{
Name = "View RP Profile",
OnClicked = _ => Task.Run(() => plugin.TryRequestRPProfile($"{name}@{worldName}")),
IsEnabled = true
});
}
}
}
}

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// CharacterSelectPlugin/DesignItem.cs
using System;
namespace CharacterSelectPlugin
{
public class DesignItem
{
public Guid Id { get; }
public Guid? ParentFolderId { get; set; }
public bool IsFolder { get; }
public DesignFolder? Folder { get; }
public CharacterDesign? Design { get; }
public int SortOrder { get; set; }
// Folder ctor
public DesignItem(DesignFolder f)
{
Id = f.Id;
IsFolder = true;
Folder = f;
ParentFolderId = f.ParentFolderId; // adapt if your folder tracks this differently
SortOrder = f.SortOrder; // assume youve persisted this
}
// Design ctor
public DesignItem(CharacterDesign d)
{
Id = d.Id;
IsFolder = false;
Design = d;
ParentFolderId = d.FolderId;
SortOrder = d.SortOrder;
}
}
}

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#pragma once
#include <ctime>
#include <stack>
#include <string>
#include <thread>
#include <vector>
#include <functional>
#include <filesystem>
#include <unordered_map>
#include <algorithm> // std::min, std::max
#define IFD_DIALOG_FILE 0
#define IFD_DIALOG_DIRECTORY 1
#define IFD_DIALOG_SAVE 2
namespace ifd {
class FileDialog {
public:
static inline FileDialog& Instance()
{
static FileDialog ret;
return ret;
}
FileDialog();
~FileDialog();
bool Save(const std::string& key, const std::string& title, const std::string& filter, const std::string& startingDir = "");
bool Open(const std::string& key, const std::string& title, const std::string& filter, bool isMultiselect = false, const std::string& startingDir = "");
bool IsDone(const std::string& key);
inline bool HasResult() { return m_result.size(); }
inline const std::filesystem::path& GetResult() { return m_result[0]; }
inline const std::vector<std::filesystem::path>& GetResults() { return m_result; }
void Close();
void RemoveFavorite(const std::string& path);
void AddFavorite(const std::string& path);
inline const std::vector<std::string>& GetFavorites() { return m_favorites; }
inline void SetZoom(float z) {
m_zoom = std::min<float>(25.0f, std::max<float>(1.0f, z));
m_refreshIconPreview();
}
inline float GetZoom() { return m_zoom; }
std::function<void*(uint8_t*, int, int, char)> CreateTexture; // char -> fmt -> { 0 = BGRA, 1 = RGBA }
std::function<void(void*)> DeleteTexture;
class FileTreeNode {
public:
#ifdef _WIN32
FileTreeNode(const std::wstring& path) {
Path = std::filesystem::path(path);
Read = false;
}
#endif
FileTreeNode(const std::string& path) {
Path = std::filesystem::u8path(path);
Read = false;
}
std::filesystem::path Path;
bool Read;
std::vector<FileTreeNode*> Children;
};
class FileData {
public:
FileData(const std::filesystem::path& path);
std::filesystem::path Path;
bool IsDirectory;
size_t Size;
time_t DateModified;
bool HasIconPreview;
void* IconPreview;
uint8_t* IconPreviewData;
int IconPreviewWidth, IconPreviewHeight;
};
private:
std::string m_currentKey;
std::string m_currentTitle;
std::filesystem::path m_currentDirectory;
bool m_isMultiselect;
bool m_isOpen;
uint8_t m_type;
char m_inputTextbox[1024];
char m_pathBuffer[1024];
char m_newEntryBuffer[1024];
char m_searchBuffer[128];
std::vector<std::string> m_favorites;
bool m_calledOpenPopup;
std::stack<std::filesystem::path> m_backHistory, m_forwardHistory;
float m_zoom;
std::vector<std::filesystem::path> m_selections;
int m_selectedFileItem;
void m_select(const std::filesystem::path& path, bool isCtrlDown = false);
std::vector<std::filesystem::path> m_result;
bool m_finalize(const std::string& filename = "");
std::string m_filter;
std::vector<std::vector<std::string>> m_filterExtensions;
size_t m_filterSelection;
void m_parseFilter(const std::string& filter);
std::vector<int> m_iconIndices;
std::vector<std::string> m_iconFilepaths; // m_iconIndices[x] <-> m_iconFilepaths[x]
std::unordered_map<std::string, void*> m_icons;
void* m_getIcon(const std::filesystem::path& path);
void m_clearIcons();
void m_refreshIconPreview();
void m_clearIconPreview();
std::thread* m_previewLoader;
bool m_previewLoaderRunning;
void m_stopPreviewLoader();
void m_loadPreview();
std::vector<FileTreeNode*> m_treeCache;
void m_clearTree(FileTreeNode* node);
void m_renderTree(FileTreeNode* node);
unsigned int m_sortColumn;
unsigned int m_sortDirection;
std::vector<FileData> m_content;
void m_setDirectory(const std::filesystem::path& p, bool addHistory = true);
void m_sortContent(unsigned int column, unsigned int sortDirection);
void m_renderContent();
void m_renderPopups();
void m_renderFileDialog();
};
}

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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageSources>
<clear />
<add key="nuget.org" value="https://api.nuget.org/v3/index.json" />
<add key="goatcorp" value="https://goatcorp.github.io/nupkg/" />
</packageSources>
</configuration>

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// CharacterSelectPlugin/Managers/PoseRestorer.cs
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Control;
using FFXIVClientStructs.FFXIV.Client.Game.UI;
using System;
namespace CharacterSelectPlugin.Managers;
public unsafe class PoseRestorer
{
private readonly IClientState clientState;
private readonly Plugin plugin;
public PoseRestorer(IClientState clientState, Plugin plugin)
{
this.clientState = clientState;
this.plugin = plugin;
}
public void RestorePosesFor(Character character)
{
if (clientState.LocalPlayer == null) return;
Plugin.Framework.RunOnTick(() =>
{
ApplyPose(character);
});
}
private void ApplyPose(Character character)
{
var local = clientState.LocalPlayer;
if (local == null || local.Address == IntPtr.Zero)
return;
var charPtr = (FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)local.Address;
// This also ensures you're not in cutscene or a bad player state
if (charPtr->GameObject.ObjectIndex == 0xFFFF)
return;
TrySetPose(EmoteController.PoseType.Idle, character.IdlePoseIndex, charPtr);
TrySetPose(EmoteController.PoseType.Sit, character.SitPoseIndex, charPtr);
TrySetPose(EmoteController.PoseType.GroundSit, character.GroundSitPoseIndex, charPtr);
TrySetPose(EmoteController.PoseType.Doze, character.DozePoseIndex, charPtr);
}
private void TrySetPose(EmoteController.PoseType type, byte desired, FFXIVClientStructs.FFXIV.Client.Game.Character.Character* charPtr)
{
if (desired >= 254) return;
byte current = PlayerState.Instance()->SelectedPoses[(int)type];
if (current == desired) return;
PlayerState.Instance()->SelectedPoses[(int)type] = desired;
switch (type)
{
case EmoteController.PoseType.Idle:
plugin.Configuration.LastIdlePoseAppliedByPlugin = desired;
break;
case EmoteController.PoseType.Sit:
plugin.Configuration.LastSitPoseAppliedByPlugin = desired;
break;
case EmoteController.PoseType.GroundSit:
plugin.Configuration.LastGroundSitPoseAppliedByPlugin = desired;
break;
case EmoteController.PoseType.Doze:
plugin.Configuration.LastDozePoseAppliedByPlugin = desired;
break;
}
plugin.Configuration.Save();
if (TranslatePoseState(charPtr->ModeParam) == type)
charPtr->EmoteController.CPoseState = desired;
}
private EmoteController.PoseType TranslatePoseState(byte state)
{
return state switch
{
1 => EmoteController.PoseType.GroundSit,
2 => EmoteController.PoseType.Sit,
3 => EmoteController.PoseType.Doze,
_ => EmoteController.PoseType.Idle
};
}
}

