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6 Commits

17 changed files with 831 additions and 74 deletions
+1
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@@ -709,6 +709,7 @@ namespace HSUI.Config
typeof(LimitBreakConfig),
typeof(MPTickerConfig),
typeof(DutyListScenarioConfig),
typeof(MainMenuConfig),
// Colors
typeof(TanksColorConfig),
+1
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@@ -40,6 +40,7 @@ public enum ElementKind : uint
EnemyList = 0xB8BD6685, // _EnemyList_a
// Misc HUD
MainMenu = 0x8AF95A70, // _MainCommand_a (Main Menu)
ToDoList = 0xA29100D2, // _ToDoList_a (Duty List)
ScenarioTree = 0x88EE6357, // ScenarioTree_a (Scenario Guide)
ExperienceBar = 0x21E53CCE, // _Exp_a
+3 -3
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@@ -9,9 +9,9 @@
<PropertyGroup>
<AssemblyName>HSUI</AssemblyName>
<AssemblyVersion>1.0.8.21</AssemblyVersion>
<FileVersion>1.0.8.21</FileVersion>
<InformationalVersion>1.0.8.21</InformationalVersion>
<AssemblyVersion>1.0.8.26</AssemblyVersion>
<FileVersion>1.0.8.26</FileVersion>
<InformationalVersion>1.0.8.26</InformationalVersion>
</PropertyGroup>
<PropertyGroup>
+1 -1
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@@ -2,7 +2,7 @@
"Author": "Knack117",
"Name": "HSUI",
"InternalName": "HSUI",
"AssemblyVersion": "1.0.8.21",
"AssemblyVersion": "1.0.8.26",
"Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.",
"ApplicableVersion": "any",
"RepoUrl": "https://github.com/Knack117/HSUI",
+25
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@@ -0,0 +1,25 @@
using HSUI.Interface;
namespace HSUI.Helpers
{
/// <summary>
/// Tracks which HUD element currently has its context menu open, so visibility can be ignored for that element
/// while the menu is open (e.g. "hide unless hovered" would otherwise hide the element when the mouse moves to the menu).
/// </summary>
public static class ContextMenuVisibilityHelper
{
private static HudElement? _elementWithContextMenuOpen;
/// <summary>Call when opening a context menu for this element.</summary>
public static void SetContextMenuOpen(HudElement? element)
{
_elementWithContextMenuOpen = element;
}
/// <summary>True if the given element currently has its context menu open.</summary>
public static bool IsContextMenuOpenFor(HudElement element)
{
return _elementWithContextMenuOpen != null && _elementWithContextMenuOpen == element;
}
}
}
+5 -4
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@@ -334,7 +334,7 @@ namespace HSUI.Helpers
DrawGradientFilledRect(cursorPos, new Vector2(Math.Max(1, barSize.X * shield), h), color, drawList);
}
public static void DrawInWindow(string name, Vector2 pos, Vector2 size, bool needsInput, Action<ImDrawListPtr> drawAction)
public static void DrawInWindow(string name, Vector2 pos, Vector2 size, bool needsInput, Action<ImDrawListPtr> drawAction, bool allowInputInClipRect = false)
{
const ImGuiWindowFlags windowFlags = ImGuiWindowFlags.NoTitleBar |
ImGuiWindowFlags.NoScrollbar |
@@ -344,7 +344,7 @@ namespace HSUI.Helpers
bool inputs = InputsHelper.Instance?.IsProxyEnabled == true ? false : needsInput;
DrawInWindow(name, pos, size, inputs, false, windowFlags, drawAction);
DrawInWindow(name, pos, size, inputs, false, windowFlags, drawAction, allowInputInClipRect);
}
public static void DrawInWindow(
@@ -354,7 +354,8 @@ namespace HSUI.Helpers
bool needsInput,
bool needsWindow,
ImGuiWindowFlags windowFlags,
Action<ImDrawListPtr> drawAction)
Action<ImDrawListPtr> drawAction,
bool allowInputInClipRect = false)
{
if (!ClipRectsHelper.Instance.Enabled || ClipRectsHelper.Instance.Mode == WindowClippingMode.Performance)
@@ -408,7 +409,7 @@ namespace HSUI.Helpers
if (ClipRectsHelper.Instance.Mode == WindowClippingMode.Hide) { return; }
ImGuiWindowFlags flags = windowFlags;
if (needsInput && clipRect.Value.Contains(ImGui.GetMousePos()))
if (needsInput && !allowInputInClipRect && clipRect.Value.Contains(ImGui.GetMousePos()))
{
flags |= ImGuiWindowFlags.NoInputs;
}
+41 -54
View File
@@ -70,7 +70,7 @@ namespace HSUI.Helpers
return questData.ClassJobLevel.FirstOrDefault();
}
/// <summary>Returns active duty list entries (quests with objectives).</summary>
/// <summary>Returns active duty list entries (quests with objectives). Prioritized/tracked quests appear at the top.</summary>
public static unsafe List<DutyListEntry> GetDutyListEntries()
{
var result = new List<DutyListEntry>();
@@ -79,11 +79,15 @@ namespace HSUI.Helpers
var questSheet = Plugin.DataManager.GetExcelSheet<Quest>();
if (questSheet == null) return result;
var priorityEntries = new List<DutyListEntry>();
var otherEntries = new List<DutyListEntry>();
var span = QuestManager.Instance()->NormalQuests;
for (int i = 0; i < span.Length; i++)
{
ref var q = ref span[i];
if (q.QuestId == 0) continue;
if (q.IsHidden) continue; // Don't show quests the player hid in their journal
uint rowId = q.QuestId + 65536u;
if (!questSheet.HasRow(rowId)) continue;
@@ -97,9 +101,16 @@ namespace HSUI.Helpers
// Current objective text from Sequence
string objectiveText = GetObjectiveText(questData, q.Sequence);
result.Add(new DutyListEntry(q.QuestId, q.Sequence, questName, objectiveText, iconId));
var entry = new DutyListEntry(q.QuestId, q.Sequence, questName, objectiveText, iconId);
if (q.IsPriority)
priorityEntries.Add(entry);
else
otherEntries.Add(entry);
}
result.AddRange(priorityEntries);
result.AddRange(otherEntries);
// If Lumina didn't give objective text, try the game's ToDoList string array (same source as the default Duty List UI).
