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# Context Menu IPC Integration
If you want to display custom menu items in the chat context menu, you can use
Chat 2's IPC.
Here's an example.
```cs
public class ContextMenuIntegration {
// This is used to register your plugin with the IPC. It will return an ID
// that you should save for later.
private ICallGateSubscriber<string> Register { get; }
// This is used to unregister your plugin from the IPC. You should call this
// when your plugin is unloaded.
private ICallGateSubscriber<string, object?> Unregister { get; }
// You should subscribe to this event in order to receive a notification
// when Chat 2 is loaded or updated, so you can re-register.
private ICallGateSubscriber<object?> Available { get; }
// Subscribe to this to draw your custom context menu items.
private ICallGateSubscriber<string, PlayerPayload?, ulong, Payload?, SeString?, SeString?, object?> Invoke { get; }
// The registration ID.
private string? _id;
public ChatTwoIpc(DalamudPluginInterface @interface) {
this.Register = @interface.GetIpcSubscriber<string>("ChatTwo.Register");
this.Unregister = @interface.GetIpcSubscriber<string, object?>("ChatTwo.Unregister");
this.Invoke = @interface.GetIpcSubscriber<string, PlayerPayload?, ulong, Payload?, SeString?, SeString?, object?>("ChatTwo.Invoke");
this.Available = @interface.GetIpcSubscriber<object?>("ChatTwo.Available");
}
public void Enable() {
// When Chat 2 becomes available (if it loads after this plugin) or when
// Chat 2 is updated, register automatically.
this.Available.Subscribe(() => this.Register());
// Register if Chat 2 is already loaded.
this.Register();
// Listen for context menu events.
this.Invoke.Subscribe(this.Integration);
}
private void Register() {
// Register and save the registration ID.
this._id = this.Register.InvokeFunc();
}
public void Disable() {
if (this._id != null) {
this.Unregister.InvokeAction(this._id);
this._id = null;
}
this.Invoke.Unsubscribe(this.Integration);
}
private void Integration(string id, PlayerPayload? sender, ulong contentId, Payload? payload, SeString? senderString, SeString? content) {
// Make sure the ID is the same as the saved registration ID.
if (id != this._id) {
return;
}
// Draw your custom menu items here.
// sender is the first PlayerPayload contained in the sender SeString
// contentId is the content ID of the message sender or 0 if not known
// payload is the payload that was right-clicked, if any (excluding text)
// senderString is the message sender SeString
// content is the message content SeString
if (ImGui.Selectable("Test plugin")) {
PluginLog.Log($"hi!\nsender: {sender}\ncontent id: {contentId:X}\npayload: {payload}\nsender string: {senderString}\ncontent string: {content}");
}
}
}
```
# Typing State IPC
If you need to know whether the player is currently interacting with Chat 2's
input box, subscribe to the typing IPC.
- `ChatTwo.GetChatInputState`: call this function to retrieve the current state.
- `ChatTwo.ChatInputStateChanged`: subscribe to this event to receive updates
whenever the state changes (and once immediately after subscribing).
Both IPC endpoints use the same tuple payload:
```
(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)
```
- `InputVisible`: `true` when Chat 2 is not hidden by user/cutscene/battle
settings.
- `InputFocused`: `true` while the Chat 2 input box currently has keyboard focus.
- `HasText`: `true` when the input buffer contains more than whitespace.
- `IsTyping`: convenience flag (`InputFocused && HasText`).
- `TextLength`: length of the raw input buffer.
- `ChannelType`: the `ChatTwo.Code.ChatType` representing the channel/mode that
will be used if the buffer is submitted. This value comes from the current
tab's `UsedChannel` (`ChatTwo/Configuration.cs`) which the plugin keeps in
sync by hooking the in-game shell (`ChatTwo/GameFunctions/Chat.cs`) and by
resolving temporary overrides inside the chat UI
(`ChatTwo/Ui/ChatLogWindow.cs:597`). `InputChannel` values are converted into
the exported `ChatType` via `ChatTwo/Code/InputChannelExt.ToChatType`.
Example usage:
```cs
public sealed class TypingIntegration {
private ICallGateSubscriber<(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)> GetChatInputState { get; }
private ICallGateSubscriber<(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)> ChatInputStateChanged { get; }
public TypingIntegration(DalamudPluginInterface @interface) {
this.GetChatInputState = @interface.GetIpcSubscriber<(bool, bool, bool, bool, int, ChatType)>("ChatTwo.GetChatInputState");
this.ChatInputStateChanged = @interface.GetIpcSubscriber<(bool, bool, bool, bool, int, ChatType)>("ChatTwo.ChatInputStateChanged");
}
public void Enable() {
this.ChatInputStateChanged.Subscribe(OnChatInputStateChanged);
// Optionally poll the current state on enable.
var state = this.GetChatInputState.InvokeFunc();
PluginLog.Information($"Initial typing state: {state}");
}
public void Disable() {
this.ChatInputStateChanged.Unsubscribe(OnChatInputStateChanged);
}
private void OnChatInputStateChanged((bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType) state) {
if (state.IsTyping) {
// Show typing indicator.
} else {
// Hide typing indicator.
}
}
}
```
All integrations are called inside of an ImGui `BeginMenu`.