removed useless stuff
This commit is contained in:
parent
02352caac7
commit
d79572fe6f
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{
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"Author": "your name here",
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"Name": "Sample Plugin",
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"Punchline": "A short one-liner that shows up in /xlplugins.",
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"Description": "A description that shows up in /xlplugins. List any major slash-command(s).",
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"InternalName": "samplePlugin",
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"ApplicableVersion": "any",
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"Tags": [
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"sample",
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"plugin",
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"goats"
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]
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}
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BIN
Data/gamesym.ttf
BIN
Data/gamesym.ttf
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BIN
Data/goat.png
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Data/goat.png
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Before Width: | Height: | Size: 19 KiB |
@ -3,7 +3,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<Authors></Authors>
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<Authors></Authors>
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<Company></Company>
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<Company></Company>
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<Version>0.2.0.0</Version>
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<Version>0.2.2.0</Version>
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<Description>Currency Alert</Description>
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<Description>Currency Alert</Description>
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<Copyright></Copyright>
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<Copyright></Copyright>
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<PackageProjectUrl>https://github.com/Lharz/xiv-currency-alert</PackageProjectUrl>
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<PackageProjectUrl>https://github.com/Lharz/xiv-currency-alert</PackageProjectUrl>
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@ -1,5 +1,5 @@
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{
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{
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"Author": "Lharz Zobby@Ragnarok",
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"Author": "Lharz",
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"Name": "Currency Alert",
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"Name": "Currency Alert",
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"Punchline": "Configure alerts thresholds for various currencies.",
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"Punchline": "Configure alerts thresholds for various currencies.",
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"Description": "/currencyalert: show the configuration panel.",
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"Description": "/currencyalert: show the configuration panel.",
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using ImGuiScene;
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using System;
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namespace UIDev
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{
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interface IPluginUIMock : IDisposable
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{
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void Initialize(SimpleImGuiScene scene);
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}
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}
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using ImGuiNET;
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using ImGuiScene;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using static SDL2.SDL;
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namespace UIDev
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{
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class UIBootstrap
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{
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public static unsafe void Inititalize(IPluginUIMock pluginUI)
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{
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// you can edit this if you want more control over things
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// mainly if you want a regular window instead of transparent overlay
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// Typically you don't want to change any colors here if you keep the fullscreen overlay
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using var scene = new SimpleImGuiScene(RendererFactory.RendererBackend.DirectX11, new WindowCreateInfo
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{
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Title = "UI Test",
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Fullscreen = true,
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TransparentColor = new float[] { 0, 0, 0 },
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});
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// the background color of your window - typically don't change this for fullscreen overlays
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scene.Renderer.ClearColor = new Vector4(0, 0, 0, 0);
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// this just makes the application quit if you hit escape
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scene.Window.OnSDLEvent += (ref SDL_Event sdlEvent) =>
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{
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if (sdlEvent.type == SDL_EventType.SDL_KEYDOWN && sdlEvent.key.keysym.scancode == SDL_Scancode.SDL_SCANCODE_ESCAPE)
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{
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scene.ShouldQuit = true;
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}
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};
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// all of this is taken straight from dalamud
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ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
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fontConfig.MergeMode = true;
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fontConfig.PixelSnapH = true;
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var fontPathJp = "NotoSansCJKjp-Medium.otf";
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ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathJp, 17.0f, null, ImGui.GetIO().Fonts.GetGlyphRangesJapanese());
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var fontPathGame = "gamesym.ttf";
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var rangeHandle = GCHandle.Alloc(new ushort[] { 0xE020, 0xE0DB, 0 }, GCHandleType.Pinned);
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ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathGame, 17.0f, fontConfig, rangeHandle.AddrOfPinnedObject());
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ImGui.GetIO().Fonts.Build();
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fontConfig.Destroy();
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rangeHandle.Free();
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ImGui.GetStyle().GrabRounding = 3f;
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ImGui.GetStyle().FrameRounding = 4f;
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ImGui.GetStyle().WindowRounding = 4f;
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ImGui.GetStyle().WindowBorderSize = 0f;
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ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.Right;
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ImGui.GetStyle().ScrollbarSize = 16f;
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ImGui.GetStyle().Colors[(int)ImGuiCol.WindowBg] = new Vector4(0.06f, 0.06f, 0.06f, 0.87f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBg] = new Vector4(0.29f, 0.29f, 0.29f, 0.54f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgHovered] = new Vector4(0.54f, 0.54f, 0.54f, 0.40f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgActive] = new Vector4(0.64f, 0.64f, 0.64f, 0.67f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.TitleBgActive] = new Vector4(0.29f, 0.29f, 0.29f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.CheckMark] = new Vector4(0.86f, 0.86f, 0.86f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrab] = new Vector4(0.54f, 0.54f, 0.54f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrabActive] = new Vector4(0.67f, 0.67f, 0.67f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.Button] = new Vector4(0.71f, 0.71f, 0.71f, 0.40f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonHovered] = new Vector4(0.47f, 0.47f, 0.47f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonActive] = new Vector4(0.74f, 0.74f, 0.74f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.Header] = new Vector4(0.59f, 0.59f, 0.59f, 0.31f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderHovered] = new Vector4(0.50f, 0.50f, 0.50f, 0.80f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderActive] = new Vector4(0.60f, 0.60f, 0.60f, 1.00f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGrip] = new Vector4(0.79f, 0.79f, 0.79f, 0.25f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripHovered] = new Vector4(0.78f, 0.78f, 0.78f, 0.67f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripActive] = new Vector4(0.88f, 0.88f, 0.88f, 0.95f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.Tab] = new Vector4(0.23f, 0.23f, 0.23f, 0.86f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.TabHovered] = new Vector4(0.71f, 0.71f, 0.71f, 0.80f);