TryFillObjectivesFromToDoListStringArray(result);
// Do not read from _ToDoList addon text nodes: addon memory can be invalid when Duty Finder is open or when queuing, causing AccessViolationException in Utf8String.ToString().
@@ -113,6 +124,7 @@ namespace HSUI.Helpers
{
ref var lq = ref leveSpan[i];
if (lq.LeveId == 0) continue;
if (lq.IsHidden) continue; // Don't show levequests the player hid in their journal
var leveData = leveSheet.GetRow(lq.LeveId);
@@ -198,7 +210,7 @@ namespace HSUI.Helpers
return false;
}
/// <summary>Read objective text from the game's ToDoList string array (same data the default Duty List UI uses). Layout: titles at 0..QuestCount-1, details at QuestCount..2*QuestCount-1.</summary>
/// <summary>Read objective text from the game's ToDoList string array (same data the default Duty List UI uses). Layout: titles at 0..QuestCount-1, details at QuestCount..2*QuestCount-1. Pairs only by quest name (or fuzzy match) so we never assign the wrong objective when array order differs from NormalQuests.</summary>
private static unsafe void TryFillObjectivesFromToDoListStringArray(List<DutyListEntry> result)
{
if (result.Count == 0) return;
@@ -227,22 +239,35 @@ namespace HSUI.Helpers
for (int i = 0; i < result.Count; i++)
{
var entry = result[i];
if (!string.IsNullOrWhiteSpace(entry.ObjectiveText)) continue;
string obj = "";
if (i < questCount)
obj = ReadSlot(questCount + i).Trim();
if (string.IsNullOrWhiteSpace(obj))
int titleIdx = -1;
var questNameTrim = entry.QuestName.Trim();
if (string.IsNullOrWhiteSpace(questNameTrim)) continue;
// Exact match first (case-insensitive)
for (int j = 0; j < questCount; j++)
{
var title = ReadSlot(j).Trim();
if (string.Equals(title, questNameTrim, StringComparison.OrdinalIgnoreCase))
{ titleIdx = j; break; }
}
// Fuzzy match for truncated/abbreviated names: game may shorten the title in the array
if (titleIdx < 0)
{
int titleIdx = -1;
for (int j = 0; j < questCount; j++)
{
if (string.Equals(ReadSlot(j).Trim(), entry.QuestName, StringComparison.OrdinalIgnoreCase))
var title = ReadSlot(j).Trim();
if (string.IsNullOrWhiteSpace(title)) continue;
if (title.StartsWith(questNameTrim, StringComparison.OrdinalIgnoreCase) ||
questNameTrim.StartsWith(title, StringComparison.OrdinalIgnoreCase))
{ titleIdx = j; break; }
}
if (titleIdx >= 0)
obj = ReadSlot(questCount + titleIdx).Trim();
}
if (titleIdx >= 0)
obj = ReadSlot(questCount + titleIdx).Trim();
if (string.IsNullOrWhiteSpace(obj)) continue;
result[i] = entry with { ObjectiveText = obj };
}
@@ -529,7 +554,7 @@ namespace HSUI.Helpers
catch { /* ignore */ }
}
/// <summary>Gets territory ID for a map (for SetFlagMapMarker). Returns 0 if not found.</summary>
/// <summary>Gets territory ID for a map (for opening the map). Returns 0 if not found.</summary>
private static uint GetTerritoryIdForMap(uint mapId)
{
try
@@ -543,7 +568,7 @@ namespace HSUI.Helpers
catch { return 0; }
}
/// <summary>Opens the Area Map centered on the quest's current objective location. Sets a flag marker when coordinates are available so the map centers on the objective.</summary>
/// <summary>Opens the Area Map to the quest's current objective location. Does not place a map flag; opens the map centered (no marker).</summary>
public static unsafe void OpenMapForQuestObjective(ushort questId, byte sequence)
{
try
@@ -564,40 +589,11 @@ namespace HSUI.Helpers
if (territoryId == 0) return;
var agent = AgentMap.Instance();
(float x, float y)? coords = TryGetMapCoordinates(location.Value);
if (coords.HasValue)
{
agent->SetFlagMapMarker(territoryId, mapId, coords.Value.x, coords.Value.y);
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.FlagMarker);
}
else
{
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.Centered);
}
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.Centered);
}
catch { /* ignore */ }
}
/// <summary>Tries to get map X,Y from a Level/location row (Lumina column names may vary).</summary>
private static (float x, float y)? TryGetMapCoordinates(object? locationRow)
{
if (locationRow == null) return null;
try
{
var type = locationRow.GetType();
var xProp = type.GetProperty("X") ?? type.GetProperty("MapX");
var yProp = type.GetProperty("Y") ?? type.GetProperty("MapY");
if (xProp == null || yProp == null) return null;
var xVal = xProp.GetValue(locationRow);
var yVal = yProp.GetValue(locationRow);
if (xVal == null || yVal == null) return null;
float x = Convert.ToSingle(xVal);
float y = Convert.ToSingle(yVal);
return (x, y);
}
catch { return null; }
}
/// <summary>Opens the Area Map to the quest's current objective (for scenario guide hints). Prefers current objective so MSQ and Job hints each open the correct map on first click; falls back to issuer location if quest is not in the duty list.</summary>
public static unsafe void OpenMapForQuestIssuer(uint questRowId)
{
@@ -628,16 +624,7 @@ namespace HSUI.Helpers
if (territoryId != 0)
{
var agent = AgentMap.Instance();
(float x, float y)? coords = TryGetMapCoordinates(loc);
if (coords.HasValue)
{
agent->SetFlagMapMarker(territoryId, mapId, coords.Value.x, coords.Value.y);
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.FlagMarker);
}
else
{
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.Centered);
}
agent->OpenMap(mapId, territoryId, null, FFXIVClientStructs.FFXIV.Client.UI.Agent.MapType.Centered);
}
}
}
+434
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@@ -0,0 +1,434 @@
using AtkValueType = FFXIVClientStructs.FFXIV.Component.GUI.ValueType;
using FFXIVClientStructs.FFXIV.Client.System.Framework;