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using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Control;
using FFXIVClientStructs.FFXIV.Client.Game.UI;
namespace CharacterSelectPlugin.Managers;
public unsafe class PoseManager
{
private readonly IClientState clientState;
private readonly IFramework framework;
private readonly IChatGui chatGui;
private readonly ICommandManager commandManager;
private readonly Plugin plugin;
public PoseManager(IClientState clientState, IFramework framework, IChatGui chatGui, ICommandManager commandManager, Plugin plugin)
{
this.clientState = clientState;
this.framework = framework;
this.chatGui = chatGui;
this.commandManager = commandManager;
this.plugin = plugin;
}
public void ApplyPose(EmoteController.PoseType type, byte index)
{
Plugin.Log.Debug($"[ApplyPose] Applying {type} pose {index}");
if (index >= 7 || clientState.LocalPlayer == null)
return;
var charPtr = (FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)clientState.LocalPlayer.Address;
// Apply to memory
PlayerState.Instance()->SelectedPoses[(int)type] = index;
if (TranslatePoseState(charPtr->ModeParam) == type)
charPtr->EmoteController.CPoseState = index;
// Persist if plugin-driven
switch (type)
{
case EmoteController.PoseType.Idle:
plugin.Configuration.DefaultPoses.Idle = index;
plugin.Configuration.LastIdlePoseAppliedByPlugin = index;
plugin.lastSeenIdlePose = index;
plugin.suppressIdleSaveForFrames = 60; // longer block
Plugin.Log.Debug($"[ApplyPose] Idle pose set to {index} and suppressed for 60 frames.");
break;
case EmoteController.PoseType.Sit:
plugin.Configuration.DefaultPoses.Sit = index;
plugin.lastSeenSitPose = index;
plugin.suppressSitSaveForFrames = 60;
Plugin.Log.Debug($"[ApplyPose] Sit pose set to {index} and suppressed for 60 frames.");
break;
case EmoteController.PoseType.GroundSit:
plugin.Configuration.DefaultPoses.GroundSit = index;
plugin.lastSeenGroundSitPose = index;
plugin.suppressGroundSitSaveForFrames = 60;
Plugin.Log.Debug($"[ApplyPose] Ground Sit pose set to {index} and suppressed for 60 frames.");
break;
case EmoteController.PoseType.Doze:
plugin.Configuration.DefaultPoses.Doze = index;
plugin.lastSeenDozePose = index;
plugin.suppressDozeSaveForFrames = 60;
Plugin.Log.Debug($"[ApplyPose] Doze pose set to {index} and suppressed for 60 frames.");
break;
}
// This makes the change persist!
plugin.Configuration.Save();
}
private EmoteController.PoseType TranslatePoseState(byte state)
{
return state switch
{
1 => EmoteController.PoseType.GroundSit,
2 => EmoteController.PoseType.Sit,
3 => EmoteController.PoseType.Doze,
_ => EmoteController.PoseType.Idle
};
}
public byte GetPose(EmoteController.PoseType type)
=> PlayerState.Instance()->CurrentPose(type);
public byte GetSelectedPose(EmoteController.PoseType type)
=> PlayerState.Instance()->SelectedPoses[(int)type];
}

