499 lines
17 KiB
C#
499 lines
17 KiB
C#
using Dalamud.Bindings.ImGui;
|
|
using Dalamud.Interface;
|
|
using Dalamud.Interface.ManagedFontAtlas;
|
|
using Dalamud.Interface.Utility;
|
|
using Dalamud.Interface.Utility.Raii;
|
|
using System.Numerics;
|
|
|
|
namespace LightlessSync.UI.Style;
|
|
|
|
/// <summary>
|
|
/// A reusable animated header component with a gradient background, some funny stars, and shooting star effects to match the lightless void theme a bit.
|
|
/// </summary>
|
|
public class AnimatedHeader
|
|
{
|
|
private struct Particle
|
|
{
|
|
public Vector2 Position;
|
|
public Vector2 Velocity;
|
|
public float Life;
|
|
public float MaxLife;
|
|
public float Size;
|
|
public ParticleType Type;
|
|
public List<Vector2>? Trail;
|
|
public float Twinkle;
|
|
public float Depth;
|
|
public float Hue;
|
|
}
|
|
|
|
private enum ParticleType
|
|
{
|
|
TwinklingStar,
|
|
ShootingStar
|
|
}
|
|
|
|
private readonly List<Particle> _particles = [];
|
|
private float _particleSpawnTimer;
|
|
private readonly Random _random = new();
|
|
|
|
private const float _particleSpawnInterval = 0.2f;
|
|
private const int _maxParticles = 50;
|
|
private const int _maxTrailLength = 50;
|
|
private const float _edgeFadeDistance = 30f;
|
|
private const float _extendedParticleHeight = 40f;
|
|
|
|
public float Height { get; set; } = 150f;
|
|
|
|
// Color keys for theming
|
|
public string? TopColorKey { get; set; } = "HeaderGradientTop";
|
|
public string? BottomColorKey { get; set; } = "HeaderGradientBottom";
|
|
public string? StaticStarColorKey { get; set; } = "HeaderStaticStar";
|
|
public string? ShootingStarColorKey { get; set; } = "HeaderShootingStar";
|
|
|
|
// Fallbacks if the color keys are not found
|
|
public Vector4 TopColor { get; set; } = new(0.08f, 0.05f, 0.15f, 1.0f);
|
|
public Vector4 BottomColor { get; set; } = new(0.12f, 0.08f, 0.20f, 1.0f);
|
|
public Vector4 StaticStarColor { get; set; } = new(1f, 1f, 1f, 1f);
|
|
public Vector4 ShootingStarColor { get; set; } = new(0.4f, 0.8f, 1.0f, 1.0f);
|
|
|
|
public bool EnableParticles { get; set; } = true;
|
|
public bool EnableBottomGradient { get; set; } = true;
|
|
|
|
public float GradientHeight { get; set; } = 60f;
|
|
|
|
/// <summary>
|
|
/// Draws the animated header with some customizable content
|
|
/// </summary>
|
|
/// <param name="width">Width of the header</param>
|
|
/// <param name="drawContent">Action to draw custom content inside the header</param>
|
|
public void Draw(float width, Action<Vector2, Vector2> drawContent)
|
|
{
|
|
var windowPos = ImGui.GetWindowPos();
|
|
var windowPadding = ImGui.GetStyle().WindowPadding;
|
|
|
|
var headerStart = windowPos + new Vector2(windowPadding.X, windowPadding.Y);
|
|
var headerEnd = headerStart + new Vector2(width, Height);
|
|
var extendedParticleSize = new Vector2(width, Height + _extendedParticleHeight);
|
|
|
|
DrawGradientBackground(headerStart, headerEnd);
|
|
|
|
if (EnableParticles)
|
|
{
|
|
DrawParticleEffects(headerStart, extendedParticleSize);
|
|
}
|
|
|
|
drawContent(headerStart, headerEnd);
|
|
|
|
if (EnableBottomGradient)
|
|
{
|
|
DrawBottomGradient(headerStart, headerEnd, width);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws a simple animated header with title and subtitle.
