Initial release: HSUI v1.0.0.0 - HUD replacement with configurable hotbars

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-01-30 23:52:46 -05:00
commit f37369cdda
202 changed files with 40137 additions and 0 deletions
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using HSUI.Config;
using HSUI.Config.Attributes;
using System.Numerics;
using HSUI.Interface.GeneralElements;
using HSUI.Enums;
namespace HSUI.Interface.Bars
{
[Exportable(false)]
public class BarConfig : AnchorablePluginConfigObject
{
[ColorEdit4("Background Color")]
[Order(16)]
public PluginConfigColor BackgroundColor = new PluginConfigColor(new Vector4(0f / 255f, 0f / 255f, 0f / 255f, 50f / 100f));
[ColorEdit4("Fill Color")]
[Order(25)]
public PluginConfigColor FillColor;
[Combo("Fill Direction", new string[] { "Left", "Right", "Up", "Down" })]
[Order(30)]
public BarDirection FillDirection;
[BarTexture("Bar Texture", spacing = true, help = "Default means the bar will be drawn using the global gradient configuration for bars found in Colors > Misc.")]
[Order(31)]
public string BarTextureName = "";
[BarTextureDrawMode("Draw Mode")]
[Order(32)]
public BarTextureDrawMode BarTextureDrawMode = BarTextureDrawMode.Stretch;
[Checkbox("Show Border", spacing = true)]
[Order(35)]
public bool DrawBorder = true;
[ColorEdit4("Border Color")]
[Order(36, collapseWith = nameof(DrawBorder))]
public PluginConfigColor BorderColor = new PluginConfigColor(new Vector4(0f / 255f, 0f / 255f, 0f / 255f, 100f / 100f));
[DragInt("Border Thickness", min = 1, max = 10)]
[Order(37, collapseWith = nameof(DrawBorder))]
public int BorderThickness = 1;
[NestedConfig("Shadow", 40, spacing = true)]
public ShadowConfig ShadowConfig = new ShadowConfig() { Enabled = false };
[Checkbox("Hide When Inactive", spacing = true)]
[Order(41)]
public bool HideWhenInactive = false;
public BarConfig(Vector2 position, Vector2 size, PluginConfigColor fillColor, BarDirection fillDirection = BarDirection.Right)
{
Position = position;
Size = size;
FillColor = fillColor;
FillDirection = fillDirection;
}
}
[Exportable(false)]
public class BarGlowConfig : PluginConfigObject
{
[ColorEdit4("Color")]
[Order(5)]
public PluginConfigColor Color = new PluginConfigColor(new Vector4(255f / 255f, 255f / 255f, 255f / 255f, 50f / 100f));
[DragInt("Size", min = 1, max = 100)]
[Order(25)]
public int Size = 1;
}
public enum BarDirection
{
Left,
Right,
Up,
Down
}
}
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using Dalamud.Game.ClientState.Objects.Types;
using HSUI.Config;
using HSUI.Enums;
using HSUI.Helpers;
using HSUI.Interface.GeneralElements;
using Dalamud.Bindings.ImGui;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace HSUI.Interface.Bars
{
public class BarHud
{
private string ID { get; set; }
private Rect BackgroundRect { get; set; } = new Rect();
private List<Rect> ForegroundRects { get; set; } = new List<Rect>();
private List<LabelHud> LabelHuds { get; set; } = new List<LabelHud>();
private bool DrawBorder { get; set; }
private PluginConfigColor? BorderColor { get; set; }
private int BorderThickness { get; set; }
private DrawAnchor Anchor { get; set; }
private IGameObject? Actor { get; set; }
private PluginConfigColor? GlowColor { get; set; }
private int GlowSize { get; set; }
private float? Current;
private float? Max;
private ShadowConfig? ShadowConfig { get; set; }
private string? BarTextureName { get; set; }
private BarTextureDrawMode BarTextureDrawMode { get; set; }
public bool NeedsInputs = false;
public BarHud(
string id,
bool drawBorder = true,
PluginConfigColor? borderColor = null,
int borderThickness = 1,
DrawAnchor anchor = DrawAnchor.TopLeft,
IGameObject? actor = null,
PluginConfigColor? glowColor = null,
int? glowSize = 1,
float? current = null,
float? max = null,
ShadowConfig? shadowConfig = null,
string? barTextureName = null,
BarTextureDrawMode barTextureDrawMode = BarTextureDrawMode.Stretch)
{
ID = id;
DrawBorder = drawBorder;
BorderColor = borderColor;
