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