Further settings implementation and macros
This commit is contained in:
@@ -9,6 +9,11 @@ public class Configuration : IPluginConfiguration
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{
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{
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public PlayerManager players = new();
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public PlayerManager players = new();
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public Settings settings;
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public Settings settings;
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public bool SettingsInit => !settings.maxBet.HasValue && !settings.step.HasValue && settings.rolls.Count > 0 &&
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settings.macros.Count > 0;
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// TODO calculate the amount of macros having to be saved
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public int Version { get; set; } = 0;
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public int Version { get; set; } = 0;
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// The below exists just to make saving less cumbersome
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// The below exists just to make saving less cumbersome
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21
HighRollerClassic/DataStructures/Macro.cs
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21
HighRollerClassic/DataStructures/Macro.cs
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@@ -0,0 +1,21 @@
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namespace HighRollerClassic.DataStructures;
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public struct Macro
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{
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/// <summary>
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/// which type of message we're storing here
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/// </summary>
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private MacroType type;
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/// <summary>
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/// only for messages that talk about rolls
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/// </summary>
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private uint? rollNum;
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/// <summary>
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/// message itself
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/// </summary>
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private string message;
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/// <summary>
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/// additional emotes that character will play out after/before outputting the message
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/// </summary>
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private string emotes;
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}
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9
HighRollerClassic/DataStructures/MacroType.cs
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9
HighRollerClassic/DataStructures/MacroType.cs
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@@ -0,0 +1,9 @@
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namespace HighRollerClassic.DataStructures;
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public enum MacroType
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{
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Announce,
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TargetBets,
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WinsRoll,
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LosesRoll
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}
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@@ -2,20 +2,25 @@ using System.Collections.Generic;
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namespace HighRollerClassic.DataStructures;
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namespace HighRollerClassic.DataStructures;
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public struct Settings
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public struct Settings()
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{
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{
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/// <summary>
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/// <summary>
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/// Contains data bout each multiplier, roll, etc.
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/// Contains data about each multiplier, roll, etc.
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/// </summary>
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/// </summary>
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public List<SettingsRolls> rolls;
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public readonly List<SettingsRolls> rolls = [];
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/// <summary>
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/// Contains messages such as announcements etc.
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/// </summary>
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public readonly List<Macro> macros = [];
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/// <summary>
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/// <summary>
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/// Maximum bet that will be allowed to set
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/// Maximum bet that will be allowed to set
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/// </summary>
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/// </summary>
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public uint maxBet;
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public uint? maxBet = null;
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/// <summary>
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/// <summary>
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/// How much the bet will change when user adjusts their bet via +/- keys
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/// How much the bet will change when user adjusts their bet via +/- keys
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/// </summary>
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/// </summary>
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public uint step;
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public uint? step = null;
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}
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}
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@@ -13,7 +13,7 @@ public class GambaWindow : Window, IDisposable
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// todo remove state as the window will only be opened by us calling it with parameters window id
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// todo remove state as the window will only be opened by us calling it with parameters window id
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private readonly Player? player;
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private readonly Player? player;
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private readonly Plugin plugin;
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private readonly Plugin plugin;
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private string name;
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private readonly string name;
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public GambaWindow(Plugin plugin, MenuTargetDefault target)
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public GambaWindow(Plugin plugin, MenuTargetDefault target)
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: base($"High Roller Classic###{target.TargetContentId}",
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: base($"High Roller Classic###{target.TargetContentId}",
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@@ -45,9 +45,15 @@ public class GambaWindow : Window, IDisposable
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}
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}
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/* TODO check if all settings are set
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/* TODO check if all settings are set
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bet/step
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roll settings
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roll settings
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message/macro settings
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message/macro settings
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*/
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*/
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if (!configuration.SettingsInit)
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{
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ImGui.Text("Please set up settings");
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return;
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}
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// todo if player is null, then allow user to set user by clicking on them manually
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// todo if player is null, then allow user to set user by clicking on them manually
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if (player == null)
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if (player == null)
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@@ -8,15 +8,14 @@ namespace HighRollerClassic.Windows;
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public class SettingsWindow : Window, IDisposable
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public class SettingsWindow : Window, IDisposable
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{
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{
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private readonly Configuration configuration;
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private Settings settings;
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private const int XOffset = 80;
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private const int XOffset = 80;
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private const int Spacing = 5;
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private const int Spacing = 5;
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private const int InputWidth = 105;
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private const int InputWidth = 105;
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private const int InputMaxLen = 11;
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private const int InputMaxLen = 11;
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private const uint MaxPossibleBet = 999_999_999;
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private const uint MaxPossibleBet = 999_999_999;
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private readonly Configuration configuration;
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private Settings settings;
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// We give this window a constant ID using ###.
