Merge branch 'feature/custom-menulists' into 'develop'

Fix menus in Fastfiles and allow custom menu definitions via fastfile
This commit is contained in:
TheApadayo 2019-01-25 00:58:37 +01:00
commit a41e3fd012
10 changed files with 291 additions and 463 deletions

View File

@ -2,6 +2,36 @@
namespace Assets namespace Assets
{ {
void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
Utils::Memory::Allocator* allocator = builder->getAllocator();
// actually gets the whole list
std::vector<Game::menuDef_t*> menus = Components::Menus::LoadMenu(name);
if (menus.empty()) return;
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
if (!newList) return;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!newList->menus)
{
allocator->free(newList);
return;
}
newList->name = allocator->duplicateString(name);
newList->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i];
}
header->menuList = newList;
}
void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
Game::MenuList *asset = header.menuList; Game::MenuList *asset = header.menuList;

View File

@ -9,6 +9,6 @@ namespace Assets
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override; virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -2,6 +2,21 @@
namespace Assets namespace Assets
{ {
std::unordered_map<std::string, Game::menuDef_t*> ImenuDef_t::LoadedMenus;
void ImenuDef_t::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
// load from disk
auto menus = Components::Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", name.data()));
if (menus.size() == 0) return;
if (menus.size() > 1) Components::Logger::Print("Menu '%s' on disk has more than one menudef in it. Only saving the first one\n", name.data());
header->menu = menus[0];
}
void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
Game::menuDef_t *asset = header.menu; Game::menuDef_t *asset = header.menu;
@ -37,6 +52,10 @@ namespace Assets
AssertSize(Game::ExpressionSupportingData, 24); AssertSize(Game::ExpressionSupportingData, 24);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
#ifdef WRITE_LOGS
buffer->enterStruct("ExpressionSupportingData");
#endif
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::ExpressionSupportingData *dest = buffer->dest<Game::ExpressionSupportingData>(); Game::ExpressionSupportingData *dest = buffer->dest<Game::ExpressionSupportingData>();
@ -107,13 +126,21 @@ namespace Assets
} }
} }
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
void ImenuDef_t::save_Statement_s(Game::Statement_s* asset, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save_Statement_s(Game::Statement_s* asset, Components::ZoneBuilder::Zone* builder)
{ {
AssertSize(Game::Statement_s, 24); AssertSize(Game::Statement_s, 24);
AssertSize(Game::expressionEntry, 12);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
#ifdef WRITE_LOGS
buffer->enterStruct("Statement_s");
#endif
// Write header data // Write header data
Game::Statement_s *dest = buffer->dest<Game::Statement_s>(); Game::Statement_s *dest = buffer->dest<Game::Statement_s>();
buffer->save(asset); buffer->save(asset);
@ -121,6 +148,9 @@ namespace Assets
// Write statement entries // Write statement entries
if (asset->entries) if (asset->entries)
{ {
#ifdef WRITE_LOGS
buffer->enterStruct("statement entries");
#endif
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
// Write entries // Write entries
@ -130,6 +160,9 @@ namespace Assets
// Loop through entries // Loop through entries
for (int i = 0; i < asset->numEntries; ++i) for (int i = 0; i < asset->numEntries; ++i)
{ {
#ifdef WRITE_LOGS
buffer->enterStruct("entry");
#endif
if (asset->entries[i].type) if (asset->entries[i].type)
{ {
switch (asset->entries[i].data.operand.dataType) switch (asset->entries[i].data.operand.dataType)
@ -159,13 +192,23 @@ namespace Assets
break; break;
} }
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
if (asset->supportingData) if (asset->supportingData)
{ {
this->save_ExpressionSupportingData(asset->supportingData, builder); this->save_ExpressionSupportingData(asset->supportingData, builder);
Utils::Stream::ClearPointer(&dest->supportingData); Utils::Stream::ClearPointer(&dest->supportingData);
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
void ImenuDef_t::save_MenuEventHandlerSet(Game::MenuEventHandlerSet* asset, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save_MenuEventHandlerSet(Game::MenuEventHandlerSet* asset, Components::ZoneBuilder::Zone* builder)
@ -173,6 +216,10 @@ namespace Assets
AssertSize(Game::MenuEventHandlerSet, 8); AssertSize(Game::MenuEventHandlerSet, 8);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
#ifdef WRITE_LOGS
buffer->enterStruct("MenuEventHandlerSet");
#endif
// Write header data // Write header data
Game::MenuEventHandlerSet *destset = buffer->dest<Game::MenuEventHandlerSet>(); Game::MenuEventHandlerSet *destset = buffer->dest<Game::MenuEventHandlerSet>();
buffer->save(asset); buffer->save(asset);
@ -191,6 +238,9 @@ namespace Assets
if (asset->eventHandlers[i]) if (asset->eventHandlers[i])
