Files
HellionChat/HellionChat/Ui/HellionStyle.cs
T
JonKazama-Hellion 57b6ead003 release(v1.5.4): manifest bump and forge post
Bumps csproj, yaml, repo.json, CHANGELOG, ROADMAP and README in
lock-step to 1.5.4. Forge-post DE-body added with the Polish & Motion
versionsnatur. Slim-rule applied to the yaml and repo.json changelog
blocks (keeps v1.5.4 + v1.5.3 + v1.5.2 + v1.5.1, drops v1.5.0).

A csharpier reflow of two v1.5.4 source files (ChatLogWindow,
HellionStyle) is folded in. preflight.sh blocks A-F all green.
2026-05-20 16:32:42 +02:00

162 lines
6.7 KiB
C#

using Dalamud.Bindings.ImGui;
using Dalamud.Interface.Utility.Raii;
using HellionChat.Themes;
using HellionChat.Util;
namespace HellionChat.Ui;
// Theme-driven ImGui style override. PushGlobal is pushed once per frame
// in Plugin.Draw and drives every Hellion-rendered window.
internal static class HellionStyle
{
// Local color stack for the active theme. Use inside a
// `using var _ = HellionStyle.Push(theme);` block.
internal static IDisposable Push(Theme theme)
{
var a = theme.AbgrCache;
var stack = new StackHandle();
stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
stack.PushColorAbgr(ImGuiCol.Border, a.Border);
stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
return stack;
}
// Global color and style stack pushed once per frame.
// windowOpacity: window background alpha (0.5-1.0).
internal static IDisposable PushGlobal(
Theme theme,
ThemeRegistry registry,
float windowOpacity = 1.0f
)
{
var c = theme.Colors;
var l = theme.Layout;
// Crossfade: PM-1 reads a lerped snapshot during the 300ms window
// following a Switch (TryGetActiveCrossfade returns false outside
// the window or while ReduceMotion is on). Only the ABGR-slot path
// crossfades -- WindowBg/ChildBg RGBA stays bound to the user's
// per-window opacity override and must not fade. See
// feedback_dalamud_pinning_override.
ThemeAbgrCache a;
if (!Plugin.Config.ReduceMotion && registry.TryGetActiveCrossfade(out var lerped))
{
a = lerped;
}
else
{
a = theme.AbgrCache;
}
var stack = new StackHandle();
var alphaByte = (uint)Math.Clamp((int)(windowOpacity * 255f), 0x55, 0xFF);
var windowBgWithAlpha = (c.WindowBg & 0xFFFFFF00u) | alphaByte;
// ChildBg alpha resolution lives in HellionStyleHelpers so the
// threshold logic can be covered by a pure-helper test in the
// build suite.
var childBgWithAlpha = HellionStyleHelpers.ResolveChildBgAlpha(c.ChildBg, windowOpacity);
// Layout
stack.PushStyleVar(ImGuiStyleVar.WindowRounding, l.WindowRounding);
stack.PushStyleVar(ImGuiStyleVar.ChildRounding, l.ChildRounding);
stack.PushStyleVar(ImGuiStyleVar.PopupRounding, l.PopupRounding);
stack.PushStyleVar(ImGuiStyleVar.FrameRounding, l.FrameRounding);
stack.PushStyleVar(ImGuiStyleVar.GrabRounding, l.GrabRounding);
stack.PushStyleVar(ImGuiStyleVar.TabRounding, l.TabRounding);
stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, l.ScrollbarRounding);
stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, l.WindowBorderSize);
stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, l.FrameBorderSize);
// Surfaces — WindowBg/ChildBg use opacity-modulated values (RGBA path);
// everything else reads from the pre-computed ABGR cache.
stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
stack.PushColorAbgr(ImGuiCol.PopupBg, a.ChildBg);
stack.PushColorAbgr(ImGuiCol.Border, a.Border);
stack.PushColorAbgr(ImGuiCol.BorderShadow, 0u);
// Frames
stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
// Title bars
stack.PushColorAbgr(ImGuiCol.TitleBg, a.WindowBg);
stack.PushColorAbgr(ImGuiCol.TitleBgActive, a.Identity);
stack.PushColorAbgr(ImGuiCol.TitleBgCollapsed, a.WindowBg);
// Buttons
stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
// Headers / selectables
stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
// Tabs
stack.PushColorAbgr(ImGuiCol.Tab, a.FrameBg);
stack.PushColorAbgr(ImGuiCol.TabHovered, a.PrimaryLight);
stack.PushColorAbgr(ImGuiCol.TabActive, a.Identity);
stack.PushColorAbgr(ImGuiCol.TabUnfocused, a.ChildBg);
stack.PushColorAbgr(ImGuiCol.TabUnfocusedActive, a.PrimaryDark);
// Scrollbar
stack.PushColorAbgr(ImGuiCol.ScrollbarBg, a.WindowBg);
stack.PushColorAbgr(ImGuiCol.ScrollbarGrab, a.Surface);
stack.PushColorAbgr(ImGuiCol.ScrollbarGrabHovered, a.AccentLight);
stack.PushColorAbgr(ImGuiCol.ScrollbarGrabActive, a.Accent);
// Resize grip
stack.PushColorAbgr(ImGuiCol.ResizeGrip, a.FrameBg);
stack.PushColorAbgr(ImGuiCol.ResizeGripHovered, a.AccentLight);
stack.PushColorAbgr(ImGuiCol.ResizeGripActive, a.Accent);
// Check mark + slider grab
stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
// Separator
stack.PushColorAbgr(ImGuiCol.Separator, a.Border);
stack.PushColorAbgr(ImGuiCol.SeparatorHovered, a.PrimaryLight);
stack.PushColorAbgr(ImGuiCol.SeparatorActive, a.Primary);
return stack;
}
private sealed class StackHandle : IDisposable
{
private readonly List<IDisposable> _items = new(64);
internal void PushColor(ImGuiCol slot, uint rgba) =>
_items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba)));
internal void PushColorAbgr(ImGuiCol slot, uint abgr) =>
_items.Add(ImRaii.PushColor(slot, abgr));
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();
}
}
}