build: rename repository folder ChatTwo to HellionChat
Repository folder, csproj, solution and all CI/build paths now use
the consolidated HellionChat name.
- ChatTwo/ → HellionChat/ (git mv preserves history with --follow)
- ChatTwo.csproj → HellionChat.csproj
- ChatTwo.sln → HellionChat.sln; obsolete Tests project entry removed
(private/untracked sandbox)
- AssemblyInfo.cs InternalsVisibleTo for ChatTwo.Tests removed
(file emptied; can be repopulated when actual tests land)
- repo.json and yaml image URLs updated (ChatTwo/images/ → HellionChat/images/)
- .github/workflows/{build,codeql,release}.yml csproj paths
- .github/dependabot.yml directory path
Functional behavior unchanged.
This commit is contained in:
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using HellionChat.Util;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Interface.Utility.Raii;
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namespace HellionChat.Ui;
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/// <summary>
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/// ImGui style override for Hellion Chat. Industrial HUD palette with three
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/// distinct accents — cyan-teal as the primary action color, industrial
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/// amber for active state highlights, slate-violet for title bars and
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/// active tabs — on a deep-slate frame background with steel borders.
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///
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/// Two entry points:
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/// Push — local color stack, scoped via using-block. Use inside
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/// Hellion-only surfaces (Privacy tab, first-run wizard).
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/// PushGlobal — full color + style variable stack. Pushed once per frame
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/// in Plugin.Draw so every Hellion-rendered window inherits
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/// the look. Cheap to pop because ImGui keeps its own stack.
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/// </summary>
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internal static class HellionStyle
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{
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// Encoded as 0xRRGGBBAA, matching ChatTwo convention (see Settings.cs
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// Ko-fi buttons). RgbaToAbgr handles the byte swap to the format ImGui
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// expects. Hex values are sourced from the Hellion Online Media brand
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// guide ("Arctic Cyan + Ember Glow", BRANDING.md in the website repo).
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// Primary — Arctic Cyan, used for every interactive control (buttons,
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// checks, sliders, separators when hovered). Three brand stages plus a
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// hover that lifts to brand-color-light and a press that drops to
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// brand-color-dark.
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private const uint PrimaryRgba = 0x00BED2FF; // brand-color
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private const uint PrimaryHoverRgba = 0x4DD9E8FF; // brand-color-light
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private const uint PrimaryActiveRgba = 0x0097A7FF; // brand-color-dark
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// Identity — brand-color-dark teal for window title bars and the
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// active tab. Sits visibly below the primary cyan on buttons so the
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// user sees "where am I" (deep teal) versus "what can I click"
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// (brand cyan) without leaving the cyan family.
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private const uint IdentityRgba = 0x0097A7FF; // brand-color-dark
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private const uint IdentityHoverRgba = 0x4DD9E8FF; // brand-color-light
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private const uint IdentityDeepRgba = 0x005670FF; // dimmer teal for unfocused-active tab
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// Accent — Ember Orange for warm highlights on grips and scrollbar
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// pulls. Replaces the previous industrial amber so the plugin matches
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// the website's CTA palette. AccentActive is reserved for any future
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// pressed-state on accent surfaces; the current slots only need
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// AccentRgba and AccentHoverRgba.
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private const uint AccentRgba = 0xF97316FF; // accent-color
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private const uint AccentHoverRgba = 0xFB923CFF; // accent-color-light
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// Surfaces — Hellion brand background ladder. Window darkest, frame
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// hover ladder climbs into surface tones. Matches the website's
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// background / background-medium / background-light / surface vars.
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private const uint WindowBgRgba = 0x070B12FF; // background
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private const uint ChildBgRgba = 0x0C1220FF; // background-medium
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private const uint PopupBgRgba = 0x0C1220FF; // background-medium
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private const uint FrameBgRgba = 0x141E30FF; // background-light
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private const uint FrameBgHoverRgba = 0x1A2538FF; // surface
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private const uint FrameBgActiveRgba = 0x22303FFF; // surface-hover
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// Cyan-tinted border — matches website --border-brand (cyan @ 40% α).
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private const uint BorderRgba = 0x00BED266;
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private const uint BorderShadowRgba = 0x00000000;
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// Headers / collapsing-headers / tree nodes / selectables — same
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// surface ladder as frames so panels feel consistent.
