Actor resolving fixes for UI actors
Profiles should now properly apply to UI actors in Crystalline Conflict and other places Added ability to control which parts of the UI profiles are applying to
This commit is contained in:
@@ -99,6 +99,15 @@ public unsafe sealed class ArmatureManager : IDisposable
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ApplyRootTranslation(armature, actor);
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}
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/// <summary>
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/// Force profile rebind for all armatures
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/// </summary>
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public void RebindAllArmatures()
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{
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foreach (var kvPair in Armatures)
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kvPair.Value.IsPendingProfileRebind = true;
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}
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/// <summary>
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/// Deletes armatures which no longer have actor associated with them and creates armatures for new actors
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/// </summary>
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@@ -542,9 +551,7 @@ public unsafe sealed class ArmatureManager : IDisposable
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{
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foreach(var kvPair in Armatures)
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{
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var actorIdentifier = kvPair.Key;
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if (actorIdentifier.Type == IdentifierType.Special)
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actorIdentifier = actorIdentifier.GetTrueActorForSpecialType();
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(var actorIdentifier, _) = _gameObjectService.GetTrueActorForSpecialTypeActor(kvPair.Key);
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if(actorIdentifier.ToNameWithoutOwnerName() == characterName)
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yield return kvPair.Value;
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@@ -86,6 +86,17 @@ public class PluginConfiguration : IPluginConfiguration, ISavable
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public CommandSettingsEntries CommandSettings { get; set; } = new();
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[Serializable]
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public class ProfileApplicationSettingsEntries
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{
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public bool ApplyInCharacterWindow { get; set; } = true;
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public bool ApplyInTryOn { get; set; } = true;
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public bool ApplyInCards { get; set; } = true;
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public bool ApplyInInspect { get; set; } = true;
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}
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public ProfileApplicationSettingsEntries ProfileApplicationSettings { get; set; } = new();
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[JsonIgnore]
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private readonly SaveService _saveService;
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@@ -7,6 +7,9 @@ using Penumbra.GameData.Enums;
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using Penumbra.GameData.Interop;
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using ObjectManager = CustomizePlus.GameData.Services.ObjectManager;
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using DalamudGameObject = Dalamud.Game.ClientState.Objects.Types.GameObject;
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using ECommons.Configuration;
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using System;
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using CustomizePlus.Configuration.Data;
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namespace CustomizePlus.Game.Services;
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@@ -15,12 +18,18 @@ public class GameObjectService
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private readonly ActorManager _actorManager;
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private readonly IObjectTable _objectTable;
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private readonly ObjectManager _objectManager;
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private readonly PluginConfiguration _configuration;
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public GameObjectService(ActorManager actorManager, IObjectTable objectTable, ObjectManager objectManager)
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public GameObjectService(
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ActorManager actorManager,
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IObjectTable objectTable,
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ObjectManager objectManager,
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PluginConfiguration configuration)
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{
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_actorManager = actorManager;
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_objectTable = objectTable;
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_objectManager = objectManager;
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_configuration = configuration;
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}
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public string GetCurrentPlayerName()
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@@ -54,8 +63,7 @@ public class GameObjectService
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{
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var identifier = kvPair.Key;
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if (kvPair.Key.Type == IdentifierType.Special)
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identifier = identifier.GetTrueActorForSpecialType();
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(identifier, _) = GetTrueActorForSpecialTypeActor(identifier);
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if (!identifier.IsValid)
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continue;
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@@ -80,4 +88,70 @@ public class GameObjectService
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{
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return _objectTable.CreateObjectReference(actor);
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}
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/// <summary>
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/// Get "true" actor for special actors.
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/// This should be used everywhere where resolving proper actor is crucial for proper profile application
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/// as identifiers returned by object manager with type "Special" need special handling.
