using System.Numerics; using Dalamud.Interface.Style; using Dalamud.Interface.Utility.Raii; using Dalamud.Interface.Windowing; using Dalamud.Bindings.ImGui; namespace ChatTwo.Ui; internal class Popout : Window { private readonly ChatLogWindow ChatLogWindow; private readonly Tab Tab; private readonly int Idx; private long FrameTime; // set every frame private long LastActivityTime = Environment.TickCount64; // v0.6.0 — optional input bar inside the pop-out window. Lazy-allocated // when the user enables Tab.PopOutInputEnabled and torn down when the // toggle is turned off (independent text buffer is intentionally // discarded — see v0.6.0 spec edge-case P1). public ChatInputBar? InputBar { get; private set; } public bool HasFocusedInputBar => InputBar?.IsFocused ?? false; public Popout(ChatLogWindow chatLogWindow, Tab tab, int idx) : base($"{tab.Name}##popout") { ChatLogWindow = chatLogWindow; Tab = tab; Idx = idx; Size = new Vector2(350, 350); SizeCondition = ImGuiCond.FirstUseEver; IsOpen = true; RespectCloseHotkey = false; DisableWindowSounds = true; } public override void PreOpenCheck() { if (!Tab.PopOut) IsOpen = false; } public override bool DrawConditions() { FrameTime = Environment.TickCount64; if (Tab.IndependentHide ? HideStateCheck() : ChatLogWindow.IsHidden) return false; if (!Plugin.Config.HideWhenInactive || (!Plugin.Config.InactivityHideActiveDuringBattle && Plugin.InBattle) || !Tab.UnhideOnActivity) { LastActivityTime = FrameTime; return true; } // Activity in the tab, this popout window, or the main chat log window. var lastActivityTime = Math.Max(Tab.LastActivity, LastActivityTime); lastActivityTime = Math.Max(lastActivityTime, ChatLogWindow.LastActivityTime); return FrameTime - lastActivityTime <= 1000 * Plugin.Config.InactivityHideTimeout; } public override void PreDraw() { if (Plugin.Config is { OverrideStyle: true, ChosenStyle: not null }) StyleModel.GetConfiguredStyles()?.FirstOrDefault(style => style.Name == Plugin.Config.ChosenStyle)?.Push(); Flags = ImGuiWindowFlags.None; if (!Plugin.Config.ShowPopOutTitleBar) Flags |= ImGuiWindowFlags.NoTitleBar; if (!Tab.CanMove) Flags |= ImGuiWindowFlags.NoMove; if (!Tab.CanResize) Flags |= ImGuiWindowFlags.NoResize; if (!ChatLogWindow.PopOutDocked[Idx]) { if (Tab.IndependentOpacity) { BgAlpha = Tab.Opacity / 100f; } else { BgAlpha = Plugin.Config.HellionThemeEnabled ? Plugin.Config.HellionThemeWindowOpacity : Plugin.Config.WindowAlpha / 100f; } } } public override void Draw() { using var id = ImRaii.PushId($"popout-{Tab.Identifier}"); if (!Plugin.Config.ShowPopOutTitleBar) { ImGui.TextUnformatted(Tab.Name); ImGui.Separator(); } // v0.6.0 — pop-out optional input bar. Reserve height first so the // message log draws into the right region; only shown when the // per-tab toggle is on. Toggle-OFF resets InputBar so the next // toggle-ON gives a fresh buffer (no stale text persists). var inputEnabled = Tab.PopOutInputEnabled; if (!inputEnabled && InputBar != null) { InputBar = null; } if (inputEnabled) { InputBar ??= new ChatInputBar(ChatLogWindow.Plugin, ChatLogWindow, () => Tab); } var inputBarHeight = inputEnabled ? ImGui.GetFrameHeightWithSpacing() + ImGui.GetStyle().ItemSpacing.Y : 0f; var handler = ChatLogWindow.HandlerLender.Borrow(); var logHeight = ImGui.GetContentRegionAvail().Y - inputBarHeight; ChatLogWindow.DrawMessageLog(Tab, handler, logHeight, false); if (inputEnabled && InputBar != null) { ImGui.Separator(); InputBar.RenderCompact(); } if (ImGui.IsWindowHovered(ImGuiHoveredFlags.ChildWindows)) LastActivityTime = FrameTime; } public override void PostDraw() { ChatLogWindow.PopOutDocked[Idx] = ImGui.IsWindowDocked(); if (Plugin.Config is { OverrideStyle: true, ChosenStyle: not null }) StyleModel.GetConfiguredStyles()?.FirstOrDefault(style => style.Name == Plugin.Config.ChosenStyle)?.Pop(); } public override void OnClose() { ChatLogWindow.PopOutWindows.Remove(Tab.Identifier); ChatLogWindow.Plugin.WindowSystem.RemoveWindow(this); Tab.PopOut = false; ChatLogWindow.Plugin.SaveConfig(); } private enum HideState { None, Cutscene, CutsceneOverride, User, Battle } private HideState CurrentHideState = HideState.None; private bool HideStateCheck() { // if the chat has no hide state set, and the player has entered battle, we hide chat if they have configured it if (Tab.HideInBattle && CurrentHideState == HideState.None && Plugin.InBattle) CurrentHideState = HideState.Battle; // If the chat is hidden because of battle, we reset it here if (CurrentHideState is HideState.Battle && !Plugin.InBattle) CurrentHideState = HideState.None; // if the chat has no hide state and in a cutscene, set the hide state to cutscene if (Tab.HideDuringCutscenes && CurrentHideState == HideState.None && (Plugin.CutsceneActive || Plugin.GposeActive)) { if (ChatLogWindow.Plugin.Functions.Chat.CheckHideFlags()) CurrentHideState = HideState.Cutscene; } // if the chat is hidden because of a cutscene and no longer in a cutscene, set the hide state to none if (CurrentHideState is HideState.Cutscene or HideState.CutsceneOverride && !Plugin.CutsceneActive && !Plugin.GposeActive) CurrentHideState = HideState.None; // if the chat is hidden because of a cutscene and the chat has been activated, show chat if (CurrentHideState == HideState.Cutscene && ChatLogWindow.Activate) CurrentHideState = HideState.CutsceneOverride; // if the user hid the chat and is now activating chat, reset the hide state if (CurrentHideState == HideState.User && ChatLogWindow.Activate) CurrentHideState = HideState.None; return CurrentHideState is HideState.Cutscene or HideState.User or HideState.Battle || (Tab.HideWhenNotLoggedIn && !Plugin.ClientState.IsLoggedIn); } }