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using System;
using System.Linq;
using System.Numerics;
using ImGuiNET;
using Dalamud.Interface.Windowing;
namespace CharacterSelectPlugin.Windows
{
public class QuickSwitchWindow : Window
{
private readonly Plugin plugin;
private int selectedCharacterIndex = -1;
private int selectedDesignIndex = -1;
private int lastAppliedCharacterIndex = -1;
private bool hasAppliedMacroThisSession = false;
public QuickSwitchWindow(Plugin plugin)
: base("Quick Character Switch", ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoResize)
{
this.plugin = plugin;
SizeConstraints = new WindowSizeConstraints
{
MinimumSize = new Vector2(360, 75),
MaximumSize = new Vector2(360, 75)
};
}
public override void Draw()
{
// ── Compact Quick Switch toggle ──
if (plugin.Configuration.QuickSwitchCompact)
{
// No titlebar, no resize, no scrollbar, no background
this.Flags = ImGuiWindowFlags
.NoTitleBar
| ImGuiWindowFlags.NoResize
| ImGuiWindowFlags.NoScrollbar
| ImGuiWindowFlags.NoBackground;
SizeConstraints = new WindowSizeConstraints
{
MinimumSize = new System.Numerics.Vector2(360, 28),
MaximumSize = new System.Numerics.Vector2(360, 28),
};
}
else
{
// Full window
this.Flags = ImGuiWindowFlags.NoResize
| ImGuiWindowFlags.NoScrollbar;
SizeConstraints = new WindowSizeConstraints
{
MinimumSize = new System.Numerics.Vector2(360, 55),
MaximumSize = new System.Numerics.Vector2(360, 58),
};
}
float dropdownWidth = 135;
float spacing = 6;
// Character Dropdown
ImGui.SetNextItemWidth(dropdownWidth);
int tempCharacterIndex = selectedCharacterIndex;
if (ImGui.BeginCombo("##CharacterDropdown", GetSelectedCharacterName(), ImGuiComboFlags.HeightRegular))
{
for (int i = 0; i < plugin.Characters.Count; i++)
{
var character = plugin.Characters[i];
bool isSelected = (tempCharacterIndex == i);
if (ImGui.Selectable(character.Name, isSelected))
{
tempCharacterIndex = i;
if (character.Designs.Count > 0)
{
var ordered = character.Designs
.Select((d, index) => new { Design = d, Index = index })
.OrderBy(x => x.Design.Name, StringComparer.OrdinalIgnoreCase)
.ToList();
selectedDesignIndex = ordered[0].Index;
}
else
{
selectedDesignIndex = -1;
}
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
selectedCharacterIndex = tempCharacterIndex;
ImGui.SameLine(0, spacing);
// Design Dropdown
if (selectedCharacterIndex >= 0 && selectedCharacterIndex < plugin.Characters.Count)
{
var selectedCharacter = plugin.Characters[selectedCharacterIndex];
int tempDesignIndex = selectedDesignIndex;
ImGui.SetNextItemWidth(dropdownWidth);
if (ImGui.BeginCombo("##DesignDropdown", GetSelectedDesignName(selectedCharacter), ImGuiComboFlags.HeightRegular))
{
var orderedDesigns = selectedCharacter.Designs
.Select((d, index) => new { Design = d, OriginalIndex = index })
.OrderBy(x => x.Design.Name, StringComparer.OrdinalIgnoreCase)
.ToList();
for (int j = 0; j < orderedDesigns.Count; j++)
{
var entry = orderedDesigns[j];
bool isSelected = (tempDesignIndex == entry.OriginalIndex);
if (ImGui.Selectable(entry.Design.Name, isSelected))
{
tempDesignIndex = entry.OriginalIndex; // store original index to stay consistent
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
selectedDesignIndex = tempDesignIndex;
}
else
{
ImGui.BeginDisabled();
ImGui.SetNextItemWidth(dropdownWidth);
ImGui.Combo("##DesignDropdown", ref selectedDesignIndex, Array.Empty<string>(), 0);
ImGui.EndDisabled();
}
ImGui.SameLine(0, spacing);
// Apply Button
if (selectedCharacterIndex >= 0)
{
if (ImGui.Button("Apply", new Vector2(50, ImGui.GetFrameHeight())))
{
ApplySelection();
}
}
else
{
ImGui.BeginDisabled();
ImGui.Button("Apply", new Vector2(50, ImGui.GetFrameHeight()));
ImGui.EndDisabled();
}
// Nameplate Colour Bar (Appears below dropdowns if a character is selected)
if (selectedCharacterIndex >= 0)
{
Vector4 charColor = GetNameplateColor(plugin.Characters[selectedCharacterIndex]);
ImGui.PushStyleColor(ImGuiCol.ChildBg, charColor);
ImGui.BeginChild("ColorBar", new Vector2(ImGui.GetContentRegionAvail().X, 3), false);
ImGui.EndChild();
ImGui.PopStyleColor();
}
}
private Vector4 GetNameplateColor(Character character)
{
return new Vector4(character.NameplateColor.X, character.NameplateColor.Y, character.NameplateColor.Z, 1.0f);
}
private string GetSelectedCharacterName()
{
return (selectedCharacterIndex >= 0 && selectedCharacterIndex < plugin.Characters.Count)
? plugin.Characters[selectedCharacterIndex].Name
: "Select Character";
}
private string GetSelectedDesignName(Character character)
{
return (selectedDesignIndex >= 0 && selectedDesignIndex < character.Designs.Count)
? character.Designs[selectedDesignIndex].Name
: "Select Design";
}
private Vector4 GetContrastingTextColor(Vector4 bgColor)
{
// Calculate luminance (brightness perception)
float brightness = (0.299f * bgColor.X + 0.587f * bgColor.Y + 0.114f * bgColor.Z);
return brightness > 0.5f ? new Vector4(0, 0, 0, 1) : new Vector4(1, 1, 1, 1); // Black for bright backgrounds, white for dark
}
private void ApplySelection()
{
if (selectedCharacterIndex < 0 || selectedCharacterIndex >= plugin.Characters.Count)
return;
var character = plugin.Characters[selectedCharacterIndex];
plugin.ExecuteMacro(character.Macros, character, null);
plugin.SetActiveCharacter(character);
var profileToSend = new RPProfile
{
Pronouns = character.RPProfile?.Pronouns,
Gender = character.RPProfile?.Gender,
Age = character.RPProfile?.Age,
Race = character.RPProfile?.Race,
Orientation = character.RPProfile?.Orientation,
Relationship = character.RPProfile?.Relationship,
Occupation = character.RPProfile?.Occupation,
Abilities = character.RPProfile?.Abilities,
Bio = character.RPProfile?.Bio,
Tags = character.RPProfile?.Tags,
CustomImagePath = !string.IsNullOrEmpty(character.RPProfile?.CustomImagePath)
? character.RPProfile.CustomImagePath
: character.ImagePath,
ImageZoom = character.RPProfile?.ImageZoom ?? 1.0f,
ImageOffset = character.RPProfile?.ImageOffset ?? Vector2.Zero,
Sharing = character.RPProfile?.Sharing ?? ProfileSharing.AlwaysShare,
ProfileImageUrl = character.RPProfile?.ProfileImageUrl,
CharacterName = character.Name,
NameplateColor = character.NameplateColor
};
_ = Plugin.UploadProfileAsync(profileToSend, character.LastInGameName ?? character.Name);
// Always apply the design if selected
if (selectedDesignIndex >= 0 && selectedDesignIndex < character.Designs.Count)
{
plugin.ExecuteMacro(character.Designs[selectedDesignIndex].Macro);
plugin.Configuration.LastUsedDesignByCharacter[character.Name] = character.Designs[selectedDesignIndex].Name;
plugin.Configuration.LastUsedDesignCharacterKey = character.Name;
plugin.Configuration.Save();
}
// Always apply idle pose if a valid one is set
if (character.IdlePoseIndex < 7)
plugin.PoseRestorer.RestorePosesFor(character);
else
Plugin.Log.Debug("[QuickSwitch] Skipping idle pose restore — IdlePoseIndex is None.");
}
}
}

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using Newtonsoft.Json;
using System.Numerics;
namespace CharacterSelectPlugin
{
public class RPProfile
{
public string? Pronouns { get; set; }
public string? Gender { get; set; }
public string? Age { get; set; }
public string? Orientation { get; set; }
public string? Relationship { get; set; }
public string? Occupation { get; set; }
public string? Abilities { get; set; }
public string? Bio { get; set; }
public string? Tags { get; set; }
public string? CustomImagePath { get; set; } // Optional override for profile image
public float ImageZoom { get; set; } = 1.0f;
public Vector2 ImageOffset { get; set; } = Vector2.Zero;
public ProfileSharing Sharing { get; set; } = ProfileSharing.AlwaysShare;
public string? ProfileImageUrl { get; set; }
public string? CharacterName { get; set; }
public Vector3Serializable NameplateColor { get; set; } = new(0.3f, 0.7f, 1f);
public string? Race { get; set; }
public bool IsEmpty()
{
return string.IsNullOrWhiteSpace(Pronouns)
&& string.IsNullOrWhiteSpace(Gender)
&& string.IsNullOrWhiteSpace(Age)
&& string.IsNullOrWhiteSpace(Race)
&& string.IsNullOrWhiteSpace(Orientation)
&& string.IsNullOrWhiteSpace(Relationship)
&& string.IsNullOrWhiteSpace(Occupation)
&& string.IsNullOrWhiteSpace(Abilities)
&& string.IsNullOrWhiteSpace(Bio)
&& string.IsNullOrWhiteSpace(Tags);
}
}
public enum ProfileSharing
{
AlwaysShare,
NeverShare
}
public static class RPProfileJson
{
public static string Serialize(RPProfile profile)
{
return JsonConvert.SerializeObject(profile);
}
public static RPProfile? Deserialize(string json)
{
return JsonConvert.DeserializeObject<RPProfile>(json);
}
}
public struct Vector3Serializable
{
public float X;
public float Y;
public float Z;
public Vector3Serializable(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static implicit operator Vector3(Vector3Serializable v) => new(v.X, v.Y, v.Z);
public static implicit operator Vector3Serializable(Vector3 v) => new(v.X, v.Y, v.Z);
}
}

