[Menus] Reduce complexity in the system for loading menus (+1 squashed commits)
This commit is contained in:
parent
831291bdfe
commit
128ef8016b
@ -2,15 +2,35 @@
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namespace Assets
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{
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void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->menuList = Components::Menus::LoadMenuList(name);
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Utils::Memory::Allocator* allocator = builder->getAllocator();
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for (int i = 0; i < header->menuList->menuCount; i++)
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// actually gets the whole list
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std::vector<Game::menuDef_t*> menus = Components::Menus::LoadMenu(name);
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if (menus.empty()) return;
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return;
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
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{
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ImenuDef_t::LoadedMenus[header->menuList->menus[i]->window.name] = header->menuList->menus[i];
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allocator->free(newList);
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return;
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}
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newList->name = allocator->duplicateString(name);
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newList->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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newList->menus[i] = menus[i];
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}
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header->menuList = newList;
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}
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void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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@ -7,22 +7,13 @@ namespace Assets
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void ImenuDef_t::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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// search menus loaded by a menufile
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for (auto i = ImenuDef_t::LoadedMenus.begin(); i != ImenuDef_t::LoadedMenus.end(); ++i)
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{
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if (i->first == name) {
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header->menu = i->second;
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return;
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}
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}
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// load from disk
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auto menus = Components::Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", name.data()));
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if (menus.size() == 0) return;
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if (menus.size() > 1) Components::Logger::Print("Menu '%s' on disk has more than one menudef in it. Only saving the first one\n", name.data());
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header->menu = menus[0].second;
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header->menu = menus[0];
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}
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@ -3,8 +3,6 @@
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namespace Components
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{
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std::unordered_map<std::string, Game::menuDef_t*> Menus::DiskMenuList;
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std::unordered_map<std::string, Game::MenuList*> Menus::DiskMenuListList;
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std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
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int Menus::ReserveSourceHandle()
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{
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@ -169,9 +167,9 @@ namespace Components
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return menu;
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}
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std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
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std::vector<Game::menuDef_t*> Menus::LoadMenu(const std::string& menu)
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{
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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std::vector<Game::menuDef_t*> menus;
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FileSystem::File menuFile(menu);
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if (menuFile.exists())
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@ -200,7 +198,7 @@ namespace Components
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if (!_stricmp(token.string, "menudef"))
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{
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Game::menuDef_t* menudef = Menus::ParseMenu(handle);
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if (menudef) menus.push_back({ true, menudef }); // Custom menu
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if (menudef) menus.push_back(menudef); // Custom menu
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}
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}
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@ -208,40 +206,15 @@ namespace Components
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}
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}
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// store loaded menus to be freed later
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for (auto it = menus.begin(); it != menus.end(); ++it)
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{
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Menus::DiskMenuList[(*it)->window.name] = *it;
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}
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return menus;
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}
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// Can be used to load scriptmenus or menulists
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Game::MenuList* Menus::LoadMenuList(const std::string& name)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(name);
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return nullptr;
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
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{
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allocator->free(newList);
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return nullptr;
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}
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newList->name = allocator->duplicateString(name);
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newList->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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newList->menus[i] = menus[i].second;
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}
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return newList;
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}
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void Menus::FreeMenuSource(int handle)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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@ -300,65 +273,14 @@ namespace Components
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allocator->free(menudef);
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}
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void Menus::FreeDiskMenuList(Game::MenuList* menuList)
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{
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if (!menuList) return;
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Keep our compiler happy
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Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
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if (list.name)
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{
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allocator->free(list.name);
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}
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if (list.menus)
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{
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allocator->free(list.menus);
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}
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allocator->free(menuList);
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}
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void Menus::FreeEverything()
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{
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for (auto i = Menus::DiskMenuListList.begin(); i != Menus::DiskMenuListList.end(); ++i)
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{
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Menus::FreeDiskMenuList(i->second);
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}
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Menus::DiskMenuListList.clear();
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for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i)
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{
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Menus::FreeDiskMenu(i->second);
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}
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Menus::DiskMenuList.clear();
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Menus::UiContextMenus.clear();
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}
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Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename)
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{
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return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
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}
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Game::XAssetHeader Menus::MenuListFindHook(Game::XAssetType /*type*/, const std::string& filename)
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{
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Game::XAssetHeader header = { nullptr };
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// if menulist or scriptmenu exists on the disk, then load it
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if (FileSystem::File(filename).exists())
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{
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header.menuList = Menus::LoadMenuList(filename.data());
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if (header.menuList) return header;
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}
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// we don't need to modify any base assets here
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return header;
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}
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bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
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@ -382,72 +304,55 @@ namespace Components
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return Game::Menu_IsVisible(dc, menu);
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}
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void Menus::AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu)
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void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close)
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{
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if(ctx->menuCount < MAX_MENUS_IN_CONTEXT)
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// scriptmenu
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if (std::string(list->name).find(".menu") != std::string::npos)
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{
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ctx->Menus[ctx->menuCount++] = menu;
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}
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auto menus = Menus::LoadMenu(list->name);
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Menus::UiContextMenus[menu->window.name] = { priority, menu };
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}
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std::pair<int, Game::menuDef_t*> Menus::FindMenuInContext(Game::UiContext* /*ctx*/, const std::string& name)
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{
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auto entry = Menus::UiContextMenus.find(name);
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if (entry == Menus::UiContextMenus.end()) return { 0, nullptr };
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return entry->second;
