iw4x-client/src/Components/Modules/Menus.cpp

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#include "STDInclude.hpp"
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namespace Components
{
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std::vector<std::string> Menus::CustomMenus;
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std::map<std::string, Game::menuDef_t*> Menus::MenuList;
std::map<std::string, Game::MenuList*> Menus::MenuListList;
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int Menus::ReserveSourceHandle()
{
// Check if a free slot is available
int i = 1;
for (; i < MAX_SOURCEFILES; i++)
{
if (!Game::sourceFiles[i])
break;
}
if (i >= MAX_SOURCEFILES)
return 0;
// Reserve it, if yes
Game::sourceFiles[i] = (Game::source_t*)1;
return i;
}
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Game::script_t* Menus::LoadMenuScript(std::string name, std::string buffer)
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{
Game::script_t* script = Game::Script_Alloc(sizeof(Game::script_t) + 1 + buffer.length());
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strcpy_s(script->filename, sizeof(script->filename), name.data());
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script->buffer = (char*)(script + 1);
*((char*)(script + 1) + buffer.length()) = '\0';
script->script_p = script->buffer;
script->lastscript_p = script->buffer;
script->length = buffer.length();
script->end_p = &script->buffer[buffer.length()];
script->line = 1;
script->lastline = 1;
script->tokenavailable = 0;
Game::Script_SetupTokens(script, (void*)0x797F80);
script->punctuations = (Game::punctuation_t*)0x797F80;
strcpy(script->buffer, buffer.data());
script->length = Game::Script_CleanString(script->buffer);
return script;
}
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int Menus::LoadMenuSource(std::string name, std::string buffer)
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{
int handle = Menus::ReserveSourceHandle();
if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot!
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Game::source_t *source = nullptr;
Game::script_t *script = Menus::LoadMenuScript(name, buffer);
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if (!script)
{
Game::sourceFiles[handle] = nullptr; // Free reserved slot
return 0;
}
script->next = NULL;
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source = Utils::Memory::AllocateArray<Game::source_t>(1);
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if (!source)
{
Game::FreeMemory(script);
return 0;
}
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strncpy(source->filename, "string", 64);
source->scriptstack = script;
source->tokens = NULL;
source->defines = NULL;
source->indentstack = NULL;
source->skip = 0;
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source->definehash = (Game::define_t**)Utils::Memory::Allocate(4096);
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Game::sourceFiles[handle] = source;
return handle;
}
bool Menus::IsValidSourceHandle(int handle)
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{
return (handle > 0 && handle < MAX_SOURCEFILES && Game::sourceFiles[handle]);
}
int Menus::KeywordHash(char* key)
{
// patch this function on-the-fly, as it's some ugly C.
Utils::Hook::Set<DWORD>(0x63FE9E, 3523);
Utils::Hook::Set<DWORD>(0x63FECB, 0x7F);
int var = 0x63FE90;
__asm
{
mov eax, key
call var
mov var, eax
}
Utils::Hook::Set<DWORD>(0x63FE9E, 531);
Utils::Hook::Set<DWORD>(0x63FECB, 0x1FF);
return var;
}
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Game::menuDef_t* Menus::ParseMenu(std::string name, int handle)
{
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Game::menuDef_t* menu = Utils::Memory::AllocateArray<Game::menuDef_t>(1);
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if (!menu) return nullptr;
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menu->items = Utils::Memory::AllocateArray<Game::itemDef_t*>(512);
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if (!menu->items)
{
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Utils::Memory::Free(menu);
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return nullptr;
}
Game::pc_token_t token;
Game::keywordHash_t *key;
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{')
{
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Utils::Memory::Free(menu->items);
Utils::Memory::Free(menu);
return nullptr;
}
while (true)
{
ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token))
{
Game::PC_SourceError(handle, "end of file inside menu\n");
break; // Fail
}
if (*token.string == '}')
{
break; // Success
}
int idx = Menus::KeywordHash(token.string);
key = Game::menuParseKeywordHash[idx];
if (!key)
{
Game::PC_SourceError(handle, "unknown menu keyword %s", token.string);
continue;
}
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if (!key->func(menu, handle))
{
Game::PC_SourceError(handle, "couldn't parse menu keyword %s", token.string);
break; // Fail
}
}
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Menus::RemoveMenu(name);
Menus::MenuList[name] = menu;
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return menu;
}
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std::vector<Game::menuDef_t*> Menus::LoadMenu(std::string menu)
{
std::vector<Game::menuDef_t*> menus;
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FileSystem::File menuFile(menu);
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if (menuFile.Exists())
{
Game::pc_token_t token;
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int handle = Menus::LoadMenuSource(menu, menuFile.GetBuffer());
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if (Menus::IsValidSourceHandle(handle))
{
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// Sanitize event name
std::string menuName = menu;
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while (true)
{
