Compare commits

...

16 Commits

Author SHA1 Message Date
f2545cab05 Making progress in SettingsWindow.cs implementation 2026-01-04 16:14:15 +01:00
6fffedaa9d more settings blackmagic 2026-01-04 01:37:58 +01:00
8c9c3b3d94 Major settings overhaul 2026-01-03 13:10:26 +01:00
f42732dbc4 more settings fuckery - does not compile 2026-01-02 13:42:39 +01:00
82262cc7d6 More settings fuckery, good night 2026-01-02 01:22:07 +01:00
8e381cf916 experimental Settings changes 2026-01-01 22:02:56 +01:00
d1dddb59bd alert icon implementation 2025-12-31 13:13:54 +01:00
21b9e84fec More settings additions and fixes 2025-12-31 01:00:54 +01:00
aa7553d9f9 Rolls settings fundumentals setup 2025-12-29 14:25:10 +01:00
d00e82a96f further improvement for settings input validation 2025-12-28 23:42:45 +01:00
08162ecccb Settings improvements 2025-12-28 21:17:21 +01:00
f5a35344d0 Further settings implementation and macros 2025-12-28 01:09:44 +01:00
81a4bb4bc4 additional settings changes 2025-12-27 17:54:54 +01:00
e186db6fb0 variable rename 2025-12-27 00:43:00 +01:00
483b411125 Merge remote-tracking branch 'origin/master' 2025-12-27 00:39:51 +01:00
b6813c6f76 Settings implementation 2025-12-27 00:39:41 +01:00
18 changed files with 514 additions and 129 deletions

View File

@@ -7,8 +7,9 @@ namespace HighRollerClassic;
[Serializable]
public class Configuration : IPluginConfiguration
{
public PlayerManager players = new();
public Settings settings;
public PlayerManager Players { get; set; } = new();
public SettingsStructure.Settings? Settings { get; set; } // is nullable if settings are not yet created
public int Version { get; set; } = 0;
// The below exists just to make saving less cumbersome

View File

@@ -1,21 +0,0 @@
using System.Collections.Generic;
namespace HighRollerClassic.DataStructures;
public struct Settings
{
/// <summary>
/// Contains data about each multiplier, roll, etc.
/// </summary>
private List<SettingsRolls> rolls;
/// <summary>
/// Maximum bet that will be allowed to set
/// </summary>
private uint max_bet;
/// <summary>
/// How much the bet will change when user adjusts their bet via +/- keys
/// </summary>
private uint step;
}

View File

@@ -1,11 +0,0 @@
using System.Numerics;
namespace HighRollerClassic.DataStructures;
public struct SettingsRolls
{
private uint multiplier;
private uint roll;
private bool exact;
private Vector4 color;
}

View File

@@ -0,0 +1,9 @@
namespace HighRollerClassic.DataStructures;
public enum MacroType
{
Announce,
TargetBets,
WinsRoll,
LosesRoll
}

View File

@@ -0,0 +1,21 @@
namespace HighRollerClassic.DataStructures;
public struct MessageMacro
{
/// <summary>
/// which type of message we're storing here
/// </summary>
private MacroType type;
/// <summary>
/// only for messages that talk about rolls
/// </summary>
private uint? rollNum;
/// <summary>
/// message itself
/// </summary>
private string message;
/// <summary>
/// additional emotes that character will play out after/before outputting the message
/// </summary>
private string emotes;
}

View File

@@ -5,10 +5,10 @@ namespace HighRollerClassic;
public class Player(MenuTargetDefault target)
{
private Roll rolls = new();
private RollHistory rollsHistory = new();
public int Bank { get; private set; } = 0;
public string Name { get; private set; } = target.TargetName;
// todo maybe remove it and tie it to dalamud's api to get accurate character name once per session
public ulong ContentId { get; private set; } = target.TargetContentId;
// TODO implement roll history FULL
}

View File

@@ -0,0 +1,21 @@
using System.Collections.Generic;
using Dalamud.Game.Gui.ContextMenu;
namespace HighRollerClassic;
public class PlayerManager
{
private List<Player> Players { get; set; } = [];
public Player? GetOrCreatePlayer(MenuTargetDefault? target)
{
if (target is null) return null;
var player = Players.Find(p => p.ContentId == target.TargetContentId);
if (player is not null) return player;
player = new Player(target);
Players.Add(player);
return player;
}
}

