From 7fbeacbe51ba4522aa92889fad4aba37dc00a8e8 Mon Sep 17 00:00:00 2001 From: RektInator Date: Thu, 3 Oct 2019 19:23:06 +0200 Subject: [PATCH] [Menus] Rollback old menu code --- .../Modules/AssetInterfaces/IMenuList.cpp | 4 +- .../Modules/AssetInterfaces/ImenuDef_t.cpp | 2 +- src/Components/Modules/Menus.cpp | 759 ++++++++++++++---- src/Components/Modules/Menus.hpp | 55 +- 4 files changed, 625 insertions(+), 195 deletions(-) diff --git a/src/Components/Modules/AssetInterfaces/IMenuList.cpp b/src/Components/Modules/AssetInterfaces/IMenuList.cpp index e18cb961..ecf0aad4 100644 --- a/src/Components/Modules/AssetInterfaces/IMenuList.cpp +++ b/src/Components/Modules/AssetInterfaces/IMenuList.cpp @@ -7,7 +7,7 @@ namespace Assets Utils::Memory::Allocator* allocator = builder->getAllocator(); // actually gets the whole list - std::vector menus = Components::Menus::LoadMenu(name); + auto menus = Components::Menus::LoadMenu(name); if (menus.empty()) return; // Allocate new menu list @@ -27,7 +27,7 @@ namespace Assets // Copy new menus for (unsigned int i = 0; i < menus.size(); ++i) { - newList->menus[i] = menus[i]; + newList->menus[i] = menus[i].second; } header->menuList = newList; diff --git a/src/Components/Modules/AssetInterfaces/ImenuDef_t.cpp b/src/Components/Modules/AssetInterfaces/ImenuDef_t.cpp index 9477f908..1fa5dfcc 100644 --- a/src/Components/Modules/AssetInterfaces/ImenuDef_t.cpp +++ b/src/Components/Modules/AssetInterfaces/ImenuDef_t.cpp @@ -13,7 +13,7 @@ namespace Assets if (menus.size() == 0) return; 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()); - header->menu = menus[0]; + header->menu = menus[0].second; } diff --git a/src/Components/Modules/Menus.cpp b/src/Components/Modules/Menus.cpp index b7a419d0..593b96ed 100644 --- a/src/Components/Modules/Menus.cpp +++ b/src/Components/Modules/Menus.cpp @@ -2,7 +2,9 @@ namespace Components { - std::unordered_map Menus::DiskMenuList; + std::vector Menus::CustomMenus; + std::unordered_map Menus::MenuList; + std::unordered_map Menus::MenuListList; int Menus::ReserveSourceHandle() { @@ -58,7 +60,7 @@ namespace Components int handle = Menus::ReserveSourceHandle(); if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot! - Game::script_t *script = Menus::LoadMenuScript(name, buffer); + Game::script_t* script = Menus::LoadMenuScript(name, buffer); if (!script) { @@ -68,7 +70,7 @@ namespace Components script->next = nullptr; - Game::source_t *source = allocator->allocate(); + Game::source_t* source = allocator->allocate(); if (!source) { Game::FreeMemory(script); @@ -81,7 +83,7 @@ namespace Components source->defines = nullptr; source->indentstack = nullptr; source->skip = 0; - source->definehash = static_cast(allocator->allocate(4096)); + source->definehash = static_cast(allocator->allocate(4096)); Game::sourceFiles[handle] = source; @@ -164,12 +166,79 @@ namespace Components } } + Menus::OverrideMenu(menu); + Menus::RemoveMenu(menu->window.name); + Menus::MenuList[menu->window.name] = menu; + return menu; } - std::vector Menus::LoadMenu(const std::string& menu) + Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator) { - std::vector menus; + std::vector> 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(); + if (!list) return nullptr; + + list->menus = allocator->allocateArray(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> Menus::LoadMenu(const std::string& menu) + { + std::vector> menus; FileSystem::File menuFile(menu); if (menuFile.exists()) @@ -198,7 +267,7 @@ namespace Components if (!