Initial release: HSUI v1.0.0.0 - HUD replacement with configurable hotbars
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,441 @@
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Game.ClientState.Statuses;
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using HSUI.Config;
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using HSUI.Enums;
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using HSUI.Helpers;
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using HSUI.Interface.GeneralElements;
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using System;
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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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namespace HSUI.Interface.Bars
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{
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public class BarUtilities
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{
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public static BarHud GetProgressBar(ProgressBarConfig config, float current, float max, float min = 0f, IGameObject? actor = null, PluginConfigColor? fillColor = null, BarGlowConfig? barGlowConfig = null)
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{
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return GetProgressBar(config, config.ThresholdConfig, new LabelConfig[] { config.Label }, current, max, min, actor, fillColor, barGlowConfig);
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}
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public static BarHud GetProgressBar(
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BarConfig config,
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ThresholdConfig? thresholdConfig,
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LabelConfig[]? labelConfigs,
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float current,
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float max,
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float min = 0f,
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IGameObject? actor = null,
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PluginConfigColor? fillColor = null,
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BarGlowConfig? glowConfig = null,
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PluginConfigColor? backgroundColor = null
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)
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{
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BarHud bar = new(config, actor, glowConfig, current, max);
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PluginConfigColor color = fillColor ?? config.FillColor;
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if (thresholdConfig != null)
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{
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color = thresholdConfig.ChangeColor && thresholdConfig.IsActive(current) ? thresholdConfig.Color : color;
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}
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Rect foreground = GetFillRect(config.Position, config.Size, config.FillDirection, color, current, max, min);
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bar.AddForegrounds(foreground);
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bar.AddLabels(labelConfigs);
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if (backgroundColor != null)
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{
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Rect bg = new Rect(config.Position, config.Size, backgroundColor);
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bar.SetBackground(bg);
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}
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AddThresholdMarker(bar, config, thresholdConfig, max, min);
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return bar;
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}
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public static BarHud? GetProcBar(
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ProgressBarConfig config,
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IPlayerCharacter player,
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uint statusId,
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float maxDuration,
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bool trackDuration = true)
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{
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return GetProcBar(config, player, new List<uint> { statusId }, new List<float> { maxDuration }, trackDuration);
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}
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public static BarHud? GetProcBar(
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ProgressBarConfig config,
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IPlayerCharacter player,
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List<uint> statusIDs,
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List<float> maxDurations,
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bool trackDuration = true)
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{
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if (statusIDs.Count == 0 || maxDurations.Count == 0) { return null; }
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IStatus? status = Utils.StatusListForBattleChara(player).FirstOrDefault(o => statusIDs.Contains(o.StatusId));
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if (status == null && config.HideWhenInactive)
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{
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return null;
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}
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float duration = Math.Abs(status?.RemainingTime ?? 0);
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if (trackDuration)
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{
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int index = status != null ? statusIDs.IndexOf(status.StatusId) : 0;
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config.Label.SetValue(duration);
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return GetProgressBar(config, duration, maxDurations[index], 0, player);
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}
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config.Label.SetText("");
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return GetBar(config, duration <= 0 ? 0 : 1, 1, 0);
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}
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public static BarHud? GetDoTBar(
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ProgressBarConfig config,
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IPlayerCharacter player,
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IGameObject? target,
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uint statusId,
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float maxDuration)
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{
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return GetDoTBar(config, player, target, new List<uint> { statusId }, new List<float> { maxDuration });
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}
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public static BarHud? GetDoTBar(
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ProgressBarConfig config,
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IPlayerCharacter player,
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IGameObject? target,
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List<uint> statusIDs,
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List<float> maxDurations)
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{
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if (statusIDs.Count == 0 || maxDurations.Count == 0) { return null; }
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IStatus? status = null;
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if (target != null && target is IBattleChara targetChara)
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{
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status = Utils.StatusListForBattleChara(targetChara).FirstOrDefault(o => o.SourceId == player.GameObjectId && statusIDs.Contains(o.StatusId));
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}
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if (status == null && config.HideWhenInactive)
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{
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return null;
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}
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int index = status != null ? statusIDs.IndexOf(status.StatusId) : 0;
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float duration = Math.Abs(status?.RemainingTime ?? 0);
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float maxDuration = maxDurations[index];
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config.Label.SetValue(duration);
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return GetProgressBar(config, duration, maxDuration, 0, player);
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}
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private static void AddThresholdMarker(BarHud bar, BarConfig config, ThresholdConfig? thresholdConfig, float max, float min)
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{
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if (thresholdConfig == null || !thresholdConfig.Enabled || !thresholdConfig.ShowMarker)
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{
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return;
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}
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float thresholdPercent = Math.Clamp(thresholdConfig.Value / (max - min), 0f, 1f);
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Vector2 offset = GetFillDirectionOffset(
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new Vector2(config.Size.X * thresholdPercent, config.Size.Y * thresholdPercent),
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config.FillDirection
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);
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Vector2 markerSize = config.FillDirection.IsHorizontal() ?
