[Menus] Rewrite how menus are loaded and used to support custom menu lists
This commit is contained in:
parent
4dc912af3e
commit
8080700432
@ -4,7 +4,7 @@ namespace Assets
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{
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void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->menuList = Components::Menus::LoadCustomMenuList(name, builder->getAllocator());
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header->menuList = Components::Menus::LoadMenuList(name);
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for (int i = 0; i < header->menuList->menuCount; i++)
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{
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@ -2,9 +2,9 @@
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namespace Components
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{
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std::vector<std::string> Menus::CustomMenus;
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std::unordered_map<std::string, Game::menuDef_t*> Menus::MenuList;
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std::unordered_map<std::string, Game::MenuList*> Menus::MenuListList;
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std::unordered_map<std::string, Game::menuDef_t*> Menus::DiskMenuList;
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std::unordered_map<std::string, Game::MenuList*> Menus::DiskMenuListList;
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std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
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int Menus::ReserveSourceHandle()
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{
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@ -166,76 +166,9 @@ namespace Components
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}
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}
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Menus::OverrideMenu(menu);
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Menus::RemoveMenu(menu->window.name);
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Menus::MenuList[menu->window.name] = menu;
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return menu;
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}
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Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator)
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{
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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FileSystem::File menuFile(menu);
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if (!menuFile.exists()) return nullptr;
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Game::pc_token_t token;
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int handle = Menus::LoadMenuSource(menu, menuFile.getBuffer());
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if (Menus::IsValidSourceHandle(handle))
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{
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while (true)
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{
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ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
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{
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break;
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}
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if (!_stricmp(token.string, "loadmenu"))
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{
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Game::PC_ReadTokenHandle(handle, &token);
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Utils::Merge(&menus, Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
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}
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if (!_stricmp(token.string, "menudef"))
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{
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Game::menuDef_t* menudef = Menus::ParseMenu(handle);
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if (menudef) menus.push_back({ true, menudef }); // Custom menu
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}
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}
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Menus::FreeMenuSource(handle);
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}
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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Game::MenuList* list = allocator->allocate<Game::MenuList>();
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if (!list) return nullptr;
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list->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!list->menus)
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{
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allocator->free(list);
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return nullptr;
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}
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list->name = allocator->duplicateString(menu);
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list->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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list->menus[i] = menus[i].second;
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}
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return list;
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}
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std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
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{
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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@ -278,33 +211,12 @@ namespace Components
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return menus;
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}
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std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef)
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{
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", menudef->window.name));
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if (menus.empty())
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{
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// // Try loading the original menu, if we can't load our custom one
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// Game::menuDef_t* originalMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, menudef->window.name).menu;
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//
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// if (originalMenu)
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// {
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// menus.push_back({ false, originalMenu });
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// }
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// else
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// {
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menus.push_back({ false, menudef }); // Native menu
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// }
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}
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return menus;
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}
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Game::MenuList* Menus::LoadScriptMenu(const char* menu)
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// Can be used to load scriptmenus or menulists
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Game::MenuList* Menus::LoadMenuList(const std::string& name)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(name);
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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@ -318,7 +230,7 @@ namespace Components
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return nullptr;
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}
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newList->name = allocator->duplicateString(menu);
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newList->name = allocator->duplicateString(name);
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newList->menuCount = menus.size();
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// Copy new menus
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@ -327,116 +239,6 @@ namespace Components
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newList->menus[i] = menus[i].second;
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}
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Menus::RemoveMenuList(newList->name);
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Menus::MenuListList[newList->name] = newList;
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return newList;
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}
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void Menus::SafeMergeMenus(std::vector<std::pair<bool, Game::menuDef_t*>>* menus, std::vector<std::pair<bool, Game::menuDef_t*>> newMenus)
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{
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// Check if we overwrote a menu
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for (auto i = menus->begin(); i != menus->end();)
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{
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// Try to find the native menu
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bool found = !i->first; // Only if custom menu, try to find it
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// If there is none, try to find a custom menu
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if (!found)
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{
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for (auto& entry : Menus::MenuList)
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{
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if (i->second == entry.second)
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{
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found = true;
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break;
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}
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}
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}
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// Remove the menu if it has been deallocated (not found)
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if (!found)
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{
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i = menus->erase(i);
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continue;
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}
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bool increment = true;
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// Remove the menu if it has been loaded twice
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for (auto& newMenu : newMenus)
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{
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if (i->second->window.name == std::string(newMenu.second->window.name))
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{
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Menus::RemoveMenu(i->second);
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i = menus->erase(i);
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increment = false;
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break;
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}
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}
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if(increment) ++i;
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}
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Utils::Merge(menus, newMenus);
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}
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Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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for (int i = 0; i < menuList->menuCount; ++i)
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{
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if (!menuList->menus[i]) continue;
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Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menuList->menus[i]));
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}
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// Load custom menus
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if (menuList->name == "ui_mp/code.txt"s) // Should be menus, but code is loaded ingame
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{
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for (auto menu : Menus::CustomMenus)
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{
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bool hasMenu = false;
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for (auto &loadedMenu : menus)
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{
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if (loadedMenu.second->window.name == menu)
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{
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hasMenu = true;
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break;
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}
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}
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if (!hasMenu) Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menu));
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}
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}
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return menuList;
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size_t size = menus.size();
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(size);
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if (!newList->menus)
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{
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allocator->free(newList);
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return menuList;
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}
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newList->name = allocator->duplicateString(menuList->name);
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newList->menuCount = size;
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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newList->menus[i] = menus[i].second;
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}
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Menus::RemoveMenuList(newList->name);
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Menus::MenuListList[newList->name] = newList;
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return newList;
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}
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@ -483,31 +285,22 @@ namespace Components
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Game::sourceFiles[handle] = nullptr;
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}
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void Menus::FreeMenu(Game::menuDef_t* menudef)
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void Menus::FreeDiskMenu(Game::menuDef_t* menudef)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Do i need to free expressions and strings?