|
|
/// </summary>
|
|
public void DrawSimple(float width, string title, string subtitle, IFontHandle? titleFont = null, Vector4? titleColor = null, Vector4? subtitleColor = null)
|
|
{
|
|
Draw(width, (headerStart, headerEnd) =>
|
|
{
|
|
var textX = 20f;
|
|
var textY = 30f;
|
|
|
|
ImGui.SetCursorScreenPos(headerStart + new Vector2(textX, textY));
|
|
|
|
if (titleFont != null)
|
|
{
|
|
using (titleFont.Push())
|
|
{
|
|
ImGui.TextColored(titleColor ?? new Vector4(0.95f, 0.95f, 0.95f, 1.0f), title);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ImGui.TextColored(titleColor ?? new Vector4(0.95f, 0.95f, 0.95f, 1.0f), title);
|
|
}
|
|
|
|
ImGui.SetCursorScreenPos(headerStart + new Vector2(textX, textY + 45f));
|
|
ImGui.TextColored(subtitleColor ?? UIColors.Get("LightlessBlue"), subtitle);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws a header with title, subtitle, and action buttons in the top-right corner.
|
|
/// </summary>
|
|
public void DrawWithButtons(float width, string title, string subtitle, List<HeaderButton> buttons, IFontHandle? titleFont = null)
|
|
{
|
|
Draw(width, (headerStart, headerEnd) =>
|
|
{
|
|
// Draw title and subtitle
|
|
var textX = 20f;
|
|
var textY = 30f;
|
|
|
|
ImGui.SetCursorScreenPos(headerStart + new Vector2(textX, textY));
|
|
|
|
if (titleFont != null)
|
|
{
|
|
using (titleFont.Push())
|
|
{
|
|
ImGui.TextColored(new Vector4(0.95f, 0.95f, 0.95f, 1.0f), title);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ImGui.TextColored(new Vector4(0.95f, 0.95f, 0.95f, 1.0f), title);
|
|
}
|
|
|
|
ImGui.SetCursorScreenPos(headerStart + new Vector2(textX, textY + 45f));
|
|
ImGui.TextColored(UIColors.Get("LightlessBlue"), subtitle);
|
|
|
|
// Draw buttons
|
|
if (buttons.Count > 0)
|
|
{
|
|
DrawHeaderButtons(headerStart, width, buttons);
|
|
}
|
|
});
|
|
}
|
|
|
|
private void DrawGradientBackground(Vector2 headerStart, Vector2 headerEnd)
|
|
{
|
|
var drawList = ImGui.GetWindowDrawList();
|
|
|
|
var top = ResolveColor(TopColorKey, TopColor);
|
|
var bottom = ResolveColor(BottomColorKey, BottomColor);
|
|
|
|
drawList.AddRectFilledMultiColor(
|
|
headerStart,
|
|
headerEnd,
|
|
ImGui.GetColorU32(top),
|
|
ImGui.GetColorU32(top),
|
|
ImGui.GetColorU32(bottom),
|
|
ImGui.GetColorU32(bottom)
|
|
);
|
|
|
|
// Draw static background stars
|
|
var starBase = ResolveColor(StaticStarColorKey, StaticStarColor);
|
|
|
|
var random = new Random(42);
|
|
for (int i = 0; i < 50; i++)
|
|
{
|
|
var starPos = headerStart + new Vector2(
|
|
(float)random.NextDouble() * (headerEnd.X - headerStart.X),
|
|
(float)random.NextDouble() * (headerEnd.Y - headerStart.Y)
|
|
);
|
|
var brightness = 0.3f + (float)random.NextDouble() * 0.4f;
|
|
var starColor = starBase with { W = starBase.W * brightness };
|
|
|
|
drawList.AddCircleFilled(starPos, 1f, ImGui.GetColorU32(starColor));
|
|
}
|
|
}
|
|
|
|
private void DrawBottomGradient(Vector2 headerStart, Vector2 headerEnd, float width)
|
|
{
|
|
var drawList = ImGui.GetWindowDrawList();
|
|
var gradientHeight = GradientHeight;
|
|
var bottom = ResolveColor(BottomColorKey, BottomColor);