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new Vector2(thresholdConfig.MarkerSize, config.Size.Y) :
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new Vector2(config.Size.X, thresholdConfig.MarkerSize);
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Vector2 markerPos = config.FillDirection.IsInverted() ?
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config.Position + GetFillDirectionOffset(config.Size, config.FillDirection) - offset :
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config.Position + offset;
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Vector2 anchoredPos = Utils.GetAnchoredPosition(markerPos, markerSize, config.FillDirection.IsHorizontal() ? DrawAnchor.Top : DrawAnchor.Left);
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Rect marker = new(anchoredPos, markerSize, thresholdConfig.MarkerColor);
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bar.AddForegrounds(marker);
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}
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// Tuple is <foregroundColor, percent fill, labels>
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public static BarHud[] GetChunkedBars(
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ChunkedBarConfig config,
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Tuple<PluginConfigColor, float, LabelConfig?>[] chunks,
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IGameObject? actor,
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BarGlowConfig glowConfig)
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{
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List<bool> chunksToGlowList = new();
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for (int i = 0; i < chunks.Length; i++)
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{
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chunksToGlowList.Add(chunks[i].Item2 >= 1f);
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}
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return GetChunkedBars(config, chunks, actor, glowConfig, chunksToGlowList.ToArray());
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}
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public static BarHud[] GetChunkedBars(
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ChunkedBarConfig config,
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Tuple<PluginConfigColor, float, LabelConfig?>[] chunks,
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IGameObject? actor,
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BarGlowConfig? glowConfig = null,
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bool[]? chunksToGlow = null)
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{
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BarHud[] bars = new BarHud[chunks.Length];
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Vector2 pos = Utils.GetAnchoredPosition(config.Position, config.Size, config.Anchor);
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for (int i = 0; i < chunks.Length; i++)
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{
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Vector2 chunkPos, chunkSize;
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if (config.FillDirection.IsHorizontal())
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{
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chunkSize = new Vector2((config.Size.X - config.Padding * (chunks.Length - 1)) / chunks.Length, config.Size.Y);
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chunkPos = pos + new Vector2((chunkSize.X + config.Padding) * i, 0);
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}
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else
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{
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chunkSize = new Vector2(config.Size.X, (config.Size.Y - config.Padding * (chunks.Length - 1)) / chunks.Length);
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chunkPos = pos + new Vector2(0, (chunkSize.Y + config.Padding) * i);
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}
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Rect background = new(chunkPos, chunkSize, config.BackgroundColor);
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Rect foreground = GetFillRect(chunkPos, chunkSize, config.FillDirection, chunks[i].Item1, chunks[i].Item2, 1f, 0f);
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BarGlowConfig? glow = (glowConfig?.Enabled == true && chunksToGlow?[i] == true) ? glowConfig : null;
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bars[i] = new BarHud(config.ID + i,
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config.DrawBorder,
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config.BorderColor,
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config.BorderThickness,
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actor: actor,
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glowColor: glow?.Color,
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glowSize: glow?.Size,
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barTextureName: config.BarTextureName,
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barTextureDrawMode: config.BarTextureDrawMode,
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shadowConfig: config.ShadowConfig
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);
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bars[i].SetBackground(background);
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bars[i].AddForegrounds(foreground);
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LabelConfig? label = chunks[i].Item3;
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if (label is not null)
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{
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bars[i].AddLabels(label);
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}
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}
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return bars;
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}
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public static BarHud[] GetChunkedBars(
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ChunkedBarConfig config,
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int chunks,
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float current,
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float max,
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float min = 0f,
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IGameObject? actor = null,
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LabelConfig?[]? labels = null,
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PluginConfigColor? fillColor = null,
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PluginConfigColor? partialFillColor = null,
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BarGlowConfig? glowConfig = null,
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bool[]? chunksToGlow = null)
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{
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float chunkRange = (max - min) / chunks;
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var barChunks = new Tuple<PluginConfigColor, float, LabelConfig?>[chunks];
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for (int i = 0; i < chunks; i++)
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{
