Files
HSUI/Interface/Bars/BarUtilities.cs
T

442 lines
18 KiB
C#

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)
);
}
}
}
}
}