diff --git a/src/Components/Modules/AssetInterfaces/IMenuList.cpp b/src/Components/Modules/AssetInterfaces/IMenuList.cpp index f8a25f96..9f04195f 100644 --- a/src/Components/Modules/AssetInterfaces/IMenuList.cpp +++ b/src/Components/Modules/AssetInterfaces/IMenuList.cpp @@ -4,7 +4,7 @@ namespace Assets { void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { - header->menuList = Components::Menus::LoadCustomMenuList(name, builder->getAllocator()); + header->menuList = Components::Menus::LoadMenuList(name); for (int i = 0; i < header->menuList->menuCount; i++) { diff --git a/src/Components/Modules/Menus.cpp b/src/Components/Modules/Menus.cpp index 9b9ff7e4..48a332bf 100644 --- a/src/Components/Modules/Menus.cpp +++ b/src/Components/Modules/Menus.cpp @@ -2,9 +2,9 @@ namespace Components { - std::vector Menus::CustomMenus; - std::unordered_map Menus::MenuList; - std::unordered_map Menus::MenuListList; + std::unordered_map Menus::DiskMenuList; + std::unordered_map Menus::DiskMenuListList; + std::unordered_map> Menus::UiContextMenus; int Menus::ReserveSourceHandle() { @@ -166,76 +166,9 @@ namespace Components } } - Menus::OverrideMenu(menu); - Menus::RemoveMenu(menu->window.name); - Menus::MenuList[menu->window.name] = menu; - return menu; } - Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator) - { - 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; @@ -278,33 +211,12 @@ namespace Components 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) + // Can be used to load scriptmenus or menulists + Game::MenuList* Menus::LoadMenuList(const std::string& name) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); - std::vector> menus = Menus::LoadMenu(menu); + std::vector> menus = Menus::LoadMenu(name); if (menus.empty()) return nullptr; // Allocate new menu list @@ -318,7 +230,7 @@ namespace Components return nullptr; } - newList->name = allocator->duplicateString(menu); + newList->name = allocator->duplicateString(name); newList->menuCount = menus.size(); // Copy new menus @@ -327,116 +239,6 @@ namespace Components 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; } @@ -483,31 +285,22 @@ namespace Components Game::sourceFiles[handle] = nullptr; } - void Menus::FreeMenu(Game::menuDef_t* menudef) + void Menus::FreeDiskMenu(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::FreeMenuList(Game::MenuList* menuList) + void Menus::FreeDiskMenuList(Game::MenuList* menuList) { if (!menuList) return; Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); @@ -528,123 +321,27 @@ namespace Components allocator->free(menuList); } - 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) + for (auto i = Menus::DiskMenuListList.begin(); i != Menus::DiskMenuListList.end(); ++i) { - Menus::FreeMenuList(i->second); + Menus::FreeDiskMenuList(i->second); } - Menus::MenuListList.clear(); + Menus::DiskMenuListList.clear(); - for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); ++i) + for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i) { - Menus::FreeMenu(i->second); + Menus::FreeDiskMenu(i->second); } - Menus::MenuList.clear(); + Menus::DiskMenuList.clear(); + + Menus::UiContextMenus.clear(); } Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename) - { + { return { Game::Menus_FindByName(Game::uiContext, filename.data()) }; } @@ -652,56 +349,14 @@ namespace Components { 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()) + // if menulist or scriptmenu exists on the disk, then load it + if (FileSystem::File(filename).exists()) { - 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); + header.menuList = Menus::LoadMenuList(filename.data()); + if (header.menuList) return header; } - 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; - } + // we don't need to modify any base assets here return header; } @@ -716,7 +371,7 @@ 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 on top + if (Menus::DiskMenuList.find("connect") != Menus::DiskMenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top { return false; } @@ -727,82 +382,108 @@ namespace