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int barIndex = config.FillDirection.IsInverted() ? chunks - i - 1 : i;
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float chunkMin = min + chunkRange * i;
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float chunkMax = min + chunkRange * (i + 1);
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float chunkPercent = Math.Clamp((current - chunkMin) / (chunkMax - chunkMin), 0f, 1f);
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PluginConfigColor chunkColor = partialFillColor != null && current < chunkMax ? partialFillColor : fillColor ?? config.FillColor;
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barChunks[barIndex] = new Tuple<PluginConfigColor, float, LabelConfig?>(chunkColor, chunkPercent, labels?[i]);
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}
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if (glowConfig != null && chunksToGlow == null)
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{
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return GetChunkedBars(config, barChunks, actor, glowConfig);
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}
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return GetChunkedBars(config, barChunks, actor, glowConfig, chunksToGlow);
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}
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public static BarHud[] GetChunkedProgressBars(
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ChunkedProgressBarConfig config,
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int chunks,
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float current,
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float max,
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float min = 0f,
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IGameObject? actor = null,
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BarGlowConfig? glowConfig = null,
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PluginConfigColor? fillColor = null,
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int thresholdChunk = 1,
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bool[]? chunksToGlow = null,
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int forceLabelIndex = -1)
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{
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var color = fillColor ?? config.FillColor;
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if (config.UseChunks)
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{
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NumericLabelConfig?[] labels = new NumericLabelConfig?[chunks];
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for (int i = 0; i < chunks; i++)
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{
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float chunkRange = (max - min) / chunks;
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float chunkMin = min + chunkRange * i;
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float chunkMax = min + chunkRange * (i + 1);
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float chunkPercent = Math.Clamp((current - chunkMin) / (chunkMax - chunkMin), 0f, 1f);
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NumericLabelConfig? label = config.Label;
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if (forceLabelIndex == -1)
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{
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switch (config.LabelMode)
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{
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case LabelMode.AllChunks:
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label = config.Label.Clone(i);
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label.SetValue(Math.Clamp(current - chunkMin, 0, chunkRange));
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break;
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case LabelMode.ActiveChunk:
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label = chunkPercent < 1f && chunkPercent > 0f ? config.Label.Clone(i) : null;
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break;
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};
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}
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else
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{
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label = forceLabelIndex == i ? config.Label : null;
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}
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labels[i] = label;
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}
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var partialColor = config.UsePartialFillColor ? config.PartialFillColor : null;
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return GetChunkedBars(config, chunks, current, max, min, actor, labels, color, partialColor, glowConfig, chunksToGlow);
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}
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var threshold = GetThresholdConfigForChunk(config, thresholdChunk, chunks, min, max);
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BarHud bar = GetProgressBar(config, threshold, new LabelConfig[] { config.Label }, current, max, min, actor, color, glowConfig);
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return new BarHud[] { bar };
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}
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public static Rect[] GetShieldForeground(
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ShieldConfig shieldConfig,
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Vector2 pos,
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Vector2 size,
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Vector2 healthFillSize,
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BarDirection fillDirection,
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float shieldPercent,
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float currentHp,
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float maxHp,
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PluginConfigColor? color = null)
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{
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float shieldValue = shieldPercent * maxHp;
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float overshield = shieldConfig.FillHealthFirst ? Math.Max(shieldValue + currentHp - maxHp, 0f) : shieldValue;
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float shieldSize = shieldConfig.Height;
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PluginConfigColor c = color ?? shieldConfig.Color;
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if (!shieldConfig.HeightInPixels)
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{
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shieldSize = (fillDirection.IsHorizontal() ? size.Y : size.X) * shieldConfig.Height / 100f;
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}
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var overshieldSize = fillDirection.IsHorizontal()
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? new Vector2(size.X, Math.Min(shieldSize, size.Y))
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: new Vector2(Math.Min(shieldSize, size.X), size.Y);