_stricmp(token.string, "menudef")) { Game::menuDef_t* menudef = Menus::ParseMenu(handle); - if (menudef) menus.push_back(menudef); // Custom menu + if (menudef) menus.push_back({ true, menudef }); // Custom menu } } @@ -206,22 +275,178 @@ namespace Components } } - // store loaded menus to be freed later - for (auto it = menus.begin(); it != menus.end(); ++it) - { - Menus::DiskMenuList[(*it)->window.name] = *it; - } + return menus; + } + + std::vector> Menus::LoadMenu(Game::menuDef_t* menudef) + { + std::vector> menus = Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", menudef->window.name)); + + if (menus.empty()) + { + // // Try loading the original menu, if we can't load our custom one + // Game::menuDef_t* originalMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, menudef->window.name).menu; + // + // if (originalMenu) + // { + // menus.push_back({ false, originalMenu }); + // } + // else + // { + menus.push_back({ false, menudef }); // Native menu +// } + } return menus; } + Game::MenuList* Menus::LoadScriptMenu(const char* menu) + { + Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); + + std::vector> menus = Menus::LoadMenu(menu); + if (menus.empty()) return nullptr; + + // Allocate new menu list + Game::MenuList* newList = allocator->allocate(); + if (!newList) return nullptr; + + newList->menus = allocator->allocateArray(menus.size()); + if (!newList->menus) + { + allocator->free(newList); + return nullptr; + } + + newList->name = allocator->duplicateString(menu); + newList->menuCount = menus.size(); + + // Copy new menus + for (unsigned int i = 0; i < menus.size(); ++i) + { + newList->menus[i] = menus[i].second; + } + + Menus::RemoveMenuList(newList->name); + Menus::MenuListList[newList->name] = newList; + + return newList; + } + + void Menus::SafeMergeMenus(std::vector>* menus, std::vector> newMenus) + { + // Check if we overwrote a menu + for (auto i = menus->begin(); i != menus->end();) + { + // Try to find the native menu + bool found = !i->first; // Only if custom menu, try to find it + + // If there is none, try to find a custom menu + if (!found) + { + for (auto& entry : Menus::MenuList) + { + if (i->second == entry.second) + { + found = true; + break; + } + } + } + + // Remove the menu if it has been deallocated (not found) + if (!found) + { + i = menus->erase(i); + continue; + } + + bool increment = true; + + // Remove the menu if it has been loaded twice + for (auto& newMenu : newMenus) + { + if (i->second->window.name == std::string(newMenu.second->window.name)) + { + Menus::RemoveMenu(i->second); + + i = menus->erase(i); + increment = false; + break; + } + } + + if (increment) ++i; + } + + Utils::Merge(menus, newMenus); + } + + Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList) + { + Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); + + std::vector> menus; + + for (int i = 0; i < menuList->menuCount; ++i) + { + if (!menuList->menus[i]) continue; + Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menuList->menus[i])); + } + + // Load custom menus + if (menuList->name == "ui_mp/code.txt"s) // Should be menus, but code is loaded ingame + { + for (auto menu : Menus::CustomMenus) + { + bool hasMenu = false; + for (auto& loadedMenu : menus) + { + if (loadedMenu.second->window.name == menu) + { + hasMenu = true; + break; + } + } + + if (!hasMenu) Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menu)); + } + } + + // Allocate new menu list + Game::MenuList* newList = allocator->allocate(); + if (!newList) return menuList; + + size_t size = menus.size(); + newList->menus = allocator->allocateArray(size); + if (!newList->menus) + { + allocator->free(newList); + return menuList; + } + + newList->name = allocator->duplicateString(menuList->name); + newList->menuCount = size; + + // Copy new menus + for (unsigned int i = 0; i < menus.size(); ++i) + { + newList->menus[i] = menus[i].second; + } + + Menus::RemoveMenuList(newList->name); + Menus::MenuListList[newList->name] = newList; + + return newList; + } + void Menus::FreeMenuSource(int handle) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); if (!Menus::IsValidSourceHandle(handle)) return; - Game::source_t *source = Game::sourceFiles[handle]; + Game::source_t* source = Game::sourceFiles[handle]; while (source->scriptstack) { @@ -258,32 +483,230 @@ namespace Components Game::sourceFiles[handle] = nullptr; } - void Menus::FreeDiskMenu(Game::menuDef_t* menudef) + void Menus::FreeMenu(Game::menuDef_t* menudef) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); // Do i need to free expressions