CurrencyAlertClassic/UIDev/Framework/UIBootstrap.cs

101 lines
4.9 KiB
C#
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using ImGuiNET;
using ImGuiScene;
using System;
using System.Numerics;
using System.Runtime.InteropServices;
using static SDL2.SDL;
namespace UIDev
{
class UIBootstrap
{
public static unsafe void Inititalize(IPluginUIMock pluginUI)
{
// you can edit this if you want more control over things
// mainly if you want a regular window instead of transparent overlay
// Typically you don't want to change any colors here if you keep the fullscreen overlay
using (var scene = new SimpleImGuiScene(RendererFactory.RendererBackend.DirectX11, new WindowCreateInfo
{
Title = "UI Test",
Fullscreen = true,
TransparentColor = new float[] { 0, 0, 0 },
}))
{
// the background color of your window - typically don't change this for fullscreen overlays
scene.Renderer.ClearColor = new Vector4(0, 0, 0, 0);
// this just makes the application quit if you hit escape
scene.Window.OnSDLEvent += (ref SDL_Event sdlEvent) =>
{
if (sdlEvent.type == SDL_EventType.SDL_KEYDOWN && sdlEvent.key.keysym.scancode == SDL_Scancode.SDL_SCANCODE_ESCAPE)
{
scene.ShouldQuit = true;
}
};
// all of this is taken straight from dalamud
ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
fontConfig.MergeMode = true;
fontConfig.PixelSnapH = true;
var fontPathJp = @"NotoSansCJKjp-Medium.otf";
ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathJp, 17.0f, null, ImGui.GetIO().Fonts.GetGlyphRangesJapanese());
var fontPathGame = @"gamesym.ttf";
var rangeHandle = GCHandle.Alloc(new ushort[]
{
0xE020,
0xE0DB,
0
}, GCHandleType.Pinned);
ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathGame, 17.0f, fontConfig, rangeHandle.AddrOfPinnedObject());
ImGui.GetIO().Fonts.Build();
fontConfig.Destroy();
rangeHandle.Free();
ImGui.GetStyle().GrabRounding = 3f;
ImGui.GetStyle().FrameRounding = 4f;
ImGui.GetStyle().WindowRounding = 4f;
ImGui.GetStyle().WindowBorderSize = 0f;
ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.Right;
ImGui.GetStyle().ScrollbarSize = 16f;
ImGui.GetStyle().Colors[(int)ImGuiCol.WindowBg] = new Vector4(0.06f, 0.06f, 0.06f, 0.87f);
ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBg] = new Vector4(0.29f, 0.29f, 0.29f, 0.54f);
ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgHovered] = new Vector4(0.54f, 0.54f, 0.54f, 0.40f);
ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgActive] = new Vector4(0.64f, 0.64f, 0.64f, 0.67f);
ImGui.GetStyle().Colors[(int)ImGuiCol.TitleBgActive] = new Vector4(0.29f, 0.29f, 0.29f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.CheckMark] = new Vector4(0.86f, 0.86f, 0.86f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrab] = new Vector4(0.54f, 0.54f, 0.54f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrabActive] = new Vector4(0.67f, 0.67f, 0.67f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.Button] = new Vector4(0.71f, 0.71f, 0.71f, 0.40f);
ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonHovered] = new Vector4(0.47f, 0.47f, 0.47f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonActive] = new Vector4(0.74f, 0.74f, 0.74f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.Header] = new Vector4(0.59f, 0.59f, 0.59f, 0.31f);
ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderHovered] = new Vector4(0.50f, 0.50f, 0.50f, 0.80f);
ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderActive] = new Vector4(0.60f, 0.60f, 0.60f, 1.00f);
ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGrip] = new Vector4(0.79f, 0.79f, 0.79f, 0.25f);
ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripHovered] = new Vector4(0.78f, 0.78f, 0.78f, 0.67f);
ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripActive] = new Vector4(0.88f, 0.88f, 0.88f, 0.95f);
ImGui.GetStyle().Colors[(int)ImGuiCol.Tab] = new Vector4(0.23f, 0.23f, 0.23f, 0.86f);
ImGui.GetStyle().Colors[(int)ImGuiCol.TabHovered] = new Vector4(0.71f, 0.71f, 0.71f, 0.80f);
ImGui.GetStyle().Colors[(int)ImGuiCol.TabActive] = new Vector4(0.36f, 0.36f, 0.36f, 1.00f);
// end dalamud copy
pluginUI.Initialize(scene);
scene.Run();
pluginUI.Dispose();
}
}
}
}