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
#ifdef WRITE_LOGS
buffer->enterStruct("MenuEventHandler");
#endif
// Write menu event handler // Write menu event handler
Game::MenuEventHandler *dest = buffer->dest<Game::MenuEventHandler>(); Game::MenuEventHandler *dest = buffer->dest<Game::MenuEventHandler>();
@ -278,11 +328,17 @@ namespace Assets
} }
break; break;
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
} }
Utils::Stream::ClearPointer(&destset->eventHandlers); Utils::Stream::ClearPointer(&destset->eventHandlers);
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
void ImenuDef_t::save_ItemKeyHandler(Game::ItemKeyHandler* asset, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save_ItemKeyHandler(Game::ItemKeyHandler* asset, Components::ZoneBuilder::Zone* builder)
@ -290,6 +346,10 @@ namespace Assets
AssertSize(Game::ItemKeyHandler, 12); AssertSize(Game::ItemKeyHandler, 12);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
#ifdef WRITE_LOGS
buffer->enterStruct("ItemKeyHandler");
#endif
while (asset) while (asset)
{ {
// Write header // Write header
@ -313,6 +373,9 @@ namespace Assets
// Next key handler // Next key handler
asset = asset->next; asset = asset->next;
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
#define EVENTHANDLERSET(__indice) \ #define EVENTHANDLERSET(__indice) \
@ -340,6 +403,10 @@ namespace Assets
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
#ifdef WRITE_LOGS
buffer->enterStruct("itemDefData_t");
#endif
// feeder // feeder
if (type == 6) if (type == 6)
{ {
@ -421,6 +488,10 @@ namespace Assets
} }
Utils::Stream::ClearPointer(&dest->typeData.data); Utils::Stream::ClearPointer(&dest->typeData.data);
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
void ImenuDef_t::save_itemDef_s(Game::itemDef_s *asset, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save_itemDef_s(Game::itemDef_s *asset, Components::ZoneBuilder::Zone* builder)
@ -430,6 +501,15 @@ namespace Assets
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::itemDef_s* dest = buffer->dest<Game::itemDef_s>(); Game::itemDef_s* dest = buffer->dest<Game::itemDef_s>();
#ifdef WRITE_LOGS
if (asset->window.name)
buffer->enterStruct(Utils::String::VA("itemDef_s: name = '%s'", asset->window.name));
else if (asset->window.background)
buffer->enterStruct(Utils::String::VA("itemDef_s: bg = '%s'", asset->window.background->info.name));
else
buffer->enterStruct("itemDef_s");
#endif
buffer->save(asset); buffer->save(asset);
// window data // window data
@ -458,6 +538,7 @@ namespace Assets
buffer->saveString(asset->dvar); buffer->saveString(asset->dvar);
Utils::Stream::ClearPointer(&dest->dvar); Utils::Stream::ClearPointer(&dest->dvar);
} }
if (asset->dvarTest) if (asset->dvarTest)
{ {
buffer->saveString(asset->dvarTest); buffer->saveString(asset->dvarTest);
@ -478,6 +559,7 @@ namespace Assets
buffer->saveString(asset->enableDvar); buffer->saveString(asset->enableDvar);
Utils::Stream::ClearPointer(&dest->enableDvar); Utils::Stream::ClearPointer(&dest->enableDvar);
} }
if (asset->localVar) if (asset->localVar)
{ {
buffer->saveString(asset->localVar); buffer->saveString(asset->localVar);
@ -500,6 +582,9 @@ namespace Assets
if (asset->floatExpressions) if (asset->floatExpressions)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
#ifdef WRITE_LOGS
buffer->enterStruct("floatExpressions");
#endif
Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>(); Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>();
buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount); buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount);
@ -508,10 +593,14 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
this->save_Statement_s(asset->floatExpressions[i].expression, builder); this->save_Statement_s(asset->floatExpressions[i].expression, builder);
Utils::Stream::ClearPointer(&destExp->expression); Utils::Stream::ClearPointer(&destExp[i].expression);
} }
Utils::Stream::ClearPointer(&dest->floatExpressions); Utils::Stream::ClearPointer(&dest->floatExpressions);
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
// Statements // Statements
@ -519,16 +608,23 @@ namespace Assets
STATEMENT(disabledExp); STATEMENT(disabledExp);
STATEMENT(textExp); STATEMENT(textExp);
STATEMENT(materialExp); STATEMENT(materialExp);
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
} }
void ImenuDef_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
AssertSize(Game::menuDef_t, 400); AssertSize(Game::menuDef_t, 400);
#ifdef WRITE_LOGS
buffer->enterStruct("ImenuDef_t");
#endif
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::menuDef_t* asset = header.menu; Game::menuDef_t* asset = header.menu;
Game::menuDef_t* dest = buffer->dest<Game::menuDef_t>(); Game::menuDef_t* dest = buffer->dest<Game::menuDef_t>();
buffer->save(asset); buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
@ -603,6 +699,9 @@ namespace Assets
} }
} }
} }
#ifdef WRITE_LOGS
buffer->leaveStruct();
#endif
buffer->popBlock(); buffer->popBlock();
} }