and strings? // Or does the game take care of it? // Seems like it does... + if (menudef->items) { + // 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]); + //} + allocator->free(menudef->items); } allocator->free(menudef); } - void Menus::FreeEverything() + void Menus::FreeMenuList(Game::MenuList* menuList) { - for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i) + if (!menuList) return; + Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); + + // Keep our compiler happy + Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus }; + + if (list.name) { - Menus::FreeDiskMenu(i->second); + allocator->free(list.name); } - Menus::DiskMenuList.clear(); + if (list.menus) + { + allocator->free(list.menus); + } + + allocator->free(menuList); } - bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu) + void Menus::RemoveMenu(const std::string& menu) + { + auto i = Menus::MenuList.find(menu); + if (i != Menus::MenuList.end()) + { + if (i->second) Menus::FreeMenu(i->second); + i = Menus::MenuList.erase(i); + } + } + + void Menus::RemoveMenu(Game::menuDef_t* menudef) + { + for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();) + { + if (i->second == menudef) + { + Menus::FreeMenu(menudef); + i = Menus::MenuList.erase(i); + } + else + { + ++i; + } + } + } + + void Menus::RemoveMenuList(const std::string& menuList) + { + auto i = Menus::MenuListList.find(menuList); + if (i != Menus::MenuListList.end()) + { + if (i->second) + { + for (auto j = 0; j < i->second->menuCount; ++j) + { + Menus::RemoveMenu(i->second->menus[j]); + } + + Menus::FreeMenuList(i->second); + } + + i = Menus::MenuListList.erase(i); + } + } + + // This is actually a really important function + // It checks if we have already loaded the menu we passed and replaces its instances in memory + // Due to deallocating the old menu, the game might crash on not being able to handle its old instance + // So we need to override it in our menu lists and the game's ui context + // EDIT: We might also remove the old instances inside RemoveMenu + // EDIT2: Removing old instances without having a menu to replace them with might leave a nullptr + // EDIT3: Wouldn't it be better to check if the new menu we're trying to load has already been loaded and not was not deallocated and return that one instead of loading a new one? + void Menus::OverrideMenu(Game::menuDef_t* menu) + { + if (!menu || !menu->window.name) return; + std::string name = menu->window.name; + + // Find the old menu + auto i = Menus::MenuList.find(name); + if (i != Menus::MenuList.end()) + { + // We have found it, *yay* + Game::menuDef_t* oldMenu = i->second; + + // Replace every old instance with our new one in the ui context + for (int j = 0; j < Game::uiContext->menuCount; ++j) + { + if (Game::uiContext->Menus[j] == oldMenu) + { + Game::uiContext->Menus[j] = menu; + } + } + + // Replace every old instance with our new one in our menu lists + for (auto j = Menus::MenuListList.begin(); j != Menus::MenuListList.end(); ++j) + { + Game::MenuList* list = j->second; + + if (list && list->menus) + { + for (int k = 0; k < list->menuCount; ++k) + { + if (list->menus[k] == oldMenu) + { + list->menus[k] = menu; + } + } + } + } + } + } + + void Menus::RemoveMenuList(Game::MenuList* menuList) + { + if (!menuList || !menuList->name) return; + Menus::RemoveMenuList(menuList->name); + } + + void Menus::FreeEverything() + { + 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) + { + Menus::FreeMenu(i->second); + } + + Menus::MenuList.clear(); + } + + Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename) + { + return { Game::Menus_FindByName(Game::uiContext, filename.data()) }; + } + + Game::XAssetHeader Menus::MenuListFindHook(Game::XAssetType type, const std::string& filename) + { + Game::XAssetHeader header = { nullptr }; + + // 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 (Utils::String::EndsWith(filename, ".menu")) + { + if (FileSystem::File(filename).exists()) + { + header.menuList = Menus::LoadScriptMenu(filename.data()); + if (header.menuList) return header; + } + } + + Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList; + header.menuList = menuList; + + if (menuList && reinterpret_cast(menuList) != 0xDDDDDDDD) + { + // Parse scriptmenus! + if ((menuList->menuCount > 0 && menuList->menus[0] && menuList->menus[0]->window.name == "default_menu"s)) + { + if (FileSystem::File(filename).exists()) + { + header.menuList = Menus::LoadScriptMenu(filename.data()); + + // Reset, if we didn't find scriptmenus + if (!header.menuList) + { + header.menuList = menuList; + } + } + } + else + { + header.menuList = Menus::LoadMenuList(menuList); + } + } + else + { + header.menuList = nullptr; + } + + return header; + } + + bool Menus::IsMenuVisible(Game::UiContext* dc, Game::menuDef_t* menu) { if (menu && menu->window.name) { @@ -293,7 +716,7 @@ namespace Components if (originalConnect == menu) // Check if we draw the original loadscreen { - if (Menus::DiskMenuList.find("connect") != Menus::DiskMenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top + if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top { return false; } @@ -304,111 +727,83 @@ namespace Components return Game::Menu_IsVisible(dc, menu); } - void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close) - { - // scriptmenu - if (std::string(list->name).find(".menu") != std::string::npos) - { - auto menus = Menus::LoadMenu(list->name); + 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) + { + break; + } + } - if (menus.size()) - { - Logger::Print("Overriding menu '%s'\n", list->name); - for (auto it = menus.begin(); it != menus.end(); ++it) - { - if (ctx->menuCount < MAX_MENUS_IN_CONTEXT) - { - ctx->Menus[ctx->menuCount++] = *it; - } + // Remove from stack + if (i < dc->menuCount) + { + for (; i < dc->menuCount - 1; ++i) + { + dc->Menus[i] = dc->Menus[i + 1]; + } - if (close) - { - Game::Menus_CloseRequest(ctx, *it); - } - } + // Clear last menu + dc->Menus[--dc->menuCount] = nullptr; + } + } - return; // don't add original menus - } - } - + void Menus::Add(const std::string& menu) + { + Menus::CustomMenus.push_back(menu); + } - for (int i = 0; i < list->menuCount; i++) - { - Game::menuDef_t* cur = list->menus[i]; + void Menus::RegisterCustomMenusHook() + { + Game::UiContext* uiInfoArray = (Game::UiContext*)0x62E2858; + // Game::MenuList list; - if (cur->window.name == reinterpret_cast(0xDDDDDDDD)) - { - DebugBreak(); - } + Utils::Hook::Call(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(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus + // std::memcpy(&list, header.data, sizeof(Game::MenuList)); - auto menus = Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", cur->window.name)); + // 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 + // } + // } + // } - if (menus.size()) - { - Logger::Print("Overriding menu '%s'\n", cur->window.name); - if (menus.size() > 1) Logger::Print("Disk menu has more than one definition Using only the first one.\n"); - cur = menus[0]; // replace menu in context with loaded one - } + // for (int i = 0; i < list.menuCount; i++) + // { + // if (list.menus[i]) + // { + // uiInfoArray->Menus[uiInfoArray->menuCount++] = list.menus[i]; + // } + // } + //} - if (ctx->menuCount < MAX_MENUS_IN_CONTEXT) - { - ctx->Menus[ctx->menuCount++] = cur; - } + for (int i = 0; i < uiInfoArray->menuCount; i++) + { + OutputDebugStringA(Utils::String::VA("%s\n", uiInfoArray->Menus[i]->window.name)); + } - if (close) - { - Game::Menus_CloseRequest(ctx, cur); - } - } - } - - void Menus::RegisterMenuLists() - { - Utils::Hook::Call(0x401700)(); // reset ui context - - // we can't call DB_FindXAssetHeader here because it blocks the rest of loading waiting on those 2 menulsits - // TODO: Figure out a better way to trigger the custom menulist loading because if you skip the intro the - // custom menus won't have loaded until a few seconds later. All overridden menus are already - // loaded so it isn't a black screen but it wont show the first time intro, credits, etc. - // as soon as this loads those start to work