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/// </summary>
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public (ActorIdentifier, SpecialResult) GetTrueActorForSpecialTypeActor(ActorIdentifier identifier)
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{
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if (identifier.Type != IdentifierType.Special)
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return (identifier, SpecialResult.Invalid);
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if (_actorManager.ResolvePartyBannerPlayer(identifier.Special, out var id))
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return _configuration.ProfileApplicationSettings.ApplyInCards ? (id, SpecialResult.PartyBanner) : (identifier, SpecialResult.Invalid);
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if (_actorManager.ResolvePvPBannerPlayer(identifier.Special, out id))
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return _configuration.ProfileApplicationSettings.ApplyInCards ? (id, SpecialResult.PvPBanner) : (identifier, SpecialResult.Invalid);
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if (_actorManager.ResolveMahjongPlayer(identifier.Special, out id))
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return _configuration.ProfileApplicationSettings.ApplyInCards ? (id, SpecialResult.Mahjong) : (identifier, SpecialResult.Invalid);
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switch (identifier.Special)
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{
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case ScreenActor.GPosePlayer:
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return (_actorManager.GetCurrentPlayer(), SpecialResult.GPosePlayer);
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case ScreenActor.CharacterScreen when _configuration.ProfileApplicationSettings.ApplyInCharacterWindow:
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return (_actorManager.GetCurrentPlayer(), SpecialResult.CharacterScreen);
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case ScreenActor.FittingRoom when _configuration.ProfileApplicationSettings.ApplyInTryOn:
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return (_actorManager.GetCurrentPlayer(), SpecialResult.FittingRoom);
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case ScreenActor.DyePreview when _configuration.ProfileApplicationSettings.ApplyInTryOn:
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return (_actorManager.GetCurrentPlayer(), SpecialResult.DyePreview);
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case ScreenActor.Portrait when _configuration.ProfileApplicationSettings.ApplyInCards:
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return (_actorManager.GetCurrentPlayer(), SpecialResult.Portrait);
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case ScreenActor.ExamineScreen:
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{
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identifier = _actorManager.GetInspectPlayer();
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if (identifier.IsValid)
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return (_configuration.ProfileApplicationSettings.ApplyInInspect ? identifier : ActorIdentifier.Invalid, SpecialResult.Inspect);
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identifier = _actorManager.GetCardPlayer();
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if (identifier.IsValid)
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return (_configuration.ProfileApplicationSettings.ApplyInInspect ? identifier : ActorIdentifier.Invalid, SpecialResult.Card);
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return _configuration.ProfileApplicationSettings.ApplyInTryOn
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? (_actorManager.GetGlamourPlayer(), SpecialResult.Glamour) //returns ActorIdentifier.Invalid if player is invalid
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: (identifier, SpecialResult.Invalid);
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}
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default: return (identifier, SpecialResult.Invalid);
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}
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}
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public enum SpecialResult
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{
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PartyBanner,
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PvPBanner,
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Mahjong,
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CharacterScreen,
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FittingRoom,
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DyePreview,
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Portrait,
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Inspect,
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Card,
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Glamour,
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GPosePlayer,
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Invalid,
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}
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}
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@@ -26,6 +26,7 @@ using CustomizePlus.Profiles.Exceptions;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Interop;
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using System.Runtime.Serialization;
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using CustomizePlus.Game.Services;
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namespace CustomizePlus.Profiles;
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@@ -40,6 +41,7 @@ public class ProfileManager : IDisposable
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private readonly Logger _logger;
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private readonly PluginConfiguration _configuration;
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private readonly ActorManager _actorManager;
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private readonly GameObjectService _gameObjectService;
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private readonly ProfileChanged _event;
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private readonly TemplateChanged _templateChangedEvent;
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private readonly ReloadEvent _reloadEvent;
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@@ -56,6 +58,7 @@ public class ProfileManager : IDisposable
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Logger logger,
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PluginConfiguration configuration,
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ActorManager actorManager,
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GameObjectService gameObjectService,
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ProfileChanged @event,
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TemplateChanged templateChangedEvent,
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ReloadEvent reloadEvent,
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@@ -67,6 +70,7 @@ public class ProfileManager : IDisposable
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_logger = logger;
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_configuration = configuration;
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_actorManager = actorManager;
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_gameObjectService = gameObjectService;
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_event = @event;
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_templateChangedEvent = templateChangedEvent;
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_templateChangedEvent.Subscribe(OnTemplateChange, TemplateChanged.Priority.ProfileManager);
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@@ -477,8 +481,7 @@ public class ProfileManager : IDisposable
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//performance: using textual override for ProfileAppliesTo here to not call
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//GetGameObjectName every time we are trying to check object against profiles
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if (actorIdentifier.Type == IdentifierType.Special)
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actorIdentifier = actorIdentifier.GetTrueActorForSpecialType();
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(actorIdentifier, _) = _gameObjectService.GetTrueActorForSpecialTypeActor(actorIdentifier);
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if (!actorIdentifier.IsValid)
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yield break;
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@@ -11,6 +11,7 @@ using CustomizePlus.GameData.Extensions;
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using CustomizePlus.GameData.Services;
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using CustomizePlus.Core.Extensions;
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using System.Numerics;
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using CustomizePlus.Game.Services;
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namespace CustomizePlus.UI.Windows.MainWindow.Tabs.Debug;
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@@ -20,17 +21,20 @@ public class StateMonitoringTab
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private readonly TemplateManager _templateManager;
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private readonly ArmatureManager _armatureManager;
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private readonly ObjectManager _objectManager;
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private readonly GameObjectService _gameObjectService;
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public StateMonitoringTab(
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ProfileManager profileManager,
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TemplateManager templateManager,
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ArmatureManager armatureManager,
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ObjectManager objectManager)
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ObjectManager objectManager,
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GameObjectService gameObjectService)
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{
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_profileManager = profileManager;
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_templateManager = templateManager;
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_armatureManager = armatureManager;