View File

@ -9,7 +9,9 @@ namespace Assets
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override; virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
static std::unordered_map<std::string, Game::menuDef_t*> LoadedMenus;
private: private:
template <typename T> void save_windowDef_t(Game::windowDef_t* asset, T* dest, Components::ZoneBuilder::Zone* builder) template <typename T> void save_windowDef_t(Game::windowDef_t* asset, T* dest, Components::ZoneBuilder::Zone* builder)

View File

@ -2,9 +2,7 @@
namespace Components namespace Components
{ {
std::vector<std::string> Menus::CustomMenus; std::unordered_map<std::string, Game::menuDef_t*> Menus::DiskMenuList;
std::unordered_map<std::string, Game::menuDef_t*> Menus::MenuList;
std::unordered_map<std::string, Game::MenuList*> Menus::MenuListList;
int Menus::ReserveSourceHandle() int Menus::ReserveSourceHandle()
{ {
@ -166,16 +164,12 @@ namespace Components
} }
} }
Menus::OverrideMenu(menu);
Menus::RemoveMenu(menu->window.name);
Menus::MenuList[menu->window.name] = menu;
return menu; return menu;
} }
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu) std::vector<Game::menuDef_t*> Menus::LoadMenu(const std::string& menu)
{ {
std::vector<std::pair<bool, Game::menuDef_t*>> menus; std::vector<Game::menuDef_t*> menus;
FileSystem::File menuFile(menu); FileSystem::File menuFile(menu);
if (menuFile.exists()) if (menuFile.exists())
@ -204,7 +198,7 @@ namespace Components
if (!_stricmp(token.string, "menudef")) if (!_stricmp(token.string, "menudef"))
{ {
Game::menuDef_t* menudef = Menus::ParseMenu(handle); Game::menuDef_t* menudef = Menus::ParseMenu(handle);
if (menudef) menus.push_back({ true, menudef }); // Custom menu if (menudef) menus.push_back(menudef); // Custom menu
} }
} }
@ -212,171 +206,15 @@ namespace Components
} }
} }
return menus; // store loaded menus to be freed later
} for (auto it = menus.begin(); it != menus.end(); ++it)
{
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef) Menus::DiskMenuList[(*it)->window.name] = *it;
{ }
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; return menus;
} }
Game::MenuList* Menus::LoadScriptMenu(const char* menu)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
if (menus.empty()) return nullptr;
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
if (!newList) return nullptr;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!newList->menus)
{
allocator->free(newList);
return nullptr;
}
newList->name = allocator->duplicateString(menu);
newList->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i].second;
}
Menus::RemoveMenuList(newList->name);
Menus::MenuListList[newList->name] = newList;
return newList;
}
void Menus::SafeMergeMenus(std::vector<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;
}
void Menus::FreeMenuSource(int handle) void Menus::FreeMenuSource(int handle)
{ {
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
@ -420,227 +258,29 @@ namespace Components
Game::sourceFiles[handle] = nullptr; 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(); Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
// Do i need to free expressions and strings? // Do i need to free expressions and strings?
// Or does the game take care of it? // Or does the game take care of it?
// Seems like it does... // Seems like it does...
if (menudef->items) 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->items);
} }
allocator->free(menudef); allocator->free(menudef);
} }
void Menus::FreeMenuList(Game::MenuList* menuList)
{
if (!menuList) return;
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
// Keep our compiler happy
Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
if (list.name)
{
allocator->free(list.name);
}
if (list.menus)
{
allocator->free(list.menus);
}
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() void Menus::FreeEverything()
{ {
for (auto i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); ++i) for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i)
{ {
Menus::FreeMenuList(i->second); Menus::FreeDiskMenu(i->second);
} }
Menus::MenuListList.clear(); Menus::DiskMenuList.clear();
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); ++i)
{
Menus::FreeMenu(i->second);
}
Menus::MenuList.clear();
}
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType /*type*/, const std::string& filename)
{
return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
}
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const std::string& filename)
{
Game::XAssetHeader header = { nullptr };
// Free the last menulist and ui context, as we have to rebuild it with the new menus
if (Menus::MenuListList.find(filename) != Menus::MenuListList.end())
{
Game::MenuList* list = Menus::MenuListList[filename];
for (int i = 0; list && list->menus && i < list->menuCount; ++i)
{
Menus::RemoveMenuFromContext(Game::uiContext, list->menus[i]);
}
Menus::RemoveMenuList(filename);
}
if (Utils::String::EndsWith(filename, ".menu"))
{
if (FileSystem::File(filename).exists())
{
header.menuList = Menus::LoadScriptMenu(filename.data());
if (header.menuList) return header;
}
}
Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList;
header.menuList = menuList;
if (menuList && reinterpret_cast<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;
}
return header;
} }