BorderThickness = borderThickness;
Anchor = anchor;
Actor = actor;
GlowColor = glowColor;
GlowSize = glowSize ?? 1;
Current = current;
Max = max;
ShadowConfig = shadowConfig;
BarTextureName = barTextureName;
BarTextureDrawMode = barTextureDrawMode;
}
public BarHud(BarConfig config, IGameObject? actor = null, BarGlowConfig? glowConfig = null, float? current = null, float? max = null)
: this(config.ID,
config.DrawBorder,
config.BorderColor,
config.BorderThickness,
config.Anchor,
actor,
glowConfig?.Color,
glowConfig?.Size,
current,
max,
null,
config.BarTextureName,
config.BarTextureDrawMode)
{
BackgroundRect = new Rect(config.Position, config.Size, config.BackgroundColor);
ShadowConfig = config.ShadowConfig;
}
public BarHud SetBackground(Rect rect)
{
BackgroundRect = rect;
return this;
}
public BarHud AddForegrounds(params Rect[] rects)
{
ForegroundRects.AddRange(rects);
return this;
}
public BarHud AddLabels(params LabelConfig[]? labels)
{
if (labels != null)
{
foreach (LabelConfig config in labels)
{
var labelHud = new LabelHud(config);
LabelHuds.Add(labelHud);
}
}
return this;
}
public BarHud SetGlow(PluginConfigColor color, int size = 1)
{
GlowColor = color;
GlowSize = size;
return this;
}
public void Draw(Vector2 origin)
{
var barPos = Utils.GetAnchoredPosition(origin, BackgroundRect.Size, Anchor);
var backgroundPos = barPos + BackgroundRect.Position;
DrawRects(barPos, backgroundPos);
// labels
foreach (LabelHud label in LabelHuds)
{
label.Draw(backgroundPos, BackgroundRect.Size, Actor, null, (uint?)Current, (uint?)Max);
}
}
public List<(StrataLevel, Action)> GetDrawActions(Vector2 origin, StrataLevel strataLevel)
{
List<(StrataLevel, Action)> drawActions = new List<(StrataLevel, Action)>();
var barPos = Utils.GetAnchoredPosition(origin, BackgroundRect.Size, Anchor);
var backgroundPos = barPos + BackgroundRect.Position;
drawActions.Add((strataLevel, () =>
{
DrawRects(barPos, backgroundPos);
}
));
// labels
foreach (LabelHud label in LabelHuds)
{
drawActions.Add((label.GetConfig().StrataLevel, () =>
{
label.Draw(backgroundPos, BackgroundRect.Size, Actor, null, (uint?)Current, (uint?)Max);
}
));
}
return drawActions;
}
private void DrawRects(Vector2 barPos, Vector2 backgroundPos)
{
DrawHelper.DrawInWindow(ID, backgroundPos, BackgroundRect.Size, NeedsInputs, (drawList) =>
{
// Draw background
drawList.AddRectFilled(backgroundPos, backgroundPos + BackgroundRect.Size, BackgroundRect.Color.Base);
// Draw Shadow
if (ShadowConfig != null && ShadowConfig.Enabled)
{
// Right Side
drawList.AddRectFilled(backgroundPos + new Vector2(BackgroundRect.Size.X, ShadowConfig.Offset), backgroundPos + BackgroundRect.Size + new Vector2(ShadowConfig.Offset, ShadowConfig.Offset) + new Vector2(ShadowConfig.Thickness - 1, ShadowConfig.Thickness - 1), ShadowConfig.Color.Base);
// Bottom Size
drawList.AddRectFilled(backgroundPos + new Vector2(ShadowConfig.Offset, BackgroundRect.Size.Y), backgroundPos + BackgroundRect.Size + new Vector2(ShadowConfig.Offset, ShadowConfig.Offset) + new Vector2(ShadowConfig.Thickness - 1, ShadowConfig.Thickness - 1), ShadowConfig.Color.Base);
}
// Draw foregrounds
foreach (Rect rect in ForegroundRects)
{
DrawHelper.DrawBarTexture(barPos + rect.Position, rect.Size, rect.Color, BarTextureName, BarTextureDrawMode, drawList);
}
// Draw Border
if (DrawBorder)
{
drawList.AddRect(backgroundPos, backgroundPos + BackgroundRect.Size, BorderColor?.Base ?? 0xFF000000, 0, ImDrawFlags.None, BorderThickness);
}
// Draw Glow
if (GlowColor != null)
{
var glowPosition = new Vector2(backgroundPos.X - 1, backgroundPos.Y - 1);
var glowSize = new Vector2(BackgroundRect.Size.X + 2, BackgroundRect.Size.Y + 2);
drawList.AddRect(glowPosition, glowPosition + glowSize, GlowColor.Base, 0, ImDrawFlags.None, GlowSize);
}
});
}
}
}
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using Dalamud.Game.ClientState.Objects.SubKinds;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Game.ClientState.Statuses;
using HSUI.Config;
using HSUI.Enums;
