using ChatTwo.Util; using Dalamud.Bindings.ImGui; using Dalamud.Interface.Utility.Raii; namespace ChatTwo.Ui; /// /// ImGui style override for Hellion Chat. Industrial HUD palette with three /// distinct accents — cyan-teal as the primary action color, industrial /// amber for active state highlights, slate-violet for title bars and /// active tabs — on a deep-slate frame background with steel borders. /// /// Two entry points: /// Push — local color stack, scoped via using-block. Use inside /// Hellion-only surfaces (Privacy tab, first-run wizard). /// PushGlobal — full color + style variable stack. Pushed once per frame /// in Plugin.Draw so every Hellion-rendered window inherits /// the look. Cheap to pop because ImGui keeps its own stack. /// internal static class HellionStyle { // Encoded as 0xRRGGBBAA, matching ChatTwo convention (see Settings.cs // Ko-fi buttons). RgbaToAbgr handles the byte swap to the format ImGui // expects. // Primary — cyan-teal for actionable controls (buttons, checks, sliders). private const uint PrimaryRgba = 0x00B8D4FF; private const uint PrimaryHoverRgba = 0x26C6DAFF; private const uint PrimaryActiveRgba = 0x00838FFF; // Secondary — industrial amber, used as a warm highlight for active // states (tab borders, resize grips, scrollbar grabs). private const uint SecondaryRgba = 0xFFB300FF; private const uint SecondaryHoverRgba = 0xFFC940FF; private const uint SecondaryActiveRgba = 0xC68400FF; // Tertiary — slate violet, reserved for title bars and the active tab // background so identity beats out the cyan accent without competing // with it on action controls. private const uint TertiaryRgba = 0x7B61FFFF; private const uint TertiaryHoverRgba = 0x9580FFFF; private const uint TertiaryActiveRgba = 0x5E45D9FF; // Surfaces — deep slate window/frame backgrounds, steel borders. private const uint WindowBgRgba = 0x0E1A20FF; private const uint ChildBgRgba = 0x102027FF; private const uint PopupBgRgba = 0x102027FF; private const uint FrameBgRgba = 0x162831FF; private const uint FrameBgHoverRgba = 0x1F3540FF; private const uint FrameBgActiveRgba = 0x274250FF; private const uint BorderRgba = 0x37474FFF; private const uint BorderShadowRgba = 0x00000000; // Headers / collapsing-headers / tree nodes / selectables. private const uint HeaderRgba = 0x1B2C36FF; private const uint HeaderHoverRgba = 0x263A45FF; private const uint HeaderActiveRgba = 0x324A57FF; // Title bars — tertiary identity for the active state. private const uint TitleBgRgba = 0x0E1A20FF; private const uint TitleBgActiveRgba = 0x5E45D9FF; private const uint TitleBgCollapsedRgba = 0x0A1318FF; // Tabs — tertiary tint, secondary highlight while hovered/unfocused. private const uint TabRgba = 0x162831FF; private const uint TabHoveredRgba = 0x9580FFFF; private const uint TabActiveRgba = 0x7B61FFFF; private const uint TabUnfocusedRgba = 0x12222AFF; private const uint TabUnfocusedActiveRgba = 0x5E45D9FF; // Scrollbar — slate base, secondary amber on grab. private const uint ScrollbarBgRgba = 0x0E1A20FF; private const uint ScrollbarGrabRgba = 0x37474FFF; private const uint ScrollbarGrabHoveredRgba = 0xFFC940FF; private const uint ScrollbarGrabActiveRgba = 0xFFB300FF; // Resize grip — secondary amber for the active corner pull. private const uint ResizeGripRgba = 0x37474FFF; private const uint ResizeGripHoveredRgba = 0xFFC940FF; private const uint ResizeGripActiveRgba = 0xFFB300FF; // Separator and check mark / slider follow the primary cyan. /// /// Local color stack for Hellion-only surfaces. Cheap. Use inside a /// `using var _ = HellionStyle.Push();` block. /// internal static IDisposable Push() { var stack = new StackHandle(); stack.PushColor(ImGuiCol.Button, PrimaryRgba); stack.PushColor(ImGuiCol.ButtonHovered, PrimaryHoverRgba); stack.PushColor(ImGuiCol.ButtonActive, PrimaryActiveRgba); stack.PushColor(ImGuiCol.FrameBg, FrameBgRgba); stack.PushColor(ImGuiCol.FrameBgHovered, FrameBgHoverRgba); stack.PushColor(ImGuiCol.FrameBgActive, FrameBgActiveRgba); stack.PushColor(ImGuiCol.Border, BorderRgba); stack.PushColor(ImGuiCol.Header, HeaderRgba); stack.PushColor(ImGuiCol.HeaderHovered, HeaderHoverRgba); stack.PushColor(ImGuiCol.HeaderActive, HeaderActiveRgba); stack.PushColor(ImGuiCol.CheckMark, PrimaryRgba); stack.PushColor(ImGuiCol.SliderGrab, PrimaryRgba); stack.PushColor(ImGuiCol.SliderGrabActive, PrimaryHoverRgba); return