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3 Commits

Author SHA1 Message Date
KnackAtNite cb3d6b5e0b 1.0.8.5: Fix other HSUI elements disappearing on hotbar hover (child window overlay)
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-07 23:36:46 -05:00
KnackAtNite 9391ef1451 Bump to 1.0.8.4, changelog for alliance/crafting/visibility fixes
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-07 22:39:48 -05:00
KnackAtNite 3b5ddbe2f9 Alliance frames, crafting tooltips, visibility: fix display and tooltips
- Alliance Frames: Populate other alliances (A/B) via GetAllianceMemberByIndex flat indices (0-7, 8-15) instead of GetAllianceMemberByGroupAndIndex which returns empty in-instance; keep own party from GetPartyMemberByIndex.
- Alliance Frames: Visibility: do not apply HideInDuty to Alliance Frames so they show in alliance raids when visibility rules are enabled.
- Hotbars: Crafting action tooltips: fallback Action sheet lookup with +100000 offset when hotbar stores CraftAction row ID.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-07 22:34:10 -05:00
6 changed files with 80 additions and 39 deletions
+3 -3
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@@ -9,9 +9,9 @@
<PropertyGroup> <PropertyGroup>
<AssemblyName>HSUI</AssemblyName> <AssemblyName>HSUI</AssemblyName>
<AssemblyVersion>1.0.8.3</AssemblyVersion> <AssemblyVersion>1.0.8.5</AssemblyVersion>
<FileVersion>1.0.8.3</FileVersion> <FileVersion>1.0.8.5</FileVersion>
<InformationalVersion>1.0.8.3</InformationalVersion> <InformationalVersion>1.0.8.5</InformationalVersion>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
+1 -1
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@@ -2,7 +2,7 @@
"Author": "Knack117", "Author": "Knack117",
"Name": "HSUI", "Name": "HSUI",
"InternalName": "HSUI", "InternalName": "HSUI",
"AssemblyVersion": "1.0.8.3", "AssemblyVersion": "1.0.8.5",
"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.", "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", "ApplicableVersion": "any",
"RepoUrl": "https://github.com/Knack117/HSUI", "RepoUrl": "https://github.com/Knack117/HSUI",
+29 -9
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@@ -253,7 +253,7 @@ namespace HSUI.Interface.GeneralElements
}); });
// Overlay at HIGHEST so it captures input above the bar; required for icon swap. // Overlay at HIGHEST so it captures input above the bar; required for icon swap.
// Use unique ID per hotbar to avoid any cross-bar conflicts (bar 210 had input capture issues). // Draw as a child of HSUI_HUD so hovering does not create a separate toplevel window that hides other HSUI elements.
AddDrawAction(StrataLevel.HIGHEST, () => AddDrawAction(StrataLevel.HIGHEST, () =>
{ {
var slots = ActionBarsManager.Instance.GetSlotData(Config.HotbarIndex, Config.SlotCount); var slots = ActionBarsManager.Instance.GetSlotData(Config.HotbarIndex, Config.SlotCount);
@@ -262,13 +262,11 @@ namespace HSUI.Interface.GeneralElements
| ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoBringToFrontOnFocus | ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoBringToFrontOnFocus
| ImGuiWindowFlags.NoNav; | ImGuiWindowFlags.NoNav;
ImGuiHelpers.ForceNextWindowMainViewport();
ImGui.SetNextWindowPos(topLeft);
ImGui.SetNextWindowSize(barSize);
string overlayId = $"HSUI_Hotbar{Config.HotbarIndex}_input"; string overlayId = $"HSUI_Hotbar{Config.HotbarIndex}_input";
if (!ImGui.Begin(overlayId, flags)) ImGui.SetCursorScreenPos(topLeft);
if (!ImGui.BeginChild(overlayId, barSize, false, flags))
{ {
ImGui.End(); ImGui.EndChild();
return; return;
} }
@@ -394,7 +392,7 @@ namespace HSUI.Interface.GeneralElements
_lastLoggedPickupSlotId = -1; _lastLoggedPickupSlotId = -1;
} }
ImGui.End(); ImGui.EndChild();
}); });
} }
@@ -1194,12 +1192,34 @@ namespace HSUI.Interface.GeneralElements
slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction || slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction ||
slot.SlotType == RaptureHotbarModule.HotbarSlotType.PetAction) slot.SlotType == RaptureHotbarModule.HotbarSlotType.PetAction)
{ {
var row = Plugin.DataManager.GetExcelSheet<LuminaAction>()?.GetRow(slot.ActionId); uint actionIdForLookup = slot.ActionId;
LuminaAction? actionRow = null;
var actionSheet = Plugin.DataManager.GetExcelSheet<LuminaAction>();
var actionRowOpt = actionSheet?.GetRow(slot.ActionId);
if (actionRowOpt.HasValue)
{
actionRow = actionRowOpt.Value;
}
else if (slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction)
{
// Crafting actions: hotbar may store CraftAction sheet row ID (1-based). Action sheet uses 100000+ range (100001 = Basic Synthesis).
