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UIUtils.pas
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UIUtils.pas
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unit UIUtils;
{$IFDEF FPC}{$MODE DELPHI}{$ENDIF}
interface
uses MatVectors, xr_strings;
type
pCDialogHolder = pointer;
pCUITabControl=pointer;
pCUI3tButton=pointer;
pCUILines=pointer;
pCUITextWnd=pointer;
pUIHint=pointer;
pCUITaskWnd=pointer;
pCUIRankingWnd=pointer;
pCLAItem=pointer;
ui_shader = pointer;
ITextureOwner = packed record
vftable:pointer;
end;
pITextureOwner=^ITextureOwner;
CUILightAnimColorConroller = packed record
vftable:pointer;
end;
pCUILightAnimColorConroller=^CUILightAnimColorConroller;
color_animation = packed record
m_lanim:pCLAItem;
m_lanim_start_time:single;
m_lanim_delay_time:single;
m_lanimFlags:byte;
_unused1:byte;
_unused2:word;
end;
pcolor_animation=^color_animation;
CUILightAnimColorConrollerImpl = packed record
base_CUILightAnimColorConroller:CUILightAnimColorConroller;
m_lanim_clr:color_animation;
end;
pCUILightAnimColorConrollerImpl=^CUILightAnimColorConrollerImpl;
CUISimpleWindow = packed record
vftable:pointer;
m_bShowMe:byte;
m_wndPos:FVector2;
m_wndSize:FVector2;
_unused1:byte;
_unused2:word;
m_alignment:cardinal;
end;
pCUISimpleWindow=^CUISimpleWindow;
WINDOW_LIST = packed record
vec_start:pointer;
vec_end:pointer;
vec_memend:pointer;
end;
CUIWindow = packed record //sizeof = 0x54
base_CUISimpleWindow:CUISimpleWindow;
m_windowName:shared_str;
m_ChildWndList:WINDOW_LIST;
m_pParentWnd:pointer; {CUIWindow}
m_pMouseCapturer:pointer; {CUIWindow}
m_pKeyboardCapturer:pointer; {CUIWindow}
m_pMessageTarget:pointer; {CUIWindow}
cursor_pos:FVector2;
m_dwLastClickTime:cardinal;
m_dwFocusReceiveTime:cardinal;
m_bAutoDelete:byte;
m_bPP:byte;
m_bIsEnabled:byte;
m_bCursorOverWindow:byte;
//offset = 0x50
m_bCustomDraw:byte;
_unused1:byte;
_unused2:word;
end;
pCUIWindow=^CUIWindow;
ppCUIWindow=^pCUIWindow;
lanim_cont = packed record
m_lanim:pCLAItem;
m_lanim_start_time:single;
m_lanim_delay_time:single;
m_lanimFlags:byte;
_unused1:byte;
_unused2:word;
end;
planim_cont=^lanim_cont;
lanim_cont_xf = packed record
base_lanim_cont:lanim_cont;
m_origSize:FVector2;
end;
CUIStaticItem = packed record
TextureRect:FRect;
vHeadingPivot:FVector2;
vHeadingOffset:FVector2;
uFlags:byte;
_unused1:byte;
_unused2:word;
hShader:ui_shader;
vPos:FVector2;
vSize:FVector2;
color:cardinal
end;
pCUIStaticItem=^CUIStaticItem;
CUIStatic = packed record
base_CUIWindow:CUIWindow;
//offset = 0x54
base_ITextureOwner:ITextureOwner;
//offset = 0x58
base_CUILightAnimColorConrollerImpl:CUILightAnimColorConrollerImpl;
// offset = 0x6c
m_lanim_xform:lanim_cont_xf;
//0x84
m_pTextControl:pCUILines;
m_bStretchTexture:byte;
m_bTextureEnable:byte;
unused1:word;
m_UIStaticItem:CUIStaticItem;
//offset:0xc8
m_bHeading:byte;
m_bConstHeading:byte;
unused2:word;
//offset:0xcc
m_fHeading:single;
m_TextureOffset:FVector2;
//offset:0xd8