|
|
|
|
for (int i = 0; i < gradientHeight; i++)
|
|
{
|
|
var progress = i / gradientHeight;
|
|
var smoothProgress = progress * progress;
|
|
|
|
var r = bottom.X + (0.0f - bottom.X) * smoothProgress;
|
|
var g = bottom.Y + (0.0f - bottom.Y) * smoothProgress;
|
|
var b = bottom.Z + (0.0f - bottom.Z) * smoothProgress;
|
|
var alpha = 1f - smoothProgress;
|
|
|
|
var gradientColor = new Vector4(r, g, b, alpha);
|
|
drawList.AddLine(
|
|
new Vector2(headerStart.X, headerEnd.Y + i),
|
|
new Vector2(headerStart.X + width, headerEnd.Y + i),
|
|
ImGui.GetColorU32(gradientColor),
|
|
1f
|
|
);
|
|
}
|
|
}
|
|
|
|
private void DrawHeaderButtons(Vector2 headerStart, float headerWidth, List<HeaderButton> buttons)
|
|
{
|
|
var spacing = 8f * ImGuiHelpers.GlobalScale;
|
|
var rightPadding = 15f * ImGuiHelpers.GlobalScale;
|
|
var topPadding = 15f * ImGuiHelpers.GlobalScale;
|
|
var buttonY = headerStart.Y + topPadding;
|
|
|
|
using (ImRaii.PushFont(UiBuilder.IconFont))
|
|
{
|
|
// Calculate button size (assuming all buttons are the same size)
|
|
var buttonSize = ImGui.CalcTextSize(FontAwesomeIcon.Globe.ToIconString());
|
|
buttonSize += ImGui.GetStyle().FramePadding * 2;
|
|
|
|
float currentX = headerStart.X + headerWidth - rightPadding - buttonSize.X;
|
|
|
|
using (ImRaii.PushColor(ImGuiCol.Button, new Vector4(0, 0, 0, 0)))
|
|
using (ImRaii.PushColor(ImGuiCol.ButtonHovered, UIColors.Get("LightlessPurple") with { W = 0.3f }))
|
|
using (ImRaii.PushColor(ImGuiCol.ButtonActive, UIColors.Get("LightlessPurpleActive") with { W = 0.5f }))
|
|
{
|
|
for (int i = buttons.Count - 1; i >= 0; i--)
|
|
{
|
|
var button = buttons[i];
|
|
ImGui.SetCursorScreenPos(new Vector2(currentX, buttonY));
|
|
|
|
if (ImGui.Button(button.Icon.ToIconString()))
|
|
{
|
|
button.OnClick?.Invoke();
|
|
}
|
|
|
|
if (ImGui.IsItemHovered() && !string.IsNullOrEmpty(button.Tooltip))
|
|
{
|
|
ImGui.PushFont(UiBuilder.DefaultFont);
|
|
ImGui.SetTooltip(button.Tooltip);
|
|
ImGui.PopFont();
|
|
}
|
|
|
|
currentX -= buttonSize.X + spacing;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void DrawParticleEffects(Vector2 bannerStart, Vector2 bannerSize)
|
|
{
|
|
var deltaTime = ImGui.GetIO().DeltaTime;
|
|
_particleSpawnTimer += deltaTime;
|
|
|
|
if (_particleSpawnTimer > _particleSpawnInterval && _particles.Count < _maxParticles)
|
|
{
|
|
SpawnParticle(bannerSize);
|
|
_particleSpawnTimer = 0f;
|
|
}
|
|
|
|
if (_random.NextDouble() < 0.003)
|
|
{
|
|
SpawnShootingStar(bannerSize);
|
|
}
|
|
|
|
var drawList = ImGui.GetWindowDrawList();
|
|
|
|
for (int i = _particles.Count - 1; i >= 0; i--)
|
|
{
|
|
var particle = _particles[i];
|
|
|
|
var screenPos = bannerStart + particle.Position;
|
|
|
|
if (particle.Type == ParticleType.ShootingStar && particle.Trail != null)
|
|
{
|
|
particle.Trail.Insert(0, particle.Position);
|
|
if (particle.Trail.Count > _maxTrailLength)
|
|
particle.Trail.RemoveAt(particle.Trail.Count - 1);
|
|
}
|
|
|
|
if (particle.Type == ParticleType.TwinklingStar)
|
|
{
|
|
particle.Twinkle += 0.005f * particle.Depth;
|
|
}
|
|
|
