Commit Graph

54 Commits

Author SHA1 Message Date
8941d2f8da
feat: add element options and fix ctd
Prevent changing layouts while the Character Configuration window is open.

Also fix visibility to show both keyboard and gamepad checkboxes.
2021-03-11 14:14:34 -05:00
d91330a595
chore: bump version to 2.0.0-beta.3 2021-03-10 14:30:30 -05:00
1336a09e1e
feat: add exporting and implement clipboard 2021-03-10 14:29:09 -05:00
c3ee0e7367
fix: use effective layout everywhere 2021-03-10 14:25:39 -05:00
639cd36cd1
refactor: put 81 into a const 2021-03-10 14:13:19 -05:00
fbbcac9bbc
feat: begin replacing layout tab with editor 2021-03-10 14:08:28 -05:00
507812d111
refactor: begin update to HUD Manager 2021-03-08 10:03:11 -05:00
2454811d49
chore: bump version 2020-12-08 23:12:39 -05:00
ebd81da4b5
fix: update offsets for 5.4 2020-12-08 23:12:23 -05:00
1e12272673
chore: update Lumina 2020-11-23 13:25:30 -05:00
Zacharie Day
d91506f2cf
feat: use new-style HUD buttons for import
In the process, externalized drawing the HUD buttons to a
function.
2020-09-28 19:13:45 -04:00
Zacharie Day
de89f0cb44
feat: rename interface cleanup
Move the rename input to below the layouts list and give it a
fixed width.

Fix "delete" button not having correct height.
2020-09-28 19:13:28 -04:00
Zacharie Day
2eb0c3cc77
fix: use default height for HUD slot buttons 2020-09-28 19:13:28 -04:00
Zacharie Day
65e649b8a8
feat: improve interactions with active HUD layout
Trying to preview different saved was more difficult than it
needed to be since after importing a layout, the user needed to
swap to another layout and then back to the original one in order
to see the changes. I changed this so that if a user imports a
layout to the currently active HUD slot, the plugin automatically
swaps to another HUD slot and back.

As a part of this also refined the general slot UI so that the
active slot is indicated in the slot selection UI for saving a
layout to game data.
2020-09-28 19:13:28 -04:00
Zacharie Day
15a1965095
Allow import operation to overwrite layouts 2020-09-28 19:13:28 -04:00
a9df8a8847
refactor: simplify boolean expression 2020-09-07 15:07:42 -04:00
d815dc5301
fix: clean up the new swap system 2020-09-02 22:24:34 -04:00
175eaf51f0
chore: make braces a requirement 2020-09-02 22:23:46 -04:00
Zacharie Day
65b2ab94fc
Fix possible ambiguity in migration code 2020-09-02 20:31:02 -04:00
Zacharie Day
8fb69bc9ae
Save plugin config when deleting condition 2020-09-02 20:31:01 -04:00
Zacharie Day
50168fe9b1
Change match struct to a class
There was no reason for it to be a value type.
2020-09-02 20:31:01 -04:00
Zacharie Day
d8ee7430bb
Mark old conditions as obsolete and add migration 2020-09-02 20:31:01 -04:00
Zacharie Day
19f1934de0
Prevent adding conditions when no layouts exist
Also externalized the condition table draw logic for the sake of
readability.
2020-09-02 20:31:01 -04:00
Zacharie Day
3ec6366320
Implement dynamic condition UI
This allows the user to add conditions of whatever combination of
job and state criteria they choose.
2020-09-02 20:31:01 -04:00
786755e9d0
chore: bump version to 1.4.0 2020-08-13 07:02:48 -04:00
52f5542563
fix: update offset for 5.3 2020-08-13 07:00:09 -04:00
03b0e232e3
chore: remove unused import 2020-08-13 06:59:55 -04:00
2cc9e064c0
fix: use uuid of layouts in label 2020-08-06 14:44:09 -04:00
a1cc25c7d5
fix: run swap logic in framework update handler 2020-08-06 12:04:47 -04:00
40a40a0964
feat: add window position handling
Also add /phud for swapping between saved layouts.

Currently only the map and chat box have saved positions, although the
implementation supports additional windows. There is a checkbox when
importing to turn on or off window position saving.
2020-08-03 22:13:29 -04:00
72b9058707
chore: bump version to 1.3.1 2020-07-31 16:59:30 -04:00
5730dc605c
fix: check that status layouts aren't unset 2020-07-31 16:59:15 -04:00
fc88670bff
chore: bump version to 1.3.0 2020-07-31 13:59:20 -04:00
ec06557c27
refactor: fix warnings and code smells 2020-07-31 13:58:56 -04:00
f5a79ae081
feat: add clipboard export/import 2020-07-31 13:29:40 -04:00
d663d193c8
refactor: pull layouts into a dictionary 2020-07-31 12:46:40 -04:00
4dbf2ad76c
feat: add job layouts and roleplaying layout 2020-07-31 00:15:07 -04:00
545f68240a
fix: clear rename field after deleting 2020-07-30 18:50:50 -04:00
31dc05b43d
chore: bump version to 1.2.0 2020-07-30 15:40:28 -04:00
a4c728779c
feat: add ability to rename layouts 2020-07-30 15:40:18 -04:00
ffb77765c2
feat: add risk understanding gate 2020-07-30 14:41:10 -04:00
79232b9a80
fix: don't crash on using delete layout 2020-07-30 13:55:07 -04:00
dca89bb71d
fix: only set layout when configuring if enabled 2020-07-30 13:54:45 -04:00
c97521b217
feat: allow configuring staging slot 2020-07-30 13:54:13 -04:00
7b2eef4eef
feat: automatically import HUD slots on first run 2020-07-30 13:53:13 -04:00
1babe5147c
fix: back up the hotswap slot
The game checks if the slot being switched to is already selected and
does nothing if so. (For what it's worth, I did try changing the code
in memory to ignore these checks, but it didn't seem to work.) In
order to get the game to change slot, we write a different slot number
to the "current" slot in memory and then ask the game to change slot.

This doesn't swap the slot on screen and still works, which is
ideal. However, the game seems to overwrite the slot that is marked as
current when we do this. To remedy this issue, back up the slot before
telling the game to swap, then restore the slot afterwards.
2020-07-30 13:21:08 -04:00
e0583078bc
fix: make message for enable checkbox clearer 2020-07-30 13:20:30 -04:00
25f6437fec
chore: bump version to 1.1.0 2020-07-29 22:43:36 -04:00
6d25b9db69
feat: add error window for bad configs 2020-07-29 22:42:57 -04:00
74e1b7c9c4
refactor: handle checking condition better 2020-07-29 21:54:04 -04:00