Files
HellionChat/ChatTwo/Ui/ChatInputBar.cs
T

247 lines
8.9 KiB
C#

using System;
using System.Numerics;
using ChatTwo.Code;
using ChatTwo.Util;
using Dalamud.Bindings.ImGui;
using Dalamud.Interface.Utility.Raii;
namespace ChatTwo.Ui;
// Hellion Chat — v0.6.0 input bar component for pop-out windows.
//
// Pragmatischer Refactor-Scope: Render() ist ein leerer Marker-Stub für
// das Hauptfenster — der bestehende Input-Layer in ChatLogWindow bleibt
// unangetastet, weil ein 400-Zeilen-Extract aus einem 1926-Zeilen-File
// das v0.6.0-Risiko unverhältnismäßig erhöhen würde. Pop-Outs nutzen
// ausschließlich RenderCompact(), das ist der ganze v0.6.0-Mehrwert.
// Sollte das Hauptfenster selber später eine Compact-Variante brauchen
// (oder das große Extract sich aus anderem Grund lohnen), kann Render()
// in einem späteren Cycle gefüllt werden.
public sealed class ChatInputBar
{
private readonly Plugin _plugin;
private readonly ChatLogWindow _host;
private readonly Func<Tab?> _activeTabAccessor;
private readonly InputState _state = new();
public ChatInputBar(Plugin plugin, ChatLogWindow host, Func<Tab?> activeTabAccessor)
{
_plugin = plugin;
_host = host;
_activeTabAccessor = activeTabAccessor;
}
public InputState State => _state;
public bool IsFocused { get; private set; }
// Stub. v0.6.0 belässt den Hauptfenster-Input wie er ist.
public void Render()
{
}
// Compact rendering for pop-out windows.
//
// v0.6.0 Compact-Layout: Channel-Icon-Button links (Background-Farbe
// aus ChatColours), Text-Input rechts daneben. Auto-Translate-Picker
// ist bewusst NICHT im Compact-Mode (Spec-Abweichung Layout D → A).
// Rechtfertigung: das Hauptfenster-Auto-Complete-Popup ist nicht ohne
// grossen Refactor pro Window instanzierbar; typische Pop-Out-Use-Cases
// (FC-Greeter, Club-Hostess) brauchen Auto-Translate selten dort.
// Eigene Compact-Auto-Complete-Implementation kann ein späterer
// Cycle nachreichen wenn Tester-Feedback das verlangt.
//
// Channel-Switch wirkt via Plugin.Functions.Chat global (FFXIV-API).
// Pro Pop-Out unabhängig bleiben Text-Buffer und History-Cursor.
public void RenderCompact()
{
var tab = _activeTabAccessor();
if (tab == null)
return;
DrawChannelIconButton(tab);
ImGui.SameLine();
DrawCompactInput(tab);
}
private void DrawCompactInput(Tab tab)
{
// Input takes the whole remaining width — no auto-translate button
// reserved on the right side in v0.6.0 (see RenderCompact comment).
var inputWidth = ImGui.GetContentRegionAvail().X;
if (inputWidth < 60f)
inputWidth = 60f;
ImGui.SetNextItemWidth(inputWidth);
// CallbackHistory wires up Up/Down navigation against the shared
// InputHistoryService. Submit is detected the same way the main
// window does it: via IsItemDeactivated + Enter, NOT EnterReturnsTrue
// (matching v0.5.x ChatLogWindow.cs behavior).
const ImGuiInputTextFlags flags = ImGuiInputTextFlags.CallbackHistory;
ImGui.InputText($"##chat-compact-input-{tab.Identifier}", ref _state.Buffer, 500, flags, CompactCallback);
IsFocused = ImGui.IsItemActive();
if (ImGui.IsItemDeactivated()
&& (ImGui.IsKeyDown(ImGuiKey.Enter) || ImGui.IsKeyDown(ImGuiKey.KeypadEnter)))
{
SubmitCompact(tab);
}
}
private void SubmitCompact(Tab tab)
{
if (string.IsNullOrWhiteSpace(_state.Buffer))
return;
var text = _state.Buffer;
_state.Buffer = string.Empty;
_state.HistoryCursor = -1;
_host.SendChatBoxFromExternal(tab, text);
}
// History-navigation callback for the compact input. Mirrors the main
// window's logic but operates on _state.HistoryCursor and the shared
// InputHistoryService. Index semantics match v0.5.x InputBacklog:
// 0 = oldest, Count-1 = newest.