|
particle.Position += particle.Velocity * deltaTime;
|
|
particle.Life -= deltaTime;
|
|
|
|
var isOutOfBounds = particle.Position.X < -50 || particle.Position.X > bannerSize.X + 50 ||
|
|
particle.Position.Y < -50 || particle.Position.Y > bannerSize.Y + 50;
|
|
|
|
if (particle.Life <= 0 || (particle.Type != ParticleType.TwinklingStar && isOutOfBounds))
|
|
{
|
|
_particles.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
if (particle.Type == ParticleType.TwinklingStar)
|
|
{
|
|
if (particle.Position.X < 0 || particle.Position.X > bannerSize.X)
|
|
particle.Velocity = particle.Velocity with { X = -particle.Velocity.X };
|
|
if (particle.Position.Y < 0 || particle.Position.Y > bannerSize.Y)
|
|
particle.Velocity = particle.Velocity with { Y = -particle.Velocity.Y };
|
|
}
|
|
|
|
var fadeIn = Math.Min(1f, (particle.MaxLife - particle.Life) / 20f);
|
|
var fadeOut = Math.Min(1f, particle.Life / 20f);
|
|
var lifeFade = Math.Min(fadeIn, fadeOut);
|
|
|
|
var edgeFadeX = Math.Min(
|
|
Math.Min(1f, (particle.Position.X + _edgeFadeDistance) / _edgeFadeDistance),
|
|
Math.Min(1f, (bannerSize.X - particle.Position.X + _edgeFadeDistance) / _edgeFadeDistance)
|
|
);
|
|
var edgeFadeY = Math.Min(
|
|
Math.Min(1f, (particle.Position.Y + _edgeFadeDistance) / _edgeFadeDistance),
|
|
Math.Min(1f, (bannerSize.Y - particle.Position.Y + _edgeFadeDistance) / _edgeFadeDistance)
|
|
);
|
|
var edgeFade = Math.Min(edgeFadeX, edgeFadeY);
|
|
|
|
var baseAlpha = lifeFade * edgeFade;
|
|
var finalAlpha = particle.Type == ParticleType.TwinklingStar
|
|
? baseAlpha * (0.6f + 0.4f * MathF.Sin(particle.Twinkle))
|
|
: baseAlpha;
|
|
|
|
var shootingBase = ResolveColor(ShootingStarColorKey, ShootingStarColor);
|
|
|
|
if (particle.Type == ParticleType.ShootingStar && particle.Trail != null && particle.Trail.Count > 1)
|
|
{
|
|
var baseColor = shootingBase;
|
|
|
|
for (int t = 1; t < particle.Trail.Count; t++)
|
|
{
|
|
var trailProgress = (float)t / particle.Trail.Count;
|
|
var trailAlpha = Math.Min(1f, (1f - trailProgress) * finalAlpha * 1.8f);
|
|
var trailWidth = (1f - trailProgress) * 3f + 1f;
|
|
|
|
var glowAlpha = trailAlpha * 0.4f;
|
|
|
|
drawList.AddLine(
|
|
bannerStart + particle.Trail[t - 1],
|
|
bannerStart + particle.Trail[t],
|
|
ImGui.GetColorU32(baseColor with { W = glowAlpha }),
|
|
trailWidth + 4f
|
|
);
|
|
|
|
drawList.AddLine(
|
|
bannerStart + particle.Trail[t - 1],
|
|
bannerStart + particle.Trail[t],
|
|
ImGui.GetColorU32(baseColor with { W = trailAlpha }),
|
|
trailWidth
|
|
);
|
|
}
|
|
}
|
|
else if (particle.Type == ParticleType.TwinklingStar)
|
|
{
|
|
DrawTwinklingStar(drawList, screenPos, particle.Size, particle.Hue, finalAlpha, particle.Depth);
|
|
}
|
|
|
|
_particles[i] = particle;
|
|
}
|
|
}
|
|
|
|
private static void DrawTwinklingStar(ImDrawListPtr drawList, Vector2 position, float size, float hue, float alpha, float depth)
|
|
{
|
|
var color = HslToRgb(hue, 1.0f, 0.85f);
|
|
color.W = alpha;
|
|
|
|
drawList.AddCircleFilled(position, size, ImGui.GetColorU32(color));
|
|
|
|
var glowColor = color with { W = alpha * 0.3f };