using FFXIVClientStructs.FFXIV.Client.UI;
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
using FFXIVClientStructs.FFXIV.Client.UI.Misc;
using FFXIVClientStructs.FFXIV.Component.GUI;
using Lumina.Excel;
using Lumina.Excel.Sheets;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace HSUI.Helpers
{
public readonly struct MainMenuEntry
{
public uint CommandId { get; }
public uint IconId { get; }
public string Name { get; }
public MainMenuEntry(uint commandId, uint iconId, string name)
{
CommandId = commandId;
IconId = iconId;
Name = name ?? "";
}
}
public static class MainMenuHelper
{
/// <summary>Names of the 7 top-level Main Menu categories. Clicking these opens the context menu, not a direct action.</summary>
private static readonly string[] MainMenuCategoryNames =
{
"Character", "Duty", "Logs", "Travel", "Party", "Social", "System"
};
/// <summary>Fixed icon IDs for categories (from sheet). Used for display; command row is still resolved by name.</summary>
private static readonly IReadOnlyDictionary<string, uint> FixedCategoryIconIds = new Dictionary<string, uint>(StringComparer.OrdinalIgnoreCase)
{
{ "Duty", 5 },
{ "Logs", 21 },
{ "Travel", 7 },
{ "Social", 20 }
};
/// <summary>Categories that must use the category header row (smallest RowId in MainCommandCategory) so the context menu matches the game bar.</summary>
private static readonly HashSet<string> UseCategoryHeaderForMenu = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"Logs",
"Travel"
};
/// <summary>Submenu item names that uniquely identify the Logs category (from default game context menu).</summary>
private static readonly string[] LogsCategoryAnchorNames = { "Hunting Log", "Sightseeing Log", "Crafting Log", "Gathering Log", "Fishing Log", "Fish Guide", "Orchestrion List", "Challenge Log" };
/// <summary>Submenu item names that uniquely identify the Travel category (from default game context menu).</summary>
private static readonly string[] TravelCategoryAnchorNames = { "Aether Currents", "Mount Speed", "Shared FATE", "Map", "Teleport", "Return" };
/// <summary>Get the 7 top-level Main Menu categories (Character, Duty, Logs, Travel, Party, Social, System) that are enabled. Clicking these opens the context menu.</summary>
public static List<MainMenuEntry> GetEnabledMainCommands()
{
var list = new List<MainMenuEntry>();
try
{
var sheet = Plugin.DataManager.GetExcelSheet<MainCommand>();
if (sheet == null) return list;
return GetEnabledMainCommandsUnsafe(list, sheet);
}
catch (Exception ex)
{
Plugin.Logger.Warning($"[HSUI] MainMenuHelper.GetEnabledMainCommands: {ex.Message}");
}
return list;
}
/// <summary>True if the sheet row name matches the main menu category (exact or flexible).</summary>
private static bool MatchesCategoryName(string rowName, string categoryName)
{
if (string.IsNullOrEmpty(rowName)) return false;
string r = rowName.Trim();
if (string.Equals(r, categoryName, StringComparison.OrdinalIgnoreCase))
return true;
if (string.Equals(categoryName, "Duty", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("Duty", StringComparison.OrdinalIgnoreCase) >= 0;
if (string.Equals(categoryName, "Travel", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("Travel", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Teleport", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Return", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Aetheryte", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Port", StringComparison.OrdinalIgnoreCase) >= 0;
if (string.Equals(categoryName, "Party", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("Party", StringComparison.OrdinalIgnoreCase) >= 0;
if (string.Equals(categoryName, "Logs", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("Log", StringComparison.OrdinalIgnoreCase) >= 0
|| string.Equals(r, "Journal", StringComparison.OrdinalIgnoreCase)
|| r.IndexOf("Quest", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Completion", StringComparison.OrdinalIgnoreCase) >= 0;
if (string.Equals(categoryName, "Social", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("Social", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Friend", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Contact", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Linkshell", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Free Company", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Fellowship", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Group", StringComparison.OrdinalIgnoreCase) >= 0;
if (string.Equals(categoryName, "System", StringComparison.OrdinalIgnoreCase))
return r.IndexOf("System", StringComparison.OrdinalIgnoreCase) >= 0
|| r.IndexOf("Config", StringComparison.OrdinalIgnoreCase) >= 0;
return false;
}
/// <summary>Get the category header row ID (smallest RowId in the same MainCommandCategory). For Logs/Travel we identify the category by submenu item names from the default game menu.</summary>
private static unsafe uint GetCategoryHeaderCommandId(string categoryName, Lumina.Excel.ExcelSheet<MainCommand> sheet, AgentHUD* agentHud)
{
uint categoryGroupId = 0;
string[]? anchorNames = null;
if (string.Equals(categoryName, "Logs", StringComparison.OrdinalIgnoreCase))
anchorNames = LogsCategoryAnchorNames;
else if (string.Equals(categoryName, "Travel", StringComparison.OrdinalIgnoreCase))
anchorNames = TravelCategoryAnchorNames;
if (anchorNames != null)
{
// Find category by a row that matches one of the known submenu names (e.g. "Hunting Log", "Aether Currents").