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using System;
using System.Numerics;
using Dalamud.Interface.Windowing;
using ImGuiNET;
namespace CharacterSelectPlugin.Windows;
public class ConfigWindow : Window, IDisposable
{
private Configuration configuration;
// We give this window a constant ID using ###
// This allows for labels being dynamic, like "{FPS Counter}fps###XYZ counter window",
// and the window ID will always be "###XYZ counter window" for ImGui
public ConfigWindow(Plugin plugin) : base("A Wonderful Configuration Window###With a constant ID")
{
Flags = ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar |
ImGuiWindowFlags.NoScrollWithMouse;
Size = new Vector2(232, 90);
SizeCondition = ImGuiCond.Always;
configuration = plugin.Configuration;
}
public void Dispose() { }
public override void PreDraw()
{
// Flags must be added or removed before Draw() is being called, or they won't apply
if (configuration.IsConfigWindowMovable)
{
Flags &= ~ImGuiWindowFlags.NoMove;
}
else
{
Flags |= ImGuiWindowFlags.NoMove;
}
}
public override void Draw()
{
// can't ref a property, so use a local copy
var configValue = configuration.SomePropertyToBeSavedAndWithADefault;
if (ImGui.Checkbox("Random Config Bool", ref configValue))
{
configuration.SomePropertyToBeSavedAndWithADefault = configValue;
// can save immediately on change, if you don't want to provide a "Save and Close" button
configuration.Save();
}
var movable = configuration.IsConfigWindowMovable;
if (ImGui.Checkbox("Movable Config Window", ref movable))
{
configuration.IsConfigWindowMovable = movable;
configuration.Save();
}
}
}

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using Dalamud.Interface;
using Dalamud.Interface.Windowing;
using ImGuiNET;
using System.Numerics;
namespace CharacterSelectPlugin.Windows
{
public class PatchNotesWindow : Window
{
private readonly Plugin plugin;
public PatchNotesWindow(Plugin plugin) : base("Character Select+ What's New?", ImGuiWindowFlags.AlwaysAutoResize)
{
this.plugin = plugin;
IsOpen = false;
}
public override void Draw()
{
ImGui.SetNextWindowSizeConstraints(new Vector2(480, 1051), new Vector2(float.MaxValue, float.MaxValue));
ImGui.PushTextWrapPos();
ImGui.TextColored(new Vector4(0.2f, 1.0f, 0.2f, 1.0f), $"★ New in v{Plugin.CurrentPluginVersion}");
ImGui.Separator();
ImGui.Spacing();
// Latest Patch Notes
if (ImGui.CollapsingHeader("v1.1.0.8 - v1.1.1.2 April 18 2025", ImGuiTreeNodeFlags.DefaultOpen))
{
// Apply Character on Login
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf4fc"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Apply Character on Login");
ImGui.BulletText("New opt-in setting in the plugin options.");
ImGui.BulletText("Character Select+ will remember the last applied character.");
ImGui.BulletText("Next time you log in, it will automatically apply that character.");
ImGui.BulletText("⚠️ May conflict if you are using Glamourer Automations.");
ImGui.Separator();
// Apply Appearance on Job Change
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf4fc"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Apply Appearance on Job Change");
ImGui.BulletText("New opt-in setting in the plugin options.");
ImGui.BulletText("Character Select+ will remember the last applied character and/or design.");
ImGui.BulletText("When you switch between jobs, it will automatically apply that character/design.");
ImGui.BulletText("⚠️ WILL 100 percent conflict if you are using Glamourer Automations.");
ImGui.Separator();
// Designs
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf07b"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Design Panel Rework");
ImGui.BulletText("Buttons now only appear on hover, keeping the panel clean and focused.");
ImGui.BulletText("Reorder designs by dragging the colored handlebar on the left — click and drag to move.");
ImGui.BulletText("Create new folders inline via the folder icon next to the + button, no extra windows needed.");
ImGui.BulletText("Drag-and-drop designs into, out of, and between folders directly within the panel.");
ImGui.BulletText("Right-click folders for inline Rename/Delete context menu, with instant application.");
ImGui.Separator();
// Compact Quick Switch
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf0a0"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Compact Quick Character Switch");
ImGui.BulletText("Toggleable setting to hide the title bar and window frame for a slim bar.");
ImGui.BulletText("Keeps dropdowns and apply button only, preserving full switch functionality.");
ImGui.Separator();
// UI Scaling Option
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf00e"); ImGui.PopFont(); ImGui.SameLine(); // <i class="fas fa-search-plus"></i>
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "UI Scale Setting");
ImGui.BulletText("You can now adjust the plugin UI scale from the settings menu.");
ImGui.BulletText("Great for users on high-resolution monitors or 4K displays.");
ImGui.BulletText("Let me know if there are any issues using this.");
ImGui.BulletText("⚠️ If your UI is fine as-is, best to leave this be.");
ImGui.Separator();
}
// Previous Patch Notes
if (ImGui.CollapsingHeader("v1.1.0.(0-7) April 09 2025", ImGuiTreeNodeFlags.None))
{
Draw1100Notes();
}
ImGui.Spacing(); ImGui.Spacing();
float windowWidth = ImGui.GetWindowSize().X;
float buttonWidth = 90f;
ImGui.SetCursorPosX((windowWidth - buttonWidth) * 0.5f);
if (ImGui.Button("Got it!", new Vector2(buttonWidth, 0)))
{
plugin.Configuration.LastSeenVersion = Plugin.CurrentPluginVersion;
plugin.Configuration.Save();
IsOpen = false;
plugin.ToggleMainUI();
}
ImGui.PopTextWrapPos();
}
private void Draw1100Notes()
{
// RP Profile Panel
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf2c2"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "RolePlay Profile Panel");
ImGui.BulletText("Add bios, pronouns, orientation, and more for each character.");
ImGui.BulletText("Choose a unique image or reuse the character image.");
ImGui.BulletText("Use pan and zoom controls to fine-tune the RP portrait.");
ImGui.BulletText("Control visibility: keep private or share with others.");
ImGui.BulletText("Once applied, that characters RP profile is active.");
ImGui.BulletText("You can view others profiles (if shared) and vice versa.");
ImGui.BulletText("Use /viewrp self | /t | First Last@World to view.");
ImGui.BulletText("Right-click in the party list, friends list, or chat to access shared RP cards.");
ImGui.Separator();
// Glamourer Automations
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf5c3"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Glamourer Automations for Characters & Designs");
ImGui.BulletText("Characters & Designs can now trigger specific Glamourer Automation profiles.");
ImGui.BulletText("This is *opt-in* — toggle it in plugin settings.");
ImGui.BulletText("If no automation is assigned, the design defaults to 'None'.");
ImGui.Spacing();
ImGui.Text("To avoid errors, set up a 'None' automation:");
ImGui.BulletText("1. Open Glamourer > Automations.");
ImGui.BulletText("2. Create an Automation named 'None'.");
ImGui.BulletText("3. Add your in-game character name beside 'Any World' then Set to Character.");
ImGui.BulletText("4. Thats it. Dont touch anything else, youre done!");
ImGui.Separator();
// Customize+
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf234"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Customize+ Profiles for Designs");
ImGui.BulletText("Each design can now assign its own Customize+ profile.");
ImGui.BulletText("This gives you finer control over visual changes per design.");
ImGui.Separator();
// Manual Reordering
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf0b0"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Manual Character Reordering");
ImGui.BulletText("Use the 'Reorder Characters' button at the bottom-left.");
ImGui.BulletText("Drag and drop profiles, then press Save to lock it in.");
ImGui.Separator();
// Search
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf002"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Character Search Bar");
ImGui.BulletText("Click the magnifying glass to search by name instantly.");
ImGui.Separator();
// Tagging
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf07b"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Tagging System");
ImGui.BulletText("Add comma-separated 'tags' to organize characters.");
ImGui.BulletText("Click the filter icon to filter — characters can appear in multiple tags!");
ImGui.Separator();
// Apply to Target
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf140"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Right-click → Apply to Target");
ImGui.BulletText("Right-click a character in Character Select+ with a target selected.");
ImGui.BulletText("Apply their setup — or even one of their individual designs — to the target.");
ImGui.Separator();
// Copy Designs
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf0c5"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.8f, 0.95f, 1.0f, 1.0f), "Copy Designs Between Characters");
ImGui.BulletText("Hold Shift and click the '+' button in Designs to open the Design Importer.");
ImGui.BulletText("Click the + beside a design to copy it. Repeat as needed!");
ImGui.Separator();
// Other changes
ImGui.PushFont(UiBuilder.IconFont); ImGui.Text("\uf085"); ImGui.PopFont(); ImGui.SameLine();
ImGui.TextColored(new Vector4(0.65f, 0.65f, 0.9f, 1.0f), "Other Changes");
ImGui.BulletText("Older Design macros were automatically upgraded.");
ImGui.BulletText("Various UI tweaks, bugfixes, and behind-the-scenes improvements.");
}
}
}