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// We give this window a constant ID using ###.
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// This allows for labels to be dynamic, like "{FPS Counter}fps###XYZ counter window",
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// This allows for labels to be dynamic, like "{FPS Counter}fps###XYZ counter window",
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@@ -30,7 +29,7 @@ public class SettingsWindow : Window, IDisposable
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SizeCondition = ImGuiCond.Always;
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SizeCondition = ImGuiCond.Always;
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configuration = plugin.Configuration;
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configuration = plugin.Configuration;
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settings = configuration.settings;
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settings = new Settings();
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}
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}
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public void Dispose() { }
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public void Dispose() { }
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@@ -42,55 +41,72 @@ public class SettingsWindow : Window, IDisposable
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// todo set up multiplier, roll, color, etc
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// todo set up multiplier, roll, color, etc
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// todo add button for rolls
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// todo add button for rolls
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ImGui.LabelText("###max_bet_label", "Max bet: ");
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if (ImGui.Button("Macro Settings")) { }
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ImGui.SameLine(XOffset, Spacing);
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ImGui.SetNextItemWidth(InputWidth);
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if (ImGui.Button("Add roll")) { }
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// todo add check that there is at least one roll
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// TODO maybe throw it in a function because we have 2 fields behaving the same except for variables and label
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var betBuf = settings.maxBet.ToString("N0");
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NewInput("max_bet_label", "Max bet", "max_bet_text", ref settings.maxBet);
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if (ImGui.InputText("###max_bet_text", ref betBuf, InputMaxLen))
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{
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var num = betBuf.Replace(",", string.Empty).Replace(".", string.Empty);
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if (uint.TryParse(num, out var parsedValue)) settings.maxBet = parsedValue;
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}
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ImGui.Spacing();
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ImGui.Spacing();
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ImGui.LabelText("###step_label", "Step: ");
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NewInput("step_label", "Step", "step_input", ref settings.step);
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ImGui.SameLine(XOffset, Spacing);
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ImGui.SetNextItemWidth(InputWidth);
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var stepBuf = settings.step.ToString("N0");
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if (ImGui.InputText("###step_input", ref stepBuf, InputMaxLen))
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{
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var num = stepBuf.Replace(",", string.Empty).Replace(".", string.Empty);
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if (uint.TryParse(num, out var parsedValue)) settings.step = parsedValue;
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}
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ImGui.Spacing();
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ImGui.Spacing();
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// todo validation step?
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var inputValidation = ValidateInput();
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var invalidInput = !ValidateInput();
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ImGui.BeginDisabled(!inputValidation.valid);
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ImGui.BeginDisabled(invalidInput);
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if (ImGui.Button("Save"))
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if (ImGui.Button("Save"))
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{
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{
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configuration.settings = settings;
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configuration.settings = settings;
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configuration.Save();
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configuration.Save();
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}
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}
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ImGui.EndDisabled();
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ImGui.EndDisabled();
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if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled)) ImGui.SetTooltip(inputValidation.message);
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}
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private static void NewInput(string labelId, string labelText, string inputId, ref uint? result)
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{
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ImGui.LabelText($"###{labelId}", $"{labelText}: ");
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ImGui.SameLine(XOffset, Spacing);
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ImGui.SetNextItemWidth(InputWidth);
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var buf = result?.ToString("N0") ?? "";
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if (ImGui.InputText($"###{inputId}", ref buf, InputMaxLen))
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{
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var num = buf.Replace(",", string.Empty).Replace(".", string.Empty);
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if (uint.TryParse(num, out var parsedValue)) result = parsedValue;
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Validates inputs for Max bet and Step
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/// Validates inputs for Max bet and Step
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/// </summary>
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/// </summary>
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/// <exception cref="NotImplementedException"></exception>
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/// <exception cref="NotImplementedException"></exception>
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private bool ValidateInput()
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private (bool valid, string message) ValidateInput()
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{
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{
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// TODO add explanation why input validation failed
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var valid = true;
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if (settings.maxBet > MaxPossibleBet) return false;
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var message = string.Empty;
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if (settings.step > configuration.settings.maxBet) return false;
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return true;
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if (settings.maxBet > MaxPossibleBet)
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{
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message += "Entered bet amount exceeds maximum possible bet";
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valid = false;
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}
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if (settings.step > configuration.settings.maxBet)
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{
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if (!valid) message += "\n";
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message += "Entered step change exceeds current maximum bet";
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valid = false;
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}
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;
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return (valid, message);
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}
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}
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}
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}
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