Clean up some code

This commit is contained in:
Liza 2021-12-15 23:46:53 +01:00
parent 4101adaf4d
commit 980636ce56
2 changed files with 67 additions and 113 deletions

View File

@ -3,7 +3,7 @@
<PropertyGroup>
<Authors></Authors>
<Company></Company>
<Version>2</Version>
<Version>3</Version>
<Description>Slice is Right.</Description>
<Copyright></Copyright>
<PackageProjectUrl>https://github.com/carvelli/SliceIsRight</PackageProjectUrl>

View File

@ -16,6 +16,11 @@ namespace SliceIsRight
{
public sealed class SliceIsRightPlugin : IDalamudPlugin
{
private const float HALF_PI = (float)Math.PI / 2f;
private uint COLOUR_BLUE = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f)));
private uint COLOUR_GREEN = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f)));
private uint COLOUR_RED = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f)));
public string Name => "Slice is Right";
[PluginService]
@ -39,12 +44,14 @@ namespace SliceIsRight
private const float MaxDistance = 30f;
#pragma warning disable CS8618
public SliceIsRightPlugin()
{
PluginInterface!.UiBuilder.Draw += DrawUI;
ClientState!.TerritoryChanged += TerritoryChanged;
IsInGoldSaucer = ClientState.TerritoryType == GoldSaucerTerritoryId;
}
#pragma warning restore CS8618
private void TerritoryChanged(object? sender, ushort e)
{
@ -59,14 +66,6 @@ namespace SliceIsRight
private void DrawUI()
{
/*
if (ImGui.Begin("Debug", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoInputs))
{
ImGui.Text("Current zone: " + this.ClientState.TerritoryType);
ImGui.Text("Logged in: " + this.ClientState.IsLoggedIn + ", InGS: " + this.IsInGoldSaucer);
ImGui.End();
}
*/
if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
return;
@ -79,14 +78,14 @@ namespace SliceIsRight
int model = Marshal.ReadInt32(obj.Address + 128);
if (obj.ObjectKind == ObjectKind.EventObj && (model >= 2010777 && model <= 2010779))
{
//DebugObject(index, obj, model);
RenderObject(index, obj, model);
}
else if (ClientState.LocalPlayer?.ObjectId == obj.ObjectId)
{
// local player
//DebugObject(index, obj, model);
//RenderObject(index, obj, 2010779);
//RenderObject(index, obj, 2010779, 0.1f); // circle
//RenderObject(index, obj, 2010778, 30f); // falls to both sides
//RenderObject(index, obj, 2010777, 30f); // falls to one side
}
}
@ -95,52 +94,7 @@ namespace SliceIsRight
objectsToMatch.Clear();
}
private void DebugObject(int index, GameObject obj, int model)
{
if (GameGui.WorldToScreen(obj.Position, out var screenCoords))
{
// 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}] - {obj.ObjectKind} - {model}: {obj.Name} - {distance:F2}";
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)
return;
if (distance > MaxDistance)
return;
ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
ImGui.SetNextWindowBgAlpha(Math.Max(1f - (distance / MaxDistance), 0.2f));
if (ImGui.Begin(
$"Actor{index}##ActorWindow{index}",
ImGuiWindowFlags.NoDecoration |
ImGuiWindowFlags.AlwaysAutoResize |
ImGuiWindowFlags.NoSavedSettings |
ImGuiWindowFlags.NoMove |
ImGuiWindowFlags.NoMouseInputs |
ImGuiWindowFlags.NoDocking |
ImGuiWindowFlags.NoFocusOnAppearing |
ImGuiWindowFlags.NoNav))
ImGui.Text(objectText);
ImGui.End();
}
}
private void RenderObject(int index, GameObject obj, int model)
private void RenderObject(int index, GameObject obj, int model, float? radius = null)
{
objectsToMatch.Remove(obj.ObjectId);
@ -156,103 +110,103 @@ namespace SliceIsRight
}
ImGui.PushID("booWindow" + index);
ImGui.PushStyleVar((ImGuiStyleVar)1, new Vector2(0.0f, 0.0f));
ImGuiHelpers.SetNextWindowPosRelativeMainViewport(new Vector2(0.0f, 0.0f), ImGuiCond.None, new Vector2());
ImGui.Begin("drawCtx" + index, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs);
ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
switch (model)
{
case 2010777:
DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f))));
DrawRectWorld(obj, obj.Rotation + HALF_PI, radius ?? 25f, 5f, COLOUR_BLUE);
break;
case 2010778:
DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
DrawRectWorld(obj.Position, obj.Rotation - 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