foreach (var row in sheet)
{
uint id = row.RowId;
if (id == 0) continue;
if (!agentHud->IsMainCommandEnabled(id)) continue;
string name = "";
try { name = row.Name.ToString(); }
catch { }
name = name?.Trim() ?? "";
foreach (string anchor in anchorNames)
{
if (name.IndexOf(anchor, StringComparison.OrdinalIgnoreCase) >= 0)
{
try { categoryGroupId = row.MainCommandCategory.RowId; break; }
catch { }
break;
}
}
if (categoryGroupId != 0) break;
}
}
if (categoryGroupId == 0)
{
// Fallback: exact "Logs"/"Travel" or flexible category name match
bool exactOnly = string.Equals(categoryName, "Logs", StringComparison.OrdinalIgnoreCase)
|| string.Equals(categoryName, "Travel", StringComparison.OrdinalIgnoreCase);
foreach (var row in sheet)
{
uint id = row.RowId;
if (id == 0) continue;
string name = "";
try { name = row.Name.ToString(); }
catch { }
if (exactOnly && !string.Equals(name.Trim(), categoryName, StringComparison.OrdinalIgnoreCase))
continue;
if (!exactOnly && !MatchesCategoryName(name, categoryName))
continue;
if (!agentHud->IsMainCommandEnabled(id))
continue;
try { categoryGroupId = row.MainCommandCategory.RowId; break; }
catch { }
}
}
if (categoryGroupId == 0)
{
foreach (var row in sheet)
{
uint id = row.RowId;
if (id == 0) continue;
string name = "";
try { name = row.Name.ToString(); }
catch { }
if (!MatchesCategoryName(name, categoryName) || !agentHud->IsMainCommandEnabled(id))
continue;
try { categoryGroupId = row.MainCommandCategory.RowId; break; }
catch { }
}
}
if (categoryGroupId == 0) return 0;
uint headerId = 0;
foreach (var row in sheet)
{
if (row.RowId == 0) continue;
try { if (row.MainCommandCategory.RowId != categoryGroupId) continue; }
catch { continue; }
if (!agentHud->IsMainCommandEnabled(row.RowId)) continue;
if (headerId == 0 || row.RowId < headerId)
headerId = row.RowId;
}
return headerId;
}
private static unsafe List<MainMenuEntry> GetEnabledMainCommandsUnsafe(List<MainMenuEntry> list, Lumina.Excel.ExcelSheet<MainCommand> sheet)
{
var agentHud = AgentHUD.Instance();
if (agentHud == null) return list;
foreach (string categoryName in MainMenuCategoryNames)
{
// Logs and Travel: use category header row so context menu matches game bar.
if (UseCategoryHeaderForMenu.Contains(categoryName))
{
uint headerId = GetCategoryHeaderCommandId(categoryName, sheet, agentHud);
if (headerId != 0)
{
uint iconId = 0;
if (FixedCategoryIconIds.TryGetValue(categoryName, out uint fixedIconId))
iconId = fixedIconId;
if (iconId == 0)
iconId = GetFallbackIconIdForCategory(categoryName);
list.Add(new MainMenuEntry(headerId, iconId, categoryName));
continue;
}
}
foreach (var row in sheet)
{
uint id = row.RowId;
if (id == 0) continue;
string name = "";
try { name = row.Name.ToString(); }
catch { }
if (!MatchesCategoryName(name, categoryName))
continue;
if (!agentHud->IsMainCommandEnabled(id))
continue;
// Icon: use fixed icon ID for Duty/Logs/Travel/Social (from sheet); others use sheet → game → fallback.
uint iconId = 0;
if (FixedCategoryIconIds.TryGetValue(categoryName, out uint fixedIconId))
iconId = fixedIconId;
if (iconId == 0)
{
try { iconId = (uint)row.Icon; }
catch { }
}
if (iconId == 0)
iconId = GetIconIdForMainCommand(id);
if (iconId == 0)
iconId = GetFallbackIconIdForCategory(categoryName);
list.Add(new MainMenuEntry(id, iconId, categoryName));
break;
}
}
return list;
}
/// <summary>Resolve icon for a Main Command. Uses RaptureHotbarModule when sheet row.Icon is 0.</summary>
public static unsafe uint GetIconIdForMainCommand(uint commandId)
{
try
{
var module = RaptureHotbarModule.Instance();
if (module != null && module->ModuleReady)
{
var bar = module->StandardHotbars[0];
var slot = bar.GetHotbarSlot(0);
if (slot != null)
{
int gameIcon = slot->GetIconIdForSlot(RaptureHotbarModule.HotbarSlotType.MainCommand, commandId);
if (gameIcon > 0) return (uint)gameIcon;
}
}
}
catch (Exception ex)
{
Plugin.Logger.Warning($"[HSUI] MainMenuHelper.GetIconIdForMainCommand({commandId}): {ex.Message}");
}
return 0;
}
/// <summary>Fallback icon when game and sheet both return 0. Duty = 61002 (exclamation) to match default bar.</summary>
private static uint GetFallbackIconIdForCategory(string categoryName)
{
return (categoryName?.ToLowerInvariant()) switch
{
"character" => 61001,
"duty" => 61002,
"logs" => 61003,
"travel" => 61004,
"party" => 61005,
"social" => 61006,
"system" => 61007,
_ => 0
};
}
/// <summary>Execute a main command by ID (e.g. Character, Social, Collection).</summary>
public static unsafe void ExecuteMainCommand(uint commandId)
{
try
{
var uiModule = Framework.Instance()->GetUIModule();
if (uiModule == null) return;
uiModule->ExecuteMainCommand(commandId);
}
catch (Exception ex)
{
Plugin.Logger.Warning($"[HSUI] MainMenuHelper.ExecuteMainCommand({commandId}): {ex.Message}");
}
}
/// <summary>Open the context submenu for a category, or execute directly if no submenu. When sub-commands exist, the HUD shows a custom context menu; otherwise executes the command.</summary>
public static unsafe void OpenSubmenuOrExecute(uint categoryCommandId)
{
var subIds = GetSubCommandIds(categoryCommandId);