View File

@@ -1,6 +1,6 @@
namespace HighRollerClassic.DataStructures;
public struct Roll
public struct RollHistory
{
private uint value;
private uint multiplier;

View File

@@ -1,20 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game.Gui.ContextMenu;
namespace HighRollerClassic;
public class PlayerManager
{
private List<Player> Players { get; set; } = [];
public Player GetPlayer(MenuTargetDefault target)
{
foreach (var player in Players)
if (player.ContentId == target.TargetContentId)
return player;
Players.Add(new Player(target));
return Players.Last();
}
}

View File

@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Objects.SubKinds;
using Dalamud.Game.Command;
using Dalamud.Game.Gui.ContextMenu;
@@ -7,40 +8,37 @@ using Dalamud.IoC;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
using HighRollerClassic.Windows;
using Lumina.Data.Parsing.Layer;
namespace HighRollerClassic;
public sealed class Plugin : IDalamudPlugin
{
private const string CommandName = "/hrc";
private readonly PluginState state = new();
public readonly WindowSystem WindowSystem = new("HighRollerClassic");
private readonly WindowSystem windowSystem = new("HighRollerClassic");
private readonly List<GambaWindow> gambaWindows = [];
public Plugin()
{
Configuration = PluginInterface.GetPluginConfig() as Configuration ?? new Configuration();
SettingsWindow = new SettingsWindow(this);
MainWindow = new MainWindow(this, state);
WindowSystem.AddWindow(SettingsWindow);
WindowSystem.AddWindow(MainWindow);
windowSystem.AddWindow(SettingsWindow);
CommandManager.AddHandler(CommandName, new CommandInfo(OnCommand)
{
HelpMessage = "Opens the High Roller Classic window"
HelpMessage = "Opens the HRC Settings"
});
// Tell the UI system that we want our windows to be drawn through the window system
PluginInterface.UiBuilder.Draw += WindowSystem.Draw;
PluginInterface.UiBuilder.Draw += windowSystem.Draw;
// This adds a button to the plugin installer entry of this plugin which allows
// toggling the display status of the configuration ui
PluginInterface.UiBuilder.OpenConfigUi += ToggleConfigUi;
PluginInterface.UiBuilder.OpenConfigUi += ToggleSettingsUi;
// Adds another button doing the same but for the main ui of the plugin
PluginInterface.UiBuilder.OpenMainUi += ToggleMainUi;
// PluginInterface.UiBuilder.OpenMainUi += ToggleMainUi;
// Add a simple message to the log with level set to information
// Use /xllog to open the log window in-game
@@ -77,19 +75,21 @@ public sealed class Plugin : IDalamudPlugin
public Configuration Configuration { get; init; }
private SettingsWindow SettingsWindow { get; init; }
private MainWindow MainWindow { get; init; }
private List<GambaWindow> Windows { get; init; }
public void Dispose()
{
// Unregister all actions to not leak anything during disposal of plugin
PluginInterface.UiBuilder.Draw -= WindowSystem.Draw;
PluginInterface.UiBuilder.OpenConfigUi -= ToggleConfigUi;
PluginInterface.UiBuilder.OpenMainUi -= ToggleMainUi;
PluginInterface.UiBuilder.Draw -= windowSystem.Draw;
PluginInterface.UiBuilder.OpenConfigUi -= ToggleSettingsUi;
WindowSystem.RemoveAllWindows();
windowSystem.RemoveAllWindows();
SettingsWindow.Dispose();
MainWindow.Dispose();
foreach (var window in gambaWindows)
{
window.Dispose();
}
CommandManager.RemoveHandler(CommandName);
@@ -99,17 +99,12 @@ public sealed class Plugin : IDalamudPlugin
private void OnCommand(string command, string args)
{
// In response to the slash command, toggle the display status of our main ui
MainWindow.Toggle();
}
public void ToggleConfigUi()
{
SettingsWindow.Toggle();
}
public void ToggleMainUi()
public void ToggleSettingsUi()
{
MainWindow.Toggle();
SettingsWindow.Toggle();
}
public bool PlayerIsLoaded()
@@ -121,12 +116,12 @@ public sealed class Plugin : IDalamudPlugin
{
if (args.MenuType == ContextMenuType.Inventory) return;
// get character's (persistent) id
var target = (MenuTargetDefault)args.Target;
if (target.TargetObject is not IPlayerCharacter)
// target must be a player that is not self
if (target.TargetObject is not IPlayerCharacter || target.TargetContentId == PlayerState.ContentId)
{
Log.Debug("Not a player, returning");
Log.Debug("Not a foreign player");
return;
}
@@ -141,11 +136,28 @@ public sealed class Plugin : IDalamudPlugin
private Action<IMenuItemClickedArgs> ContextMenuPlayerGameStart(MenuTargetDefault target)
{
return args =>
return _ =>
{
Log.Debug($"Starting match with {target.TargetName}");
state.Target = target;
MainWindow.Toggle();
Log.Debug($"Starting gamba with {target.TargetName}");
CreateGambaWindow(target);
};
}
private void CreateGambaWindow(MenuTargetDefault target)
{
var existingWindow = gambaWindows.Find(p => p.WindowName.Contains(target.TargetContentId.ToString()));
if (existingWindow is { IsOpen: false })
{
existingWindow.Toggle();
return;
}
var window = new GambaWindow(this, target)
{
IsOpen = true,
};
gambaWindows.Add(window);
windowSystem.AddWindow(window);
}
}