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}
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// overwrite entry in uiContext, update it in our list, and free it if it was a disk menu
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void Menus::ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu)
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{
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for (int i = 0; i < ctx->menuCount; i++)
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{
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Game::menuDef_t* cur = ctx->Menus[i];
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if (!_stricmp(cur->window.name, menu->window.name))
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if (menus.size())
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{
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// check if it was a disk menu and free it if it was
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if (Menus::DiskMenuList.find(cur->window.name) != Menus::DiskMenuList.end())
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Logger::Print("Overriding menu '%s'\n", list->name);
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for (auto it = menus.begin(); it != menus.end(); ++it)
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{
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Menus::FreeDiskMenu(cur);
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if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
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{
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ctx->Menus[ctx->menuCount++] = *it;
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}
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if (close)
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{
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Game::Menus_CloseRequest(ctx, *it);
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}
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}
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// replace entry in context
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ctx->Menus[i] = menu;
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break;
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return; // don't add original menus
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}
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}
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// update our list
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Menus::UiContextMenus[menu->window.name] = { priority, menu };
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}
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// enforce priority on what menus get loaded
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// builtin < iw4x < mod
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void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close)
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{
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int insertPriority = Menus::MenuContextPriority::PRIORITY_BUILTIN;
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if (!strncmp(list->name, "ui_mp/iw4x.txt", 13)) insertPriority = Menus::MenuContextPriority::PRIORITY_IW4X;
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if (!strncmp(list->name, "ui_mp/mod.txt", 12)) insertPriority = Menus::MenuContextPriority::PRIORITY_MOD;
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for (int i = 0; i < list->menuCount; i++)
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{
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Game::menuDef_t* cur = list->menus[i];
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// check if menu already exists in context and replace if priority is higher
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std::pair<int, Game::menuDef_t*> ctxEntry = Menus::FindMenuInContext(ctx, cur->window.name);
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if (ctxEntry.second) // if menu ptr is null then it wasnt found
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if (cur->window.name == reinterpret_cast<const char*>(0xDDDDDDDD))
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{
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if (insertPriority >= ctxEntry.first) // compare priorities to see if we should replace
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{
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Menus::ReplaceMenuInContext(ctx, insertPriority, cur);
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}
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DebugBreak();
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}
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else // otherwise just insert
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auto menus = Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", cur->window.name));
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if (menus.size())
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{
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Menus::AddMenuToContext(ctx, insertPriority, cur);
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Logger::Print("Overriding menu '%s'\n", cur->window.name);
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if (menus.size() > 1) Logger::Print("Disk menu has more than one definition Using only the first one.\n");
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cur = menus[0]; // replace menu in context with loaded one
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}
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if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
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{
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ctx->Menus[ctx->menuCount++] = cur;
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}
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if (close)
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@ -468,7 +373,8 @@ namespace Components
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// as soon as this loads those start to work again
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// if we just trigger this here it blocks the intro from showing because of the FindXAssetHeader calls
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// that are waiting for zones to finish loading
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Scheduler::OnReady([]()
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auto loadCustomMenus = []()
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{
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// attempt to load iw4x menus
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Game::XAssetHeader header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/iw4x.txt");
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@ -483,7 +389,16 @@ namespace Components
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{
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Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1);
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}
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}, true);
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};
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if (!FastFiles::Ready())
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{
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Scheduler::OnReady(loadCustomMenus, true);
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}
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else
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{
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loadCustomMenus();
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}
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}
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void Menus::ResetContextHook(int a1)
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@ -502,10 +417,6 @@ namespace Components
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// Ensure everything is zero'ed
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Menus::FreeEverything();
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// Intercept asset finding
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuFindHook);
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuListFindHook);
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// Don't open connect menu
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//Utils::Hook::Nop(0x428E48, 5);
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@ -518,20 +429,6 @@ namespace Components
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// reset our list on UiContext reset
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Utils::Hook(0x4B5422, Menus::ResetContextHook, HOOK_CALL).install()->quick();
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// grab custom lists as they are loaded otherwise DB takes up to 20 seconds to load intro
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/*
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
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{
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if (type != Game::XAssetType::ASSET_TYPE_MENULIST) return;
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if (name == "ui_mp/iw4x.txt" || name == "ui_mp/mod.txt")
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{
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Menus::AddMenuListToContext(Game::uiContext, asset.menuList, 1);
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}
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});
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*/
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// Use the connect menu open call to update server motds
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Utils::Hook(0x428E48, []()
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{
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@ -16,13 +16,10 @@ namespace Components
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static void RegisterMenuLists();
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// used to load assets for zonebuilder
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static Game::MenuList* LoadMenuList(const std::string& file);
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static std::vector<std::pair<bool, Game::menuDef_t*>> LoadMenu(const std::string& file);
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static std::vector<Game::menuDef_t*> LoadMenu(const std::string& file);
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private:
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static std::unordered_map<std::string, Game::menuDef_t*> DiskMenuList;
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static std::unordered_map<std::string, Game::MenuList*> DiskMenuListList;
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static std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
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// Loading
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static int ReserveSourceHandle();
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@ -33,26 +30,12 @@ namespace Components
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// Freeing
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static void FreeMenuSource(int handle);
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static void FreeDiskMenuList(Game::MenuList* menuList);
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static void FreeDiskMenu(Game::menuDef_t* menudef);
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// Etc.
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static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu);
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// Intercept Asset Find Calls
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static Game::XAssetHeader MenuFindHook(Game::XAssetType type, const std::string& filename);
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static Game::XAssetHeader MenuListFindHook(Game::XAssetType type, const std::string& filename);
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// Manage menus in uiContext
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enum MenuContextPriority
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{
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PRIORITY_BUILTIN = 0,
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PRIORITY_IW4X = 1,
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PRIORITY_MOD = 2,
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};
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static std::pair<int, Game::menuDef_t*> FindMenuInContext(Game::UiContext* ctx, const std::string& name);
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static void AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu);
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static void ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu);
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static void AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close);
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static void ResetContextHook(int a1);
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