stack; } /// /// Global color and style-variable stack pushed once per frame in /// Plugin.Draw. Covers every ImGui surface the plugin renders so the /// Hellion look is consistent across upstream and Hellion tabs. /// /// Window background alpha (0.5–1.0). Lower /// values let the game shine through the plugin panes. internal static IDisposable PushGlobal(float windowOpacity = 1.0f) { var stack = new StackHandle(); // Mix the configured opacity into both the outer window and the // inner content child backgrounds — without ChildBg following the // slider the chat log stays opaque inside even when the user // wants to see the game behind it during combat. Form fields and // popups (FrameBg, PopupBg) still stay opaque so input is readable. var alphaByte = (uint)Math.Clamp((int)(windowOpacity * 255f), 0x55, 0xFF); var windowBgWithAlpha = (WindowBgRgba & 0xFFFFFF00u) | alphaByte; var childBgWithAlpha = (ChildBgRgba & 0xFFFFFF00u) | alphaByte; // Layout — geometric edges, modest rounding, single-pixel borders. stack.PushStyleVar(ImGuiStyleVar.WindowRounding, 4f); stack.PushStyleVar(ImGuiStyleVar.ChildRounding, 3f); stack.PushStyleVar(ImGuiStyleVar.PopupRounding, 3f); stack.PushStyleVar(ImGuiStyleVar.FrameRounding, 2f); stack.PushStyleVar(ImGuiStyleVar.GrabRounding, 2f); stack.PushStyleVar(ImGuiStyleVar.TabRounding, 2f); stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, 2f); stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 1f); stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, 1f); // Surfaces. stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha); stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha); stack.PushColor(ImGuiCol.PopupBg, PopupBgRgba); stack.PushColor(ImGuiCol.Border, BorderRgba); stack.PushColor(ImGuiCol.BorderShadow, BorderShadowRgba); // Frames (input fields, combos, sliders). stack.PushColor(ImGuiCol.FrameBg, FrameBgRgba); stack.PushColor(ImGuiCol.FrameBgHovered, FrameBgHoverRgba); stack.PushColor(ImGuiCol.FrameBgActive, FrameBgActiveRgba); // Title bars — tertiary identity on active. stack.PushColor(ImGuiCol.TitleBg, TitleBgRgba); stack.PushColor(ImGuiCol.TitleBgActive, TitleBgActiveRgba); stack.PushColor(ImGuiCol.TitleBgCollapsed, TitleBgCollapsedRgba); // Buttons — primary cyan. stack.PushColor(ImGuiCol.Button, PrimaryRgba); stack.PushColor(ImGuiCol.ButtonHovered, PrimaryHoverRgba); stack.PushColor(ImGuiCol.ButtonActive, PrimaryActiveRgba); // Headers / selectables — slate with subtle steps. stack.PushColor(ImGuiCol.Header, HeaderRgba); stack.PushColor(ImGuiCol.HeaderHovered, HeaderHoverRgba); stack.PushColor(ImGuiCol.HeaderActive, HeaderActiveRgba); // Tabs — tertiary identity for the active tab. stack.PushColor(ImGuiCol.Tab, TabRgba); stack.PushColor(ImGuiCol.TabHovered, TabHoveredRgba); stack.PushColor(ImGuiCol.TabActive, TabActiveRgba); stack.PushColor(ImGuiCol.TabUnfocused, TabUnfocusedRgba); stack.PushColor(ImGuiCol.TabUnfocusedActive, TabUnfocusedActiveRgba); // Scrollbar. stack.PushColor(ImGuiCol.ScrollbarBg, ScrollbarBgRgba); stack.PushColor(ImGuiCol.ScrollbarGrab, ScrollbarGrabRgba); stack.PushColor(ImGuiCol.ScrollbarGrabHovered, ScrollbarGrabHoveredRgba); stack.PushColor(ImGuiCol.ScrollbarGrabActive, ScrollbarGrabActiveRgba); // Resize grip — secondary amber on active. stack.PushColor(ImGuiCol.ResizeGrip, ResizeGripRgba); stack.PushColor(ImGuiCol.ResizeGripHovered, ResizeGripHoveredRgba); stack.PushColor(ImGuiCol.ResizeGripActive, ResizeGripActiveRgba); // Check mark + slider grab — primary cyan. stack.PushColor(ImGuiCol.CheckMark, PrimaryRgba); stack.PushColor(ImGuiCol.SliderGrab, PrimaryRgba); stack.PushColor(ImGuiCol.SliderGrabActive, PrimaryHoverRgba); // Separator — primary cyan when hovered/active so the eye // immediately sees that splitters are interactive. stack.PushColor(ImGuiCol.Separator, BorderRgba); stack.PushColor(ImGuiCol.SeparatorHovered, PrimaryHoverRgba); stack.PushColor(ImGuiCol.SeparatorActive, PrimaryRgba); return stack; } private sealed class StackHandle : IDisposable { private readonly List _items = new(64); internal void PushColor(ImGuiCol slot, uint rgba) => _items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba))); internal void PushStyleVar(ImGuiStyleVar var, float value) => _items.Add(ImRaii.PushStyle(var, value)); public void Dispose() { for (var i = _items.Count - 1; i >= 0; i--) _items[i].Dispose(); _items.Clear(); } } }