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ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
{
break;
}
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if (!_stricmp(token.string, "loadmenu"))
{
Game::PC_ReadTokenHandle(handle, &token);
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Utils::Merge(menus, Menus::LoadMenu(Utils::VA("ui_mp\\%s.menu", token.string)));
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}
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if (!_stricmp(token.string, "menudef"))
{
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std::string name = menu;
if (menus.size()) name += Utils::VA("_%d", menus.size()); // Append its id inside the menufile, to keep track of it for later reloading
Game::menuDef_t* menudef = Menus::ParseMenu(name, handle);
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if (menudef) menus.push_back(menudef);
}
}
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Menus::FreeMenuSource(handle);
}
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}
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return menus;
}
std::vector<Game::menuDef_t*> Menus::LoadMenu(Game::menuDef_t* menudef)
{
std::vector<Game::menuDef_t*> menus = Menus::LoadMenu(Utils::VA("ui_mp\\%s.menu", menudef->window.name));
if (!menus.size())
{
menus.push_back(menudef);
}
return menus;
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}
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Game::MenuList* Menus::LoadScriptMenu(const char* menu)
{
std::vector<Game::menuDef_t*> menus = Menus::LoadMenu(menu);
if (!menus.size()) return nullptr;
// Allocate new menu list
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Game::MenuList* newList = Utils::Memory::AllocateArray<Game::MenuList>(1);
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if (!newList) return nullptr;
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
{
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Utils::Memory::Free(newList);
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return nullptr;
}
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newList->name = Utils::Memory::DuplicateString(menu);
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newList->menuCount = menus.size();
// Copy new menus
memcpy(newList->menus, menus.data(), menus.size() * sizeof(Game::menuDef_t *));
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Menus::RemoveMenuList(newList->name);
Menus::MenuListList[newList->name] = newList;
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return newList;
}
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Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
{
std::vector<Game::menuDef_t*> menus;
for (int i = 0; i < menuList->menuCount; i++)
{
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if (!menuList->menus[i])
{
continue;
}
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Utils::Merge(menus, Menus::LoadMenu(menuList->menus[i]));
}
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// Load custom menus
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if (std::string(menuList->name) == "ui_mp/code.txt") // Should be menus, but code is loaded ingame
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{
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for (auto menu : Menus::CustomMenus)
{
Utils::Merge(menus, Menus::LoadMenu(menu));
}
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}
// Allocate new menu list
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Game::MenuList* newList = Utils::Memory::AllocateArray<Game::MenuList>(1);
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if (!newList) return menuList;
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
{
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Utils::Memory::Free(newList);
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return menuList;
}
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newList->name = Utils::Memory::DuplicateString(menuList->name);
newList->menuCount = menus.size();
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// Copy new menus
memcpy(newList->menus, menus.data(), menus.size() * sizeof(Game::menuDef_t *));
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Menus::RemoveMenuList(newList->name);
Menus::MenuListList[newList->name] = newList;
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return newList;
}
void Menus::FreeMenuSource(int handle)
{
if (!Menus::IsValidSourceHandle(handle)) return;
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Game::script_t *script;
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Game::token_t *token;
Game::define_t *define;
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Game::indent_t *indent;
Game::source_t *source = Game::sourceFiles[handle];
while (source->scriptstack)
{
script = source->scriptstack;
source->scriptstack = source->scriptstack->next;
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Game::FreeMemory(script);
}
while (source->tokens)
{
token = source->tokens;
source->tokens = source->tokens->next;
Game::FreeMemory(token);
}
while (source->defines)
{
define = source->defines;
source->defines = source->defines->next;
Game::FreeMemory(define);
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}
while (source->indentstack)
{
indent = source->indentstack;
source->indentstack = source->indentstack->next;
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Utils::Memory::Free(indent);
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}
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if (source->definehash) Utils::Memory::Free(source->definehash);
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Utils::Memory::Free(source);
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Game::sourceFiles[handle] = nullptr;
}
void Menus::FreeMenu(Game::menuDef_t* menudef)
{
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// Do i need to free expressions and strings?
// Or does the game take care of it?