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu) bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
@ -653,7 +293,7 @@ namespace Components
if (originalConnect == menu) // Check if we draw the original loadscreen 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; return false;
} }
@ -664,35 +304,111 @@ namespace Components
return Game::Menu_IsVisible(dc, menu); return Game::Menu_IsVisible(dc, menu);
} }
void Menus::RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu) void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close)
{ {
// Search menu in context // scriptmenu
int i = 0; if (std::string(list->name).find(".menu") != std::string::npos)
for (; i < dc->menuCount; ++i) {
{ auto menus = Menus::LoadMenu(list->name);
if (dc->Menus[i] == menu)
{
break;
}
}
// Remove from stack if (menus.size())
if (i < dc->menuCount) {
{ Logger::Print("Overriding menu '%s'\n", list->name);
for (; i < dc->menuCount - 1; ++i) for (auto it = menus.begin(); it != menus.end(); ++it)
{ {
dc->Menus[i] = dc->Menus[i + 1]; if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
} {
ctx->Menus[ctx->menuCount++] = *it;
}
// Clear last menu if (close)
dc->Menus[--dc->menuCount] = nullptr; {
} Game::Menus_CloseRequest(ctx, *it);
} }
}
void Menus::Add(const std::string& menu) return; // don't add original menus
{ }
Menus::CustomMenus.push_back(menu); }
}
for (int i = 0; i < list->menuCount; i++)
{
Game::menuDef_t* cur = list->menus[i];
if (cur->window.name == reinterpret_cast<const char*>(0xDDDDDDDD))
{
DebugBreak();
}
auto menus = Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", cur->window.name));
if (menus.size())
{
Logger::Print("Overriding menu '%s'\n", cur->window.name);
if (menus.size() > 1) Logger::Print("Disk menu has more than one definition Using only the first one.\n");
cur = menus[0]; // replace menu in context with loaded one
}
if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
{
ctx->Menus[ctx->menuCount++] = cur;
}
if (close)
{
Game::Menus_CloseRequest(ctx, cur);
}
}
}
void Menus::RegisterMenuLists()
{
Utils::Hook::Call<void()>(0x401700)(); // reset ui context
// we can't call DB_FindXAssetHeader here because it blocks the rest of loading waiting on those 2 menulsits
// TODO: Figure out a better way to trigger the custom menulist loading because if you skip the intro the
// custom menus won't have loaded until a few seconds later. All overridden menus are already
// loaded so it isn't a black screen but it wont show the first time intro, credits, etc.
// as soon as this loads those start to work again
// if we just trigger this here it blocks the intro from showing because of the FindXAssetHeader calls
// that are waiting for zones to finish loading
auto loadCustomMenus = []()
{
// attempt to load iw4x menus
Game::XAssetHeader header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/iw4x.txt");
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
{
Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1);
}
// attempt to load mod menus
header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/mod.txt");
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
{
Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1);
}
};
if (!FastFiles::Ready())
{
Scheduler::OnReady(loadCustomMenus, true);
}
else
{
loadCustomMenus();
}
}
void Menus::ResetContextHook(int a1)
{
// reset our lists
Menus::FreeEverything();
// continue with initialization
Utils::Hook::Call<void(int)>(0x4A57D0)(a1);
}
Menus::Menus() Menus::Menus()
{ {
@ -701,13 +417,18 @@ namespace Components
// Ensure everything is zero'ed // Ensure everything is zero'ed
Menus::FreeEverything(); Menus::FreeEverything();
// Intercept asset finding
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuFileLoad);
// Don't open connect menu // Don't open connect menu
//Utils::Hook::Nop(0x428E48, 5); //Utils::Hook::Nop(0x428E48, 5);
// register custom menufiles if they exist
Utils::Hook(0x4A58C3, Menus::RegisterMenuLists, HOOK_CALL).install()->quick();
// take control of menus in uiContext
Utils::Hook(0x4533C0, Menus::AddMenuListToContext, HOOK_JUMP).install()->quick();
// reset our list on UiContext reset
Utils::Hook(0x4B5422, Menus::ResetContextHook, HOOK_CALL).install()->quick();
// Use the connect menu open call to update server motds // Use the connect menu open call to update server motds
Utils::Hook(0x428E48, []() Utils::Hook(0x428E48, []()
{ {
@ -751,7 +472,7 @@ namespace Components
// Close all menus // Close all menus
Game::Menus_CloseAll(Game::uiContext); Game::Menus_CloseAll(Game::uiContext);
// Free custom menus // Free custom menus and reset uiContext list
Menus::FreeEverything(); Menus::FreeEverything();
// Only disconnect if in-game, context is updated automatically! // Only disconnect if in-game, context is updated automatically!
@ -761,8 +482,7 @@ namespace Components
} }
else else
{ {
// Reinitialize ui context Menus::RegisterMenuLists(); // register custom menus
Utils::Hook::Call<void()>(0x401700)();
// Reopen main menu // Reopen main menu
Game::Menus_OpenByName(Game::uiContext, "main_text"); Game::Menus_OpenByName(Game::uiContext, "main_text");
@ -777,27 +497,10 @@ namespace Components
{ {
Command::Execute("openmenu quickmessage"); 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::~Menus()
{ {
Menus::CustomMenus.clear();
Menus::FreeEverything(); Menus::FreeEverything();
} }
} }