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_objectManager = objectManager;
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_gameObjectService = gameObjectService;
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}
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public void Draw()
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@@ -106,8 +110,8 @@ public class StateMonitoringTab
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ImGui.Text($"Special: {kvPair.Key.Special.ToString()}");
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ImGui.Text($"ToName: {kvPair.Key.ToName()}");
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ImGui.Text($"ToNameWithoutOwnerName: {kvPair.Key.ToNameWithoutOwnerName()}");
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if(kvPair.Key.Type == Penumbra.GameData.Enums.IdentifierType.Special)
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ImGui.Text($"True actor: {kvPair.Key.GetTrueActorForSpecialType().ToName()}");
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(var actorIdentifier, var specialResult) = _gameObjectService.GetTrueActorForSpecialTypeActor(kvPair.Key);
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ImGui.Text($"True actor: {actorIdentifier.ToName()} ({specialResult})");
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ImGui.Spacing();
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ImGui.Spacing();
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@@ -14,6 +14,7 @@ using CustomizePlus.Configuration.Data;
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using CustomizePlus.Profiles;
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using CustomizePlus.Templates;
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using CustomizePlus.Core.Helpers;
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using CustomizePlus.Armatures.Services;
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namespace CustomizePlus.UI.Windows.MainWindow.Tabs;
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@@ -22,29 +23,23 @@ public class SettingsTab
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private const uint DiscordColor = 0xFFDA8972;
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private readonly PluginConfiguration _configuration;
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private readonly TemplateManager _templateManager;
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private readonly ProfileManager _profileManager;
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private readonly ArmatureManager _armatureManager;
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private readonly HookingService _hookingService;
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private readonly SaveService _saveService;
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private readonly TemplateEditorManager _templateEditorManager;
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private readonly CPlusChangeLog _changeLog;
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private readonly MessageService _messageService;
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public SettingsTab(
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PluginConfiguration configuration,
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TemplateManager templateManager,
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ProfileManager profileManager,
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ArmatureManager armatureManager,
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HookingService hookingService,
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SaveService saveService,
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TemplateEditorManager templateEditorManager,
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CPlusChangeLog changeLog,
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MessageService messageService)
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{
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_configuration = configuration;
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_templateManager = templateManager;
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_profileManager = profileManager;
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_armatureManager = armatureManager;
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_hookingService = hookingService;
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_saveService = saveService;
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_templateEditorManager = templateEditorManager;
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_changeLog = changeLog;
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_messageService = messageService;
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@@ -63,6 +58,7 @@ public class SettingsTab
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using (var child2 = ImRaii.Child("SettingsChild"))
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{
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DrawProfileApplicationSettings();
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DrawInterface();
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DrawCommands();
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DrawAdvancedSettings();
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@@ -96,6 +92,73 @@ public class SettingsTab
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}
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#endregion
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#region Profile application settings
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private void DrawProfileApplicationSettings()
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{
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var isShouldDraw = ImGui.CollapsingHeader("Profile Application");
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if (!isShouldDraw)
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return;
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DrawApplyInCharacterWindowCheckbox();
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DrawApplyInTryOnCheckbox();
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DrawApplyInCardsCheckbox();
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DrawApplyInInspectCheckbox();
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}
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private void DrawApplyInCharacterWindowCheckbox()
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{
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var isChecked = _configuration.ProfileApplicationSettings.ApplyInCharacterWindow;
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if (CtrlHelper.CheckboxWithTextAndHelp("##applyincharwindow", "Apply Profiles in Character Window",
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"Apply profile for your character in your main character window, if it is set.", ref isChecked))
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{
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_configuration.ProfileApplicationSettings.ApplyInCharacterWindow = isChecked;
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_configuration.Save();
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_armatureManager.RebindAllArmatures();
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}
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}
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private void DrawApplyInTryOnCheckbox()
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{
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var isChecked = _configuration.ProfileApplicationSettings.ApplyInTryOn;
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if (CtrlHelper.CheckboxWithTextAndHelp("##applyintryon", "Apply Profiles in Try-On Window",
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"Apply profile for your character in your try-on, dye preview or glamour plate window, if it is set.", ref isChecked))
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{
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_configuration.ProfileApplicationSettings.ApplyInTryOn = isChecked;
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_configuration.Save();
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_armatureManager.RebindAllArmatures();
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}
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}
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private void DrawApplyInCardsCheckbox()
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{
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var isChecked = _configuration.ProfileApplicationSettings.ApplyInCards;
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if (CtrlHelper.CheckboxWithTextAndHelp("##applyincards", "Apply Profiles in Adventurer Cards",
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"Apply appropriate profile for the adventurer card you are currently looking at.", ref isChecked))
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{
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_configuration.ProfileApplicationSettings.ApplyInCards = isChecked;
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_configuration.Save();
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_armatureManager.RebindAllArmatures();
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}
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}
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private void DrawApplyInInspectCheckbox()
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{
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var isChecked = _configuration.ProfileApplicationSettings.ApplyInInspect;
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if (CtrlHelper.CheckboxWithTextAndHelp("##applyininspect", "Apply Profiles in Inspect Window",
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"Apply appropriate profile for the character you are currently inspecting.", ref isChecked))
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{
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_configuration.ProfileApplicationSettings.ApplyInInspect = isChecked;
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_configuration.Save();
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_armatureManager.RebindAllArmatures();
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}
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}
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#endregion
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#region Chat Commands Settings
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private void DrawCommands()
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{
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