PalacePal/Pal.Client/Floors/ObjectTableDebug.cs

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using System;
using System.Numerics;
using System.Runtime.InteropServices;
using Dalamud.Game.ClientState.Objects.SubKinds;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin;
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using Dalamud.Plugin.Services;
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using ImGuiNET;
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namespace Pal.Client.Floors;
/// <summary>
/// This isn't very useful for running deep dungeons normally, but it is for plugin dev.
///
/// Needs the corresponding beta feature to be enabled.
/// </summary>
internal sealed class ObjectTableDebug : IDisposable
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{
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public const string FeatureName = nameof(ObjectTableDebug);
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private readonly DalamudPluginInterface _pluginInterface;
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private readonly IObjectTable _objectTable;
private readonly IGameGui _gameGui;
private readonly IClientState _clientState;
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public ObjectTableDebug(DalamudPluginInterface pluginInterface, IObjectTable objectTable, IGameGui gameGui, IClientState clientState)
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{
_pluginInterface = pluginInterface;
_objectTable = objectTable;
_gameGui = gameGui;
_clientState = clientState;
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_pluginInterface.UiBuilder.Draw += Draw;
}
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private void Draw()
{
int index = 0;
foreach (GameObject obj in _objectTable)
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{
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if (obj is EventObj eventObj && string.IsNullOrEmpty(eventObj.Name.ToString()))
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{
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++index;
int model = Marshal.ReadInt32(obj.Address + 128);
if (_gameGui.WorldToScreen(obj.Position, out var screenCoords))
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{
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// So, while WorldToScreen will return false if the point is off of game client screen, to
// to avoid performance issues, we have to manually determine if creating a window would
// produce a new viewport, and skip rendering it if so
float distance = DistanceToPlayer(obj.Position);
var objectText =
$"{obj.Address.ToInt64():X}:{obj.ObjectId:X}[{index}]\nkind: {obj.ObjectKind} sub: {obj.SubKind}\nmodel: {model}\nname: {obj.Name}\ndata id: {obj.DataId}";
var screenPos = ImGui.GetMainViewport().Pos;
var screenSize = ImGui.GetMainViewport().Size;
var windowSize = ImGui.CalcTextSize(objectText);
// Add some extra safety padding
windowSize.X += ImGui.GetStyle().WindowPadding.X + 10;
windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10;
if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X ||
screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y)
continue;
if (distance > 50f)
continue;
ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
ImGui.SetNextWindowBgAlpha(Math.Max(1f - (distance / 50f), 0.2f));
if (ImGui.Begin(
$"PalacePal_{nameof(ObjectTableDebug)}_{index}",
ImGuiWindowFlags.NoDecoration |
ImGuiWindowFlags.AlwaysAutoResize |
ImGuiWindowFlags.NoSavedSettings |
ImGuiWindowFlags.NoMove |
ImGuiWindowFlags.NoMouseInputs |
ImGuiWindowFlags.NoDocking |
ImGuiWindowFlags.NoFocusOnAppearing |
ImGuiWindowFlags.NoNav))
ImGui.Text(objectText);
ImGui.End();
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}
}
}
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}
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private float DistanceToPlayer(Vector3 center)
=> Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, center);
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public void Dispose()
{
_pluginInterface.UiBuilder.Draw -= Draw;
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}
}