if (subIds != null && subIds.Count > 0)
return; // Caller should use GetSubCommandEntries and show custom menu; we don't call OpenSystemMenu (crashes)
ExecuteMainCommand(categoryCommandId);
}
/// <summary>Get sub-command entries (id + display name) for the category. Same options as the default main menu bar context menu. Returns empty if category has no sub-commands.</summary>
public static List<(uint CommandId, string Name)> GetSubCommandEntries(uint categoryCommandId)
{
var list = new List<(uint, string)>();
try
{
var subIds = GetSubCommandIds(categoryCommandId);
if (subIds == null || subIds.Count == 0) return list;
var sheet = Plugin.DataManager.GetExcelSheet<MainCommand>();
if (sheet == null) return list;
foreach (uint id in subIds)
{
string name = "";
if (sheet.TryGetRow(id, out var row))
{
try { name = row.Name.ToString(); }
catch { }
}
if (string.IsNullOrEmpty(name)) name = $"#{id}";
list.Add((id, name));
}
}
catch (Exception ex)
{
Plugin.Logger.Warning($"[HSUI] MainMenuHelper.GetSubCommandEntries({categoryCommandId}): {ex.Message}");
}
return list;
}
/// <summary>Get MainCommand IDs that belong to the same category as the given command (for submenu).</summary>
private static unsafe List<uint> GetSubCommandIds(uint categoryCommandId)
{
var list = new List<uint>();
try
{
var sheet = Plugin.DataManager.GetExcelSheet<MainCommand>();
if (sheet == null) return list;
var agentHud = AgentHUD.Instance();
if (agentHud == null) return list;
if (!sheet.TryGetRow(categoryCommandId, out var categoryRow)) return list;
uint categoryGroupId;
try
{
categoryGroupId = categoryRow.MainCommandCategory.RowId;
}
catch { return list; }
foreach (var row in sheet)
{
if (row.RowId == 0) continue;
try
{
if (row.MainCommandCategory.RowId != categoryGroupId) continue;
}
catch { continue; }
if (!agentHud->IsMainCommandEnabled(row.RowId)) continue;
list.Add(row.RowId);
}
}
catch (Exception ex)
{
Plugin.Logger.Warning($"[HSUI] MainMenuHelper.GetSubCommandIds({categoryCommandId}): {ex.Message}");
}
return list;
}
/// <summary>Open the game's system menu with the given MainCommand IDs (context submenu).</summary>
private static unsafe void OpenSystemMenuWithCommands(List<uint> commandIds)
{
if (commandIds == null || commandIds.Count == 0) return;
if (commandIds.Count > 17) return; // game limit
var agentHud = AgentHUD.Instance();
if (agentHud == null) return;
int count = commandIds.Count;
int allocSize = 5 + 17 + 18; // atkValueArgs layout: [4]=size, [5..21]=commands, [23..]=optional name strings
var ptr = (AtkValue*)Marshal.AllocHGlobal(allocSize * sizeof(AtkValue));
try
{
// Zero entire buffer so the game never reads garbage as string pointers (prevents crash in Utf8String.SetString)
for (int i = 0; i < allocSize; i++)
{
ptr[i].Type = AtkValueType.Null;
ptr[i].Int = 0;
}
ptr[4].ChangeType(AtkValueType.UInt);
ptr[4].UInt = (uint)count;
for (int i = 0; i < count; i++)
{
ptr[5 + i].ChangeType(AtkValueType.Int);
ptr[5 + i].Int = (int)commandIds[i];
}
agentHud->OpenSystemMenu(ptr, (uint)count);
}
finally
{
Marshal.FreeHGlobal(new IntPtr(ptr));
}
}
}
}
+30 -9
View File
@@ -88,8 +88,17 @@ namespace HSUI.Helpers
private bool _dataIsValid = false;
/// <summary>Set when an HUD element (e.g. Main Menu) has the mouse over it this frame. World object tooltip will not show.</summary>
private bool _mouseOverHudElement = false;
private const float IconSize = 24f;
/// <summary>Call when the mouse is over an interactive HUD element so world object tooltip is not shown.</summary>
public void NotifyMouseOverHudElement()
{
_mouseOverHudElement = true;
}
public void ShowTooltipOnCursor(string text, string? title = null, uint id = 0, string name = "", uint? iconId = null, TooltipIdKind idKind = TooltipIdKind.None, List<TooltipSegment>? formattedText = null)
{
ShowTooltip(text, ImGui.GetMousePos(), title, id, name, iconId, idKind, formattedText);
@@ -114,7 +123,13 @@ namespace HSUI.Helpers
_currentIconId = iconId;
_formattedSegments = formattedText;
// calcualte title size
// When showing a simple tooltip with no title (e.g. HUD), clear previous title/body so we don't mix with last frame's world tooltip
if (title == null)
{
_currentTooltipTitle = null;
}
// calculate title size
_titleSize = Vector2.Zero;
if (title != null)
{
@@ -199,19 +214,17 @@ namespace HSUI.Helpers
/// </summary>
public void ShowWorldObjectTooltip()
{
// Don't overwrite if an HUD element already set a tooltip this frame (e.g. Main Menu icon)
if (_dataIsValid)
return;
// Don't show world tooltip when mouse is over an interactive HUD element (e.g. Main Menu bar)
if (_mouseOverHudElement)
return;
try
{
_worldTooltipConfig ??= ConfigurationManager.Instance.GetConfigObject<WorldObjectTooltipConfig>();
if (_worldTooltipConfig == null || !_worldTooltipConfig.Enabled)
return;
}
catch (Exception ex)
{
// Config not ready yet or not found - silently skip
if (_config.DebugTooltips)
Plugin.Logger.Warning($"[HSUI Tooltip] WorldObjectTooltipConfig not available: {ex.Message}");
return;
}
IGameObject? mouseOverTarget = Plugin.TargetManager.MouseOverTarget;
if (mouseOverTarget == null)