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// Seems like it does...
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if (menudef->items)
{
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// Seems like this is obsolete as well,
// as the game handles the memory
//for (int i = 0; i < menudef->itemCount; i++)
//{
// Game::Menu_FreeItemMemory(menudef->items[i]);
//}
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Utils::Memory::Free(menudef->items);
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}
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Utils::Memory::Free(menudef);
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}
void Menus::FreeMenuList(Game::MenuList* menuList)
{
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if (!menuList) return;
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// Keep our compiler happy
Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
if (list.name)
{
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Utils::Memory::Free(list.name);
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}
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if (list.menus)
{
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Utils::Memory::Free(list.menus);
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}
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Utils::Memory::Free(menuList);
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}
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void Menus::RemoveMenu(std::string menu)
{
auto i = Menus::MenuList.find(menu);
if(i != Menus::MenuList.end())
{
if (i->second) Menus::FreeMenu(i->second);
Menus::MenuList.erase(i);
}
}
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void Menus::RemoveMenu(Game::menuDef_t* menudef)
{
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); i++)
{
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if (i->second == menudef)
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{
Menus::FreeMenu(menudef);
Menus::MenuList.erase(i);
break;
}
}
}
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void Menus::RemoveMenuList(std::string menuList)
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{
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auto i = Menus::MenuListList.find(menuList);
if (i != Menus::MenuListList.end())
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{
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if (i->second)
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{
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for (auto j = 0; j < i->second->menuCount; j++)
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{
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Menus::RemoveMenu(i->second->menus[j]);
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}
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Menus::FreeMenuList(i->second);
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}
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Menus::MenuListList.erase(i);
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}
}
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void Menus::RemoveMenuList(Game::MenuList* menuList)
{
if (!menuList || !menuList->name) return;
Menus::RemoveMenuList(menuList->name);
}
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void Menus::FreeEverything()
{
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for (auto i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); i++)
{
Menus::FreeMenuList(i->second);
}
Menus::MenuListList.clear();
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); i++)
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{
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Menus::FreeMenu(i->second);
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}
Menus::MenuList.clear();
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}
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType type, const char* filename)
{
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return { Game::Menus_FindByName(Game::uiContext, filename) };
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}
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const char* filename)
{
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Game::XAssetHeader header = { 0 };
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Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename).menuList;
header.menuList = menuList;
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// Free the last menulist, as we have to rebuild it with the new menus
Menus::RemoveMenuList(filename);
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if (menuList)
{
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// Parse scriptmenus!
if (!strcmp(menuList->menus[0]->window.name, "default_menu") || Utils::EndsWith(filename, ".menu"))
{
if (FileSystem::File(filename).Exists())
{
header.menuList = Menus::LoadScriptMenu(filename);
// Reset, if we didn't find scriptmenus
if (!header.menuList)
{
header.menuList = menuList;
}
}
}
else
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{
header.menuList = Menus::LoadMenuList(menuList);
}
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}
return header;
}
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void Menus::RefreshMenus()
{
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// std::map<std::string, Game::menuDef_t*> BrokenMenuList = Menus::MenuList;
// std::map<Game::menuDef_t*, Game::menuDef_t*> RemappedMenus;
//
// if (!BrokenMenuList.size()) return;
//
// for (auto &i = BrokenMenuList.begin(); i != BrokenMenuList.end(); i++)
// {
// Menus::RemoveMenu(i->second);
// auto menus = Menus::LoadMenu(i->first.data());
//
// if (!menus.size())
// {
// RemappedMenus[i->second] = nullptr; // Remap old menu to NULL, this might initially have been a menu inside a menu
// }
// else
// {
// RemappedMenus[i->second] = menus[0]; // Remap old menu to new menu
// }
// }
//
// // Correct map for menus inside menus ;)
// for (auto &i = RemappedMenus.begin(); i != RemappedMenus.end(); i++)
// {
// if (!i->second) // Menu is NULL, that means it was probably stored inside another one
// {
// // Find its name first
// std::string name;
// for (auto j = BrokenMenuList.begin(); j != BrokenMenuList.end(); j++)
// {
// if (i->first == j->second)
// {
// name = j->first;
// break;
// }
// }
//
// // Unable to find the name
// // It's actually not possible that this happens!
