[Menus] Rewrite how menus are loaded and used to support custom menu lists

This commit is contained in:
TheApadayo 2019-01-17 16:33:26 -05:00
parent 4dc912af3e
commit 8080700432
5 changed files with 162 additions and 491 deletions

View File

@ -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++)
{

View File

@ -2,9 +2,9 @@
namespace Components
{
std::vector<std::string> Menus::CustomMenus;
std::unordered_map<std::string, Game::menuDef_t*> Menus::MenuList;
std::unordered_map<std::string, Game::MenuList*> Menus::MenuListList;
std::unordered_map<std::string, Game::menuDef_t*> Menus::DiskMenuList;
std::unordered_map<std::string, Game::MenuList*> Menus::DiskMenuListList;
std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> 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<std::pair<bool, Game::menuDef_t*>> 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<Game::MenuList>();
if (!list) return nullptr;
list->menus = allocator->allocateArray<Game::menuDef_t*>(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<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
{
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
@ -278,33 +211,12 @@ namespace Components
return menus;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef)
{
std::vector<std::pair<bool, Game::menuDef_t*>> 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<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
std::vector<std::pair<bool, Game::menuDef_t*>> 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<std::pair<bool, Game::menuDef_t*>>* menus, std::vector<std::pair<bool, Game::menuDef_t*>> 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<std::pair<bool, Game::menuDef_t*>> 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<Game::MenuList>();
if (!newList) return menuList;
size_t size = menus.size();
newList->menus = allocator->allocateArray<Game::menuDef_t*>(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<DWORD>(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<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;
}
}
// 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<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::RegisterMenuLists()
{
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
}
}
}
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<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();
}
}

View File

@ -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 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;
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 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<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);

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@ -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);

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@ -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;