using HSUI.Helpers;
using HSUI.Interface.GeneralElements;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace HSUI.Interface.Bars
{
public class BarUtilities
{
public static BarHud GetProgressBar(ProgressBarConfig config, float current, float max, float min = 0f, IGameObject? actor = null, PluginConfigColor? fillColor = null, BarGlowConfig? barGlowConfig = null)
{
return GetProgressBar(config, config.ThresholdConfig, new LabelConfig[] { config.Label }, current, max, min, actor, fillColor, barGlowConfig);
}
public static BarHud GetProgressBar(
BarConfig config,
ThresholdConfig? thresholdConfig,
LabelConfig[]? labelConfigs,
float current,
float max,
float min = 0f,
IGameObject? actor = null,
PluginConfigColor? fillColor = null,
BarGlowConfig? glowConfig = null,
PluginConfigColor? backgroundColor = null
)
{
BarHud bar = new(config, actor, glowConfig, current, max);
PluginConfigColor color = fillColor ?? config.FillColor;
if (thresholdConfig != null)
{
color = thresholdConfig.ChangeColor && thresholdConfig.IsActive(current) ? thresholdConfig.Color : color;
}
Rect foreground = GetFillRect(config.Position, config.Size, config.FillDirection, color, current, max, min);
bar.AddForegrounds(foreground);
bar.AddLabels(labelConfigs);
if (backgroundColor != null)
{
Rect bg = new Rect(config.Position, config.Size, backgroundColor);
bar.SetBackground(bg);
}
AddThresholdMarker(bar, config, thresholdConfig, max, min);
return bar;
}
public static BarHud? GetProcBar(
ProgressBarConfig config,
IPlayerCharacter player,
uint statusId,
float maxDuration,
bool trackDuration = true)
{
return GetProcBar(config, player, new List<uint> { statusId }, new List<float> { maxDuration }, trackDuration);
}
public static BarHud? GetProcBar(
ProgressBarConfig config,
IPlayerCharacter player,
List<uint> statusIDs,
List<float> maxDurations,
bool trackDuration = true)
{
if (statusIDs.Count == 0 || maxDurations.Count == 0) { return null; }
IStatus? status = Utils.StatusListForBattleChara(player).FirstOrDefault(o => statusIDs.Contains(o.StatusId));
if (status == null && config.HideWhenInactive)
{
return null;
}
float duration = Math.Abs(status?.RemainingTime ?? 0);
if (trackDuration)
{
int index = status != null ? statusIDs.IndexOf(status.StatusId) : 0;
config.Label.SetValue(duration);
return GetProgressBar(config, duration, maxDurations[index], 0, player);
}
config.Label.SetText("");
return GetBar(config, duration <= 0 ? 0 : 1, 1, 0);
}
public static BarHud? GetDoTBar(
ProgressBarConfig config,
IPlayerCharacter player,
IGameObject? target,
uint statusId,
float maxDuration)
{
return GetDoTBar(config, player, target, new List<uint> { statusId }, new List<float> { maxDuration });
}
public static BarHud? GetDoTBar(
ProgressBarConfig config,
IPlayerCharacter player,
IGameObject? target,
List<uint> statusIDs,
List<float> maxDurations)
{
if (statusIDs.Count == 0 || maxDurations.Count == 0) { return null; }
IStatus? status = null;
if (target != null && target is IBattleChara targetChara)
{
status = Utils.StatusListForBattleChara(targetChara).FirstOrDefault(o => o.SourceId == player.GameObjectId && statusIDs.Contains(o.StatusId));
}
if (status == null && config.HideWhenInactive)
{
return null;
}
int index = status != null ? statusIDs.IndexOf(status.StatusId) : 0;
float duration = Math.Abs(status?.RemainingTime ?? 0);
float maxDuration = maxDurations[index];
config.Label.SetValue(duration);
return GetProgressBar(config, duration, maxDuration, 0, player);
}
private static void AddThresholdMarker(BarHud bar, BarConfig config, ThresholdConfig? thresholdConfig, float max, float min)
{
if (thresholdConfig == null || !thresholdConfig.Enabled || !thresholdConfig.ShowMarker)
{
return;
}
float thresholdPercent = Math.Clamp(thresholdConfig.Value / (max - min), 0f, 1f);
Vector2 offset = GetFillDirectionOffset(
new Vector2(config.Size.X * thresholdPercent, config.Size.Y * thresholdPercent),
config.FillDirection
);
Vector2 markerSize = config.FillDirection.IsHorizontal() ?
