Add interface for gui handling so plugins can determine if inputs are being blocked or if the mouse is being drawn (etc)
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@@ -15,7 +15,7 @@ using Sandbox.Graphics.GUI;
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namespace CringeLauncher;
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internal class ImGuiHandler : IDisposable
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internal sealed class ImGuiHandler : IGuiHandler, IDisposable
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{
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private DeviceContext? _deviceContext;
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private int _blockKeysCounter;
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@@ -25,16 +25,23 @@ internal class ImGuiHandler : IDisposable
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public bool BlockKeys => _blockKeysCounter > 0;
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public bool DrawMouse { get; private set; }
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internal bool MouseToggle { get; set; }
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internal bool MouseKey { get; set; }
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public bool MouseToggle { get; set; }
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public bool MouseKey { get; set; }
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public bool Initialized => _init;
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public static ImGuiHandler? Instance;
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public static RenderTargetView? Rtv;
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private readonly IRootRenderComponent _renderHandler = new RenderHandler();
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private readonly IRootRenderComponent _renderHandler;
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private static bool _init;
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public ImGuiHandler()
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{
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_renderHandler = new RenderHandler(this);
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}
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public unsafe void Init(nint windowHandle, Device1 device, DeviceContext deviceContext)
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{
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_deviceContext = deviceContext;
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@@ -84,7 +91,7 @@ internal class ImGuiHandler : IDisposable
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else
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_blockKeysCounter--;
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DrawMouse = io.MouseDrawCursor || MouseToggle || MouseKey;
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DrawMouse = io.MouseDrawCursor || MouseToggle || MouseKey;
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var focusedScreen = MyScreenManager.GetScreenWithFocus(); //migrated logic from MyDX9Gui.Draw
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