Clean up some code
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4101adaf4d
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980636ce56
@ -3,7 +3,7 @@
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<PropertyGroup>
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<Authors></Authors>
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<Company></Company>
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<Version>2</Version>
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<Version>3</Version>
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<Description>Slice is Right.</Description>
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<Copyright></Copyright>
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<PackageProjectUrl>https://github.com/carvelli/SliceIsRight</PackageProjectUrl>
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@ -16,6 +16,11 @@ namespace SliceIsRight
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{
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public sealed class SliceIsRightPlugin : IDalamudPlugin
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{
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private const float HALF_PI = (float)Math.PI / 2f;
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private uint COLOUR_BLUE = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f)));
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private uint COLOUR_GREEN = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f)));
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private uint COLOUR_RED = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f)));
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public string Name => "Slice is Right";
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[PluginService]
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@ -30,7 +35,7 @@ namespace SliceIsRight
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[PluginService]
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private ClientState ClientState { get; set; }
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private const ushort GoldSaucerTerritoryId = 144;
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private bool IsInGoldSaucer { get; set; }
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@ -39,12 +44,14 @@ namespace SliceIsRight
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private const float MaxDistance = 30f;
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#pragma warning disable CS8618
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public SliceIsRightPlugin()
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{
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PluginInterface!.UiBuilder.Draw += DrawUI;
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ClientState!.TerritoryChanged += TerritoryChanged;
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IsInGoldSaucer = ClientState.TerritoryType == GoldSaucerTerritoryId;
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}
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#pragma warning restore CS8618
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private void TerritoryChanged(object? sender, ushort e)
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{
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@ -59,14 +66,6 @@ namespace SliceIsRight
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private void DrawUI()
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{
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/*
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if (ImGui.Begin("Debug", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoInputs))
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{
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ImGui.Text("Current zone: " + this.ClientState.TerritoryType);
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ImGui.Text("Logged in: " + this.ClientState.IsLoggedIn + ", InGS: " + this.IsInGoldSaucer);
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ImGui.End();
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}
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*/
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if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
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return;
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@ -79,14 +78,14 @@ namespace SliceIsRight
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int model = Marshal.ReadInt32(obj.Address + 128);
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if (obj.ObjectKind == ObjectKind.EventObj && (model >= 2010777 && model <= 2010779))
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{
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//DebugObject(index, obj, model);
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RenderObject(index, obj, model);
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}
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else if (ClientState.LocalPlayer?.ObjectId == obj.ObjectId)
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{
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// local player
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//DebugObject(index, obj, model);
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//RenderObject(index, obj, 2010779);
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//RenderObject(index, obj, 2010779, 0.1f); // circle
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//RenderObject(index, obj, 2010778, 30f); // falls to both sides
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//RenderObject(index, obj, 2010777, 30f); // falls to one side
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}
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}
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@ -95,52 +94,7 @@ namespace SliceIsRight
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objectsToMatch.Clear();
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}
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private void DebugObject(int index, GameObject obj, int model)
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{
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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
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// to avoid performance issues, we have to manually determine if creating a window would
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// produce a new viewport, and skip rendering it if so
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float distance = DistanceToPlayer(obj.Position);
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var objectText = $"{obj.Address.ToInt64():X}:{obj.ObjectId:X}[{index}] - {obj.ObjectKind} - {model}: {obj.Name} - {distance:F2}";
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var screenPos = ImGui.GetMainViewport().Pos;
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var screenSize = ImGui.GetMainViewport().Size;
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var windowSize = ImGui.CalcTextSize(objectText);
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// Add some extra safety padding
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windowSize.X += ImGui.GetStyle().WindowPadding.X + 10;
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windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10;
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if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X ||
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screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y)
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return;
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if (distance > MaxDistance)
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return;
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ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
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ImGui.SetNextWindowBgAlpha(Math.Max(1f - (distance / MaxDistance), 0.2f));
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if (ImGui.Begin(
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$"Actor{index}##ActorWindow{index}",
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ImGuiWindowFlags.NoDecoration |
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ImGuiWindowFlags.AlwaysAutoResize |
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ImGuiWindowFlags.NoSavedSettings |
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ImGuiWindowFlags.NoMove |
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ImGuiWindowFlags.NoMouseInputs |
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ImGuiWindowFlags.NoDocking |
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ImGuiWindowFlags.NoFocusOnAppearing |
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ImGuiWindowFlags.NoNav))
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ImGui.Text(objectText);
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ImGui.End();
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}
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}
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private void RenderObject(int index, GameObject obj, int model)
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private void RenderObject(int index, GameObject obj, int model, float? radius = null)
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{
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objectsToMatch.Remove(obj.ObjectId);
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@ -155,104 +109,104 @@ namespace SliceIsRight
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return;
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}
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ImGui.PushID("booWindow" + index);
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ImGui.PushStyleVar((ImGuiStyleVar)1, new Vector2(0.0f, 0.0f));
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ImGuiHelpers.SetNextWindowPosRelativeMainViewport(new Vector2(0.0f, 0.0f), ImGuiCond.None, new Vector2());
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ImGui.Begin("drawCtx" + index, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs);
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ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
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switch (model)
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{
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case 2010777:
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DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f))));
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DrawRectWorld(obj, obj.Rotation + HALF_PI, radius ?? 25f, 5f, COLOUR_BLUE);
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break;
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case 2010778:
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DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
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DrawRectWorld(obj.Position, obj.Rotation - 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
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DrawRectWorld(obj, obj.Rotation + HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
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DrawRectWorld(obj, obj.Rotation - HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
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break;
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case 2010779:
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DrawFilledCircleWorld(obj.Position, 11f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f))));
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//default:
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DrawFilledCircleWorld(obj, radius ?? 11f, COLOUR_RED);
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break;
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}
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}
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private void BeginRender(string name)
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{
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ImGui.PushID("sliceWindowI" + name);
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ImGui.PushStyleVar((ImGuiStyleVar)1, new Vector2(0.0f, 0.0f));
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ImGuiHelpers.SetNextWindowPosRelativeMainViewport(new Vector2(0.0f, 0.0f), ImGuiCond.None, new Vector2());
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ImGui.Begin("sliceWindow" + name, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs);
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ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
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}
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private void EndRender()
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{
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ImGui.End();
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ImGui.PopStyleVar();
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ImGui.PopID();
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}
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private void DrawFilledCircleWorld(Vector3 center, float radius, uint colour)
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private void DrawFilledCircleWorld(GameObject obj, float radius, uint colour)
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{
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BeginRender(obj.Address.ToString());
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var center = obj.Position;
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int segmentCount = 100;
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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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GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2);
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onScreen |= GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2);
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ImGui.GetWindowDrawList().PathLineTo(vector2);
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}
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ImGui.GetWindowDrawList().PathFillConvex(colour);
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if (onScreen)
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ImGui.GetWindowDrawList().PathFillConvex(colour);
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else
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ImGui.GetWindowDrawList().PathClear();
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EndRender();
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}
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private void DrawRectWorld(Vector3 center, float rotation, float length, float width, uint colour)
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private void DrawRectWorld(GameObject obj, float rotation, float length, float width, uint colour)
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{
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BeginRender(obj.Address.ToString() + obj.Rotation.ToString());
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var center = obj.Position;
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Vector2 displaySize = ImGui.GetIO().DisplaySize;
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Vector3 near1 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(Math.PI / 2.0 + rotation), center.Y, center.Z + width * 0.5f * (float)Math.Cos(Math.PI / 2.0 + rotation));
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Vector3 near2 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(rotation - Math.PI / 2.0), center.Y, center.Z + width * 0.5f * (float)Math.Cos(rotation - Math.PI / 2.0));
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Vector3 near1 = new Vector3(center.X + width / 2 * (float)Math.Sin(HALF_PI + rotation), center.Y, center.Z + width / 2 * (float)Math.Cos(HALF_PI + rotation));
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Vector3 near2 = new Vector3(center.X + width / 2 * (float)Math.Sin(rotation - HALF_PI), center.Y, center.Z + width / 2 * (float)Math.Cos(rotation - HALF_PI));
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Vector3 nearCenter = new Vector3(center.X, center.Y, center.Z);
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int rectangleCount = 20;
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float lengthSlice = length / rectangleCount;
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var drawList = ImGui.GetWindowDrawList();
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for (int index = 1; index <= rectangleCount; ++index)
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{
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Vector3 far1 = new Vector3((float)(near1.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near1.Y, (float)(near1.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
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Vector3 far2 = new Vector3((float)(near2.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near2.Y, (float)(near2.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
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Vector3 farCenter = new Vector3((float)(nearCenter.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), nearCenter.Y, (float)(nearCenter.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
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Vector3 far1 = new Vector3(near1.X + lengthSlice * (float)Math.Sin(rotation), near1.Y, near1.Z + lengthSlice * (float)Math.Cos(rotation));
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Vector3 far2 = new Vector3(near2.X + lengthSlice * (float)Math.Sin(rotation), near2.Y, near2.Z + lengthSlice * (float)Math.Cos(rotation));
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Vector3 farCenter = new Vector3(nearCenter.X + lengthSlice * (float)Math.Sin(rotation), nearCenter.Y, nearCenter.Z + lengthSlice * (float)Math.Cos(rotation));
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GameGui.WorldToScreen(far2, out Vector2 vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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bool onScreen = false;
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foreach (Vector3 v in new[]{ far2, farCenter, far1, near1, nearCenter, near2})
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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onScreen |= GameGui.WorldToScreen(v, out Vector2 nextVertex);
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if ((nextVertex.X > 0 & nextVertex.X < displaySize.X) || (nextVertex.Y > 0 & nextVertex.Y < displaySize.Y))
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{
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drawList.PathLineTo(nextVertex);
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}
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}
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GameGui.WorldToScreen(farCenter, out vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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}
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GameGui.WorldToScreen(far1, out vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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}
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GameGui.WorldToScreen(near1, out vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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}
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GameGui.WorldToScreen(nearCenter, out vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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}
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GameGui.WorldToScreen(near2, out vector2_2);
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if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
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drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
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}
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drawList.PathFillConvex(colour);
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if (onScreen)
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drawList.PathFillConvex(colour);
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else
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drawList.PathClear();
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near1 = far1;
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near2 = far2;
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nearCenter = farCenter;
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}
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EndRender();
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}
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private float DistanceToPlayer(Vector3 center)
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