|
|
drawList.AddCircleFilled(position, size * (1.2f + depth * 0.3f), ImGui.GetColorU32(glowColor));
|
|
}
|
|
|
|
private static Vector4 HslToRgb(float h, float s, float l)
|
|
{
|
|
h = h / 360f;
|
|
float c = (1 - MathF.Abs(2 * l - 1)) * s;
|
|
float x = c * (1 - MathF.Abs((h * 6) % 2 - 1));
|
|
float m = l - c / 2;
|
|
|
|
float r, g, b;
|
|
if (h < 1f / 6f)
|
|
{
|
|
r = c; g = x; b = 0;
|
|
}
|
|
else if (h < 2f / 6f)
|
|
{
|
|
r = x; g = c; b = 0;
|
|
}
|
|
else if (h < 3f / 6f)
|
|
{
|
|
r = 0; g = c; b = x;
|
|
}
|
|
else if (h < 4f / 6f)
|
|
{
|
|
r = 0; g = x; b = c;
|
|
}
|
|
else if (h < 5f / 6f)
|
|
{
|
|
r = x; g = 0; b = c;
|
|
}
|
|
else
|
|
{
|
|
r = c; g = 0; b = x;
|
|
}
|
|
|
|
return new Vector4(r + m, g + m, b + m, 1.0f);
|
|
}
|
|
|
|
private void SpawnParticle(Vector2 bannerSize)
|
|
{
|
|
var position = new Vector2(
|
|
(float)_random.NextDouble() * bannerSize.X,
|
|
(float)_random.NextDouble() * bannerSize.Y
|
|
);
|
|
|
|
var depthLayers = new[] { 0.5f, 1.0f, 1.5f };
|
|
var depth = depthLayers[_random.Next(depthLayers.Length)];
|
|
|
|
var velocity = new Vector2(
|
|
((float)_random.NextDouble() - 0.5f) * 0.05f * depth,
|
|
((float)_random.NextDouble() - 0.5f) * 0.05f * depth
|
|
);
|
|
|
|
var isBlue = _random.NextDouble() < 0.5;
|
|
var hue = isBlue ? 220f + (float)_random.NextDouble() * 30f : 270f + (float)_random.NextDouble() * 40f;
|
|
var size = (0.5f + (float)_random.NextDouble() * 2f) * depth;
|
|
var maxLife = 120f + (float)_random.NextDouble() * 60f;
|
|
|
|
_particles.Add(new Particle
|
|
{
|
|
Position = position,
|
|
Velocity = velocity,
|
|
Life = maxLife,
|
|
MaxLife = maxLife,
|
|
Size = size,
|
|
Type = ParticleType.TwinklingStar,
|
|
Trail = null,
|
|
Twinkle = (float)_random.NextDouble() * MathF.PI * 2,
|
|
Depth = depth,
|
|
Hue = hue
|
|
});
|
|
}
|
|
|
|
private void SpawnShootingStar(Vector2 bannerSize)
|
|
{
|
|
var maxLife = 80f + (float)_random.NextDouble() * 40f;
|
|
var startX = bannerSize.X * (0.3f + (float)_random.NextDouble() * 0.6f);
|
|
var startY = -10f;
|
|
|
|
_particles.Add(new Particle
|
|
{
|
|
Position = new Vector2(startX, startY),
|
|
Velocity = new Vector2(
|
|
-50f - (float)_random.NextDouble() * 40f,
|
|
30f + (float)_random.NextDouble() * 40f
|
|
),
|
|
Life = maxLife,
|
|
MaxLife = maxLife,
|
|
Size = 2.5f,
|
|
Type = ParticleType.ShootingStar,
|
|
Trail = new List<Vector2>(),
|
|
Twinkle = 0,
|
|
Depth = 1.0f,
|
|
Hue = 270f
|
|
});
|
|
}
|
|
private static Vector4 ResolveColor(string? key, Vector4 fallback)
|
|
{
|
|
if (string.IsNullOrWhiteSpace(key))
|
|
return fallback;
|
|
|
|
return UIColors.Get(key);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears all active particles. Useful when closing or hiding a window with an animated header.
|
|
/// </summary>
|
|
public void ClearParticles()
|
|
{
|
|
_particles.Clear();
|
|
_particleSpawnTimer = 0f;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents a button in the animated header.
|
|
/// </summary>
|
|
public record HeaderButton(FontAwesomeIcon Icon, string Tooltip, Action? OnClick = null);
|