new Vector2(thresholdConfig.MarkerSize, config.Size.Y) :
new Vector2(config.Size.X, thresholdConfig.MarkerSize);
Vector2 markerPos = config.FillDirection.IsInverted() ?
config.Position + GetFillDirectionOffset(config.Size, config.FillDirection) - offset :
config.Position + offset;
Vector2 anchoredPos = Utils.GetAnchoredPosition(markerPos, markerSize, config.FillDirection.IsHorizontal() ? DrawAnchor.Top : DrawAnchor.Left);
Rect marker = new(anchoredPos, markerSize, thresholdConfig.MarkerColor);
bar.AddForegrounds(marker);
}
// Tuple is <foregroundColor, percent fill, labels>
public static BarHud[] GetChunkedBars(
ChunkedBarConfig config,
Tuple<PluginConfigColor, float, LabelConfig?>[] chunks,
IGameObject? actor,
BarGlowConfig glowConfig)
{
List<bool> chunksToGlowList = new();
for (int i = 0; i < chunks.Length; i++)
{
chunksToGlowList.Add(chunks[i].Item2 >= 1f);
}
return GetChunkedBars(config, chunks, actor, glowConfig, chunksToGlowList.ToArray());
}
public static BarHud[] GetChunkedBars(
ChunkedBarConfig config,
Tuple<PluginConfigColor, float, LabelConfig?>[] chunks,
IGameObject? actor,
BarGlowConfig? glowConfig = null,
bool[]? chunksToGlow = null)
{
BarHud[] bars = new BarHud[chunks.Length];
Vector2 pos = Utils.GetAnchoredPosition(config.Position, config.Size, config.Anchor);
for (int i = 0; i < chunks.Length; i++)
{
Vector2 chunkPos, chunkSize;
if (config.FillDirection.IsHorizontal())
{
chunkSize = new Vector2((config.Size.X - config.Padding * (chunks.Length - 1)) / chunks.Length, config.Size.Y);
chunkPos = pos + new Vector2((chunkSize.X + config.Padding) * i, 0);
}
else
{
chunkSize = new Vector2(config.Size.X, (config.Size.Y - config.Padding * (chunks.Length - 1)) / chunks.Length);
chunkPos = pos + new Vector2(0, (chunkSize.Y + config.Padding) * i);
}
Rect background = new(chunkPos, chunkSize, config.BackgroundColor);
Rect foreground = GetFillRect(chunkPos, chunkSize, config.FillDirection, chunks[i].Item1, chunks[i].Item2, 1f, 0f);
BarGlowConfig? glow = (glowConfig?.Enabled == true && chunksToGlow?[i] == true) ? glowConfig : null;
bars[i] = new BarHud(config.ID + i,
config.DrawBorder,
config.BorderColor,
config.BorderThickness,
actor: actor,
glowColor: glow?.Color,
glowSize: glow?.Size,
barTextureName: config.BarTextureName,
barTextureDrawMode: config.BarTextureDrawMode,
shadowConfig: config.ShadowConfig
);
bars[i].SetBackground(background);
bars[i].AddForegrounds(foreground);
LabelConfig? label = chunks[i].Item3;
if (label is not null)
{
bars[i].AddLabels(label);
}
}
return bars;
}
public static BarHud[] GetChunkedBars(
ChunkedBarConfig config,
int chunks,
float current,
float max,
float min = 0f,
IGameObject? actor = null,
LabelConfig?[]? labels = null,
PluginConfigColor? fillColor = null,
PluginConfigColor? partialFillColor = null,
BarGlowConfig? glowConfig = null,
bool[]? chunksToGlow = null)
{
float chunkRange = (max - min) / chunks;
var barChunks = new Tuple<PluginConfigColor, float, LabelConfig?>[chunks];
for (int i = 0; i < chunks; i++)
{
int barIndex = config.FillDirection.IsInverted() ? chunks - i - 1 : i;
float chunkMin = min + chunkRange * i;
float chunkMax = min + chunkRange * (i + 1);
float chunkPercent = Math.Clamp((current - chunkMin) / (chunkMax - chunkMin), 0f, 1f);
PluginConfigColor chunkColor = partialFillColor != null && current < chunkMax ? partialFillColor : fillColor ?? config.FillColor;
barChunks[barIndex] = new Tuple<PluginConfigColor, float, LabelConfig?>(chunkColor, chunkPercent, labels?[i]);
}
if (glowConfig != null && chunksToGlow == null)
{
return GetChunkedBars(config, barChunks, actor, glowConfig);
}
return GetChunkedBars(config, barChunks, actor, glowConfig, chunksToGlow);