View File

@ -1,6 +1,7 @@
#pragma once #pragma once
#define MAX_SOURCEFILES 64 #define MAX_SOURCEFILES 64
#define MAX_MENUS_IN_CONTEXT 640
#undef LoadMenu #undef LoadMenu
namespace Components namespace Components
@ -12,46 +13,31 @@ namespace Components
~Menus(); ~Menus();
static void FreeEverything(); static void FreeEverything();
static void RegisterMenuLists();
static void Add(const std::string& menu); // used to load assets for zonebuilder
static std::vector<Game::menuDef_t*> LoadMenu(const std::string& file);
private: private:
static std::unordered_map<std::string, Game::menuDef_t*> MenuList; static std::unordered_map<std::string, Game::menuDef_t*> DiskMenuList;
static std::unordered_map<std::string, Game::MenuList*> MenuListList;
static std::vector<std::string> CustomMenus;
static Game::XAssetHeader MenuLoad(Game::XAssetType type, const std::string& filename); // Loading
static Game::XAssetHeader MenuFileLoad(Game::XAssetType type, const std::string& filename); static int ReserveSourceHandle();
static bool IsValidSourceHandle(int handle);
static Game::MenuList* LoadMenuList(Game::MenuList* menuList); static Game::menuDef_t* ParseMenu(int handle);
static Game::MenuList* LoadScriptMenu(const char* menu); static Game::script_t* LoadMenuScript(const std::string& name, const std::string& buffer);
static std::vector<std::pair<bool, Game::menuDef_t*>> LoadMenu(Game::menuDef_t* menudef); static int LoadMenuSource(const std::string& name, const std::string& buffer);
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);
// Freeing
static void FreeMenuSource(int handle); static void FreeMenuSource(int handle);
static void FreeDiskMenu(Game::menuDef_t* menudef);
static void FreeMenuList(Game::MenuList* menuList); // Etc.
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);
static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu); static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu);
static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu); // Manage menus in uiContext
static void AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close);
static void ResetContextHook(int a1);
// Ugly! // Ugly!
static int KeywordHash(char* key); static int KeywordHash(char* key);

