Change Import/export format to a teamcraft-style list
This means that your new clipboard export would look like: 1x Modified Shark-class Pressure Hull 1x Modified Shark-class Stern 1x Modified Unkiu-class Bow instead of the previous base64 string.
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@ -1,12 +0,0 @@
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using System.Text.Json.Serialization;
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namespace Workshoppa.Data;
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public class ClipboardItem
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{
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[JsonPropertyName("Id")]
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public uint WorkshopItemId { get; set; }
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[JsonPropertyName("Q")]
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public int Quantity { get; set; }
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}
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Text.Json;
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using System.Text.RegularExpressions;
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using Dalamud.Interface;
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using Dalamud.Interface.Colors;
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using Dalamud.Interface.Components;
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@ -13,7 +13,6 @@ using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using ImGuiNET;
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using LLib;
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using Workshoppa.Data;
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using Workshoppa.GameData;
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namespace Workshoppa.Windows;
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@ -21,7 +20,7 @@ namespace Workshoppa.Windows;
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// FIXME The close button doesn't work near the workshop, either hide it or make it work
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internal sealed class MainWindow : LImGui.LWindow
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{
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private const string JsonPrefix = "workshoppa:v1:";
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private static readonly Regex CountAndName = new(@"^(\d{1,5})x?\s+(.*)$", RegexOptions.Compiled);
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private readonly WorkshopPlugin _plugin;
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private readonly DalamudPluginInterface _pluginInterface;
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@ -386,17 +385,28 @@ internal sealed class MainWindow : LImGui.LWindow
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{
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if (ImGui.BeginMenu("Clipboard"))
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{
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List<ClipboardItem> fromClipboardItems = new();
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List<Configuration.QueuedItem> fromClipboardItems = new();
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try
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{
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string? clipboardText = GetClipboardText();
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if (!string.IsNullOrWhiteSpace(clipboardText))
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{
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clipboardText = Encoding.UTF8.GetString(Convert.FromBase64String(clipboardText));
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if (clipboardText.StartsWith(JsonPrefix))
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foreach (var clipboardLine in clipboardText.ReplaceLineEndings().Split(Environment.NewLine))
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{
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clipboardText = clipboardText.Substring(JsonPrefix.Length);
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fromClipboardItems = JsonSerializer.Deserialize<List<ClipboardItem>>(clipboardText) ?? new();
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var match = CountAndName.Match(clipboardLine);
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if (!match.Success)
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continue;
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var craft = _workshopCache.Crafts.FirstOrDefault(x =>
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x.Name.Equals(match.Groups[2].Value, StringComparison.CurrentCultureIgnoreCase));
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if (craft != null && int.TryParse(match.Groups[1].Value, out int quantity))
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{
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fromClipboardItems.Add(new Configuration.QueuedItem
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{
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WorkshopItemId = craft.WorkshopItemId,
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Quantity = quantity,
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});
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}
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}
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}
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}
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@ -411,9 +421,6 @@ internal sealed class MainWindow : LImGui.LWindow
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_pluginLog.Information($"Importing {fromClipboardItems.Count} items...");
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int count = 0;
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foreach (var item in fromClipboardItems)
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{
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var craft = _workshopCache.Crafts.FirstOrDefault(x => x.WorkshopItemId == item.WorkshopItemId);
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if (craft != null)
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{
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var queuedItem =
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_configuration.ItemQueue.FirstOrDefault(x => x.WorkshopItemId == item.WorkshopItemId);
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@ -430,7 +437,6 @@ internal sealed class MainWindow : LImGui.LWindow
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++count;
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}
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}
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Save();
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_chatGui.Print($"Imported {count} items from clipboard.");
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@ -441,17 +447,14 @@ internal sealed class MainWindow : LImGui.LWindow
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ImGui.BeginDisabled(_configuration.ItemQueue.Count == 0);
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if (ImGui.MenuItem("Export Queue to Clipboard"))
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{
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var toClipboardItems = _configuration.ItemQueue.Select(x => new ClipboardItem
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var toClipboardItems = _configuration.ItemQueue.Select(x =>
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new
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{
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WorkshopItemId = x.WorkshopItemId,
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Quantity = x.Quantity
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_workshopCache.Crafts.Single(y => x.WorkshopItemId == y.WorkshopItemId).Name,
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x.Quantity
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})
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.ToList();
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var clipboardText =
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Convert.ToBase64String(
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Encoding.UTF8.GetBytes(JsonPrefix + JsonSerializer.Serialize(toClipboardItems)));
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ImGui.SetClipboardText(clipboardText);
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.Select(x => $"{x.Quantity}x {x.Name}");
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ImGui.SetClipboardText(string.Join(Environment.NewLine, toClipboardItems));
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_chatGui.Print("Copied queue content to clipboard.");
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}
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net7.0-windows</TargetFramework>
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<Version>4.0</Version>
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<Version>4.1</Version>
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<LangVersion>11.0</LangVersion>
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<Nullable>enable</Nullable>
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<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
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