again - // if we just trigger this here it blocks the intro from showing because of the FindXAssetHeader calls - // that are waiting for zones to finish loading - - auto loadCustomMenus = []() - { - // attempt to load iw4x menus - 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))) - { - Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1); - } - - // attempt to load mod menus - 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))) - { - Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1); - } - }; - - if (!FastFiles::Ready()) - { - Scheduler::OnReady(loadCustomMenus, true); - } - else - { - loadCustomMenus(); - } - } - - void Menus::ResetContextHook(int a1) - { - // reset our lists - Menus::FreeEverything(); - - // continue with initialization - Utils::Hook::Call(0x4A57D0)(a1); - } + /* + 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(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus + } + */ + } Menus::Menus() { @@ -417,90 +812,106 @@ namespace Components // Ensure everything is zero'ed Menus::FreeEverything(); + // Intercept asset finding + 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::RegisterMenuLists, HOOK_CALL).install()->quick(); - - // take control of menus in uiContext - Utils::Hook(0x4533C0, Menus::AddMenuListToContext, HOOK_JUMP).install()->quick(); - - // reset our list on UiContext reset - Utils::Hook(0x4B5422, Menus::ResetContextHook, HOOK_CALL).install()->quick(); + // 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, []() - { - if (!Party::GetMotd().empty() && Party::Target() == *Game::connectedHost) { - Dvar::Var("didyouknow").set(Party::GetMotd()); - } - }, HOOK_CALL).install()->quick(); + if (!Party::GetMotd().empty() && Party::Target() == *Game::connectedHost) + { + Dvar::Var("didyouknow").set(Party::GetMotd()); + } + }, HOOK_CALL).install()->quick(); - // Intercept menu painting - Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).install()->quick(); + // Intercept menu painting + Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).install()->quick(); - // disable the 2 new tokens in ItemParse_rect - Utils::Hook::Set(0x640693, 0xEB); + // disable the 2 new tokens in ItemParse_rect + Utils::Hook::Set(0x640693, 0xEB); - // don't load ASSET_TYPE_MENU assets for every menu (might cause patch menus to fail) - Utils::Hook::Nop(0x453406, 5); + // don't load ASSET_TYPE_MENU assets for every menu (might cause patch menus to fail) + Utils::Hook::Nop(0x453406, 5); - //make Com_Error and similar go back to main_text instead of menu_xboxlive. - Utils::Hook::SetString(0x6FC790, "main_text"); + //make Com_Error and similar go back to main_text instead of menu_xboxlive. + Utils::Hook::SetString(0x6FC790, "main_text"); - Command::Add("openmenu", [](Command::Params* params) - { - if (params->length() != 2) - { - Logger::Print("USAGE: openmenu \n"); - return; - } + Command::Add("openmenu", [](Command::Params* params) + { + if (params->length() != 2) + { + Logger::Print("USAGE: openmenu \n"); + return; + } - // Not quite sure if we want to do this if we're not ingame, but it's only needed for ingame menus. - if (Dvar::Var("cl_ingame").get()) - { - Game::Key_SetCatcher(0, 16); - } + // Not quite sure if we want to do this if we're not ingame, but it's only needed for ingame menus. + if (Dvar::Var("cl_ingame").get()) + { + Game::Key_SetCatcher(0, 16); + } - Game::Menus_OpenByName(Game::uiContext, params->get(1)); - }); + Game::Menus_OpenByName(Game::uiContext, params->get(1)); + }); - Command::Add("reloadmenus", [](Command::Params*) - { - // Close all menus - Game::Menus_CloseAll(Game::uiContext); + Command::Add("reloadmenus", [](Command::Params*) + { + // Close all menus + Game::Menus_CloseAll(Game::uiContext); - // Free custom menus and reset uiContext list - Menus::FreeEverything(); + // Free custom menus + Menus::FreeEverything(); - // Only disconnect if in-game, context is updated automatically! - if (Game::CL_IsCgameInitialized()) - { - Game::Cbuf_AddText(0, "disconnect\n"); - } - else - { - Menus::RegisterMenuLists(); // register