View File

@ -871,6 +871,10 @@ namespace Components
// defaults need to load before we do this // defaults need to load before we do this
Utils::Hook::Call<void()>(0x4E1F30)(); // G_SetupWeaponDef Utils::Hook::Call<void()>(0x4E1F30)(); // G_SetupWeaponDef
Utils::Hook::Call<void()>(0x4454C0)(); // Item_SetupKeywordHash (for loading menus)
Utils::Hook::Call<void()>(0x501BC0)(); // Menu_SetupKeywordHash (for loading menus)
Utils::Hook::Call<void()>(0x4A1280)(); // something related to uiInfoArray
Utils::Hook::Call<void(const char*)>(0x464A90)(GetCommandLineA()); // Com_ParseCommandLine Utils::Hook::Call<void(const char*)>(0x464A90)(GetCommandLineA()); // Com_ParseCommandLine
Utils::Hook::Call<void()>(0x60C3D0)(); // Com_AddStartupCommands Utils::Hook::Call<void()>(0x60C3D0)(); // Com_AddStartupCommands

View File

@ -148,6 +148,7 @@ namespace Game
Load_snd_alias_list_nameArray_t Load_snd_alias_list_nameArray = Load_snd_alias_list_nameArray_t(0x4499F0); 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_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_OpenByName_t Menus_OpenByName = Menus_OpenByName_t(0x4CCE60);
Menus_FindByName_t Menus_FindByName = Menus_FindByName_t(0x487240); Menus_FindByName_t Menus_FindByName = Menus_FindByName_t(0x487240);
Menu_IsVisible_t Menu_IsVisible = Menu_IsVisible_t(0x4D77D0); Menu_IsVisible_t Menu_IsVisible = Menu_IsVisible_t(0x4D77D0);

View File

@ -373,6 +373,9 @@ namespace Game
typedef void(__cdecl * Menus_CloseAll_t)(UiContext *dc); typedef void(__cdecl * Menus_CloseAll_t)(UiContext *dc);
extern Menus_CloseAll_t Menus_CloseAll; 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); typedef int(__cdecl * Menus_OpenByName_t)(UiContext *dc, const char *p);
extern Menus_OpenByName_t Menus_OpenByName; extern Menus_OpenByName_t Menus_OpenByName;

View File

@ -289,8 +289,8 @@ namespace Utils
} }
#ifdef WRITE_LOGS #ifdef WRITE_LOGS
std::string data = fmt::sprintf("%*s%d\n", this->structLevel, "", size); std::string data = Utils::String::VA("%*s%d\n", this->structLevel, "", size);
if (stream == Game::XFILE_BLOCK_RUNTIME) data = fmt::sprintf("%*s(%d)\n", this->structLevel, "", size); if (stream == Game::XFILE_BLOCK_RUNTIME) data = Utils::String::VA("%*s(%d)\n", this->structLevel, "", size);
Utils::IO::WriteFile("userraw/logs/zb_writes.log", data, true); Utils::IO::WriteFile("userraw/logs/zb_writes.log", data, true);
#endif #endif
} }
@ -379,7 +379,7 @@ namespace Utils
{ {
if (this->structLevel >= 0) if (this->structLevel >= 0)
{ {
Utils::IO::WriteFile("userraw/logs/zb_writes.log", fmt::sprintf("%*s%s\n", this->structLevel++, "", structName), true); Utils::IO::WriteFile("userraw/logs/zb_writes.log", Utils::String::VA("%*s%s\n", this->structLevel++, "", structName), true);
} }
} }
@ -391,7 +391,7 @@ namespace Utils
return; return;
} }
Utils::IO::WriteFile("userraw/logs/zb_writes.log", fmt::sprintf("%*s-----\n", this->structLevel, ""), true); Utils::IO::WriteFile("userraw/logs/zb_writes.log", Utils::String::VA("%*s-----\n", this->structLevel, ""), true);
} }
#endif #endif
} }