DrawRectWorld(obj, obj.Rotation + HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
DrawRectWorld(obj, obj.Rotation - HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
break;
case 2010779:
DrawFilledCircleWorld(obj.Position, 11f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f))));
//default:
DrawFilledCircleWorld(obj, radius ?? 11f, COLOUR_RED);
break;
}
}
private void BeginRender(string name)
{
ImGui.PushID("sliceWindowI" + name);
ImGui.PushStyleVar((ImGuiStyleVar)1, new Vector2(0.0f, 0.0f));
ImGuiHelpers.SetNextWindowPosRelativeMainViewport(new Vector2(0.0f, 0.0f), ImGuiCond.None, new Vector2());
ImGui.Begin("sliceWindow" + name, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs);
ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
}
private void EndRender()
{
ImGui.End();
ImGui.PopStyleVar();
ImGui.PopID();
}
private void DrawFilledCircleWorld(Vector3 center, float radius, uint colour)
private void DrawFilledCircleWorld(GameObject obj, float radius, uint colour)
{
BeginRender(obj.Address.ToString());
var center = obj.Position;
int segmentCount = 100;
bool onScreen = false;
for (int index = 0; index <= 2 * segmentCount; ++index)
{
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);
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);
ImGui.GetWindowDrawList().PathLineTo(vector2);
}
ImGui.GetWindowDrawList().PathFillConvex(colour);
if (onScreen)
ImGui.GetWindowDrawList().PathFillConvex(colour);
else
ImGui.GetWindowDrawList().PathClear();
EndRender();
}
private void DrawRectWorld(Vector3 center, float rotation, float length, float width, uint colour)
private void DrawRectWorld(GameObject obj, float rotation, float length, float width, uint colour)
{
BeginRender(obj.Address.ToString() + obj.Rotation.ToString());
var center = obj.Position;
Vector2 displaySize = ImGui.GetIO().DisplaySize;
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));
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));
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));
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));
Vector3 nearCenter = new Vector3(center.X, center.Y, center.Z);
int rectangleCount = 20;
float lengthSlice = length / rectangleCount;
var drawList = ImGui.GetWindowDrawList();
for (int index = 1; index <= rectangleCount; ++index)
{
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)));
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)));
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)));
Vector3 far1 = new Vector3(near1.X + lengthSlice * (float)Math.Sin(rotation), near1.Y, near1.Z + lengthSlice * (float)Math.Cos(rotation));
Vector3 far2 = new Vector3(near2.X + lengthSlice * (float)Math.Sin(rotation), near2.Y, near2.Z + lengthSlice * (float)Math.Cos(rotation));
Vector3 farCenter = new Vector3(nearCenter.X + lengthSlice * (float)Math.Sin(rotation), nearCenter.Y, nearCenter.Z + lengthSlice * (float)Math.Cos(rotation));
GameGui.WorldToScreen(far2, out Vector2 vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
bool onScreen = false;
foreach (Vector3 v in new[]{ far2, farCenter, far1, near1, nearCenter, near2})
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
onScreen |= GameGui.WorldToScreen(v, out Vector2 nextVertex);
if ((nextVertex.X > 0 & nextVertex.X < displaySize.X) || (nextVertex.Y > 0 & nextVertex.Y < displaySize.Y))
{
drawList.PathLineTo(nextVertex);
}
}
GameGui.WorldToScreen(farCenter, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
GameGui.WorldToScreen(far1, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
GameGui.WorldToScreen(near1, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
GameGui.WorldToScreen(nearCenter, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
GameGui.WorldToScreen(near2, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
drawList.PathFillConvex(colour);
if (onScreen)
drawList.PathFillConvex(colour);
else
drawList.PathClear();
near1 = far1;
near2 = far2;
nearCenter = farCenter;
}
EndRender();
}
private float DistanceToPlayer(Vector3 center)