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ImGui.GetStyle().Colors[(int)ImGuiCol.TabActive] = new Vector4(0.36f, 0.36f, 0.36f, 1.00f);
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// end dalamud copy
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pluginUI.Initialize(scene);
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scene.Run();
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pluginUI.Dispose();
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net5.0-windows</TargetFramework>
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<Platforms>x64</Platforms>
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<Nullable>enable</Nullable>
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<OutputType>WinExe</OutputType>
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<LangVersion>latest</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup>
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<DalamudLibPath>$(appdata)\XIVLauncher\addon\Hooks\dev\</DalamudLibPath>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Newtonsoft.Json">
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<HintPath>$(DalamudLibPath)Newtonsoft.Json.dll</HintPath>
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</Reference>
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<Reference Include="ImGui.NET">
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<HintPath>$(DalamudLibPath)ImGui.NET.dll</HintPath>
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</Reference>
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<Reference Include="ImGuiScene">
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<HintPath>$(DalamudLibPath)ImGuiScene.dll</HintPath>
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</Reference>
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<Reference Include="SDL2-CS">
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<HintPath>$(DalamudLibPath)SDL2-CS.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Content Include="..\Data\gamesym.ttf">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<Visible>false</Visible>
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</Content>
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<Content Include="..\Data\NotoSansCJKjp-Medium.otf">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<Visible>false</Visible>
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</Content>
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<Content Include="..\Data\goat.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<Visible>false</Visible>
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</Content>
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="DalamudPackager" Version="2.1.5" />
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</ItemGroup>
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</Project>
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121
UIDev/UITest.cs
121
UIDev/UITest.cs
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using ImGuiNET;
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using ImGuiScene;
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using System.Numerics;
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namespace UIDev
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{
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class UITest : IPluginUIMock
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{
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public static void Main(string[] args)
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{
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UIBootstrap.Inititalize(new UITest());
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}
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private TextureWrap? goatImage;
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private SimpleImGuiScene? scene;
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public void Initialize(SimpleImGuiScene scene)
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{
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// scene is a little different from what you have access to in dalamud
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// but it can accomplish the same things, and is really only used for initial setup here
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// eg, to load an image resource for use with ImGui
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this.goatImage = scene.LoadImage("goat.png");
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scene.OnBuildUI += Draw;
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this.Visible = true;
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// saving this only so we can kill the test application by closing the window
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// (instead of just by hitting escape)
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this.scene = scene;
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}
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public void Dispose()
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{
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this.goatImage?.Dispose();
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}
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// You COULD go all out here and make your UI generic and work on interfaces etc, and then
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// mock dependencies and conceivably use exactly the same class in this testbed and the actual plugin
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// That is, however, a bit excessive in general - it could easily be done for this sample, but I
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// don't want to imply that is easy or the best way to go usually, so it's not done here either
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private void Draw()
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{
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DrawMainWindow();
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DrawSettingsWindow();
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if (!Visible)
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{
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this.scene!.ShouldQuit = true;
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}
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}
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#region Nearly a copy/paste of PluginUI
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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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}
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// this is where you'd have to start mocking objects if you really want to match
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// but for simple UI creation purposes, just hardcoding values works
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private bool fakeConfigBool = true;
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public void DrawMainWindow()
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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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if (ImGui.Begin("My Amazing Window", ref this.visible, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
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{
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ImGui.Text($"The random config bool is {this.fakeConfigBool}");
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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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ImGui.Spacing();
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ImGui.Text("Have a goat:");
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ImGui.Indent(55);
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ImGui.Image(this.goatImage!.ImGuiHandle, new Vector2(this.goatImage.Width, this.goatImage.Height));
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ImGui.Unindent(55);
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}
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ImGui.End();
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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.AlwaysAutoResize | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse))
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{
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if (ImGui.Checkbox("Random Config Bool", ref this.fakeConfigBool))
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{
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// nothing to do in a fake ui!
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}
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}
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ImGui.End();
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}
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#endregion
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}
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}
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Reference in New Issue
Block a user