[Menus] Start working on loading custom menus

Currently doesn't work to override menus so I'm going to have to rewrite some stuff
This commit is contained in:
TheApadayo 2019-01-16 23:52:42 -05:00
parent b120b10197
commit 4dc912af3e
7 changed files with 160 additions and 8 deletions

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@ -2,6 +2,16 @@
namespace Assets
{
void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->menuList = Components::Menus::LoadCustomMenuList(name, builder->getAllocator());
for (int i = 0; i < header->menuList->menuCount; i++)
{
ImenuDef_t::LoadedMenus[header->menuList->menus[i]->window.name] = header->menuList->menus[i];
}
}
void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::MenuList *asset = header.menuList;

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@ -9,6 +9,6 @@ namespace Assets
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
};
}

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@ -2,6 +2,22 @@
namespace Assets
{
std::unordered_map<std::string, Game::menuDef_t*> ImenuDef_t::LoadedMenus;
void ImenuDef_t::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
// search menus loaded by a menufile
for (auto i = ImenuDef_t::LoadedMenus.begin(); i != ImenuDef_t::LoadedMenus.end(); ++i)
{
if (i->first == name) {
header->menu = i->second;
return;
}
}
}
void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::menuDef_t *asset = header.menu;

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@ -9,7 +9,9 @@ namespace Assets
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
static std::unordered_map<std::string, Game::menuDef_t*> LoadedMenus;
private:
template <typename T> void save_windowDef_t(Game::windowDef_t* asset, T* dest, Components::ZoneBuilder::Zone* builder)

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@ -173,6 +173,69 @@ namespace Components
return menu;
}
Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator)
{
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
FileSystem::File menuFile(menu);
if (!menuFile.exists()) return nullptr;
Game::pc_token_t token;
int handle = Menus::LoadMenuSource(menu, menuFile.getBuffer());
if (Menus::IsValidSourceHandle(handle))
{
while (true)
{
ZeroMemory(&token, sizeof(token));
if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
{
break;
}
if (!_stricmp(token.string, "loadmenu"))
{
Game::PC_ReadTokenHandle(handle, &token);
Utils::Merge(&menus, Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
}
if (!_stricmp(token.string, "menudef"))
{
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
if (menudef) menus.push_back({ true, menudef }); // Custom menu
}
}
Menus::FreeMenuSource(handle);
}
if (menus.empty()) return nullptr;
// Allocate new menu list
Game::MenuList* list = allocator->allocate<Game::MenuList>();
if (!list) return nullptr;
list->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!list->menus)
{
allocator->free(list);
return nullptr;
}
list->name = allocator->duplicateString(menu);
list->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
list->menus[i] = menus[i].second;
}
return list;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
{
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
@ -580,12 +643,12 @@ namespace Components
Menus::MenuList.clear();
}
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType /*type*/, const std::string& filename)
Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename)
{
return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
}
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const std::string& filename)
Game::XAssetHeader Menus::MenuListFindHook(Game::XAssetType type, const std::string& filename)
{
Game::XAssetHeader header = { nullptr };
@ -694,6 +757,54 @@ namespace Components
Menus::CustomMenus.push_back(menu);
}
void Menus::RegisterCustomMenusHook()
{
Game::UiContext* uiInfoArray = (Game::UiContext*)0x62E2858;
Game::MenuList list;
Utils::Hook::Call<void()>(0x401700)(); // call original load functions
Game::XAssetHeader header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/iw4x.txt");
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
{
// Utils::Hook::Call<void(void*, Game::MenuList*, int)>(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus
std::memcpy(&list, header.data, sizeof(Game::MenuList));
for (int i = 0; i < uiInfoArray->menuCount; i++)
{
for (int j = 0; j < list.menuCount; j++)
{
if (!list.menus[j]) continue; // skip already used entries
if (!stricmp(list.menus[j]->window.name, uiInfoArray->Menus[i]->window.name))
{
uiInfoArray->Menus[i] = list.menus[j]; // overwrite UiContext pointer
list.menus[j] = nullptr; // clear entries that already exist so we don't add them later
}
}
}
for (int i = 0; i < list.menuCount; i++)
{
if (list.menus[i])
{
uiInfoArray->Menus[uiInfoArray->menuCount++] = list.menus[i];
}
}
}
for (int i = 0; i < uiInfoArray->menuCount; i++)
{
OutputDebugStringA(Utils::String::VA("%s\n", uiInfoArray->Menus[i]->window.name));
}
/*
header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/mod.txt");
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
{
Utils::Hook::Call<void(void*, Game::MenuList*, int)>(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus
}
*/
}
Menus::Menus()
{
if (Dedicated::IsEnabled()) return;
@ -702,12 +813,15 @@ namespace Components
Menus::FreeEverything();
// Intercept asset finding
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuFileLoad);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuFindHook);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuListFindHook);
// Don't open connect menu
//Utils::Hook::Nop(0x428E48, 5);
// register custom menufiles if they exist
Utils::Hook(0x4A58C3, Menus::RegisterCustomMenusHook, HOOK_CALL).install()->quick();
// Use the connect menu open call to update server motds
Utils::Hook(0x428E48, []()
{
@ -779,6 +893,7 @@ namespace Components
});
// Define custom menus here
/*
Menus::Add("ui_mp/changelog.menu");
Menus::Add("ui_mp/theater_menu.menu");
Menus::Add("ui_mp/pc_options_multi.menu");
@ -793,6 +908,7 @@ namespace Components
Menus::Add("ui_mp/pc_store.menu");
Menus::Add("ui_mp/iw4x_credits.menu");
Menus::Add("ui_mp/resetclass.menu");
*/
}
Menus::~Menus()

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@ -15,13 +15,15 @@ namespace Components
static void Add(const std::string& menu);
static Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator);
private:
static std::unordered_map<std::string, Game::menuDef_t*> MenuList;
static std::unordered_map<std::string, Game::MenuList*> MenuListList;
static std::vector<std::string> CustomMenus;
static Game::XAssetHeader MenuLoad(Game::XAssetType type, const std::string& filename);
static Game::XAssetHeader MenuFileLoad(Game::XAssetType type, const std::string& filename);
static Game::XAssetHeader MenuFindHook(Game::XAssetType type, const std::string& filename);
static Game::XAssetHeader MenuListFindHook(Game::XAssetType type, const std::string& filename);
static Game::MenuList* LoadMenuList(Game::MenuList* menuList);
static Game::MenuList* LoadScriptMenu(const char* menu);
@ -53,6 +55,8 @@ namespace Components
static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu);
static void RegisterCustomMenusHook();
// Ugly!
static int KeywordHash(char* key);
};

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@ -871,6 +871,10 @@ namespace Components
// defaults need to load before we do this
Utils::Hook::Call<void()>(0x4E1F30)(); // G_SetupWeaponDef
Utils::Hook::Call<void()>(0x4454C0)(); // Item_SetupKeywordHash (for loading menus)
Utils::Hook::Call<void()>(0x501BC0)(); // Menu_SetupKeywordHash (for loading menus)
Utils::Hook::Call<void()>(0x4A1280)(); // something related to uiInfoArray
Utils::Hook::Call<void(const char*)>(0x464A90)(GetCommandLineA()); // Com_ParseCommandLine
Utils::Hook::Call<void()>(0x60C3D0)(); // Com_AddStartupCommands