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using Dalamud.Interface.Windowing;
using ImGuiNET;
using ImGuiScene;
using System;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
namespace CharacterSelectPlugin.Windows
{
public class RPProfileViewWindow : Window
{
private readonly Plugin plugin;
private Character? character;
private RPProfile? externalProfile = null;
private bool showingExternal = false;
private bool imageDownloadStarted = false;
private bool imageDownloadComplete = false;
private string? downloadedImagePath = null;
private TextureWrap? cachedTexture;
private string? cachedTexturePath;
private bool bringToFront = false;
private bool firstOpen = true;
public RPProfile? CurrentProfile => showingExternal ? externalProfile : character?.RPProfile;
public RPProfileViewWindow(Plugin plugin)
: base("RP Profile", ImGuiWindowFlags.AlwaysAutoResize)
{
this.plugin = plugin;
IsOpen = false;
}
public void SetCharacter(Character character)
{
this.character = character;
showingExternal = false;
bringToFront = true;
// Clear old cached texture so image reloads properly
cachedTexture?.Dispose();
cachedTexture = null;
cachedTexturePath = null;
}
public override void PreDraw()
{
if (IsOpen && bringToFront)
{
ImGui.SetNextWindowFocus();
if (firstOpen)
{
ImGui.SetNextWindowPos(ImGui.GetMainViewport().GetCenter(), ImGuiCond.Appearing, new Vector2(0.5f, 0.5f));
firstOpen = false;
}
bringToFront = false;
}
}
public override void Draw()
{
RPProfile? rp = null;
Vector3 nameplateColor;
string displayName;
// Case: Viewing an external profile
if (showingExternal && externalProfile != null)
{
rp = externalProfile;
nameplateColor = (Vector3)externalProfile.NameplateColor;
displayName = externalProfile.CharacterName ?? "External Profile";
}
// Case: Viewing a local character's profile
else if (character != null && character.RPProfile != null)
{
rp = character.RPProfile;
nameplateColor = character.NameplateColor;
displayName = character.Name;
}
else
{
ImGui.Text("No profile available.");
return;
}
ImGui.PushTextWrapPos();
// Top Bar
var color = ResolveNameplateColor();
var topColor = new Vector4(color.X, color.Y, color.Z, 1f);
var drawList = ImGui.GetWindowDrawList();
var topLeft = ImGui.GetCursorScreenPos();
drawList.AddRectFilled(topLeft, topLeft + new Vector2(600, 6), ImGui.ColorConvertFloat4ToU32(topColor));
ImGui.Dummy(new Vector2(1, 10)); // spacer
ImGui.BeginChild("ProfileCard", new Vector2(600, 210), false);
// Left (Image + Tags)
ImGui.BeginGroup();
string fallback = Path.Combine(plugin.PluginDirectory, "Assets", "Default.png");
string? imagePath = null;
// If viewing external profile and has ProfileImageUrl
if (showingExternal && !string.IsNullOrEmpty(rp.ProfileImageUrl))
{
if (!imageDownloadStarted)
{
imageDownloadStarted = true;
Task.Run(() =>
{
try
{
using var client = new System.Net.Http.HttpClient();
var data = client.GetByteArrayAsync(rp.ProfileImageUrl).GetAwaiter().GetResult();
var hash = Convert.ToBase64String(System.Security.Cryptography.MD5.HashData(System.Text.Encoding.UTF8.GetBytes(rp.ProfileImageUrl)))
.Replace("/", "_").Replace("+", "-");
string fileName = $"RPImage_{hash}.png";
string path = Path.Combine(Plugin.PluginInterface.GetPluginConfigDirectory(), fileName);
// Save once only if not exists
File.WriteAllBytes(path, data);
Plugin.Log.Debug($"[RPProfileView] Downloaded image to: {path}");
downloadedImagePath = path;
imageDownloadComplete = true;
// Force window to update and focus
bringToFront = true;
}
catch (Exception ex)
{
Plugin.Log.Error($"[RPProfileViewWindow] Failed to download profile image: {ex.Message}");
imageDownloadComplete = true;
}
});
}
if (imageDownloadComplete && File.Exists(downloadedImagePath))
{
imagePath = downloadedImagePath;
}
}
// Local fallback options
else if (!string.IsNullOrEmpty(rp.CustomImagePath) && File.Exists(rp.CustomImagePath))
{
imagePath = rp.CustomImagePath;
}
else if (!showingExternal && character?.ImagePath is { Length: > 0 } && File.Exists(character.ImagePath))
{
imagePath = character.ImagePath;
}
// Final fallback
string finalImagePath = !string.IsNullOrEmpty(imagePath) && File.Exists(imagePath) ? imagePath : fallback;
var texture = Plugin.TextureProvider.GetFromFile(finalImagePath).GetWrapOrDefault();
if (texture != null)
{
float previewSize = 150f;
float zoom = Math.Clamp(rp.ImageZoom, 0.5f, 5.0f);
Vector2 offset = rp.ImageOffset;
float texAspect = (float)texture.Width / texture.Height;
float drawWidth, drawHeight;
if (texAspect >= 1f)
{
drawHeight = previewSize * zoom;
drawWidth = drawHeight * texAspect;
}
else
{
drawWidth = previewSize * zoom;
drawHeight = drawWidth / texAspect;
}
Vector2 drawSize = new(drawWidth, drawHeight);