View File

@@ -1,9 +0,0 @@
using Dalamud.Game.Gui.ContextMenu;
namespace HighRollerClassic;
public sealed class PluginState
{
/// tracks selected target as we pass it to the window
public MenuTargetDefault? Target { get; set; }
}

View File

@@ -0,0 +1,48 @@
using System.Collections.Generic;
namespace HighRollerClassic.SettingsStructure;
public class RollsCollection
{
/// <summary>
/// Contains data about each multiplier, roll, etc.
/// </summary>
public List<SettingsRoll> Rolls { get; private set; } = new();
/// <summary>
/// Validates given roll
/// </summary>
/// <param name="newRoll">The roll we wish to validate</param>
/// <returns>Returns message TODO</returns>
private string? ValidateRoll(SettingsRoll newRoll)
{
if (!newRoll.IsValid) return "Invalid roll configuration input";
// existing values must not exist anywhere else
var mpExists = Rolls.Exists(p => p != newRoll && p.Roll.Value == newRoll.Roll.Value);
var rollExists = Rolls.Exists(p => p != newRoll && p.Roll.Value == newRoll.Roll.Value);
var colourExists = false;
if (newRoll.Colour.Value.HasValue)
{
colourExists = Rolls.Exists(p => p != newRoll && p.Colour.Value == newRoll.Colour.Value);
}
var hasDuplicate = mpExists && rollExists && colourExists;
return hasDuplicate ? "The roll configuration is not unique!" : null;
}
/// <summary>
/// Does quick iteration to see if rolls are valid
/// </summary>
/// <returns>string if there is an error</returns>
public (bool valid, string? message) ValidateAll()
{
foreach (var roll in Rolls)
{
var val = ValidateRoll(roll);
if (ValidateRoll(roll) != null) return (false, val);
}
return (true, null);
}
}

View File

@@ -0,0 +1,10 @@
namespace HighRollerClassic.DataStructures;
public enum SettingValueType
{
Multiplier,
Roll,
Colour,
MaxBet,
Step,
}

View File

@@ -0,0 +1,34 @@
using System.Collections.Generic;
using HighRollerClassic.DataStructures;
namespace HighRollerClassic.SettingsStructure;
public class Settings(Configuration? configuration)
{
/// <summary>
/// Whether developer options should be visible in the settings
/// </summary>
public bool devOptions = false;
/// <summary>
/// Maximum bet that will be allowed to set
/// </summary>
public TrackedValue MaxBet { get; set; } = new(SettingValueType.MaxBet, null, null);
/// <summary>
/// How much the bet will change when user adjusts their bet via +/- keys
/// </summary>
public TrackedValue Step { get; set; } = new(SettingValueType.Step, configuration, null);
/// <summary>
/// Contains messages such as announcements etc.
/// </summary>
// TODO IMPLEMENT
public List<MessageMacro> Macros { get; private set; } = new();
public readonly RollsCollection Rolls = new();
// todo might get fucky wucky if maxbet is not yet defined
public bool IsValid => MaxBet.IsValid && Step.IsValid && Rolls.ValidateAll().valid;
public bool Set => IsValid && Rolls.Rolls.Count > 0 && Macros.Count > 0;
}

