6e9a4abd8a
CI / build (push) Failing after 18s
- Replace Plugin.cs/ConfigWindow.cs skeleton with working sample code - Add MainWindow.cs (goat-image demo + PlayerState/Lumina queries) - Rename src/PluginConfiguration.cs → src/Configuration.cs (sample naming) - Add Data/goat.png sample asset - Add src/packages.lock.json (NuGet lockfile from sample) - Add PluginNameTemplate.sln solution file - Bump csproj from Dalamud.NET.Sdk 13.0.0 → 15.0.0 - Bump yaml dalamud_api_level: 13 → 15 - Update README with sample-removal walkthrough and SDK-bump section Template now builds end-to-end out of the box. Goat demo intact for verification; strip per README when implementing the real plugin.
86 lines
3.3 KiB
C#
86 lines
3.3 KiB
C#
using Dalamud.Game.Command;
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using Dalamud.IoC;
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using Dalamud.Plugin;
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using System.IO;
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using Dalamud.Interface.Windowing;
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using Dalamud.Plugin.Services;
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using PluginNameTemplate.Windows;
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namespace PluginNameTemplate;
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public sealed class Plugin : IDalamudPlugin
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{
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[PluginService] internal static IDalamudPluginInterface PluginInterface { get; private set; } = null!;
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[PluginService] internal static ITextureProvider TextureProvider { get; private set; } = null!;
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[PluginService] internal static ICommandManager CommandManager { get; private set; } = null!;
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[PluginService] internal static IClientState ClientState { get; private set; } = null!;
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[PluginService] internal static IPlayerState PlayerState { get; private set; } = null!;
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[PluginService] internal static IDataManager DataManager { get; private set; } = null!;
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[PluginService] internal static IPluginLog Log { get; private set; } = null!;
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private const string CommandName = "/pmycommand";
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public Configuration Configuration { get; init; }
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public readonly WindowSystem WindowSystem = new("PluginNameTemplate");
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private ConfigWindow ConfigWindow { get; init; }
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private MainWindow MainWindow { get; init; }
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public Plugin()
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{
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Configuration = PluginInterface.GetPluginConfig() as Configuration ?? new Configuration();
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// You might normally want to embed resources and load them from the manifest stream
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var goatImagePath = Path.Combine(PluginInterface.AssemblyLocation.Directory?.FullName!, "goat.png");
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ConfigWindow = new ConfigWindow(this);
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MainWindow = new MainWindow(this, goatImagePath);
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WindowSystem.AddWindow(ConfigWindow);
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WindowSystem.AddWindow(MainWindow);
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CommandManager.AddHandler(CommandName, new CommandInfo(OnCommand)
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{
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HelpMessage = "A useful message to display in /xlhelp"
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});
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// Tell the UI system that we want our windows to be drawn through the window system
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PluginInterface.UiBuilder.Draw += WindowSystem.Draw;
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// This adds a button to the plugin installer entry of this plugin which allows
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// toggling the display status of the configuration ui
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PluginInterface.UiBuilder.OpenConfigUi += ToggleConfigUi;
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// Adds another button doing the same but for the main ui of the plugin
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PluginInterface.UiBuilder.OpenMainUi += ToggleMainUi;
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// Add a simple message to the log with level set to information
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// Use /xllog to open the log window in-game
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Log.Information($"===A cool log message from {PluginInterface.Manifest.Name}===");
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}
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public void Dispose()
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{
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// Unregister all actions to not leak anything during disposal of plugin
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PluginInterface.UiBuilder.Draw -= WindowSystem.Draw;
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PluginInterface.UiBuilder.OpenConfigUi -= ToggleConfigUi;
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PluginInterface.UiBuilder.OpenMainUi -= ToggleMainUi;
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WindowSystem.RemoveAllWindows();
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ConfigWindow.Dispose();
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MainWindow.Dispose();
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CommandManager.RemoveHandler(CommandName);
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}
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private void OnCommand(string command, string args)
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{
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// In response to the slash command, toggle the display status of our main ui
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MainWindow.Toggle();
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}
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public void ToggleConfigUi() => ConfigWindow.Toggle();
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public void ToggleMainUi() => MainWindow.Toggle();
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}
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