custom menus + // Only disconnect if in-game, context is updated automatically! + if (Game::CL_IsCgameInitialized()) + { + Game::Cbuf_AddText(0, "disconnect\n"); + } + else + { + // Reinitialize ui context + Utils::Hook::Call(0x401700)(); - // Reopen main menu - Game::Menus_OpenByName(Game::uiContext, "main_text"); - } - }); + // Reopen main menu + Game::Menus_OpenByName(Game::uiContext, "main_text"); + } + }); #ifndef DISABLE_ANTICHEAT - Scheduler::OnFrameAsync(AntiCheat::QuickCodeScanner2); + Scheduler::OnFrameAsync(AntiCheat::QuickCodeScanner2); #endif - Command::Add("mp_QuickMessage", [](Command::Params*) - { - Command::Execute("openmenu quickmessage"); - }); + Command::Add("mp_QuickMessage", [](Command::Params*) + { + Command::Execute("openmenu quickmessage"); + }); + + // 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"); + Menus::Add("ui_mp/pc_options_game.menu"); + Menus::Add("ui_mp/stats_reset.menu"); + Menus::Add("ui_mp/stats_unlock.menu"); + Menus::Add("ui_mp/security_increase_popmenu.menu"); + Menus::Add("ui_mp/mod_download_popmenu.menu"); + Menus::Add("ui_mp/popup_friends.menu"); + Menus::Add("ui_mp/menu_first_launch.menu"); + Menus::Add("ui_mp/startup_messages.menu"); + Menus::Add("ui_mp/pc_store.menu"); + Menus::Add("ui_mp/iw4x_credits.menu"); + Menus::Add("ui_mp/resetclass.menu"); } Menus::~Menus() { + Menus::CustomMenus.clear(); Menus::FreeEverything(); } } diff --git a/src/Components/Modules/Menus.hpp b/src/Components/Modules/Menus.hpp index 9a204b7a..c250867b 100644 --- a/src/Components/Modules/Menus.hpp +++ b/src/Components/Modules/Menus.hpp @@ -1,7 +1,6 @@ #pragma once #define MAX_SOURCEFILES 64 -#define MAX_MENUS_IN_CONTEXT 640 #undef LoadMenu namespace Components @@ -13,31 +12,51 @@ namespace Components ~Menus(); static void FreeEverything(); - static void RegisterMenuLists(); - // used to load assets for zonebuilder - static std::vector LoadMenu(const std::string& file); + static void Add(const std::string& menu); + static Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator); + static std::vector> LoadMenu(Game::menuDef_t* menudef); + static std::vector> LoadMenu(const std::string& file); + private: - static std::unordered_map DiskMenuList; + static std::unordered_map MenuList; + static std::unordered_map MenuListList; + static std::vector CustomMenus; - // Loading - static int ReserveSourceHandle(); - static bool IsValidSourceHandle(int handle); - static Game::menuDef_t* ParseMenu(int handle); - static Game::script_t* LoadMenuScript(const std::string& name, const std::string& buffer); - static int LoadMenuSource(const std::string& name, const std::string& buffer); + 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); + + static void SafeMergeMenus(std::vector>* menus, std::vector> newMenus); + + static Game::script_t* LoadMenuScript(const std::string& name, const std::string& buffer); + static int LoadMenuSource(const std::string& name, const std::string& buffer); + + static int ReserveSourceHandle(); + static bool IsValidSourceHandle(int handle); + + static Game::menuDef_t* ParseMenu(int handle); - // Freeing static void FreeMenuSource(int handle); - static void FreeDiskMenu(Game::menuDef_t* menudef); - // Etc. - static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu); + static void FreeMenuList(Game::MenuList* menuList); + static void FreeMenu(Game::menuDef_t* menudef); - // Manage menus in uiContext - static void AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close); - static void ResetContextHook(int a1); + static void RemoveMenu(const std::string& menu); + static void RemoveMenu(Game::menuDef_t* menudef); + static void RemoveMenuList(const std::string& menuList); + static void RemoveMenuList(Game::MenuList* menuList); + + static void OverrideMenu(Game::menuDef_t* menu); + + static bool IsMenuVisible(Game::UiContext* dc, Game::menuDef_t* menu); + + static void RemoveMenuFromContext(Game::UiContext* dc, Game::menuDef_t* menu); + + static void RegisterCustomMenusHook(); // Ugly! static int KeywordHash(char* key);