const uint CraftActionToActionOffset = 100000;
uint mappedId = slot.ActionId + CraftActionToActionOffset;
var mappedRow = actionSheet?.GetRow(mappedId);
if (mappedRow.HasValue)
{
actionIdForLookup = mappedId;
actionRow = mappedRow.Value;
}
}
var row = actionRow;
if (row.HasValue) if (row.HasValue)
{ {
string name = row.Value.Name.ToString(); string name = row.Value.Name.ToString();
string desc = ""; string desc = "";
var descRow = Plugin.DataManager.GetExcelSheet<ActionTransient>()?.GetRow(slot.ActionId); var descRow = Plugin.DataManager.GetExcelSheet<ActionTransient>()?.GetRow(actionIdForLookup);
string descRaw = ""; string descRaw = "";
if (descRow.HasValue) if (descRow.HasValue)
{ {
@@ -96,6 +96,9 @@ namespace HSUI.Interface
if (element != null && element.GetType() == typeof(PlayerCastbarHud)) { return true; } if (element != null && element.GetType() == typeof(PlayerCastbarHud)) { return true; }
if (element != null && !element.GetConfig().Enabled) { return false; } if (element != null && !element.GetConfig().Enabled) { return false; }
// Alliance frames only matter in alliance raids (duty). HideInDuty would hide them exactly when needed.
bool isAllianceFrames = element != null && element.GetType() == typeof(AllianceFramesHud);
bool isInIslandSanctuary = IsInIslandSanctuary(); bool isInIslandSanctuary = IsInIslandSanctuary();
bool isInDuty = IsInDuty() && !isInIslandSanctuary; bool isInDuty = IsInDuty() && !isInIslandSanctuary;
IPlayerCharacter? player = Plugin.ObjectTable.LocalPlayer; IPlayerCharacter? player = Plugin.ObjectTable.LocalPlayer;
@@ -127,7 +130,8 @@ namespace HSUI.Interface
if (HideOnFullHP && player != null && player.CurrentHp == player.MaxHp) { return false; } if (HideOnFullHP && player != null && player.CurrentHp == player.MaxHp) { return false; }
if (HideInDuty && isInDuty) { return false; } // Alliance frames only matter in alliance raids (duty). Skip HideInDuty for them.
if (HideInDuty && isInDuty && !isAllianceFrames) { return false; }
if (HideInIslandSanctuary && isInIslandSanctuary) { return false; } if (HideInIslandSanctuary && isInIslandSanctuary) { return false; }
+34 -25
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@@ -280,34 +280,18 @@ namespace HSUI.Interface.Party
bool anyChanged = false; bool anyChanged = false;
ref var mainGroup = ref gm->MainGroup; ref var mainGroup = ref gm->MainGroup;
// GroupManager layout: _allianceMembers flat array (indices 0-19) has groups 0 and 1.