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private const uint HeaderRgba = 0x141E30FF;
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private const uint HeaderHoverRgba = 0x1A2538FF;
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private const uint HeaderActiveRgba = 0x22303FFF;
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// Title bars — Identity teal on active so the focused window reads
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// as "yours" without using accent or primary slots.
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private const uint TitleBgRgba = 0x070B12FF;
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private const uint TitleBgActiveRgba = IdentityRgba;
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private const uint TitleBgCollapsedRgba = 0x05080EFF;
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// Tabs — neutral inactive, Identity-light on hover, Identity teal on
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// active. Unfocused-active uses the deeper Identity stage so an
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// unfocused window's active tab still reads but does not pull focus.
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private const uint TabRgba = 0x141E30FF;
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private const uint TabHoveredRgba = IdentityHoverRgba;
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private const uint TabActiveRgba = IdentityRgba;
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private const uint TabUnfocusedRgba = 0x0C1220FF;
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private const uint TabUnfocusedActiveRgba = IdentityDeepRgba;
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// Scrollbar — Ember on grab so the pull stands out without competing
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// with the cyan action buttons. Idle grab is a subtle surface tone,
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// hover/active climb into accent.
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private const uint ScrollbarBgRgba = 0x070B12FF;
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private const uint ScrollbarGrabRgba = 0x22303FFF; // surface-hover
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private const uint ScrollbarGrabHoveredRgba = AccentHoverRgba;
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private const uint ScrollbarGrabActiveRgba = AccentRgba;
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// Resize grip — same Ember treatment as the scrollbar.
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private const uint ResizeGripRgba = 0x141E30FF;
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private const uint ResizeGripHoveredRgba = AccentHoverRgba;
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private const uint ResizeGripActiveRgba = AccentRgba;
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// Separator and check mark / slider follow the primary cyan.
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/// <summary>
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/// Local color stack for Hellion-only surfaces. Cheap. Use inside a
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/// `using var _ = HellionStyle.Push();` block.
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/// </summary>
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internal static IDisposable Push()
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{
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var stack = new StackHandle();
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stack.PushColor(ImGuiCol.Button, PrimaryRgba);
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stack.PushColor(ImGuiCol.ButtonHovered, PrimaryHoverRgba);
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stack.PushColor(ImGuiCol.ButtonActive, PrimaryActiveRgba);
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stack.PushColor(ImGuiCol.FrameBg, FrameBgRgba);
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stack.PushColor(ImGuiCol.FrameBgHovered, FrameBgHoverRgba);
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stack.PushColor(ImGuiCol.FrameBgActive, FrameBgActiveRgba);
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stack.PushColor(ImGuiCol.Border, BorderRgba);
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stack.PushColor(ImGuiCol.Header, HeaderRgba);
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stack.PushColor(ImGuiCol.HeaderHovered, HeaderHoverRgba);
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stack.PushColor(ImGuiCol.HeaderActive, HeaderActiveRgba);
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stack.PushColor(ImGuiCol.CheckMark, PrimaryRgba);
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stack.PushColor(ImGuiCol.SliderGrab, PrimaryRgba);
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stack.PushColor(ImGuiCol.SliderGrabActive, PrimaryHoverRgba);
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return stack;
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}
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/// <summary>
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/// Global color and style-variable stack pushed once per frame in
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/// Plugin.Draw. Covers every ImGui surface the plugin renders so the
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/// Hellion look is consistent across upstream and Hellion tabs.
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/// </summary>
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/// <param name="windowOpacity">Window background alpha (0.5–1.0). Lower
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/// values let the game shine through the plugin panes.</param>
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internal static IDisposable PushGlobal(float windowOpacity = 1.0f)
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{
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var stack = new StackHandle();
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// Mix the configured opacity into both the outer window and the
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// inner content child backgrounds — without ChildBg following the
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// slider the chat log stays opaque inside even when the user
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// wants to see the game behind it during combat. Form fields and
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// popups (FrameBg, PopupBg) still stay opaque so input is readable.
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var alphaByte = (uint)Math.Clamp((int)(windowOpacity * 255f), 0x55, 0xFF);
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var windowBgWithAlpha = (WindowBgRgba & 0xFFFFFF00u) | alphaByte;
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var childBgWithAlpha = (ChildBgRgba & 0xFFFFFF00u) | alphaByte;
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// Layout — geometric edges, modest rounding, single-pixel borders.