@@ -294,6 +307,13 @@ namespace HSUI.Helpers
{
ShowTooltipOnCursor(body, name, 0, "", iconId);
}
}
catch (Exception ex)
{
// Config not ready yet or not found - silently skip
if (_config.DebugTooltips)
Plugin.Logger.Warning($"[HSUI Tooltip] WorldObjectTooltipConfig not available: {ex.Message}");
}
}
private static unsafe uint? GetWorldObjectIconId(IGameObject gameObject)
@@ -310,6 +330,7 @@ namespace HSUI.Helpers
public void RemoveTooltip()
{
_dataIsValid = false;
_mouseOverHudElement = false;
_formattedSegments = null;
}
@@ -32,7 +32,7 @@ namespace HSUI.Interface.GeneralElements
[ColorEdit4("Background Color")]
[Order(31)]
public PluginConfigColor BackgroundColor = new(new Vector4(0f, 0f, 0f, 0.5f));
public PluginConfigColor BackgroundColor = new(new Vector4(0f, 0f, 0f, 0f));
[ColorEdit4("Divider Color")]
[Order(32)]
@@ -57,7 +57,9 @@ namespace HSUI.Interface.GeneralElements
{
DrawHelper.DrawInWindow(ID, basePos, Config.Size, true, (drawList) =>
{
drawList.AddRectFilled(basePos, basePos + Config.Size, Config.BackgroundColor.Base, 4);
uint bgColor = Config.BackgroundColor.Base;
if ((bgColor & 0xFF000000) != 0)
drawList.AddRectFilled(basePos, basePos + Config.Size, bgColor, 4);
drawList.PushClipRect(basePos, basePos + Config.Size, true);
float y = basePos.Y + padding;
@@ -0,0 +1,61 @@
using Dalamud.Bindings.ImGui;
using HSUI.Config;
using HSUI.Config.Attributes;
using HSUI.Enums;
using System.Numerics;
namespace HSUI.Interface.GeneralElements
{
[Section("Other Elements")]
[SubSection("Main Menu", 0)]
public class MainMenuConfig : AnchorablePluginConfigObject
{
[Combo("Layout", new[] { "Horizontal", "Vertical" })]
[Order(18)]
public int LayoutDirection = 0; // 0 = horizontal, 1 = vertical
[DragInt("Icon Size", min = 16, max = 64)]
[Order(20)]
public int IconSize = 36;
[DragInt("Spacing", min = 0, max = 24)]
[Order(21)]
public int Spacing = 4;
[ColorEdit4("Background Color")]
[Order(30)]
public PluginConfigColor BackgroundColor = new(new Vector4(0f, 0f, 0f, 0.6f));
[ColorEdit4("Icon Tint")]
[Order(31)]
public PluginConfigColor IconTint = new(new Vector4(1f, 1f, 1f, 1f));
[ColorEdit4("Hover Tint")]
[Order(32)]
public PluginConfigColor HoverTint = new(new Vector4(1f, 1f, 1f, 1f));
[Checkbox("Show Labels")]
[Order(35)]
public bool ShowLabels = false;
[NestedConfig("Visibility", 70)]
public VisibilityConfig VisibilityConfig = new();
public MainMenuConfig()
{
// Width fits 7 icons (36px) + 6 gaps (4px) + 8 margin = 284
Size = new Vector2(284, 48);
}
public new static MainMenuConfig DefaultConfig()
{
var viewport = ImGui.GetMainViewport().Size;
return new MainMenuConfig
{
Position = new Vector2(0, viewport.Y * 0.5f - 24),
Size = new Vector2(284, 48),
Anchor = DrawAnchor.Bottom
};
}
}
}
+192
View File
@@ -0,0 +1,192 @@
using Dalamud.Bindings.ImGui;
using HSUI.Config;
using HSUI.Helpers;
using HSUI.Interface;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace HSUI.Interface.GeneralElements
{
public class MainMenuHud : DraggableHudElement, IHudElementWithVisibilityConfig
{
private const float BarPadding = 0f;
private const float BackgroundRounding = 6f;
/// <summary>Extra padding around content when drawing the background so the bar doesn't extend past the icons.</summary>
private const float BackgroundEdgePad = 2f;
private MainMenuConfig Config => (MainMenuConfig)_config;
public VisibilityConfig VisibilityConfig => Config.VisibilityConfig;
/// <summary>When set, the context menu with these entries should be shown (same frame or next). Cleared when popup closes.</summary>
private List<(uint CommandId, string Name)>? _contextMenuEntries = null;
public MainMenuHud(MainMenuConfig config, string displayName)
: base(config, displayName) { }
protected override (List<Vector2>, List<Vector2>) ChildrenPositionsAndSizes()
{
return (new List<Vector2> { Config.Position }, new List<Vector2> { Config.Size });
}
public override (Vector2 min, Vector2 max) GetScreenBounds(Vector2 origin)
{
Vector2 topLeft = Utils.GetAnchoredPosition(origin + ParentPos() + Config.Position, Config.Size, Config.Anchor);
return (topLeft, topLeft + Config.Size);
}
public override void DrawChildren(Vector2 origin)
{
if (!Config.Enabled)
return;
var entries = MainMenuHelper.GetEnabledMainCommands();
if (entries.Count == 0)
return;
Vector2 basePos = Utils.GetAnchoredPosition(origin + Config.Position, Config.Size, Config.Anchor);
Vector2 iconSize = new Vector2(Config.IconSize, Config.IconSize);
bool horizontal = Config.LayoutDirection == 0;
AddDrawAction(Config.StrataLevel, () =>
{
DrawHelper.DrawInWindow(ID, basePos, Config.Size, true, (drawListParam) =>
{
var drawList = ImGui.GetWindowDrawList();
// Compute total content size and starting position so icons are centered in the bar
int count = entries.Count;
float contentW, contentH;
if (horizontal)
{
contentW = count * iconSize.X + (count > 0 ? (count - 1) * Config.Spacing : 0);
if (Config.ShowLabels)
{
for (int i = 0; i < count; i++)
contentW += ImGui.CalcTextSize(entries[i].Name).X + Config.Spacing;
}
contentH = iconSize.Y;
}
else
{
contentW = iconSize.X;
contentH = 0;
foreach (var e in entries)
{