}
public static BarHud[] GetChunkedProgressBars(
ChunkedProgressBarConfig config,
int chunks,
float current,
float max,
float min = 0f,
IGameObject? actor = null,
BarGlowConfig? glowConfig = null,
PluginConfigColor? fillColor = null,
int thresholdChunk = 1,
bool[]? chunksToGlow = null,
int forceLabelIndex = -1)
{
var color = fillColor ?? config.FillColor;
if (config.UseChunks)
{
NumericLabelConfig?[] labels = new NumericLabelConfig?[chunks];
for (int i = 0; i < chunks; i++)
{
float chunkRange = (max - min) / chunks;
float chunkMin = min + chunkRange * i;
float chunkMax = min + chunkRange * (i + 1);
float chunkPercent = Math.Clamp((current - chunkMin) / (chunkMax - chunkMin), 0f, 1f);
NumericLabelConfig? label = config.Label;
if (forceLabelIndex == -1)
{
switch (config.LabelMode)
{
case LabelMode.AllChunks:
label = config.Label.Clone(i);
label.SetValue(Math.Clamp(current - chunkMin, 0, chunkRange));
break;
case LabelMode.ActiveChunk:
label = chunkPercent < 1f && chunkPercent > 0f ? config.Label.Clone(i) : null;
break;
};
}
else
{
label = forceLabelIndex == i ? config.Label : null;
}
labels[i] = label;
}
var partialColor = config.UsePartialFillColor ? config.PartialFillColor : null;
return GetChunkedBars(config, chunks, current, max, min, actor, labels, color, partialColor, glowConfig, chunksToGlow);
}
var threshold = GetThresholdConfigForChunk(config, thresholdChunk, chunks, min, max);
BarHud bar = GetProgressBar(config, threshold, new LabelConfig[] { config.Label }, current, max, min, actor, color, glowConfig);
return new BarHud[] { bar };
}
public static Rect[] GetShieldForeground(
ShieldConfig shieldConfig,
Vector2 pos,
Vector2 size,
Vector2 healthFillSize,
BarDirection fillDirection,
float shieldPercent,
float currentHp,
float maxHp,
PluginConfigColor? color = null)
{
float shieldValue = shieldPercent * maxHp;
float overshield = shieldConfig.FillHealthFirst ? Math.Max(shieldValue + currentHp - maxHp, 0f) : shieldValue;
float shieldSize = shieldConfig.Height;
PluginConfigColor c = color ?? shieldConfig.Color;
if (!shieldConfig.HeightInPixels)
{
shieldSize = (fillDirection.IsHorizontal() ? size.Y : size.X) * shieldConfig.Height / 100f;
}
var overshieldSize = fillDirection.IsHorizontal()
? new Vector2(size.X, Math.Min(shieldSize, size.Y))
: new Vector2(Math.Min(shieldSize, size.X), size.Y);
Rect overshieldFill = GetFillRect(pos, overshieldSize, fillDirection, c, overshield, maxHp);
if (shieldConfig.FillHealthFirst && currentHp < maxHp)
{
var shieldPos = fillDirection.IsInverted() ? pos : pos + GetFillDirectionOffset(healthFillSize, fillDirection);
var shieldFillSize = size - GetFillDirectionOffset(healthFillSize, fillDirection);
var healthFillShieldSize = fillDirection.IsHorizontal()
? new Vector2(shieldFillSize.X, Math.Min(shieldSize, size.Y))
: new Vector2(Math.Min(shieldSize, size.X), shieldFillSize.Y);
Rect shieldFill = GetFillRect(shieldPos, healthFillShieldSize, fillDirection, c, shieldValue - overshield, maxHp - currentHp, 0f);
return new[] { overshieldFill, shieldFill };
}
return new[] { overshieldFill };
}
public static BarHud GetBar(
BarConfig Config,
float current,
float max,
float min = 0f,
IGameObject? actor = null,
PluginConfigColor? fillColor = null,
BarGlowConfig? glowConfig = null,
LabelConfig[]? labels = null)
{
Rect foreground = GetFillRect(Config.Position, Config.Size, Config.FillDirection, fillColor ?? Config.FillColor, current, max, min);
BarHud bar = new BarHud(Config, actor, glowConfig);
bar.AddForegrounds(foreground);
bar.AddLabels(labels);
return bar;
}
/// <summary>
/// Gets the horizonal or vertical offset depending on the fill direction.