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// Or does the game take care of it?
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// Seems like it does...
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if (menudef->items)
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{
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// Seems like this is obsolete as well,
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// as the game handles the memory
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//for (int i = 0; i < menudef->itemCount; ++i)
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//{
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// Game::Menu_FreeItemMemory(menudef->items[i]);
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//}
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allocator->free(menudef->items);
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}
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allocator->free(menudef);
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}
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void Menus::FreeMenuList(Game::MenuList* menuList)
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void Menus::FreeDiskMenuList(Game::MenuList* menuList)
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{
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if (!menuList) return;
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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@ -528,119 +321,23 @@ namespace Components
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allocator->free(menuList);
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}
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void Menus::RemoveMenu(const std::string& menu)
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{
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auto i = Menus::MenuList.find(menu);
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if (i != Menus::MenuList.end())
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{
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if (i->second) Menus::FreeMenu(i->second);
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i = Menus::MenuList.erase(i);
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}
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}
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void Menus::RemoveMenu(Game::menuDef_t* menudef)
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{
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for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();)
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{
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if (i->second == menudef)
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{
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Menus::FreeMenu(menudef);
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i = Menus::MenuList.erase(i);
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}
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else
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{
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++i;
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}
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}
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}
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void Menus::RemoveMenuList(const std::string& menuList)
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{
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auto i = Menus::MenuListList.find(menuList);
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if (i != Menus::MenuListList.end())
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{
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if (i->second)
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{
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for (auto j = 0; j < i->second->menuCount; ++j)
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{
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Menus::RemoveMenu(i->second->menus[j]);
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}
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Menus::FreeMenuList(i->second);
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}
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i = Menus::MenuListList.erase(i);
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}
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}
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// This is actually a really important function
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// It checks if we have already loaded the menu we passed and replaces its instances in memory
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// Due to deallocating the old menu, the game might crash on not being able to handle its old instance
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// So we need to override it in our menu lists and the game's ui context
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// EDIT: We might also remove the old instances inside RemoveMenu
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// EDIT2: Removing old instances without having a menu to replace them with might leave a nullptr
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// 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?
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void Menus::OverrideMenu(Game::menuDef_t *menu)
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{
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if (!menu || !menu->window.name) return;
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std::string name = menu->window.name;
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// Find the old menu
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auto i = Menus::MenuList.find(name);
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if (i != Menus::MenuList.end())
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{
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// We have found it, *yay*
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Game::menuDef_t* oldMenu = i->second;
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// Replace every old instance with our new one in the ui context
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for (int j = 0; j < Game::uiContext->menuCount; ++j)
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{
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if (Game::uiContext->Menus[j] == oldMenu)
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{
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Game::uiContext->Menus[j] = menu;
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}
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}
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// Replace every old instance with our new one in our menu lists
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for (auto j = Menus::MenuListList.begin(); j != Menus::MenuListList.end(); ++j)
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{
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Game::MenuList* list = j->second;
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if (list && list->menus)
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{
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for (int k = 0; k < list->menuCount; ++k)
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{
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if (list->menus[k] == oldMenu)
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{
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list->menus[k] = menu;
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}
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}
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}
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}
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}
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}
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void Menus::RemoveMenuList(Game::MenuList* menuList)
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{
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if (!menuList || !menuList->name) return;
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Menus::RemoveMenuList(menuList->name);
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}
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void Menus::FreeEverything()
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{
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for (auto i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); ++i)
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for (auto i = Menus::DiskMenuListList.begin(); i != Menus::DiskMenuListList.end(); ++i)
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{
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Menus::FreeMenuList(i->second);
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Menus::FreeDiskMenuList(i->second);
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}
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Menus::MenuListList.clear();
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Menus::DiskMenuListList.clear();
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for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); ++i)
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for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i)
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{
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Menus::FreeMenu(i->second);
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Menus::FreeDiskMenu(i->second);
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}
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Menus::MenuList.clear();
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Menus::DiskMenuList.clear();
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Menus::UiContextMenus.clear();
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}
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Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename)
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@ -652,56 +349,14 @@ namespace Components
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{
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Game::XAssetHeader header = { nullptr };
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// Free the last menulist and ui context, as we have to rebuild it with the new menus
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if (Menus::MenuListList.find(filename) != Menus::MenuListList.end())
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{
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Game::MenuList* list = Menus::MenuListList[filename];
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for (int i = 0; list && list->menus && i < list->menuCount; ++i)
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{
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Menus::RemoveMenuFromContext(Game::uiContext, list->menus[i]);
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}
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Menus::RemoveMenuList(filename);
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}
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if (Utils::String::EndsWith(filename, ".menu"))
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{
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// if menulist or scriptmenu exists on the disk, then load it
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if (FileSystem::File(filename).exists())
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{
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header.menuList = Menus::LoadScriptMenu(filename.data());
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header.menuList = Menus::LoadMenuList(filename.data());
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if (header.menuList) return header;
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}
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}
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Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList;
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header.menuList = menuList;
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if (menuList && reinterpret_cast<DWORD>(menuList) != 0xDDDDDDDD)
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{
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// Parse scriptmenus!