m_stat_hint_text:shared_str;
end;
pCUIStatic=^CUIStatic;
ppCUIStatic=^pCUIStatic;
SCachedValues = packed record
m_updatedFrame:cardinal;
m_graphID:word;
m_Position:FVector2;
m_Direction:FVector2;
unused1:word;
m_LevelName:shared_str;
m_Actuality:byte; {boolean}
end;
CMapLocation = packed record
vftable:pointer;
m_flags:cardinal;
m_hint:shared_str;
m_level_spot:pointer;
m_level_spot_pointer:pointer;
m_minimap_spot:pointer;
m_minimap_spot_pointer:pointer;
m_complex_spot:pointer;
m_complex_spot_pointer:pointer;
m_spot_border_names:array[0..5] of shared_str;
m_level_map_spot_border:pointer;
m_mini_map_spot_border:pointer;
m_complex_spot_border:pointer;
m_level_map_spot_border_na:pointer;
m_mini_map_spot_border_na:pointer;
m_complex_spot_border_na:pointer;
//offset: 0x54
m_objectID:word;
unused1:word;
m_owner_se_object:pointer;
m_ttl:integer;
m_actual_time:cardinal;
m_position_global:FVector3;
m_position_on_map:FVector2;
//offset:0x78
m_cached:SCachedValues;
end;
pCMapLocation = ^CMapLocation;
CMapSpot = packed record
base_CUIStatic:CUIStatic;
m_map_location:pCMapLocation;
m_location_level:integer;
m_border_static:pCUIStatic;
m_mark_focused:byte;
m_bScale:byte;
// _unused1:word;
m_scale_bounds:FVector2;
m_originSize:FVector2;
end;
pCMapSpot=^CMapSpot;
ppCMapSpot=^pCMapSpot;
CUIDialogWnd = packed record
base_CUIWindow:CUIWindow;
m_pParentHolder:pCDialogHolder;
m_bWorkInPause:byte;
_unused1:byte;
_unused2:word;
end;
pCUIDialogWnd=^CUIDialogWnd;
CUIPdaWnd = packed record
base_CUIDialogWnd:CUIDialogWnd;
UITabControl:pCUITabControl;
m_btn_close:pCUI3tButton;
UIMainPdaFrame:pCUIStatic;
UINoice:pCUIStatic;
m_caption:pCUITextWnd;
m_caption_const:shared_str;
m_clock:pCUITextWnd;
m_pActiveDialog:pCUIWindow;
m_sActiveSection:shared_str;
m_hint_wnd:pUIHint;
pUITaskWnd:pCUITaskWnd;
pUIRankingWnd:pCUIRankingWnd;
end;
pCUIPDAWnd = ^CUIPDAWnd;
{
type CUIMainIngameWnd = packed record
base:CUIWindow;
UIStaticDiskIO:pCUIStatic;
UIStaticQuickHelp:pCUITextWnd;
UIMotionIcon:pCUIMotionIcon;
end; }
type CUICursor = packed record
vftable_pureRender:pointer;
vftable_pureScreenResolutionChanged:pointer;
bVisible:byte;
vPos:FVector2;
vPrevPos:FVector2;
m_b_use_win_cursor:byte;
m_static:pointer; {CUIStatic*}
end;
pCUICursor=^CUICursor;
function GetUICursor():pCUICursor; stdcall;
function CurrentGameUI(): {CUIGameCustom*} pointer; stdcall;
function AddCustomStatic(cuigamecustom_this: pointer; id:PChar; bSingleInstance: boolean): {SDrawStaticStruct*} pointer; stdcall;
function g_hud():{CCustomHUD*}pointer; stdcall;
procedure CUILines__SetText(cuilines: pointer; msg:PChar); stdcall;
procedure virtual_CUIWindow__Show (cuiwindow: pointer; status:cardinal); stdcall;
procedure CustomStaticSetText(sdrawstaticstruct:pointer; text:pchar); stdcall;
function CDialogHolder__TopInputReceiver(): pCUIDialogWnd; stdcall;
procedure HideShownDialogs(); stdcall;
function IsUIShown():boolean; stdcall;
procedure ShowPDAMenu(); stdcall;
