using Dalamud.Interface;
using ImGuiNET;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Dalamud.Game.ClientState;
using Dalamud.Game.Gui;
using Pal.Client.Configuration;
using Pal.Client.DependencyInjection;
namespace Pal.Client.Rendering
{
///
/// Simple renderer that only draws basic stuff.
///
/// This is based on what SliceIsRight uses, and what PalacePal used before it was
/// remade into PalacePal (which is the third or fourth iteration on the same idea
/// I made, just with a clear vision).
///
internal sealed class SimpleRenderer : IRenderer, IDisposable
{
private const int SegmentCount = 20;
private readonly ClientState _clientState;
private readonly GameGui _gameGui;
private readonly IPalacePalConfiguration _configuration;
private readonly TerritoryState _territoryState;
private readonly ConcurrentDictionary _layers = new();
public SimpleRenderer(ClientState clientState, GameGui gameGui, IPalacePalConfiguration configuration,
TerritoryState territoryState)
{
_clientState = clientState;
_gameGui = gameGui;
_configuration = configuration;
_territoryState = territoryState;
}
public void SetLayer(ELayer layer, IReadOnlyList elements)
{
_layers[layer] = new SimpleLayer
{
TerritoryType = _clientState.TerritoryType,
Elements = elements.Cast().ToList()
};
}
public void ResetLayer(ELayer layer)
{
if (_layers.Remove(layer, out var l))
l.Dispose();
}
public IRenderElement CreateElement(Marker.EType type, Vector3 pos, uint color, bool fill = false)
{
var config = MarkerConfig.ForType(type);
return new SimpleElement
{
Type = type,
Position = pos + new Vector3(0, config.OffsetY, 0),
Color = color,
Radius = config.Radius,
Fill = fill,
};
}
public void DrawDebugItems(uint trapColor, uint hoardColor)
{
_layers[ELayer.Test] = new SimpleLayer
{
TerritoryType = _clientState.TerritoryType,
Elements = new List
{
(SimpleElement)CreateElement(Marker.EType.Trap, _clientState.LocalPlayer?.Position ?? default,
trapColor),
(SimpleElement)CreateElement(Marker.EType.Hoard, _clientState.LocalPlayer?.Position ?? default,
hoardColor)
},
ExpiresAt = Environment.TickCount64 + RenderData.TestLayerTimeout
};
}
public void DrawLayers()
{
if (_layers.Count == 0)
return;
ImGuiHelpers.ForceNextWindowMainViewport();
ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, Vector2.Zero);
ImGuiHelpers.SetNextWindowPosRelativeMainViewport(Vector2.Zero, ImGuiCond.None, Vector2.Zero);
ImGui.SetNextWindowSize(ImGuiHelpers.MainViewport.Size);
if (ImGui.Begin("###PalacePalSimpleRender",
ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground |
ImGuiWindowFlags.NoInputs | ImGuiWindowFlags.NoSavedSettings |
ImGuiWindowFlags.AlwaysUseWindowPadding))
{
foreach (var layer in _layers.Values.Where(l => l.IsValid(_clientState)))
{
foreach (var e in layer.Elements)
Draw(e);
}
foreach (var key in _layers.Where(l => !l.Value.IsValid(_clientState))
.Select(l => l.Key)
.ToList())
ResetLayer(key);
ImGui.End();
}
ImGui.PopStyleVar();
}
private void Draw(SimpleElement e)
{
if (e.Color == RenderData.ColorInvisible)
return;
switch (e.Type)
{
case Marker.EType.Hoard:
// ignore distance if this is a found hoard coffer
if (_territoryState.PomanderOfIntuition == PomanderState.Active &&
_configuration.DeepDungeons.HoardCoffers.OnlyVisibleAfterPomander)
break;
goto case Marker.EType.Trap;
case Marker.EType.Trap:
var playerPos = _clientState.LocalPlayer?.Position;
if (playerPos == null)
return;
if ((playerPos.Value - e.Position).Length() > 65)
return;
break;
}
bool onScreen = false;
for (int index = 0; index < 2 * SegmentCount; ++index)
{
onScreen |= _gameGui.WorldToScreen(new Vector3(
e.Position.X + e.Radius * (float)Math.Sin(Math.PI / SegmentCount * index),
e.Position.Y,
e.Position.Z + e.Radius * (float)Math.Cos(Math.PI / SegmentCount * index)),
out Vector2 vector2);
ImGui.GetWindowDrawList().PathLineTo(vector2);
}
if (onScreen)
{
if (e.Fill)
ImGui.GetWindowDrawList().PathFillConvex(e.Color);
else
ImGui.GetWindowDrawList().PathStroke(e.Color, ImDrawFlags.Closed, 2);
}
else
ImGui.GetWindowDrawList().PathClear();
}
public ERenderer GetConfigValue()
=> ERenderer.Simple;
public void Dispose()
{
foreach (var l in _layers.Values)
l.Dispose();
}
public sealed class SimpleLayer : IDisposable
{
public required ushort TerritoryType { get; init; }
public required IReadOnlyList Elements { get; init; }
public long ExpiresAt { get; init; } = long.MaxValue;
public bool IsValid(ClientState clientState) =>
TerritoryType == clientState.TerritoryType && ExpiresAt >= Environment.TickCount64;
public void Dispose()
{
foreach (var e in Elements)
e.IsValid = false;
}
}
public sealed class SimpleElement : IRenderElement
{
public bool IsValid { get; set; } = true;
public required Marker.EType Type { get; init; }
public required Vector3 Position { get; init; }
public required uint Color { get; set; }
public required float Radius { get; init; }
public required bool Fill { get; init; }
}
}
}