View File

@@ -0,0 +1,35 @@
using System.Numerics;
using Dalamud.Interface;
using HighRollerClassic.DataStructures;
namespace HighRollerClassic.SettingsStructure;
/// <summary>
/// Stores individual 'Roll' setting (multiplier, roll, colour)
/// </summary>
/// <param name="multiplier">Roll multiplier</param>
/// <param name="roll">Actual roll value</param>
/// <param name="colour">Actual colour (can be null)</param>
public class SettingsRoll(uint? multiplier, uint? roll, Vector4? colour)
{
/// <summary>
/// Roll multiplier
/// </summary>
public TrackedValue Multiplier { get; set; } = new(SettingValueType.Multiplier, null, multiplier);
/// <summary>
/// Roll itself
/// </summary>
public TrackedValue Roll { get; set; } = new(SettingValueType.Roll, null, roll);
/// <summary>
/// Colour that will be used to highlight roll in history
/// </summary>
public TrackedValue Colour { get; set; } =
new(SettingValueType.Colour, null, colour.HasValue ? ColorHelpers.RgbaVector4ToUint(colour.Value) : null);
/// <summary>
/// Returns true if all properties in record are valid
/// </summary>
public bool IsValid => Multiplier.IsValid && Roll.IsValid && Colour.IsValid;
}

View File

@@ -0,0 +1,85 @@
using System;
using HighRollerClassic.DataStructures;
namespace HighRollerClassic.SettingsStructure;
/// <summary>
/// Tracks value and its validity
/// </summary>
/// <param name="type">Type of the value</param>
/// <param name="configuration">only gets sent if type is Step, to check it against existing MaxBet</param>
/// <param name="value">Its value</param>
public class TrackedValue(SettingValueType type, Configuration? configuration, uint? valueInit)
{
/// <summary>
/// The main value
/// </summary>
public uint? Value
{
get;
set
{
if (value == field) return;
IsValid = CheckValid(value);
field = value;
}
} = valueInit;
/// <summary>
/// Tracks validity of the value
/// </summary>
public bool IsValid { get; private set; }
/// <summary>
/// Minimum rng roll (/random)
/// </summary>
private const uint MinRoll = 1;
/// <summary>
/// Maximum rng roll (/random)
/// </summary>
private const uint MaxRoll = 999;
/// <summary>
/// Maximum possible gil in-game
/// </summary>
private const uint MaxGil = 999_999_999;
private readonly Func<uint?, bool> multiplierValid = v => v is not null;
private readonly Func<uint?, bool> rollValid = v => v is >= MinRoll and <= MaxRoll;
private readonly Func<uint?, bool> maxBetValid = v => v is <= MaxGil;
private bool StepValid(uint? value)
{
if (configuration is { Settings.MaxBet.IsValid: true })
{
var maxBet = configuration.Settings.MaxBet.Value!.Value;
return value <= maxBet;
}
// if max bet is not set allow the user to set whichever they want
// it will get invalidated as soon as maxbet is set anyway
/* TODO if any of setting is considered INVALID
DO NOT USER USE THE APPLICATION
*/
return true;
}
/// <summary>
/// Checks if the value is valid
/// </summary>
/// <param name="value"></param>
private bool CheckValid(uint? value)
{
return type switch
{
SettingValueType.Multiplier => multiplierValid(value),
SettingValueType.Roll => rollValid(value),
SettingValueType.Colour => true,
SettingValueType.MaxBet => maxBetValid(value),
SettingValueType.Step => StepValid(value),
_ => false
};
}
}