// if (!name.size()) break;
//
// // Now find the new by its name
// for (auto j = Menus::MenuList.begin(); j != Menus::MenuList.end(); j++)
// {
// // We have found it, insert it into the map
// if (j->first == name)
// {
// i->second = j->second;
// break;
// }
// }
//
// // No corresponding menu has been found, try loading the original one
// if (!i->second)
// {
// i->second = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, name.data()).menu;
// }
// }
// }
//
// // Replace the menus in the ui context
// for (int i = 0; i < Game::uiContext->menuCount; i++)
// {
// auto mapEntry = RemappedMenus.find(Game::uiContext->menus[i]);
//
// if (mapEntry != RemappedMenus.end())
// {
// Game::uiContext->menus[i] = mapEntry->second;
// }
// }
//
// // Replace menus in our menulist list :P
// for (auto &i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); i++)
// {
// Game::MenuList* list = i->second;
//
// if (list && list->menus)
// {
// for (int j = 0; j < list->menuCount; j++)
// {
// auto mapEntry = RemappedMenus.find(list->menus[j]);
//
// if (mapEntry != RemappedMenus.end())
// {
// list->menus[j] = mapEntry->second;
// }
// }
// }
// }
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();i++)
{
Menus::RemoveMenuFromContext(Game::uiContext, i->second);
}
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Menus::FreeEverything();
}
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void Menus::ReinitializeMenusStub()
{
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Menus::RefreshMenus();
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Utils::Hook::Call<void()>(0x401700)();
}
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bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
{
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std::string _connect = "connect";
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if (menu && menu->window.name)
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{
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if (menu->window.name == _connect) // Check if we're supposed to draw the loadscreen
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{
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Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
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if (originalConnect == menu) // Check if we draw the original loadscreen
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{
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//if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one ontop
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();i++)
{
if (i->second && i->second->window.name && i->second->window.name == _connect) // We have a custom connect menu, don't display the game's
{
return false;
}
}
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}
}
}
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return Game::Menu_IsVisible(dc, menu);
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}
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void Menus::RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu)
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{
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// Search menu in context
int i = 0;
for (; i < dc->menuCount; i++)
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{
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if (dc->menus[i] == menu)
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{
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break;
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}
}
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// Remove from stack
if (i < dc->menuCount)
{
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for (; i < dc->menuCount - 1; i++)
{
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dc->menus[i] = dc->menus[i + 1];
}
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// Clear last menu
dc->menus[--dc->menuCount] = 0;
}
}
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void Menus::Add(std::string menu)
{
Menus::CustomMenus.push_back(menu);
}
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Menus::Menus()
{
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if (Dedicated::IsDedicated()) return;
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// Ensure everything is zero'ed
Menus::FreeEverything();
// Intercept asset finding
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENUFILE, Menus::MenuFileLoad);
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// Don't open connect menu
Utils::Hook::Nop(0x428E48, 5);
// Intercept menu painting
Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).Install()->Quick();
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// Reinitialize ui
Utils::Hook(0x4A58C3, Menus::ReinitializeMenusStub, HOOK_CALL).Install()->Quick();
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// disable the 2 new tokens in ItemParse_rect
Utils::Hook::Set<BYTE>(0x640693, 0xEB);
// don't load ASSET_TYPE_MENU assets for every menu (might cause patch menus to fail)
Utils::Hook::Nop(0x453406, 5);
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//make Com_Error and similar go back to main_text instead of menu_xboxlive.
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Utils::Hook::SetString(0x6FC790, "main_text");
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Command::Add("openmenu", [] (Command::Params params)
{
if (params.Length() != 2)
{
Logger::Print("USAGE: openmenu <menu name>\n");
return;
}
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Game::Menus_OpenByName(Game::uiContext, params[1]);
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});
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Command::Add("reloadmenus", [] (Command::Params params)
{
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// Close all menus
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Game::Menus_CloseAll(Game::uiContext);
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// Free custom menus
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Menus::FreeEverything();
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// Only disconnect if in-game, context is updated automatically!
if (Game::CL_IsCgameInitialized())
{
Game::Cbuf_AddText(0, "disconnect\n");
}
else
{
// Reinitialize ui context
((void(*)())0x401700)();
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// Reopen main menu
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Game::Menus_OpenByName(Game::uiContext, "main_text");
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}
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});
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// Define custom menus here
Menus::Add("ui_mp/theater_menu.menu");
Menus::Add("ui_mp/pc_options_multi.menu");
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Menus::Add("ui_mp/pc_options_game.menu");
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}
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Menus::~Menus()
{
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Menus::CustomMenus.clear();
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Menus::FreeEverything();
}
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}