/// </summary>
public static Vector2 GetFillDirectionOffset(Vector2 size, BarDirection fillDirection)
{
return fillDirection.IsHorizontal() ? new(size.X, 0) : new(0, size.Y);
}
public static Rect GetFillRect(Vector2 pos, Vector2 size, BarDirection fillDirection, PluginConfigColor color, float current, float max, float min = 0f)
{
float fillPercent = max == 0 ? 1f : Math.Clamp((current - min) / (max - min), 0f, 1f);
Vector2 fillPos = Vector2.Zero;
Vector2 fillSize = fillDirection.IsHorizontal() ? new(size.X * fillPercent, size.Y) : new(size.X, size.Y * fillPercent);
if (fillDirection == BarDirection.Left)
{
fillPos = Utils.GetAnchoredPosition(new(size.X, 0), fillSize, DrawAnchor.TopRight);
}
else if (fillDirection == BarDirection.Up)
{
fillPos = Utils.GetAnchoredPosition(new(0, size.Y), fillSize, DrawAnchor.BottomLeft);
}
return new Rect(pos + fillPos, fillSize, color);
}
public static ThresholdConfig GetThresholdConfigForChunk(ChunkedProgressBarConfig config, int chunk, int chunks, float min, float max) =>
new ThresholdConfig
{
ThresholdType = ThresholdType.Below,
Color = config.PartialFillColor,
Enabled = config.UsePartialFillColor,
Value = (max - min) / chunks * chunk,
ChangeColor = true,
ShowMarker = false
};
public static void AddShield(BarHud bar, BarConfig config, ShieldConfig shieldConfig, ICharacter character, Vector2 fillSize, PluginConfigColor? color = null)
{
if (shieldConfig.Enabled)
{
float shield = Utils.ActorShieldValue(character);
if (shield > 0f)
{
bar.AddForegrounds(
GetShieldForeground(
shieldConfig,
config.Position,
config.Size,
fillSize,
config.FillDirection,
shield,
character.CurrentHp,
character.MaxHp,
color)
);
}
}
}
}
}
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using HSUI.Config;
using HSUI.Config.Attributes;
using HSUI.Enums;
using HSUI.Interface.GeneralElements;
using System.Numerics;
namespace HSUI.Interface.Bars
{
[Exportable(false)]
public class ChunkedBarConfig : BarConfig
{
[DragInt("Padding", min = -4000, max = 4000)]
[Order(45)]
public int Padding = 2;
public ChunkedBarConfig(
Vector2 position,
Vector2 size,
PluginConfigColor fillColor,
int padding = 2) : base(position, size, fillColor)
{
Padding = padding;
}
}
[Exportable(false)]
public class ChunkedProgressBarConfig : ChunkedBarConfig
{
[Checkbox("Show In Chunks", spacing = true)]
[Order(46)]
public bool UseChunks = true;
[RadioSelector("Show Text on All Chunks", "Show Text on Active Chunk")]
[Order(47, collapseWith = nameof(UseChunks))]
public LabelMode LabelMode;
[Checkbox("Use Partial Fill Color", spacing = true)]
[Order(50)]
public bool UsePartialFillColor = false;
[ColorEdit4("Partial Fill Color")]
[Order(55, collapseWith = nameof(UsePartialFillColor))]
public PluginConfigColor PartialFillColor;
[NestedConfig("Bar Text", 1000, separator = false, spacing = true)]
public NumericLabelConfig Label;
public ChunkedProgressBarConfig(
Vector2 position,
Vector2 size,
PluginConfigColor fillColor,
int padding = 2,
PluginConfigColor? partialFillColor = null) : base(position, size, fillColor, padding)
{
Label = new NumericLabelConfig(Vector2.Zero, "", DrawAnchor.Center, DrawAnchor.Center);
Label.Enabled = false;
