This commit is contained in:
momo5502 2016-01-15 19:39:33 +01:00
parent 6722c5f82b
commit 5ad9fdf914
2 changed files with 19 additions and 128 deletions

View File

@ -113,7 +113,7 @@ namespace Components
return var;
}
Game::menuDef_t* Menus::ParseMenu(std::string name, int handle)
Game::menuDef_t* Menus::ParseMenu(int handle)
{
Game::menuDef_t* menu = Utils::Memory::AllocateArray<Game::menuDef_t>(1);
if (!menu) return nullptr;
@ -167,8 +167,8 @@ namespace Components
}
}
Menus::RemoveMenu(name);
Menus::MenuList[name] = menu;
Menus::RemoveMenu(menu->window.name);
Menus::MenuList[menu->window.name] = menu;
return menu;
}
@ -206,10 +206,7 @@ namespace Components
if (!_stricmp(token.string, "menudef"))
{
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);
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
if (menudef) menus.push_back(menudef);
}
}
@ -471,8 +468,18 @@ namespace Components
Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename).menuList;
header.menuList = menuList;
// Free the last menulist, as we have to rebuild it with the new menus
Menus::RemoveMenuList(filename);
// Free the last menulist and ui context, as we have to rebuild it with the new menus
if (Menus::MenuListList.find(filename) != Menus::MenuListList.end())
{
Game::MenuList* list = Menus::MenuListList[filename];
for (int i = 0; list && list->menus && i < list->menuCount; i++)
{
Menus::RemoveMenuFromContext(Game::uiContext, list->menus[i]);
}
Menus::RemoveMenuList(filename);
}
if (menuList)
{
@ -499,112 +506,6 @@ namespace Components
return header;
}
void Menus::RefreshMenus()
{
// 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);
}
Menus::FreeEverything();
}
void Menus::ReinitializeMenusStub()
{
Menus::RefreshMenus();
Utils::Hook::Call<void()>(0x401700)();
}
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
{
std::string _connect = "connect";
@ -617,13 +518,9 @@ namespace Components
if (originalConnect == menu) // Check if we draw the original loadscreen
{
//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 (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one ontop
{
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;
}
return false;
}
}
}
@ -679,9 +576,6 @@ namespace Components
// Intercept menu painting
Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).Install()->Quick();
// Reinitialize ui
Utils::Hook(0x4A58C3, Menus::ReinitializeMenusStub, HOOK_CALL).Install()->Quick();
// disable the 2 new tokens in ItemParse_rect
Utils::Hook::Set<BYTE>(0x640693, 0xEB);

View File

@ -33,7 +33,7 @@ namespace Components
static int ReserveSourceHandle();
static bool IsValidSourceHandle(int handle);
static Game::menuDef_t* ParseMenu(std::string name, int handle);
static Game::menuDef_t* ParseMenu(int handle);
static void FreeMenuSource(int handle);
@ -49,9 +49,6 @@ namespace Components
static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu);
static void ReinitializeMenusStub();
static void RefreshMenus();
// Ugly!
static int KeywordHash(char* key);
};