removed useless stuff

This commit is contained in:
Camille 2022-01-06 11:17:45 +01:00
parent 02352caac7
commit d79572fe6f
10 changed files with 2 additions and 285 deletions

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{
"Author": "your name here",
"Name": "Sample Plugin",
"Punchline": "A short one-liner that shows up in /xlplugins.",
"Description": "A description that shows up in /xlplugins. List any major slash-command(s).",
"InternalName": "samplePlugin",
"ApplicableVersion": "any",
"Tags": [
"sample",
"plugin",
"goats"
]
}

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<PropertyGroup> <PropertyGroup>
<Authors></Authors> <Authors></Authors>
<Company></Company> <Company></Company>
<Version>0.2.0.0</Version> <Version>0.2.2.0</Version>
<Description>Currency Alert</Description> <Description>Currency Alert</Description>
<Copyright></Copyright> <Copyright></Copyright>
<PackageProjectUrl>https://github.com/Lharz/xiv-currency-alert</PackageProjectUrl> <PackageProjectUrl>https://github.com/Lharz/xiv-currency-alert</PackageProjectUrl>

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{ {
"Author": "Lharz Zobby@Ragnarok", "Author": "Lharz",
"Name": "Currency Alert", "Name": "Currency Alert",
"Punchline": "Configure alerts thresholds for various currencies.", "Punchline": "Configure alerts thresholds for various currencies.",
"Description": "/currencyalert: show the configuration panel.", "Description": "/currencyalert: show the configuration panel.",

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using ImGuiScene;
using System;
namespace UIDev
{
interface IPluginUIMock : IDisposable
{
void Initialize(SimpleImGuiScene scene);
}
}

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using ImGuiNET;
using ImGuiScene;
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();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net5.0-windows</TargetFramework>
<Platforms>x64</Platforms>
<Nullable>enable</Nullable>
<OutputType>WinExe</OutputType>
<LangVersion>latest</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup>
<DalamudLibPath>$(appdata)\XIVLauncher\addon\Hooks\dev\</DalamudLibPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Newtonsoft.Json">
<HintPath>$(DalamudLibPath)Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="ImGui.NET">
<HintPath>$(DalamudLibPath)ImGui.NET.dll</HintPath>
</Reference>
<Reference Include="ImGuiScene">
<HintPath>$(DalamudLibPath)ImGuiScene.dll</HintPath>
</Reference>
<Reference Include="SDL2-CS">
<HintPath>$(DalamudLibPath)SDL2-CS.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Content Include="..\Data\gamesym.ttf">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
<Content Include="..\Data\NotoSansCJKjp-Medium.otf">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
<Content Include="..\Data\goat.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
</ItemGroup>
<ItemGroup>
<PackageReference Include="DalamudPackager" Version="2.1.5" />
</ItemGroup>
</Project>

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using ImGuiNET;
using ImGuiScene;
using System.Numerics;
namespace UIDev
{
class UITest : IPluginUIMock
{
public static void Main(string[] args)
{
UIBootstrap.Inititalize(new UITest());
}
private TextureWrap? goatImage;
private SimpleImGuiScene? scene;
public void Initialize(SimpleImGuiScene scene)
{
// scene is a little different from what you have access to in dalamud
// but it can accomplish the same things, and is really only used for initial setup here
// eg, to load an image resource for use with ImGui
this.goatImage = scene.LoadImage("goat.png");
scene.OnBuildUI += Draw;
this.Visible = true;
// saving this only so we can kill the test application by closing the window
// (instead of just by hitting escape)
this.scene = scene;
}
public void Dispose()
{
this.goatImage?.Dispose();
}
// You COULD go all out here and make your UI generic and work on interfaces etc, and then
// mock dependencies and conceivably use exactly the same class in this testbed and the actual plugin
// That is, however, a bit excessive in general - it could easily be done for this sample, but I
// don't want to imply that is easy or the best way to go usually, so it's not done here either
private void Draw()
{
DrawMainWindow();
DrawSettingsWindow();
if (!Visible)
{
this.scene!.ShouldQuit = true;
}
}
#region Nearly a copy/paste of PluginUI
private bool visible = false;
public bool Visible
{
get { return this.visible; }
set { this.visible = value; }
}
private bool settingsVisible = false;
public bool SettingsVisible
{
get { return this.settingsVisible; }
set { this.settingsVisible = value; }
}
// this is where you'd have to start mocking objects if you really want to match
// but for simple UI creation purposes, just hardcoding values works
private bool fakeConfigBool = true;
public void DrawMainWindow()
{
if (!Visible)
{
return;
}
ImGui.SetNextWindowSize(new Vector2(375, 330), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSizeConstraints(new Vector2(375, 330), new Vector2(float.MaxValue, float.MaxValue));
if (ImGui.Begin("My Amazing Window", ref this.visible, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
{
ImGui.Text($"The random config bool is {this.fakeConfigBool}");
if (ImGui.Button("Show Settings"))
{
SettingsVisible = true;
}
ImGui.Spacing();
ImGui.Text("Have a goat:");
ImGui.Indent(55);
ImGui.Image(this.goatImage!.ImGuiHandle, new Vector2(this.goatImage.Width, this.goatImage.Height));
ImGui.Unindent(55);
}
ImGui.End();
}
public void DrawSettingsWindow()
{
if (!SettingsVisible)
{
return;
}
ImGui.SetNextWindowSize(new Vector2(232, 75), ImGuiCond.Always);
if (ImGui.Begin("A Wonderful Configuration Window", ref this.settingsVisible,
ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
{
if (ImGui.Checkbox("Random Config Bool", ref this.fakeConfigBool))
{
// nothing to do in a fake ui!
}
}
ImGui.End();
}
#endregion
}
}