float h = iconSize.Y + Config.Spacing;
if (Config.ShowLabels && !string.IsNullOrEmpty(e.Name))
h += ImGui.CalcTextSize(e.Name).Y + 2;
contentH += h;
}
if (contentH > 0) contentH -= Config.Spacing;
}
float startX = basePos.X + BarPadding + Math.Max(0, (Config.Size.X - 2f * BarPadding - contentW) / 2f);
float startY = basePos.Y + BarPadding + Math.Max(0, (Config.Size.Y - 2f * BarPadding - contentH) / 2f);
// Draw background only over the content area so no gray bar shows on left/right
Vector2 bgMin = new Vector2(startX - BackgroundEdgePad, basePos.Y);
Vector2 bgMax = new Vector2(startX + contentW + BackgroundEdgePad, basePos.Y + Config.Size.Y);
if (!horizontal)
{
bgMin = new Vector2(basePos.X, startY - BackgroundEdgePad);
bgMax = new Vector2(basePos.X + Config.Size.X, startY + contentH + BackgroundEdgePad);
}
drawList.AddRectFilled(bgMin, bgMax, Config.BackgroundColor.Base, BackgroundRounding);
drawList.PushClipRect(basePos, basePos + Config.Size, true);
float x = startX;
float y = startY;
int index = 0;
foreach (var entry in entries)
{
Vector2 iconPos = horizontal
? new Vector2(x, basePos.Y + (Config.Size.Y - iconSize.Y) / 2f)
: new Vector2(basePos.X + (Config.Size.X - iconSize.X) / 2f, y);
Vector2 iconEnd = iconPos + iconSize;
// Use InvisibleButton so ImGui tracks hover/click for this icon
ImGui.SetCursorScreenPos(iconPos);
ImGui.InvisibleButton($"##mainmenu_icon_{ID}_{index}", iconSize);
bool hovered = ImGui.IsItemHovered();
uint tint = Config.IconTint.Base;
if (hovered)
{
tint = Config.HoverTint.Base;
TooltipsHelper.Instance.NotifyMouseOverHudElement();
TooltipsHelper.Instance.ShowTooltipOnCursor(entry.Name);
}
if (ImGui.IsItemClicked(ImGuiMouseButton.Left) || ImGui.IsItemClicked(ImGuiMouseButton.Right))
{
var subEntries = MainMenuHelper.GetSubCommandEntries(entry.CommandId);
if (subEntries != null && subEntries.Count > 0)
{
_contextMenuEntries = subEntries;
Helpers.ContextMenuVisibilityHelper.SetContextMenuOpen(this);
ImGui.OpenPopup("HSUI_MainMenu_Context");
ImGui.SetNextWindowPos(ImGui.GetMousePos());
}
else
{
MainMenuHelper.ExecuteMainCommand(entry.CommandId);
}
}
if (entry.IconId != 0)
DrawHelper.DrawIcon(entry.IconId, iconPos, iconSize, false, tint, drawList);
float labelH = 0;
if (Config.ShowLabels && !string.IsNullOrEmpty(entry.Name))
{
float labelW = ImGui.CalcTextSize(entry.Name).X;
labelH = ImGui.CalcTextSize(entry.Name).Y;
Vector2 labelPos = horizontal
? new Vector2(iconPos.X + iconSize.X + Config.Spacing, basePos.Y + (Config.Size.Y - labelH) / 2f)
: new Vector2(basePos.X + (Config.Size.X - labelW) / 2f, iconPos.Y + iconSize.Y + 2);
drawList.AddText(labelPos, Config.IconTint.Base, entry.Name);
}
if (horizontal)
{
float advance = iconSize.X + Config.Spacing;
if (Config.ShowLabels) advance += ImGui.CalcTextSize(entry.Name).X + Config.Spacing;
x += advance;
}
else
{
y += iconSize.Y + 2 + labelH + Config.Spacing;
}
index++;
}
drawList.PopClipRect();
// Draw context menu popup (same options as default main menu bar)
if (ImGui.BeginPopup("HSUI_MainMenu_Context", ImGuiWindowFlags.NoMove))
{
if (_contextMenuEntries != null)
{
foreach (var (cmdId, name) in _contextMenuEntries)
{
if (ImGui.Selectable(name))
{
uint commandId = cmdId;
Plugin.Framework.RunOnFrameworkThread(() => MainMenuHelper.ExecuteMainCommand(commandId));
ImGui.CloseCurrentPopup();
}
}
}
ImGui.EndPopup();
}
else
{
_contextMenuEntries = null;
Helpers.ContextMenuVisibilityHelper.SetContextMenuOpen(null);
}
}, true);
});
}
}
}
+9
View File
@@ -126,6 +126,10 @@ namespace HSUI.Interface
public bool IsElementHidden(HudElement element)
{
// When this element's context menu is open, ignore visibility so the element stays visible
if (ContextMenuVisibilityHelper.IsContextMenuOpenFor(element))
return false;
IHudElementWithVisibilityConfig? e = element as IHudElementWithVisibilityConfig;
if (e == null || e.VisibilityConfig == null) { return false; }
@@ -264,6 +268,11 @@ namespace HSUI.Interface
AddElements(ElementKind.ScenarioTree);
}
var mainMenu = ConfigurationManager.Instance?.GetConfigObject<MainMenuConfig>();
// Disabled while troubleshooting: keep game's Main Menu visible so we can compare behavior.
// if (mainMenu?.Enabled == true)
// AddElements(ElementKind.MainMenu);
// NamePlate is not in HUD Layout config; use UpdateDefaultNameplates (IsVisible) for that
if (IsCurrentJobHudEnabled())
{
+4
View File
@@ -452,6 +452,10 @@ namespace HSUI.Interface
var dutyListScenarioConfig = ConfigurationManager.Instance.GetConfigObject<DutyListScenarioConfig>();
var dutyListScenarioHud = new DutyListScenarioHud(dutyListScenarioConfig, "Duty List & Scenario Guide");
_hudElements.Add(dutyListScenarioConfig, dutyListScenarioHud);
var mainMenuConfig = ConfigurationManager.Instance.GetConfigObject<MainMenuConfig>();
var mainMenuHud = new MainMenuHud(mainMenuConfig, "Main Menu");
_hudElements.Add(mainMenuConfig, mainMenuHud);
}
public void Draw(uint jobId)
+19
View File
@@ -1,3 +1,22 @@
# 1.0.8.26
- **Duty List & Scenario Guide**: Hidden quests (hidden in journal) are no longer shown in the duty list. Prioritized/tracked quests appear at the top of the list.