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if ((menuList->menuCount > 0 && menuList->menus[0] && menuList->menus[0]->window.name == "default_menu"s))
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{
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if (FileSystem::File(filename).exists())
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{
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header.menuList = Menus::LoadScriptMenu(filename.data());
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// Reset, if we didn't find scriptmenus
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if (!header.menuList)
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{
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header.menuList = menuList;
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}
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}
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}
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else
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{
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header.menuList = Menus::LoadMenuList(menuList);
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}
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}
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else
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{
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header.menuList = nullptr;
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}
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// we don't need to modify any base assets here
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return header;
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}
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@ -716,7 +371,7 @@ namespace Components
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if (originalConnect == menu) // Check if we draw the original loadscreen
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{
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if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top
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if (Menus::DiskMenuList.find("connect") != Menus::DiskMenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top
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{
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return false;
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}
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@ -727,82 +382,108 @@ namespace Components
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return Game::Menu_IsVisible(dc, menu);
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}
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|
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void Menus::RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu)
|
||||
void Menus::AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu)
|
||||
{
|
||||
// Search menu in context
|
||||
int i = 0;
|
||||
for (; i < dc->menuCount; ++i)
|
||||
if(ctx->menuCount < MAX_MENUS_IN_CONTEXT)
|
||||
{
|
||||
if (dc->Menus[i] == menu)
|
||||
ctx->Menus[ctx->menuCount++] = menu;
|
||||
}
|
||||
|
||||
Menus::UiContextMenus[menu->window.name] = { priority, menu };
|
||||
}
|
||||
|
||||
std::pair<int, Game::menuDef_t*> 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove from stack
|
||||
if (i < dc->menuCount)
|
||||
{
|
||||
for (; i < dc->menuCount - 1; ++i)
|
||||
{
|
||||
dc->Menus[i] = dc->Menus[i + 1];
|
||||
// update our list
|
||||
Menus::UiContextMenus[menu->window.name] = { priority, menu };
|
||||
}
|
||||
|
||||
// Clear last menu
|
||||
dc->Menus[--dc->menuCount] = nullptr;
|
||||
// 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<int, Game::menuDef_t*> 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::Add(const std::string& menu)
|
||||
void Menus::RegisterMenuLists()
|
||||
{
|
||||
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
|
||||
|
||||
// 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<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
|
||||
}
|
||||
}
|
||||
Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1);
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
/*
|
||||
// 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<void(void*, Game::MenuList*, int)>(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<void(int)>(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<void()>(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();
|
||||
}
|
||||
}
|
||||
|
@ -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<std::pair<bool, Game::menuDef_t*>> LoadMenu(const std::string& file);
|
||||
|
||||
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 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<std::pair<bool, Game::menuDef_t*>> LoadMenu(Game::menuDef_t* menudef);
|
||||
static std::vector<std::pair<bool, Game::menuDef_t*>> LoadMenu(const std::string& file);
|
||||
static void SafeMergeMenus(std::vector<std::pair<bool, Game::menuDef_t*>>* menus, std::vector<std::pair<bool, Game::menuDef_t*>> newMenus);
|
||||
static std::unordered_map<std::string, Game::menuDef_t*> DiskMenuList;
|
||||
static std::unordered_map<std::string, Game::MenuList*> DiskMenuListList;
|
||||
static std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
|
||||
|
||||
// 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 int ReserveSourceHandle();
|
||||
static bool IsValidSourceHandle(int handle);
|
||||
|
||||
static Game::menuDef_t* ParseMenu(int handle);
|
||||
|
||||
// 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<int, Game::menuDef_t*> 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);
|
||||
|
@ -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);
|
||||
|
@ -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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user