2021-12-11 00:28:51 +00:00
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using FFXIVClientStructs.FFXIV.Client.Game;
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using ImGuiNET;
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2020-04-28 20:21:51 +00:00
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using System;
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using System.Numerics;
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namespace SamplePlugin
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{
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// It is good to have this be disposable in general, in case you ever need it
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// to do any cleanup
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class PluginUI : IDisposable
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{
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private Configuration configuration;
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// this extra bool exists for ImGui, since you can't ref a property
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private bool visible = false;
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public bool Visible
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{
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get { return this.visible; }
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set { this.visible = value; }
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}
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private bool settingsVisible = false;
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public bool SettingsVisible
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{
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get { return this.settingsVisible; }
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set { this.settingsVisible = value; }
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2021-12-11 00:28:51 +00:00
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}
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//public unsafe InventoryManager* InventoryManager { get; }
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// passing in the image here just for simplicity
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2021-12-11 11:02:01 +00:00
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public PluginUI(Configuration configuration)
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2020-04-28 20:21:51 +00:00
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{
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this.configuration = configuration;
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2021-12-11 00:28:51 +00:00
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//this.InventoryManager = InventoryManager.Instance();
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2020-04-28 20:21:51 +00:00
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}
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public void Dispose()
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{
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2021-12-11 11:02:01 +00:00
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2020-04-28 20:21:51 +00:00
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}
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public void Draw()
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{
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// This is our only draw handler attached to UIBuilder, so it needs to be
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// able to draw any windows we might have open.
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// Each method checks its own visibility/state to ensure it only draws when
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// it actually makes sense.
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// There are other ways to do this, but it is generally best to keep the number of
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// draw delegates as low as possible.
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DrawMainWindow();
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DrawSettingsWindow();
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}
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public void DrawMainWindow()
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{
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2021-12-11 00:28:51 +00:00
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unsafe
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{
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InventoryManager* inventoryManager = InventoryManager.Instance();
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InventoryContainer* currencyContainer = inventoryManager->GetInventoryContainer(InventoryType.Currency);
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// Poetics: 6
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// Wolf Marks: 4
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// Allied Seal: 8
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// Company Seals: 1,2,3
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uint poetics = currencyContainer->GetInventorySlot(6)->Quantity;
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uint wolfMarks = currencyContainer->GetInventorySlot(4)->Quantity;
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uint stormSeals = currencyContainer->GetInventorySlot(1)->Quantity;
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uint serpentSeals = currencyContainer->GetInventorySlot(2)->Quantity;
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uint flameSeals = currencyContainer->GetInventorySlot(3)->Quantity;
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uint poeticsThreshold = (uint) this.configuration.PoeticsThreshold;
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Visible = false;
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if (poetics >= poeticsThreshold)
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{
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Visible = true;
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}
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if (!Visible)
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{
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return;
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}
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ImGui.SetNextWindowSize(new Vector2(375, 330), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSizeConstraints(new Vector2(375, 330), new Vector2(float.MaxValue, float.MaxValue));
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2021-12-11 11:02:01 +00:00
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2021-12-11 00:28:51 +00:00
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if (ImGui.Begin("My Amazing Window", ref this.visible, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
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{
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if (ImGui.Button("Show Settings"))
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{
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SettingsVisible = true;
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}
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if (poetics >= poeticsThreshold)
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{
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ImGui.Text("DEPENSE TES POETICS MERDE");
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}
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}
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2021-12-11 11:02:01 +00:00
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2021-12-11 00:28:51 +00:00
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ImGui.End();
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2020-04-28 20:21:51 +00:00
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}
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}
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public void DrawSettingsWindow()
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{
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if (!SettingsVisible)
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{
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return;
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}
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ImGui.SetNextWindowSize(new Vector2(232, 75), ImGuiCond.Always);
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if (ImGui.Begin("A Wonderful Configuration Window", ref this.settingsVisible,
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ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
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{
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// can't ref a property, so use a local copy
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2021-12-11 00:28:51 +00:00
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var configValue = this.configuration.PoeticsThreshold;
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if (ImGui.InputInt("Poetics Threshold", ref configValue))
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2020-04-28 20:21:51 +00:00
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{
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2021-12-11 00:28:51 +00:00
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this.configuration.PoeticsThreshold = configValue;
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2020-04-28 20:21:51 +00:00
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// can save immediately on change, if you don't want to provide a "Save and Close" button
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this.configuration.Save();
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}
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}
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ImGui.End();
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}
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}
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}
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