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stack.PushStyleVar(ImGuiStyleVar.WindowRounding, 4f);
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stack.PushStyleVar(ImGuiStyleVar.ChildRounding, 3f);
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stack.PushStyleVar(ImGuiStyleVar.PopupRounding, 3f);
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stack.PushStyleVar(ImGuiStyleVar.FrameRounding, 2f);
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stack.PushStyleVar(ImGuiStyleVar.GrabRounding, 2f);
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stack.PushStyleVar(ImGuiStyleVar.TabRounding, 2f);
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stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, 2f);
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stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 1f);
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stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, 1f);
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// Surfaces.
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stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
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stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
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stack.PushColor(ImGuiCol.PopupBg, PopupBgRgba);
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stack.PushColor(ImGuiCol.Border, BorderRgba);
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stack.PushColor(ImGuiCol.BorderShadow, BorderShadowRgba);
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// Frames (input fields, combos, sliders).
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stack.PushColor(ImGuiCol.FrameBg, FrameBgRgba);
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stack.PushColor(ImGuiCol.FrameBgHovered, FrameBgHoverRgba);
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stack.PushColor(ImGuiCol.FrameBgActive, FrameBgActiveRgba);
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// Title bars — tertiary identity on active.
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stack.PushColor(ImGuiCol.TitleBg, TitleBgRgba);
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stack.PushColor(ImGuiCol.TitleBgActive, TitleBgActiveRgba);
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stack.PushColor(ImGuiCol.TitleBgCollapsed, TitleBgCollapsedRgba);
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// Buttons — primary cyan.
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stack.PushColor(ImGuiCol.Button, PrimaryRgba);
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stack.PushColor(ImGuiCol.ButtonHovered, PrimaryHoverRgba);
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stack.PushColor(ImGuiCol.ButtonActive, PrimaryActiveRgba);
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// Headers / selectables — slate with subtle steps.
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stack.PushColor(ImGuiCol.Header, HeaderRgba);
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stack.PushColor(ImGuiCol.HeaderHovered, HeaderHoverRgba);
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stack.PushColor(ImGuiCol.HeaderActive, HeaderActiveRgba);
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// Tabs — tertiary identity for the active tab.
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stack.PushColor(ImGuiCol.Tab, TabRgba);
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stack.PushColor(ImGuiCol.TabHovered, TabHoveredRgba);
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stack.PushColor(ImGuiCol.TabActive, TabActiveRgba);
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stack.PushColor(ImGuiCol.TabUnfocused, TabUnfocusedRgba);
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stack.PushColor(ImGuiCol.TabUnfocusedActive, TabUnfocusedActiveRgba);
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// Scrollbar.
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stack.PushColor(ImGuiCol.ScrollbarBg, ScrollbarBgRgba);
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stack.PushColor(ImGuiCol.ScrollbarGrab, ScrollbarGrabRgba);
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stack.PushColor(ImGuiCol.ScrollbarGrabHovered, ScrollbarGrabHoveredRgba);
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stack.PushColor(ImGuiCol.ScrollbarGrabActive, ScrollbarGrabActiveRgba);
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// Resize grip — secondary amber on active.
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stack.PushColor(ImGuiCol.ResizeGrip, ResizeGripRgba);
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stack.PushColor(ImGuiCol.ResizeGripHovered, ResizeGripHoveredRgba);
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stack.PushColor(ImGuiCol.ResizeGripActive, ResizeGripActiveRgba);
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// Check mark + slider grab — primary cyan.
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stack.PushColor(ImGuiCol.CheckMark, PrimaryRgba);
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stack.PushColor(ImGuiCol.SliderGrab, PrimaryRgba);
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stack.PushColor(ImGuiCol.SliderGrabActive, PrimaryHoverRgba);
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// Separator — primary cyan when hovered/active so the eye
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// immediately sees that splitters are interactive.
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stack.PushColor(ImGuiCol.Separator, BorderRgba);
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stack.PushColor(ImGuiCol.SeparatorHovered, PrimaryHoverRgba);
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stack.PushColor(ImGuiCol.SeparatorActive, PrimaryRgba);
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return stack;
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}
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private sealed class StackHandle : IDisposable
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{
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private readonly List<IDisposable> _items = new(64);
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internal void PushColor(ImGuiCol slot, uint rgba)
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=> _items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba)));
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internal void PushStyleVar(ImGuiStyleVar var, float value)
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=> _items.Add(ImRaii.PushStyle(var, value));
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public void Dispose()
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{
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for (var i = _items.Count - 1; i >= 0; i--)
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_items[i].Dispose();
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_items.Clear();
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}
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}
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}
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