Vector2 cursor = ImGui.GetCursorScreenPos();
// Outer border frame
drawList.AddRectFilled(cursor - new Vector2(2, 2), cursor + new Vector2(previewSize + 2), ImGui.ColorConvertFloat4ToU32(topColor), 4);
// Crop area
ImGui.BeginChild("ImageView", new Vector2(previewSize), false, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse);
ImGui.SetCursorScreenPos(cursor + offset);
ImGui.Image(texture.ImGuiHandle, drawSize);
ImGui.EndChild();
}
else
{
ImGui.Dummy(new Vector2(150, 150));
}
if (!string.IsNullOrWhiteSpace(rp.Tags))
{
ImGui.Spacing();
var tagColor = new Vector4((color.X + 1f) / 2f, (color.Y + 1f) / 2f, (color.Z + 1f) / 2f, 0.65f);
var tags = rp.Tags.Split(',').Select(t => t.Trim()).Where(t => !string.IsNullOrEmpty(t));
foreach (var tag in tags)
{
ImGui.PushStyleColor(ImGuiCol.Button, tagColor);
ImGui.Button(tag);
ImGui.PopStyleColor();
ImGui.SameLine();
}
ImGui.NewLine();
}
ImGui.EndGroup();
// Name + Fields
ImGui.SameLine();
ImGui.SetCursorPosX(180); // ensure it never touches image
ImGui.BeginGroup();
// Header: Name Pronouns Roleplay Profile
ImGui.TextColored(new Vector4(1f, 0.75f, 0.4f, 1f), displayName);
if (!string.IsNullOrWhiteSpace(rp.Pronouns))
{
ImGui.SameLine();
ImGui.Text($" {rp.Pronouns}");
}
ImGui.SameLine();
ImGui.TextDisabled("Roleplay Profile");
ImGui.Spacing();
// New field layout
float colSplit = 200f;
DrawFieldRow("▪ Gender", rp.Gender, "▪ Age", rp.Age, colSplit);
DrawFieldRow("▪ Race", rp.Race, "▪ Orientation", rp.Orientation, colSplit);
DrawFieldRow("▪ Relationship", rp.Relationship, "▪ Occupation", rp.Occupation, colSplit);
if (!string.IsNullOrWhiteSpace(rp.Abilities))
{
ImGui.Spacing();
ImGui.Text("Abilities:");
var abilities = rp.Abilities.Split(',')
.Select(a => a.Trim())
.Where(a => !string.IsNullOrEmpty(a));
ImGui.PushTextWrapPos();
ImGui.Text(string.Join(" • ", abilities));
ImGui.PopTextWrapPos();
}
ImGui.EndGroup();
ImGui.EndChild();
// Divider Bar Below Card
// Diamond Divider
var diamond = "◆";
var diamondWidth = ImGui.CalcTextSize(diamond).X;
float barPadding = 6f;
float totalWidth = 600f;
float barLength = (totalWidth - diamondWidth - (barPadding * 2)) / 2f;
float dividerY = ImGui.GetCursorScreenPos().Y;
float dividerX = ImGui.GetCursorScreenPos().X;
drawList.AddLine(
new Vector2(dividerX, dividerY),
new Vector2(dividerX + barLength, dividerY),
ImGui.ColorConvertFloat4ToU32(topColor), 1f
);
ImGui.SetCursorScreenPos(new Vector2(dividerX + barLength + barPadding, dividerY - ImGui.GetTextLineHeight() / 2));
ImGui.TextColored(topColor, diamond);
drawList.AddLine(
new Vector2(dividerX + barLength + barPadding + diamondWidth + barPadding, dividerY),
new Vector2(dividerX + totalWidth, dividerY),
ImGui.ColorConvertFloat4ToU32(topColor), 1f
);
ImGui.Dummy(new Vector2(1, 8));
// Bio Section
ImGui.Text("Bio:");
ImGui.PushStyleColor(ImGuiCol.ChildBg, new Vector4(0.15f, 0.15f, 0.15f, 0.7f));
ImGui.BeginChild("BioScroll", new Vector2(600, 120), true);
ImGui.TextWrapped(string.IsNullOrWhiteSpace(rp.Bio) ? "—" : rp.Bio);
ImGui.EndChild();
ImGui.PopStyleColor();
// Centered Edit Button
ImGui.Spacing();
ImGui.SetCursorPosX((ImGui.GetWindowWidth() - 120) * 0.5f);
if (!showingExternal && character != null && ImGui.Button("Edit Profile", new Vector2(120, 0)))
{
plugin.RPProfileEditor.SetCharacter(character);
plugin.RPProfileEditor.IsOpen = true;
IsOpen = false;
}
ImGui.PopTextWrapPos();
if (!IsOpen)
{
showingExternal = false;
externalProfile = null;
}
}
private void DrawFieldRow(string label1, string? val1, string label2, string? val2, float columnSplit)
{
float rowStartX = ImGui.GetCursorPosX();
var labelColor = new Vector4(1f, 1f, 0.85f, 1f);
// First column
ImGui.SetCursorPosX(rowStartX);
ImGui.TextColored(labelColor, label1 + ":");
ImGui.SameLine();
ImGui.Text(string.IsNullOrWhiteSpace(val1) ? "—" : val1);
// Second column
ImGui.SameLine();
ImGui.SetCursorPosX(rowStartX + columnSplit);
ImGui.TextColored(labelColor, label2 + ":");
ImGui.SameLine();
ImGui.Text(string.IsNullOrWhiteSpace(val2) ? "—" : val2);
}
public void SetExternalProfile(RPProfile profile)
{
externalProfile = profile;
showingExternal = true;
imageDownloadStarted = false;
imageDownloadComplete = false;
downloadedImagePath = null;
cachedTexture?.Dispose();
cachedTexture = null;
cachedTexturePath = null;
bringToFront = true; // Bring the window to front
}
private Vector3 ResolveNameplateColor()
{
Vector3 fallback = new(0.3f, 0.6f, 1.0f); // soft blue
if (showingExternal && externalProfile != null)
{
var c = (Vector3)externalProfile.NameplateColor;
// If the colour is effectively black or unset, fallback
if (c.X < 0.01f && c.Y < 0.01f && c.Z < 0.01f)
return fallback;
return c;
}
return character?.NameplateColor ?? fallback;
}
}
}