private unsafe int CompactCallback(scoped ref ImGuiInputTextCallbackData data)
{
if (data.EventFlag != ImGuiInputTextFlags.CallbackHistory)
return 0;
var prev = _state.HistoryCursor;
switch (data.EventKey)
{
case ImGuiKey.UpArrow:
switch (_state.HistoryCursor)
{
case -1:
var offset = 0;
if (!string.IsNullOrWhiteSpace(_state.Buffer))
{
InputHistoryService.Push(_state.Buffer);
offset = 1;
}
_state.HistoryCursor = InputHistoryService.Count - 1 - offset;
break;
case > 0:
_state.HistoryCursor--;
break;
}
break;
case ImGuiKey.DownArrow:
if (_state.HistoryCursor != -1)
if (++_state.HistoryCursor >= InputHistoryService.Count)
_state.HistoryCursor = -1;
break;
}
if (prev == _state.HistoryCursor)
return 0;
var historyStr = InputHistoryService.GetByCursor(_state.HistoryCursor) ?? string.Empty;
data.DeleteChars(0, data.BufTextLen);
data.InsertChars(0, historyStr);
return 0;
}
private void DrawChannelIconButton(Tab tab)
{
var inputType = tab.CurrentChannel.UseTempChannel
? tab.CurrentChannel.TempChannel.ToChatType()
: tab.CurrentChannel.Channel.ToChatType();
var rgba = Plugin.Config.ChatColours.TryGetValue(inputType, out var c)
? c
: (inputType.DefaultColor() ?? 0xFFFFFFFFu);
var v3 = ColourUtil.RgbaToVector3(rgba);
var bg = new Vector4(v3.X, v3.Y, v3.Z, 1f);
// Compute readable foreground — black on bright, white on dark
var luminance = 0.2126f * v3.X + 0.7152f * v3.Y + 0.0722f * v3.Z;
var fg = luminance > 0.55f ? new Vector4(0f, 0f, 0f, 1f) : new Vector4(1f, 1f, 1f, 1f);
const string popupId = "chat-channel-picker-compact";
const float buttonSize = 22f;
using (ImRaii.PushColor(ImGuiCol.Button, bg))
using (ImRaii.PushColor(ImGuiCol.ButtonHovered, bg))
using (ImRaii.PushColor(ImGuiCol.ButtonActive, bg))
using (ImRaii.PushColor(ImGuiCol.Text, fg))
{
// Single-letter glyph derived from the channel — quick visual cue
// until we have a proper icon font available in the compact bar.
var label = ChannelGlyph(inputType);
if (ImGui.Button($"{label}##chan-compact", new Vector2(buttonSize, buttonSize)) && tab.Channel is null)
ImGui.OpenPopup(popupId);
}
if (tab.Channel is not null && ImGui.IsItemHovered())
{
ImGui.SetTooltip(Resources.Language.ChatLog_SwitcherDisabled);
}
else if (ImGui.IsItemHovered())
{
ImGui.SetTooltip(inputType.Name());
}
using (var popup = ImRaii.Popup(popupId))
{
if (popup)
{
var channels = _host.GetValidChannels();
foreach (var (name, channel) in channels)
if (ImGui.Selectable(name))
_host.SetChannel(channel);
}
}
}
private static string ChannelGlyph(ChatType type) => type switch
{
ChatType.Say => "S",
ChatType.Yell => "Y",
ChatType.Shout => "!",
ChatType.TellIncoming or ChatType.TellOutgoing => "T",
ChatType.Party or ChatType.CrossParty => "P",
ChatType.Alliance => "A",
ChatType.FreeCompany => "F",
ChatType.NoviceNetwork => "N",
ChatType.Linkshell1 => "1",
ChatType.Linkshell2 => "2",
ChatType.Linkshell3 => "3",
ChatType.Linkshell4 => "4",
ChatType.Linkshell5 => "5",
ChatType.Linkshell6 => "6",
ChatType.Linkshell7 => "7",
ChatType.Linkshell8 => "8",
ChatType.CrossLinkshell1 => "①",
ChatType.CrossLinkshell2 => "②",
ChatType.CrossLinkshell3 => "③",
ChatType.CrossLinkshell4 => "④",
ChatType.CrossLinkshell5 => "⑤",
ChatType.CrossLinkshell6 => "⑥",
ChatType.CrossLinkshell7 => "⑦",
ChatType.CrossLinkshell8 => "⑧",
_ => "?",
};
// Forwards a tab-cycle keybind delta to the host so all windows
// navigate the same active-tab pointer (single source of truth).
public void HandleKeybindForward(int delta)
{
_host.ChangeTabDelta(delta);
}
}
// Per-window input state. Each ChatInputBar instance owns one of these
// so pop-outs and the main window keep independent buffers and channels
// (State-Sync-Entscheidung A in the v0.6.0 spec).
public sealed class InputState
{
public string Buffer = string.Empty;
public InputChannel? Channel;
public int HistoryCursor = -1;
}