View File

@@ -1,18 +1,21 @@
using System;
using System.Numerics;
using Dalamud.Bindings.ImGui;
using Dalamud.Game.Gui.ContextMenu;
using Dalamud.Interface.Windowing;
namespace HighRollerClassic.Windows;
public class MainWindow : Window, IDisposable
public class GambaWindow : Window, IDisposable
{
private readonly Configuration configuration;
private readonly Plugin plugin;
private readonly PluginState state;
private readonly string name;
public MainWindow(Plugin plugin, PluginState state)
: base($"High Roller Classic###{state.Target?.TargetName ?? "null"}",
private readonly Player? player;
private readonly Plugin plugin;
public GambaWindow(Plugin plugin, MenuTargetDefault target)
: base($"High Roller Classic - {target.TargetName}##HRC{target.TargetContentId}",
ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse)
{
SizeConstraints = new WindowSizeConstraints
@@ -23,38 +26,35 @@ public class MainWindow : Window, IDisposable
this.plugin = plugin;
configuration = this.plugin.Configuration;
this.state = state;
player = configuration.Players.GetOrCreatePlayer(target);
name = target.TargetName;
}
public void Dispose() { }
public override void Draw()
{
// TODO check if local player is null and if it is do not load anything
if (!plugin.PlayerIsLoaded())
{
ImGui.Text("Player must be loaded in the world in order for the plugin to function");
return;
}
/* TODO check if all settings are set
roll settings
message/macro settings
*/
// TODO create player project and clear the existing shared state
if (!configuration.Settings.Set)
{
ImGui.Text("Please set up settings");
return;
}
if (state.Target == null)
if (player == null)
{
ImGui.Text(
"No target selected, please open HRC by right clicking the player and choosing the 'High Roller Classic' option");
return;
}
var player = configuration.players.GetPlayer(state.Target);
state.Target = null;
ImGui.Text($"Player: {player}");
ImGui.Text($"Player: {name}");
ImGui.Spacing();
ImGui.Text($"Bank balance: {player.Bank} gil");