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Rect overshieldFill = GetFillRect(pos, overshieldSize, fillDirection, c, overshield, maxHp);
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if (shieldConfig.FillHealthFirst && currentHp < maxHp)
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{
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var shieldPos = fillDirection.IsInverted() ? pos : pos + GetFillDirectionOffset(healthFillSize, fillDirection);
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var shieldFillSize = size - GetFillDirectionOffset(healthFillSize, fillDirection);
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var healthFillShieldSize = fillDirection.IsHorizontal()
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? new Vector2(shieldFillSize.X, Math.Min(shieldSize, size.Y))
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: new Vector2(Math.Min(shieldSize, size.X), shieldFillSize.Y);
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Rect shieldFill = GetFillRect(shieldPos, healthFillShieldSize, fillDirection, c, shieldValue - overshield, maxHp - currentHp, 0f);
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return new[] { overshieldFill, shieldFill };
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}
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return new[] { overshieldFill };
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}
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public static BarHud GetBar(
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BarConfig Config,
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float current,
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float max,
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float min = 0f,
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IGameObject? actor = null,
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PluginConfigColor? fillColor = null,
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BarGlowConfig? glowConfig = null,
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LabelConfig[]? labels = null)
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{
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Rect foreground = GetFillRect(Config.Position, Config.Size, Config.FillDirection, fillColor ?? Config.FillColor, current, max, min);
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BarHud bar = new BarHud(Config, actor, glowConfig);
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bar.AddForegrounds(foreground);
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bar.AddLabels(labels);
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return bar;
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}
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/// <summary>
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/// Gets the horizonal or vertical offset depending on the fill direction.
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/// </summary>
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public static Vector2 GetFillDirectionOffset(Vector2 size, BarDirection fillDirection)
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{
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return fillDirection.IsHorizontal() ? new(size.X, 0) : new(0, size.Y);
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}
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public static Rect GetFillRect(Vector2 pos, Vector2 size, BarDirection fillDirection, PluginConfigColor color, float current, float max, float min = 0f)
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{
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float fillPercent = max == 0 ? 1f : Math.Clamp((current - min) / (max - min), 0f, 1f);
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Vector2 fillPos = Vector2.Zero;
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Vector2 fillSize = fillDirection.IsHorizontal() ? new(size.X * fillPercent, size.Y) : new(size.X, size.Y * fillPercent);
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if (fillDirection == BarDirection.Left)
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{
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fillPos = Utils.GetAnchoredPosition(new(size.X, 0), fillSize, DrawAnchor.TopRight);
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}
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else if (fillDirection == BarDirection.Up)
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{
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fillPos = Utils.GetAnchoredPosition(new(0, size.Y), fillSize, DrawAnchor.BottomLeft);
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}
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return new Rect(pos + fillPos, fillSize, color);
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}
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public static ThresholdConfig GetThresholdConfigForChunk(ChunkedProgressBarConfig config, int chunk, int chunks, float min, float max) =>
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new ThresholdConfig
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{
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ThresholdType = ThresholdType.Below,
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Color = config.PartialFillColor,
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Enabled = config.UsePartialFillColor,
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Value = (max - min) / chunks * chunk,
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ChangeColor = true,
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ShowMarker = false
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};
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public static void AddShield(BarHud bar, BarConfig config, ShieldConfig shieldConfig, ICharacter character, Vector2 fillSize, PluginConfigColor? color = null)
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{
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if (shieldConfig.Enabled)
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{
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float shield = Utils.ActorShieldValue(character);
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if (shield > 0f)
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{
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bar.AddForegrounds(
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GetShieldForeground(
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shieldConfig,
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config.Position,
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config.Size,
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fillSize,
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config.FillDirection,
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shield,
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character.CurrentHp,
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character.MaxHp,
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color)
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);
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}
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}
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}
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}
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}
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