|
|
|
@ -113,7 +113,7 @@ namespace Components
|
|
|
|
|
return var;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Game::menuDef_t* Menus::ParseMenu(int handle)
|
|
|
|
|
Game::menuDef_t* Menus::ParseMenu(std::string name, 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(menu->window.name);
|
|
|
|
|
Menus::MenuList[menu->window.name] = menu;
|
|
|
|
|
Menus::RemoveMenu(name);
|
|
|
|
|
Menus::MenuList[name] = menu;
|
|
|
|
|
|
|
|
|
|
return menu;
|
|
|
|
|
}
|
|
|
|
@ -185,6 +185,9 @@ namespace Components
|
|
|
|
|
|
|
|
|
|
if (Menus::IsValidSourceHandle(handle))
|
|
|
|
|
{
|
|
|
|
|
// Sanitize event name
|
|
|
|
|
std::string menuName = menu;
|
|
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
|
{
|
|
|
|
|
ZeroMemory(&token, sizeof(token));
|
|
|
|
@ -203,7 +206,10 @@ namespace Components
|
|
|
|
|
|
|
|
|
|
if (!_stricmp(token.string, "menudef"))
|
|
|
|
|
{
|
|
|
|
|
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
|
|
|
|
|
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);
|
|
|
|
|
if (menudef) menus.push_back(menudef);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -455,18 +461,18 @@ namespace Components
|
|
|
|
|
|
|
|
|
|
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType type, const char* filename)
|
|
|
|
|
{
|
|
|
|
|
return { Menus::FindMenuByName(Game::uiContext, filename) };
|
|
|
|
|
return { Game::Menus_FindByName(Game::uiContext, filename) };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const char* filename)
|
|
|
|
|
{
|
|
|
|
|
Game::XAssetHeader header = { 0 };
|
|
|
|
|
|
|
|
|
|
// Check if we already loaded it and free it, seems like the game deallocated it
|
|
|
|
|
Menus::RemoveMenuList(Menus::MenuListList[filename]);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
if (menuList)
|
|
|
|
|
{
|
|
|
|
@ -493,23 +499,146 @@ namespace Components
|
|
|
|
|
return header;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Menus::AddMenuListHook(Game::UiContext *dc, Game::MenuList *menuList, int close)
|
|
|
|
|
void Menus::RefreshMenus()
|
|
|
|
|
{
|
|
|
|
|
Menus::ReloadStack(dc);
|
|
|
|
|
// 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;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
Game::MenuList* menus = Game::UI_LoadMenus("ui_mp/menus.txt", 3);
|
|
|
|
|
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();i++)
|
|
|
|
|
{
|
|
|
|
|
Menus::RemoveMenuFromContext(Game::uiContext, i->second);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Game::UI_AddMenuList(dc, menus, close);
|
|
|
|
|
Game::UI_AddMenuList(dc, menuList, close);
|
|
|
|
|
Menus::FreeEverything();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Menus::RemoveFromStack(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
void Menus::ReinitializeMenusStub()
|
|
|
|
|
{
|
|
|
|
|
// Search menu in stack
|
|
|
|
|
Menus::RefreshMenus();
|
|
|
|
|
|
|
|
|
|
Utils::Hook::Call<void()>(0x401700)();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
{
|
|
|
|
|
std::string _connect = "connect";
|
|
|
|
|
|
|
|
|
|
if (menu && menu->window.name)
|
|
|
|
|
{
|
|
|
|
|
if (menu->window.name == _connect) // Check if we're supposed to draw the loadscreen
|
|
|
|
|
{
|
|
|
|
|
Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
|
|
|
|
|
|
|
|
|
|
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 (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 Game::Menu_IsVisible(dc, menu);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Menus::RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
{
|
|
|
|
|
// Search menu in context
|
|
|
|
|
int i = 0;
|
|
|
|
|
for (; i < dc->menuCount; i++)
|
|
|
|
|
{
|
|
|
|
|
if (dc->Menus[i] == menu)
|
|
|
|
|
if (dc->menus[i] == menu)
|
|
|
|
|
{
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
@ -520,178 +649,14 @@ namespace Components
|
|
|
|
|
{
|
|
|
|
|
for (; i < dc->menuCount - 1; i++)
|
|
|
|
|
{
|
|
|
|
|
dc->Menus[i] = dc->Menus[i + 1];
|
|
|
|
|
dc->menus[i] = dc->menus[i + 1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clear last menu
|
|
|
|
|
dc->Menus[--dc->menuCount] = 0;
|
|
|
|
|
dc->menus[--dc->menuCount] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void __declspec(naked) Menus::OpenMenuStub()
|
|
|
|
|
{
|
|
|
|
|
__asm
|
|
|
|
|
{
|
|
|
|
|
// Menu
|
|
|
|
|
mov eax, [esp + 8h]
|
|
|
|
|
push eax
|
|
|
|
|
|
|
|
|
|
// Context
|
|
|
|
|
mov eax, [esp + 8h]
|
|
|
|
|
push eax
|
|
|
|
|
|
|
|
|
|
call Menus::IsMenuAllowed
|
|
|
|
|
add esp, 8h