Components 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) - { - break; - } - } - - // Remove from stack - if (i < dc->menuCount) - { - for (; i < dc->menuCount - 1; ++i) - { - dc->Menus[i] = dc->Menus[i + 1]; - } - - // Clear last menu - dc->Menus[--dc->menuCount] = nullptr; - } - } - - void Menus::Add(const std::string& menu) - { - Menus::CustomMenus.push_back(menu); - } - - void Menus::RegisterCustomMenusHook() + void Menus::AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu) { - Game::UiContext* uiInfoArray = (Game::UiContext*)0x62E2858; - Game::MenuList list; + if(ctx->menuCount < MAX_MENUS_IN_CONTEXT) + { + ctx->Menus[ctx->menuCount++] = menu; + } + Menus::UiContextMenus[menu->window.name] = { priority, menu }; + } + + std::pair Menus::FindMenuInContext(Game::UiContext* ctx, const std::string& name) + { + auto entry = Menus::UiContextMenus.find(name); + if (entry == Menus::UiContextMenus.end()) return { 0, nullptr }; + return entry->second; + } + + // overwrite entry in uiContext, update it in our list, and free it if it was a disk menu + void Menus::ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu) + { + for (int i = 0; i < ctx->menuCount; i++) + { + Game::menuDef_t* cur = ctx->Menus[i]; + if (!_stricmp(cur->window.name, menu->window.name)) + { + // check if it was a disk menu and free it if it was + if (Menus::DiskMenuList.find(cur->window.name) != Menus::DiskMenuList.end()) + { + Menus::FreeDiskMenu(cur); + } + + // replace entry in context + ctx->Menus[i] = menu; + break; + } + } + + // update our list + Menus::UiContextMenus[menu->window.name] = { priority, menu }; + } + + // enforce priority on what menus get loaded + // builtin < iw4x < mod + void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close) + { + int insertPriority = Menus::MenuContextPriority::PRIORITY_BUILTIN; + + if (!strncmp(list->name, "ui_mp/iw4x.txt", 13)) insertPriority = Menus::MenuContextPriority::PRIORITY_IW4X; + if (!strncmp(list->name, "ui_mp/mod.txt", 12)) insertPriority = Menus::MenuContextPriority::PRIORITY_MOD; + + for (int i = 0; i < list->menuCount; i++) + { + Game::menuDef_t* cur = list->menus[i]; + + // check if menu already exists in context and replace if priority is higher + std::pair ctxEntry = Menus::FindMenuInContext(ctx, cur->window.name); + + if (ctxEntry.second) // if menu ptr is null then it wasnt found + { + if (insertPriority > ctxEntry.first) // compare priorities to see if we should replace + { + Menus::ReplaceMenuInContext(ctx, insertPriority, cur); + } + } + else // otherwise just insert + { + Menus::AddMenuToContext(ctx, insertPriority, cur); + } + + if (close) + { + Game::Menus_CloseRequest(ctx, cur); + } + } + } + + void Menus::RegisterMenuLists() + { Utils::Hook::Call(0x401700)(); // call original load functions + + // 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))) { - // Utils::Hook::Call(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]; - } - } + Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1); } - for (int i = 0; i < uiInfoArray->menuCount; i++) - { - OutputDebugStringA(Utils::String::VA("%s\n", uiInfoArray->Menus[i]->window.name)); - } - - /* + // 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))) { - Utils::Hook::Call(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus + Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1); } - */ + } + + void Menus::ResetContextHook(int a1) + { + // reset our lists + Menus::FreeEverything(); + + // continue with initialization + Utils::Hook::Call(0x4A57D0)(a1); } Menus::Menus() @@ -820,7 +501,13 @@ namespace Components //Utils::Hook::Nop(0x428E48, 5); // register custom menufiles if they exist - Utils::Hook(0x4A58C3, Menus::RegisterCustomMenusHook, HOOK_CALL).install()->quick(); + 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(); // Use the connect menu open call to update server motds Utils::Hook(0x428E48, []() @@ -865,7 +552,7 @@ namespace Components // Close all menus Game::Menus_CloseAll(Game::uiContext); - // Free custom menus + // Free custom menus