switch to SDL3+BepisLoader
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using BepInEx.Configuration;
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using Elements.Core;
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using ResoniteImGuiLib.SDL3;
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using SDL3;
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using System.Collections.Concurrent;
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namespace ResoniteImGuiLib;
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public class ImGuiInstance
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{
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private ImGuiInstance(string name)
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{
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_name = name;
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_entry = Plugin.Config.Bind("Windows", "Rect_" + Name, new int4(200, 200, 400, 300));
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}
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public string Name => _name;
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public event Action? Layout;
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private string _name;
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private ConfigEntry<int4> _entry;
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private static bool IsSDL3Running => _sdl3Thread is { IsAlive: true };
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private static Thread? _sdl3Thread;
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private static Dictionary<string, ImGuiInstance> GuiInstances = new();
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internal static ConcurrentQueue<ImGuiInstance> newInstances = new();
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internal static ConcurrentQueue<(string, Action<SDL3Window>)> windowRequests = new();
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/// <summary>
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/// Gets a reference to the SDL3Window inside of a callback.
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/// The callback will be called inside the SDL3 Thread.
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/// </summary>
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/// <param name="callback"></param>
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public void GetImGui(Action<SDL3Window> callback)
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{
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windowRequests.Enqueue((Name, callback));
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}
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/// <summary>
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/// Creates a new ImGuiInstance with the "global" name or returns it if it already exists.
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/// </summary>
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/// <param name="onReady">Callback for when the ImGui instance is ready. You can put initialization logic here.</param>
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/// <returns></returns>
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public static ImGuiInstance GetOrCreate(ImGuiReady onReady) => GetOrCreate("global", onReady);
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/// <summary>
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/// Creates a new ImGuiInstance or returns one if it already exists.
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/// </summary>
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/// <param name="onReady">Callback for when the ImGui instance is ready. You can put initialization logic here.</param>
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/// <returns></returns>
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public static ImGuiInstance GetOrCreate(string name = "global", ImGuiReady? onReady = null)
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{
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if (GuiInstances.TryGetValue(name, out var instance))
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{
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if (onReady != null)
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instance.GetImGui((gui) => onReady(gui, false));
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return instance;
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}
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instance = new ImGuiInstance(name);
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GuiInstances.Add(name, instance);
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if (onReady != null)
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instance.GetImGui((gui) => onReady(gui, true));
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newInstances.Enqueue(instance);
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TryStartSDL3Thread();
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return instance;
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}
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private static void TryStartSDL3Thread()
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{
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if (IsSDL3Running)
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return;
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_sdl3Thread = new Thread(() => RunSDL3())
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{
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Name = $"Resonite ImGui SDL3",
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Priority = ThreadPriority.Highest,
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IsBackground = false
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};
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_sdl3Thread.Start();
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}
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static Dictionary<string, SDL3Window> windows = new();
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static Dictionary<uint, SDL3Window> windowsById = new();
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private static void RunSDL3()
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{
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try
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{
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while (true)
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{
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while (newInstances.TryDequeue(out var request))
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{
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SDL3Window app = new SDL3Window("ImGuiContext: " + request.Name, request._entry.Value.x, request._entry.Value.y, request._entry.Value.z, request._entry.Value.w);
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app.WindowRectModified += (rect) => request._entry.Value = rect;
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// TODO: maybe listen to config changes to resize window
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// request._entry.SettingChanged += (_, _) => { };
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app.RenderCallback = request.Layout!;
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windows[request.Name] = app;
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var winId = SDL.GetWindowID(app.Window);
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if (!windowsById.TryAdd(winId, app))
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{
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Plugin.Log.LogError($"Failed to add window with id {(uint) app.Window}, name {request.Name}!");
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}
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}
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for (int i = 0; i < windowRequests.Count; i++)
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{
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if (windowRequests.TryDequeue(out var callback))
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{
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if (windows.TryGetValue(callback.Item1, out var window))
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{
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callback.Item2?.Invoke(window);
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}
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else
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{
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windowRequests.Enqueue(callback);
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}
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}
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}
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while (SDL.PollEvent(out SDL.Event ev))
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{
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if (windowsById.TryGetValue(ev.Window.WindowID, out var window))
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{
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window.EventQueue.Enqueue(ev);
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}
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}
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foreach (var (key, window) in windows)
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{
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window.RunOneFrame();
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}
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}
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}
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catch (Exception e)
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{
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Plugin.Log.LogError($"SDL3 Thread crashed: {e}");
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}
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_sdl3Thread?.Interrupt();
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_sdl3Thread = null;
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}
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}
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public delegate void ImGuiReady(SDL3Window imGui, bool isNewInstance);
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