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using Dalamud.Interface.Windowing;
using ImGuiNET;
using System.IO;
using System;
using System.Numerics;
using System.Threading;
using System.Windows.Forms;
namespace CharacterSelectPlugin.Windows
{
public class RPProfileWindow : Window
{
private readonly Plugin plugin;
private Character? character;
private RPProfile profile = new();
private string pronouns = "";
private string gender = "";
private string age = "";
private string orientation = "";
private string relationship = "";
private string occupation = "";
private string abilities = "";
private string bio = "";
private string tags = "";
private string race = "";
public RPProfileWindow(Plugin plugin) : base("Roleplay Profile", ImGuiWindowFlags.AlwaysAutoResize)
{
this.plugin = plugin;
IsOpen = false;
}
public void SetCharacter(Character character)
{
this.character = character;
profile = character.RPProfile ??= new RPProfile();
var rp = character.RPProfile ??= new RPProfile();
pronouns = rp.Pronouns ?? "";
gender = rp.Gender ?? "";
age = rp.Age ?? "";
race = rp.Race ?? "";
orientation = rp.Orientation ?? "";
relationship = rp.Relationship ?? "";
occupation = rp.Occupation ?? "";
abilities = rp.Abilities ?? "";
bio = rp.Bio ?? "";
tags = rp.Tags ?? "";
}
public override void Draw()
{
if (character == null)
{
ImGui.Text("No character selected.");
return;
}
var rp = character.RPProfile ??= new RPProfile();
// Image Override Section (Top of Window)
ImGui.Text("Profile Image:");
// Choose Image Button
if (ImGui.Button("Choose Image"))
{
try
{
Thread thread = new Thread(() =>
{
try
{
using (OpenFileDialog openFileDialog = new OpenFileDialog())
{
openFileDialog.Filter = "PNG files (*.png)|*.png";
openFileDialog.Title = "Select Profile Image";
if (openFileDialog.ShowDialog() == DialogResult.OK)
{
lock (this)
{
rp.CustomImagePath = openFileDialog.FileName;
}
}
}
}
catch (Exception ex)
{
Plugin.Log.Error($"Error opening file picker: {ex.Message}");
}
});
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
}
catch (Exception ex)
{
Plugin.Log.Error($"Critical file picker error: {ex.Message}");
}
}
ImGui.SameLine();
if (!string.IsNullOrEmpty(rp.CustomImagePath))
{
if (ImGui.Button("Clear"))
rp.CustomImagePath = "";
}
// Fixed-Frame Image Preview with Zoom & Pan
string pluginDir = plugin.PluginDirectory;
string fallback = Path.Combine(pluginDir, "Assets", "Default.png");
string finalImagePath = !string.IsNullOrEmpty(rp.CustomImagePath) && File.Exists(rp.CustomImagePath)
? rp.CustomImagePath
: (!string.IsNullOrEmpty(character.ImagePath) && File.Exists(character.ImagePath)
? character.ImagePath
: fallback);
if (File.Exists(finalImagePath))
{
var texture = Plugin.TextureProvider.GetFromFile(finalImagePath).GetWrapOrDefault();
if (texture != null)
{
float frameSize = 150f;
float zoom = Math.Clamp(rp.ImageZoom, 0.5f, 5.0f);
Vector2 offset = rp.ImageOffset;
float imgAspect = (float)texture.Width / texture.Height;
float drawWidth, drawHeight;
if (imgAspect >= 1f)
{
drawHeight = frameSize * zoom;
drawWidth = drawHeight * imgAspect;
}
else
{
drawWidth = frameSize * zoom;
drawHeight = drawWidth / imgAspect;
}
Vector2 drawSize = new(drawWidth, drawHeight);
Vector2 drawPos = ImGui.GetCursorScreenPos() + offset;
// Background border
var cursor = ImGui.GetCursorScreenPos();
var drawList = ImGui.GetWindowDrawList();
drawList.AddRectFilled(cursor - new Vector2(2, 2), cursor + new Vector2(frameSize + 2), ImGui.ColorConvertFloat4ToU32(new Vector4(0.4f, 0.4f, 0.4f, 1f)), 4);
// Crop region
ImGui.BeginChild("ImageCropFrame", new Vector2(frameSize), false, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse);
ImGui.SetCursorScreenPos(drawPos);
ImGui.Image(texture.ImGuiHandle, drawSize);
ImGui.EndChild();
}
else
{
ImGui.Text($"⚠ Failed to load: {Path.GetFileName(finalImagePath)}");
}
}
else
{
ImGui.TextDisabled("No Image Available");
}
// Image Offset Sliders
ImGui.Spacing();
ImGui.Text("Image Position Offset:");
ImGui.SameLine();
ImGui.TextDisabled("ⓘ");
if (ImGui.IsItemHovered())
ImGui.SetTooltip("Use these sliders to reposition your image inside the fixed frame.");
Vector2 newOffset = rp.ImageOffset;
ImGui.PushItemWidth(200);
ImGui.SliderFloat("X##offset", ref newOffset.X, -300f, 300f, "%.0f");
ImGui.SliderFloat("Y##offset", ref newOffset.Y, -300f, 300f, "%.0f");
ImGui.PopItemWidth();
rp.ImageOffset = newOffset;
// Zoom
ImGui.Spacing();
ImGui.Text("Zoom:");
ImGui.SameLine();
ImGui.TextDisabled("ⓘ");
if (ImGui.IsItemHovered())
ImGui.SetTooltip("Zoom in or out on your image.");
float newZoom = rp.ImageZoom;
ImGui.PushItemWidth(200);
ImGui.SliderFloat("##zoom", ref newZoom, 0.5f, 5.0f, "%.1fx");
ImGui.PopItemWidth();
rp.ImageZoom = newZoom;
ImGui.Spacing();
ImGui.PushTextWrapPos();
ImGui.TextColored(new Vector4(1f, 0.75f, 0.4f, 1f), $"{character.Name} Roleplay Profile");
ImGui.Separator();
DrawEditableField("Pronouns", ref pronouns);
DrawEditableField("Gender", ref gender);
DrawEditableField("Age", ref age);
DrawEditableField("Race", ref race);
DrawEditableField("Sexual Orientation", ref orientation);
DrawEditableField("Relationship", ref relationship);
DrawEditableField("Occupation", ref occupation);
ImGui.Spacing();
// Abilities (as tag-like input)
ImGui.Text("Abilities:");
ImGui.SameLine();
ImGui.TextDisabled("ⓘ");
if (ImGui.IsItemHovered())
ImGui.SetTooltip("Separate abilities using commas: e.g. 'alchemy, bardic magic, swordplay'");
ImGui.InputTextMultiline("##abilities", ref abilities, 1000, new Vector2(-1, 40));
ImGui.Spacing();
ImGui.Text("Bio:");
ImGui.InputTextMultiline("##bio", ref bio, 1000, new Vector2(-1, 100));
ImGui.Spacing();
ImGui.Text("RP Tags:");
ImGui.SameLine();
ImGui.TextDisabled("ⓘ");
if (ImGui.IsItemHovered())
ImGui.SetTooltip("Separate tags using commas: e.g. 'casual, paragraph, lore-heavy'");
ImGui.InputTextMultiline("##tags", ref tags, 1000, new Vector2(-1, 40));
ImGui.Text("Profile Sharing:");
ImGui.SameLine();
var sharing = profile.Sharing;
string GetSharingDisplayName(ProfileSharing option) => option switch
{
ProfileSharing.AlwaysShare => "Always Share",
ProfileSharing.NeverShare => "Never Share",
_ => option.ToString(),
};
if (ImGui.BeginCombo("##SharingSetting", GetSharingDisplayName(sharing)))
{
foreach (ProfileSharing option in Enum.GetValues(typeof(ProfileSharing)))
{
bool isSelected = (sharing == option);
if (ImGui.Selectable(GetSharingDisplayName(option), isSelected))
profile.Sharing = option;
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
ImGui.Spacing();
if (ImGui.Button("Save"))
{
// Save all edits into profile
profile.Pronouns = pronouns;
profile.Gender = gender;
profile.Age = age;
profile.Race = race;
profile.Orientation = orientation;
profile.Relationship = relationship;
profile.Occupation = occupation;
profile.Abilities = abilities;
profile.Bio = bio;
profile.Tags = tags;
profile.ImageZoom = rp.ImageZoom;
profile.ImageOffset = rp.ImageOffset;
// Save reference back to character and config
character.RPProfile = profile;
plugin.SaveConfiguration();
// Upload profile just like ApplyProfile() does
if (!string.IsNullOrWhiteSpace(character.LastInGameName))
{
character.RPProfile.CharacterName = character.Name;
character.RPProfile.NameplateColor = character.NameplateColor;
_ = Plugin.UploadProfileAsync(character.RPProfile, character.LastInGameName);
}
IsOpen = false;
// Auto-open view window with new profile
plugin.RPProfileViewer.SetCharacter(character);
plugin.RPProfileViewer.IsOpen = true;
}
ImGui.SameLine();
if (ImGui.Button("Cancel"))
{
IsOpen = false;
// Immediately open the RP profile viewer
plugin.RPProfileViewer.SetCharacter(character);
plugin.RPProfileViewer.IsOpen = true;
}
ImGui.PopTextWrapPos();
}
private void DrawEditableField(string label, ref string value)
{
ImGui.Text(label + ":");
ImGui.SameLine(130); // Adjust for better alignment
ImGui.SetNextItemWidth(200);
ImGui.InputText("##" + label, ref value, 100);
}
}
}