// Group 2 (our party) is stored in _partyMembers. GetAllianceMemberByGroupAndIndex(0/1, slot)
// returns empty in-instance for some game versions; use GetAllianceMemberByIndex with flat
// indices: group 0 = indices 0-7, group 1 = indices 8-15.
for (int allianceIdx = 0; allianceIdx < 3; allianceIdx++) for (int allianceIdx = 0; allianceIdx < 3; allianceIdx++)
{ {
int count = 0; int count = 0;
var list = new List<IPartyFramesMember>(); var list = new List<IPartyFramesMember>();
for (int slot = 0; slot < 8; slot++) if (allianceIdx == 2)
{
var pm = mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot);
if (pm == null || pm->EntityId == 0) continue;
var pfMember = new PartyFramesMember(
pm->EntityId,
count,
count,
EnmityLevel.Last,
PartyMemberStatus.None,
ReadyCheckStatus.None,
false,
false
);
pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
list.Add(pfMember);
count++;
}
// GroupManager stores our party in _partyMembers, not GetAllianceMemberByGroupAndIndex.
// When group 2 is empty, it's our alliance—populate from GetPartyMemberByIndex.
if (count == 0 && allianceIdx == 2)
{ {
// Our party: _partyMembers via GetPartyMemberByIndex
for (int slot = 0; slot < 8; slot++) for (int slot = 0; slot < 8; slot++)
{ {
var pm = mainGroup.GetPartyMemberByIndex(slot); var pm = mainGroup.GetPartyMemberByIndex(slot);
@@ -327,6 +311,29 @@ namespace HSUI.Interface.Party
count++; count++;
} }
} }
else
{
// Other alliances: _allianceMembers flat indices. Group 0 = 0-7, group 1 = 8-15.
int baseIdx = allianceIdx * 8;
for (int slot = 0; slot < 8; slot++)
{
var pm = mainGroup.GetAllianceMemberByIndex(baseIdx + slot);
if (pm == null || pm->EntityId == 0) continue;
var pfMember = new PartyFramesMember(
pm->EntityId,
count,
count,
EnmityLevel.Last,
PartyMemberStatus.None,
ReadyCheckStatus.None,
false,
false
);
pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
list.Add(pfMember);
count++;
}
}
if (count != _lastMemberCounts[allianceIdx]) if (count != _lastMemberCounts[allianceIdx])
{ {
@@ -340,9 +347,11 @@ namespace HSUI.Interface.Party
int ourIdx = 0; int ourIdx = 0;
for (int slot = 0; slot < 8 && ourIdx < _allianceMembers[allianceIdx].Count; slot++) for (int slot = 0; slot < 8 && ourIdx < _allianceMembers[allianceIdx].Count; slot++)
{ {
PartyMember* pm = allianceIdx == 2 PartyMember* pm;
? mainGroup.GetPartyMemberByIndex(slot) if (allianceIdx == 2)
: mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot); pm = mainGroup.GetPartyMemberByIndex(slot);
else
pm = mainGroup.GetAllianceMemberByIndex(allianceIdx * 8 + slot);
if (pm == null || pm->EntityId == 0) continue; if (pm == null || pm->EntityId == 0) continue;
if (_allianceMembers[allianceIdx][ourIdx] is PartyFramesMember pfMember) if (_allianceMembers[allianceIdx][ourIdx] is PartyFramesMember pfMember)
pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob); pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
+8
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@@ -1,3 +1,11 @@
# 1.0.8.5
- **Hotbars**: Fixed other HSUI elements disappearing when hovering over hotbar icons — overlay is now a child of the main HUD window instead of a separate window.
# 1.0.8.4
- **Alliance Frames**: Fixed frames 1 and 2 not showing in alliance raids — populate other alliances via flat GetAllianceMemberByIndex (indices 07, 815) instead of GetAllianceMemberByGroupAndIndex which returns empty in-instance.
- **Alliance Frames**: Visibility "Hide in duty" no longer hides alliance frames (they are only relevant in duty).
- **Hotbars**: Crafting job action tooltips now display — fallback Action sheet lookup when hotbar stores CraftAction row ID.
# 1.0.8.3 # 1.0.8.3
- **Fix**: Left-click no longer sometimes stays broken after disabling HSUI. WndProc is restored at the very start of plugin teardown so the game window gets normal input back even if disposal fails later. - **Fix**: Left-click no longer sometimes stays broken after disabling HSUI. WndProc is restored at the very start of plugin teardown so the game window gets normal input back even if disposal fails later.