- **Duty List & Scenario Guide**: Opening the map from a quest objective or scenario hint no longer places a map flag; map still opens to the correct map/area.
# 1.0.8.25
- **Duty List & Scenario Guide**: Duty list objectives fix — no longer use index-based pairing (which caused top entries to show wrong objectives). Always match by quest name (exact or fuzzy for truncated titles) and prefer the game's string array over Lumina so text matches the default duty list UI.
# 1.0.8.24
- **Visibility**: When a context menu is open for an element (e.g. Main Menu bar), visibility settings are ignored for that element so it stays visible while the menu is open.
- **Duty List & Scenario Guide**: Fixed wrong objectives for the top entries — objectives are now matched by quest name to the game's string array instead of by index, so each quest shows the correct objective text.
# 1.0.8.23
- **Main Menu**: New customizable main menu bar replacing the game's bar. Correct icons (Duty, Logs, Travel, Social) and context menus; Logs/Travel identified by submenu names. Background drawn only behind icons (no extra side padding). Crash fix when executing from context menu (RunOnFrameworkThread).
- **Duty List & Scenario Guide**: Background transparent by default; optional skip draw when fully transparent.
# 1.0.8.22
- **Duty List & Scenario Guide**: Fix "Hide unless hovered" visibility option — override GetScreenBounds() so hover hit-test matches drawn panel.
- **Tooltips**: Job gauge/resource costs (Soul Gauge, Beast Gauge, Lily, Kenki, etc.) now show as section with label color. Fix tooltip break when stats and description share first block.
# 1.0.8.21
- **Duty List & Scenario Guide**: Duty Information when inside a duty (dungeon/trial/raid) — shows duty name, elapsed timer, and objectives. Replaces queue info with in-duty info when BoundByDuty. Objective progress shown as "X out of Y step(s)" with checkmark when completed (replaces raw 0/1:0). Average wait time from queue status messages (static format preferred); multiple queued duties supported; redundant "Average Wait Time" label fixed.
+1 -1
View File
@@ -1 +1 @@
[{"Author":"Knack117","Name":"HSUI","Punchline":"A modern HUD replacement built for customization.","Description":"HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.","Changelog":"1.0.8.20: Fixed cooldown overlays showing through game UI (dialogue box) when Show HUD during dialogue enabled. 1.0.8.19: Hotbar visibility moved to per-hotbar menus; removed Visibility Hotbars tab. 1.0.8.18: Visibility \"Hide unless hovered\" option. 1.0.8.17: Controller hotbars (cross layout, separate storage, sync with game). 1.0.8.16: Show HUD during dialogue and interaction. 1.0.8.15: Tooltips game-style formatting. 1.0.8.14: Mouse GCD Indicator. 1.0.8.13: Item tooltips now show. 1.0.8.12: Item/HQ icons now draw on hotbar. 1.0.8.11: Hotbar tooltip crash fix. 1.0.8.10: Hotbar crash fix when dragging inventory items. 1.0.8.9: Gearset persists on slot. 1.0.8.8: Gearset drag-drop fix. 1.0.8.7: Fixed Gearset icon clearing. 1.0.8.6: Crafting action tooltips full description. 1.0.8.4: Alliance Frames 1 and 2 fix; Hide in duty no longer hides alliance frames. 1.0.8.3: Fix left-click staying broken after disable. 1.0.8.2: Charge icons stay lit until all charges spent.","InternalName":"HSUI","AssemblyVersion":"1.0.8.20","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI","ApplicableVersion":"any","Tags":["UI","HUD","Unit Frames","Nameplates","Party Frames","Hotbars"],"CategoryTags":["UI"],"DalamudApiLevel":14,"IconUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/raw/branch/main/Media/Images/icon.png","ImageUrls":[],"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.20/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.20/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.20/latest.zip","LastUpdate":"1772378453"}]
[{"Author":"Knack117","Name":"HSUI","Punchline":"A modern HUD replacement built for customization.","Description":"HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.","Changelog":"1.0.8.26: Duty List hidden quests filtered; priority quests on top; no map flag on quest map open. 1.0.8.25: Duty List objectives — match by name only, prefer game string array; no index fallback. 1.0.8.24: Context menu keeps element visible; Duty List objectives fixed (match by quest name). 1.0.8.23: Main Menu bar; Duty List & Scenario Guide transparent background. 1.0.8.22: Duty List hide-unless-hovered fix; tooltips job gauge costs. 1.0.8.21: Duty List in-duty info. 1.0.8.20: Fixed cooldown overlays showing through game UI (dialogue box) when Show HUD during dialogue enabled. 1.0.8.19: Hotbar visibility moved to per-hotbar menus; removed Visibility Hotbars tab. 1.0.8.18: Visibility \"Hide unless hovered\" option. 1.0.8.17: Controller hotbars (cross layout, separate storage, sync with game). 1.0.8.16: Show HUD during dialogue and interaction. 1.0.8.15: Tooltips game-style formatting. 1.0.8.14: Mouse GCD Indicator. 1.0.8.13: Item tooltips now show. 1.0.8.12: Item/HQ icons now draw on hotbar. 1.0.8.11: Hotbar tooltip crash fix. 1.0.8.10: Hotbar crash fix when dragging inventory items. 1.0.8.9: Gearset persists on slot. 1.0.8.8: Gearset drag-drop fix. 1.0.8.7: Fixed Gearset icon clearing. 1.0.8.6: Crafting action tooltips full description. 1.0.8.4: Alliance Frames 1 and 2 fix; Hide in duty no longer hides alliance frames. 1.0.8.3: Fix left-click staying broken after disable. 1.0.8.2: Charge icons stay lit until all charges spent.","InternalName":"HSUI","AssemblyVersion":"1.0.8.26","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI","ApplicableVersion":"any","Tags":["UI","HUD","Unit Frames","Nameplates","Party Frames","Hotbars"],"CategoryTags":["UI"],"DalamudApiLevel":14,"IconUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/raw/branch/main/Media/Images/icon.png","ImageUrls":[],"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.26/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.26/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.26/latest.zip","LastUpdate":"1772932800"}]