View File

@@ -1,27 +1,43 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using Dalamud.Bindings.ImGui;
using Dalamud.Interface;
using Dalamud.Interface.Components;
using Dalamud.Interface.Windowing;
using HighRollerClassic.DataStructures;
using HighRollerClassic.SettingsStructure;
namespace HighRollerClassic.Windows;
public class SettingsWindow : Window, IDisposable
{
private const int XOffset = 80;
private const int Spacing = 5;
private const int InputWidth = 105;
private const int InputMaxLen = 11;
private const uint RollInputWidth = 50;
private readonly Configuration configuration;
// We give this window a constant ID using ###.
// This allows for labels to be dynamic, like "{FPS Counter}fps###XYZ counter window",
// and the window ID will always be "###XYZ counter window" for ImGui
public SettingsWindow(Plugin plugin) : base("Settings###HRC")
{
Flags = ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar |
ImGuiWindowFlags.NoScrollWithMouse;
// colours
private readonly Vector4 red = new(1, 0, 0, 1f);
private readonly Vector4 yellow = new(249 / 255f, 180 / 255f, 45 / 255f, 1);
Size = new Vector2(232, 90);
private Settings settings;
public SettingsWindow(Plugin plugin) : base("Settings##HRC")
{
Flags = ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse;
Size = new Vector2(500, 300);
SizeCondition = ImGuiCond.Always;
configuration = plugin.Configuration;
// todo settings from config can be null
// todo if null create new, if not copy existing
settings = new Settings(configuration);
}
public void Dispose() { }
@@ -30,13 +46,167 @@ public class SettingsWindow : Window, IDisposable
public override void Draw()
{
Settings settings;
// todo set up multiplier, roll, color, etc
// todo add button for rolls
// todo setup max bet, change
if (ImGui.CollapsingHeader("Rolls##settings"))
{
if (ImGui.Button("Add roll"))
{
settings.Rolls.Rolls.Add(new SettingsRoll(null, null, null));
}
// todo save button which will copy our settings to configuration and invoke .Save() to save configuration to disk
// todo display new roll
for (uint i = 0; i < settings.Rolls.Rolls.Count; i++)
{
DisplayRollSetting(i, settings.Rolls.Rolls[(int)i]);
}
// todo reorder by multiplier/roll
}
if (ImGui.CollapsingHeader("General##settings"))
{
LabelTextInput("max_bet_label", "Max bet", "max_bet_text", settings.MaxBet);
ImGui.Spacing();
LabelTextInput("step_label", "Step", "step_input", settings.Step);
ImGui.Spacing();
ImGui.Checkbox("Developer options", ref settings.devOptions);
}
if (configuration.Settings.devOptions && ImGui.CollapsingHeader("Developer options"))
{
// todo add developer settings - like the ability to have every character have HRC open
}
ImGui.Spacing();
var validation = settings.Rolls.ValidateAll();
ImGui.BeginDisabled(validation != null);
if (ImGui.Button("Save"))
{
configuration.Settings = settings;
configuration.Save();
Plugin.Log.Debug($"Configuration data: \n\n " +
$"Max bet: {configuration.Settings.MaxBet}\n" +
$"Step change: {configuration.Settings.Step}");
}
ImGui.EndDisabled();
ImGui.SameLine();
if (validation != null && ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
ImGui.SetTooltip(validation);
if (ImGui.Button("Reset")) settings = configuration.Settings;
}
private void DrawError()
{
// todo integrate for every field
var drawList = ImGui.GetWindowDrawList();
var center = ImGui.GetCursorScreenPos();
const uint radius = 10;
var circleColor = ImGui.GetColorU32(yellow);
var borderColor = ImGui.GetColorU32(red);
var textColor = ImGui.GetColorU32(red);
drawList.AddCircleFilled(center + new Vector2(radius, radius), radius, circleColor);
drawList.AddCircle(center + new Vector2(radius, radius), radius, borderColor, 0, 2.5f);
const string text = "!";
var textSize = ImGui.CalcTextSize(text);
var textPos = center + new Vector2(
radius - (textSize.X * 0.5f),
radius - (textSize.Y * 0.5f)
);
drawList.AddText(textPos, textColor, text);
ImGui.Dummy(new Vector2(radius * 2f, radius * 2f));
}
/// <summary>
/// Returns false if the roll is to be removed
/// </summary>
/// <param name="multiplier">gil multiplication in case of a roll</param>
/// <param name="roll">how much user rolls</param>
/// <param name="colour">colours the rolls in main window, depending on their value</param>
/// <param name="id">tracks which roll we're setting so input fields don't have the same ids</param>
private void DisplayRollSetting(uint id, SettingsRoll rollConfig)
{
uint multiplier = rollConfig.Multiplier.Value ?? 0;
ImGui.SetNextItemWidth(RollInputWidth);
if (ImGui.InputUInt($"##multiplier{id}", ref multiplier))
{
// todo edge case if we change but don't get good value
/* possible solutions
1. do int
2. do string textbox
3. make a fucky check if the new value = old value and in that case don't send it in
*/
rollConfig.Multiplier.Value = multiplier;
}
ImGui.SameLine();
ImGui.Text("x");
ImGui.SameLine();
ImGui.SetNextItemWidth(RollInputWidth);
ImGui.InputUInt($"##roll{id}", ref roll);
ImGui.SameLine();
var colourVal = rollConfig.Colour.Value.HasValue
? ColorHelpers.RgbaUintToVector4(rollConfig.Colour.Value.Value)
: new Vector4(0, 0, 0, 1);
var newColour = ImGuiComponents.ColorPickerWithPalette(
(int)id, "placeholder", colourVal);
// TODO if colour is black (0,0,0) set it to null
ImGui.SameLine();
if (ImGui.Button("-"))
{
// signals to the colour to remove this roll setting
settings.Rolls.Rolls.Remove(rollConfig);
}
// TODO verify input
// we need to verify if data inputted is "good"
}
/// <summary>
/// Returns true if valid, false if invalid or null if validity has no changed
/// </summary>
/// <param name="labelId">id of the label field</param>
/// <param name="labelText">text for the label input field</param>
/// <param name="inputId">id of the input field</param>
/// <param name="original">the original value in configuration to compare it to</param>
private void LabelTextInput(
string labelId, string labelText, string inputId, TrackedValue original)
{
ImGui.LabelText($"###{labelId}", $"{labelText}: ");
ImGui.SameLine(XOffset, Spacing);
ImGui.SetNextItemWidth(InputWidth);
var buf = original.Value?.ToString("N0") ?? "";
if (ImGui.InputText($"###{inputId}", ref buf, InputMaxLen))
{
var num = buf.Replace(",", string.Empty).Replace(".", string.Empty);
if (uint.TryParse(num, out var parsedValue))
{
original.Value = parsedValue;
}
}
if (original.IsValid) return;
ImGui.SameLine();
// todo alert that appears when field doesn't match the configuration
ImGui.Text("ERROR");
}
}