View File

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{
"version": 1,
"dependencies": {
"net9.0-windows7.0": {
"DalamudPackager": {
"type": "Direct",
"requested": "[12.0.0, )",
"resolved": "12.0.0",
"contentHash": "J5TJLV3f16T/E2H2P17ClWjtfEBPpq3yxvqW46eN36JCm6wR+EaoaYkqG9Rm5sHqs3/nK/vKjWWyvEs/jhKoXw=="
},
"DotNet.ReproducibleBuilds": {
"type": "Direct",
"requested": "[1.2.25, )",
"resolved": "1.2.25",
"contentHash": "xCXiw7BCxHJ8pF6wPepRUddlh2dlQlbr81gXA72hdk4FLHkKXas7EH/n+fk5UCA/YfMqG1Z6XaPiUjDbUNBUzg=="
}
}
}
}

View File

@@ -0,0 +1,23 @@
[
{
"Author": "Kid Icarus",
"Name": "Character Select+",
"Description": "Character Select+ allows you to create, save, and instantly apply fully customized character profiles with the press of a button. Switch between your OCs effortlessly using /select CharacterName, applying Penumbra Collections, Glamourer Designs, Customize+ Profiles, and Honorific Titles in one command.\n\nWhile profile switching is its core purpose, Character Select+ includes additional features:\n✔ Advanced Mode Create custom macro setups for deeper character customization.\n✔ Profile-Specific Designs Use multiple outfits, styles, and looks per character.\n✔ Favorites & Sorting Keep profiles organized by name, date, or importance.\n✔ Quick Swap Bar! \n✔ One-Click Macro Execution Run predefined commands instantly when selecting a character.\n\nWhether you're roleplaying, gposing, or just love quick customization, Character Select+ makes switching between characters faster, easier, and seamless.\n",
"Tags": [
"Character",
"Select"
],
"InternalName": "CharacterSelectPlugin",
"AssemblyVersion": "1.1.1.3",
"TestingAssemblyVersion": "1.1.1.3",
"RepoUrl": "https://github.com/IcarusXIV/Character-Select-",
"ApplicableVersion": "any",
"DalamudApiLevel": 12,
"IsHide": "False",
"IsTestingExclusive": "False",
"DownloadLinkInstall": "https://github.com/IcarusXIV/Character-Select-/releases/download/1.1.1.3/CharacterSelectPlugin.zip",
"DownloadLinkTesting": "https://github.com/IcarusXIV/Character-Select-/releases/download/1.1.1.3/CharacterSelectPlugin.zip",
"DownloadLinkUpdate": "https://github.com/IcarusXIV/Character-Select-/releases/download/1.1.1.3/CharacterSelectPlugin.zip",
"IconUrl": "https://raw.githubusercontent.com/IcarusXIV/Character-Select-/master/CharacterSelectPlugin/Assets/Icon.png"
}
]

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GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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How to Apply These Terms to Your New Programs
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You should have received a copy of the GNU Affero General Public License
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# **Character Select+**
**Effortless OC Switching at the Click of a Button**
Do you have multiple OCs and get frustrated switching between them manually?
Constantly reapplying settings, adjusting profiles, and trying to keep everything organized?
With **Character Select+**, all of this is handled **instantly**—no hassle, no wasted time.
---
## **Installation**
🔹 https://raw.githubusercontent.com/IcarusXIV/Character-Select-/master/CharacterSelectPlugin/repo.json
---
---
## **Discord**
🔹 https://discord.gg/8JykGErcX4
---
## **Features**
Character Select+ provides a **one-click solution** for swapping between your OCs.
### 🔹 **Core Features**
-**One-Click Character Swaps** Automatically applies all saved settings.
-**Fully Manages:**
- 🔹 **Penumbra Collections**
- 🔹 **Glamourer Designs**
- 🔹 **Customize+ Profiles**
- 🔹 **Honorific Titles**
- 🔹 **Moodle Presets**
- 🔹 **Idle Poses**
-**Sorting Options** Organize by **favorites, alphabetical, most recent, or oldest**.
-**Advanced Mode** Customize macros for additional control.
-**Commands** use chat commands to swap between Characters & Designs.
🔹 **Perfect for Role-players & Multi-OC Users** Quickly swap between characters without navigating multiple menus.
---
## **How It Works**
With **Character Select+**, you can:
🔹 **Save multiple characters** with their unique settings.
🔹 **Instantly swap between them** with a single click.
🔹 **Fine-tune every detail** in the editor, from visual elements to macro commands.
---
## **Settings & Customization**
- **Profile Display Options:** Adjust icon size, spacing, and layout.
- **Favorite Your OCs:** Keep frequently used characters at the top.
- **Advanced Mode:** Customize macros manually for even more control.
- **Edit & Update On the Fly:** Modify character setups.
---
## **Why Character Select+?**
### **Before:**
- Manually switching between character setups.
- Wasting time adjusting settings in menus.
### **After:**
✔ A **single button press** applies everything instantly.
✔ Just **play and enjoy**—without breaking immersion.
---
## **Preview**
![Character Select UI](https://github.com/user-attachments/assets/783fb4a4-0385-47da-a336-ab12235e8005)
## **Support Character Select+**
If you love **Character Select+** and would like to show your support, you can do so here:
[![Ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/icarusxiv)
Any support is very appreciated and helps keep the plugin updated and improves future features! 💙
**For inquiries, contact Kid Icarus.**

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Microsoft Visual Studio Solution File, Format Version 12.00
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