PartialFillColor = partialFillColor ?? new PluginConfigColor(new(180f / 255f, 180f / 255f, 180f / 255f, 100f / 100f));
}
}
[DisableParentSettings("LabelMode", "UsePartialFillColor", "PartialFillColor")]
[Exportable(false)]
public class StacksWithDurationBarConfig : ChunkedProgressBarConfig
{
public StacksWithDurationBarConfig(
Vector2 position,
Vector2 size,
PluginConfigColor fillColor,
int padding = 2,
PluginConfigColor? partialFillColor = null) : base(position, size, fillColor, padding)
{
UseChunks = true;
UsePartialFillColor = false;
}
}
public enum LabelMode
{
AllChunks,
ActiveChunk
}
}
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using HSUI.Config;
using HSUI.Config.Attributes;
using HSUI.Enums;
using HSUI.Interface.GeneralElements;
using System.Numerics;
namespace HSUI.Interface.Bars
{
[Exportable(false)]
public class ProgressBarConfig : BarConfig
{
[NestedConfig("Threshold", 45)]
public ThresholdConfig ThresholdConfig = new ThresholdConfig();
[NestedConfig("Bar Text", 1000)]
public NumericLabelConfig Label;
public ProgressBarConfig(
Vector2 position,
Vector2 size,
PluginConfigColor fillColor,
BarDirection fillDirection = BarDirection.Right,
PluginConfigColor? threshHoldColor = null,
float threshold = 0f) : base(position, size, fillColor, fillDirection)
{
Label = new NumericLabelConfig(Vector2.Zero, "", DrawAnchor.Center, DrawAnchor.Center);
ThresholdConfig.Color = threshHoldColor ?? ThresholdConfig.Color;
ThresholdConfig.Value = threshold;
}
}
[Exportable(false)]
public class ThresholdConfig : PluginConfigObject
{
[DragFloat("Threshold Value", min = 0f, max = 10000f)]
[Order(10)]
public float Value = 0f;
[Checkbox("Change Color")]
[Order(15)]
public bool ChangeColor = true;
[Combo("Activate Above/Below Threshold", "Above", "Below")]
[Order(20, collapseWith = nameof(ChangeColor))]
public ThresholdType ThresholdType = ThresholdType.Below;
[ColorEdit4("Color")]
[Order(25, collapseWith = nameof(ChangeColor))]
public PluginConfigColor Color = new PluginConfigColor(new(230f / 255f, 33f / 255f, 33f / 255f, 100f / 100f));
[Checkbox("Show Threshold Marker")]
[Order(30)]
public bool ShowMarker = false;
[DragInt("Threshold Marker Size", min = 0, max = 10000)]
[Order(35, collapseWith = nameof(ShowMarker))]
public int MarkerSize = 2;
[ColorEdit4("Threshold Marker Color")]
[Order(40, collapseWith = nameof(ShowMarker))]
public PluginConfigColor MarkerColor = new PluginConfigColor(new Vector4(0f / 255f, 0f / 255f, 0f / 255f, 100f / 100f));
public bool IsActive(float current)
{
return Enabled && (ThresholdType == ThresholdType.Below && current < Value ||
ThresholdType == ThresholdType.Above && current > Value);
}
public ThresholdConfig()
{
Enabled = false;
}
}
public enum ThresholdType
{
Above,
Below
}
}
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using HSUI.Config;
using System.Numerics;
namespace HSUI.Interface.Bars
{
public class Rect
{
public Vector2 Position { get; set; }
public Vector2 Size { get; set; }
public PluginConfigColor Color { get; set; }
public Rect(Vector2 pos, Vector2 size, PluginConfigColor? color = null)
{
Position = pos;
Size = size;
Color = color ?? new PluginConfigColor(new(0, 0, 0, 0));
}
public Rect() : this(new(0, 0), new(0, 0), new PluginConfigColor(new(0, 0, 0, 0))) { }
}
}