and reset uiContext list Menus::FreeEverything(); // Only disconnect if in-game, context is updated automatically! @@ -875,8 +562,8 @@ namespace Components } else { - // Reinitialize ui context - Utils::Hook::Call(0x401700)(); + // re-register all menus + Menus::RegisterMenuLists(); // Reopen main menu Game::Menus_OpenByName(Game::uiContext, "main_text"); @@ -891,29 +578,10 @@ namespace Components { 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 151b5e0a..df7e9390 100644 --- a/src/Components/Modules/Menus.hpp +++ b/src/Components/Modules/Menus.hpp @@ -1,6 +1,7 @@ #pragma once #define MAX_SOURCEFILES 64 +#define MAX_MENUS_IN_CONTEXT 640 #undef LoadMenu namespace Components @@ -12,50 +13,48 @@ namespace Components ~Menus(); static void FreeEverything(); + static void RegisterMenuLists(); - static void Add(const std::string& menu); - - static Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator); + // used to load assets for zonebuilder + static Game::MenuList* LoadMenuList(const std::string& file); + static std::vector> LoadMenu(const std::string& file); private: - static std::unordered_map MenuList; - static std::unordered_map MenuListList; - static std::vector CustomMenus; + static std::unordered_map DiskMenuList; + static std::unordered_map DiskMenuListList; + static std::unordered_map> Menus::UiContextMenus; - 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 std::vector> LoadMenu(Game::menuDef_t* menudef); - static std::vector> LoadMenu(const std::string& file); - 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); + // 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); + // Freeing static void FreeMenuSource(int handle); + static void FreeDiskMenuList(Game::MenuList* menuList); + static void FreeDiskMenu(Game::menuDef_t* menudef); - static void FreeMenuList(Game::MenuList* menuList); - static void FreeMenu(Game::menuDef_t* menudef); - - 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); - + // Etc. static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu); - static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu); + // Intercept Asset Find Calls + static Game::XAssetHeader MenuFindHook(Game::XAssetType type, const std::string& filename); + static Game::XAssetHeader MenuListFindHook(Game::XAssetType type, const std::string& filename); - static void RegisterCustomMenusHook(); + // Manage menus in uiContext + enum MenuContextPriority + { + PRIORITY_BUILTIN = 0, + PRIORITY_IW4X = 1, + PRIORITY_MOD = 2, + }; + static std::pair FindMenuInContext(Game::UiContext* ctx, const std::string& name); + static void AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu); + static void ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu); + static void AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close); + static void ResetContextHook(int a1); // Ugly! static int KeywordHash(char* key); diff --git a/src/Game/Functions.cpp b/src/Game/Functions.cpp index 7628c469..701f1412 100644 --- a/src/Game/Functions.cpp +++ b/src/Game/Functions.cpp @@ -148,6 +148,7 @@ namespace Game Load_snd_alias_list_nameArray_t Load_snd_alias_list_nameArray = Load_snd_alias_list_nameArray_t(0x4499F0); Menus_CloseAll_t Menus_CloseAll = Menus_CloseAll_t(0x4BA5B0); + Menus_CloseRequest_t Menus_CloseRequest = Menus_CloseRequest_t(0x430D50); Menus_OpenByName_t Menus_OpenByName = Menus_OpenByName_t(0x4CCE60); Menus_FindByName_t Menus_FindByName = Menus_FindByName_t(0x487240); Menu_IsVisible_t Menu_IsVisible = Menu_IsVisible_t(0x4D77D0); diff --git a/src/Game/Functions.hpp b/src/Game/Functions.hpp index 2350586a..aa4f1bf8 100644 --- a/src/Game/Functions.hpp +++ b/src/Game/Functions.hpp @@ -373,6 +373,9 @@ namespace Game typedef void(__cdecl * Menus_CloseAll_t)(UiContext *dc); extern Menus_CloseAll_t Menus_CloseAll; + typedef void(__cdecl * Menus_CloseRequest_t)(UiContext *dc, menuDef_t* menu); + extern Menus_CloseRequest_t Menus_CloseRequest; + typedef int(__cdecl * Menus_OpenByName_t)(UiContext *dc, const char *p); extern Menus_OpenByName_t Menus_OpenByName;