|
|
|
|
|
|
|
|
|
|
test al, al
|
|
|
|
|
jnz continue
|
|
|
|
|
|
|
|
|
|
retn
|
|
|
|
|
|
|
|
|
|
continue:
|
|
|
|
|
push ecx
|
|
|
|
|
mov [esp], 0
|
|
|
|
|
mov eax, 4B72F8h
|
|
|
|
|
jmp eax
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void __declspec(naked) Menus::CloseMenuStub()
|
|
|
|
|
{
|
|
|
|
|
__asm
|
|
|
|
|
{
|
|
|
|
|
// Menu
|
|
|
|
|
mov eax, [esp + 8h]
|
|
|
|
|
push eax
|
|
|
|
|
|
|
|
|
|
// Context
|
|
|
|
|
mov eax, [esp + 8h]
|
|
|
|
|
push eax
|
|
|
|
|
|
|
|
|
|
call Menus::IsMenuAllowed
|
|
|
|
|
add esp, 8h
|
|
|
|
|
|
|
|
|
|
test al, al
|
|
|
|
|
jnz continue
|
|
|
|
|
|
|
|
|
|
retn
|
|
|
|
|
|
|
|
|
|
continue:
|
|
|
|
|
sub esp, 17Ch
|
|
|
|
|
mov eax, 430D56h
|
|
|
|
|
jmp eax
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Menus::ReloadMenu(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
{
|
|
|
|
|
// Find the name of our destroyed menu
|
|
|
|
|
std::string name;
|
|
|
|
|
auto i = Menus::MenuList.begin();
|
|
|
|
|
for (; i != Menus::MenuList.end(); i++)
|
|
|
|
|
{
|
|
|
|
|
if (i->second == menu)
|
|
|
|
|
{
|
|
|
|
|
name = i->first;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// We have found it, so we can remove and reload it
|
|
|
|
|
if (i != Menus::MenuList.end())
|
|
|
|
|
{
|
|
|
|
|
Menus::FreeMenu(menu);
|
|
|
|
|
Menus::MenuList.erase(i);
|
|
|
|
|
|
|
|
|
|
// Load original menu, in case we can't reload a custom one
|
|
|
|
|
Game::menuDef_t* newMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, name.data()).menu;
|
|
|
|
|
|
|
|
|
|
// Try reloading our custom menu
|
|
|
|
|
auto newMenus = Menus::LoadMenu(name);
|
|
|
|
|
if (newMenus.size()) newMenu = newMenus[0];
|
|
|
|
|
|
|
|
|
|
// Now replace the destroyed menu with the new one in the stack
|
|
|
|
|
for (int i = 0; i < dc->menuCount; i++)
|
|
|
|
|
{
|
|
|
|
|
if (dc->Menus[i] == menu)
|
|
|
|
|
{
|
|
|
|
|
dc->Menus[i] = newMenu;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Menus::RemoveFromStack(dc, menu);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Menus::ReloadStack(Game::UiContext *dc)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < dc->menuCount; i++)
|
|
|
|
|
{
|
|
|
|
|
Game::menuDef_t* menu = dc->Menus[i];
|
|
|
|
|
if (menu && menu->window.name && IsBadReadPtr(menu->window.name, 1)) // Sanity checks
|
|
|
|
|
{
|
|
|
|
|
Menus::ReloadMenu(dc, menu);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Game::menuDef_t* Menus::FindMenuByName(Game::UiContext* dc, const char* name)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < dc->menuCount; i++)
|
|
|
|
|
{
|
|
|
|
|
Game::menuDef_t* menu = dc->Menus[i];
|
|
|
|
|
if (menu && menu->window.name && !IsBadReadPtr(menu->window.name, 1)) // Sanity checks
|
|
|
|
|
{
|
|
|
|
|
if (!_strnicmp(name, menu->window.name, 0x7FFFFFFF))
|
|
|
|
|
{
|
|
|
|
|
return menu;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Menus::ReloadMenu(dc, menu);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Menus::IsMenuAllowed(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
{
|
|
|
|
|
if (menu && menu->window.name && !IsBadReadPtr(menu->window.name, 1))
|
|
|
|
|
{
|
|
|
|
|
if (std::string(menu->window.name) == "connect") // Check if we're supposed to draw the loadscreen
|
|
|
|
|
{
|
|
|
|
|
Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
{
|
|
|
|
|
Menus::RemoveFromStack(dc, menu);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Menus::ReloadMenu(dc, menu);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
|
|
|
|
|
{
|
|
|
|
|
return (Menus::IsMenuAllowed(dc, menu) && Game::Menu_IsVisible(dc, menu));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Menus::Add(std::string menu)
|
|
|
|
|
{
|
|
|
|
|
Menus::CustomMenus.push_back(menu);
|
|
|
|
@ -714,17 +679,8 @@ namespace Components
|
|
|
|
|
// Intercept menu painting
|
|
|
|
|
Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).Install()->Quick();
|
|
|
|
|
|
|
|
|
|
// Intercept menu closing
|
|
|
|
|
Utils::Hook(0x430D50, Menus::CloseMenuStub, HOOK_JUMP).Install()->Quick();
|
|
|
|
|
|
|
|
|
|
// Intercept menu opening
|
|
|
|
|
Utils::Hook(0x4B72F0, Menus::OpenMenuStub, HOOK_JUMP).Install()->Quick();
|
|
|
|
|
|
|
|
|
|
// Custom Menus_FindByName
|
|
|
|
|
Utils::Hook(0x487240, Menus::FindMenuByName, HOOK_JUMP).Install()->Quick();
|
|
|
|
|
|
|
|
|
|
// Load menus ingame
|
|
|
|
|
//Utils::Hook(0x41C178, Menus::AddMenuListHook, 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);
|
|
|
|
|