procedure HidePDAMenu(); stdcall;
function GetPDA():pCUIPDAWnd; stdcall;
//function IsPDAWindowEnabled():boolean; stdcall;
function IsPDAWindowVisible():boolean; stdcall;
procedure virtual_CUIWindow__Draw(window:pCUIWindow); stdcall;
procedure virtual_CUICursor__OnRender(cursor:pCUICursor); stdcall;
procedure virtual_CUIDialogWnd__Show(dlg:pCUIDialogWnd; status:boolean); stdcall;
function CUIWindow__FindChild(parent:pCUIWindow; name:PAnsiChar):pCUIWindow; stdcall;
procedure virtual_ITextureOwner__SetTextureRect(ito:pITextureOwner; rect:pFRect); stdcall;
procedure virtual_CUISimpleWindow__SetWndSize(wnd:pCUISimpleWindow; sz:pFVector2); stdcall;
procedure virtual_CUISimpleWindow__SetWndPos(wnd:pCUISimpleWindow; pos:pFVector2); stdcall;
procedure virtual_CUILightAnimColorConroller__SetColorAnimation(this:pCUILightAnimColorConroller; name:pansichar; flags:pbyte; delay:single); stdcall;
function IsInventoryShown():boolean; stdcall;
procedure ShowInventory(); stdcall;
procedure HideInventory(); stdcall;
function IsActorBurned():boolean; stdcall;
function Init():boolean;stdcall;
type
upgrade_icon_data = packed record
offset:FVector2;
icon_section:PAnsiChar;
icon:pCUIStatic;
enabled:boolean;
end;
CellItemBuffer = class
protected
_my_item:pointer;
_my_cell:pointer;
_up_icons:array of upgrade_icon_data;
_uniq_icon:upgrade_icon_data;
_uniq_icon_inited:boolean;
procedure _ProcessUpgrade(section:PAnsiChar);
procedure _InitUniqIcon();
procedure _UpdateIcons(use_heading:byte);
procedure _InitDragItemIcons(drag_wnd:pCUIWindow);
public
constructor Create(itm:pointer; cell:pointer);
destructor Destroy(); override;
procedure Update();
procedure SetItem(new_item:pointer);
end;
pCellItemBuffer = ^CellItemBuffer;
const
LA_CYCLIC:byte = 1;
LA_ONLYALPHA:byte = 2;
LA_TEXTCOLOR:byte = 4;
LA_TEXTURECOLOR:byte = 8;
var
bShowPauseString:pBoolean;
implementation
uses BaseGameData, collimator, ActorUtils, HudItemUtils, gunsl_config, sysutils, dynamic_caster, misc, math, Level, ControllerMonster, ScriptFunctors, xr_Cartridge, HitUtils, WeaponAdditionalBuffer;
var
register_level_isuishown_ret:cardinal;
IsUIShown_ptr, IndicatorsShown_adapter_ptr, IsInventoryShown_adapter_ptr, IsActorControlled_adapter_ptr, IsActorBurned_adapter_ptr, IsPickupMode_adapter_ptr, IsTacticHudInstalled_adapter_ptr:pointer;
ElectronicProblemsBegin_ptr, ElectronicProblemsEnd_ptr, ElectronicProblemsReset_ptr, ElectronicProblemsApply_ptr, GetParameterUpgraded_int_ptr, valid_saved_game_int_ptr:pointer;
CUIInventoryUpgradeWnd__m_btn_disassemble:pCUI3tButton;
procedure HideShownDialogs(); stdcall;
asm
pushad
call CurrentGameUI
test eax, eax
je @finish
mov edx, [eax]
mov ecx, eax
mov eax, [edx+$18]
call eax
@finish:
popad
end;
function CurrentGameUI(): {CUIGameCustom*} pointer; stdcall;
begin
asm
pushad
mov eax, xrgame_addr
add eax, $4afd90
call eax
mov @result, eax
popad
end;
end;
function AddCustomStatic(cuigamecustom_this: pointer; id:PChar; bSingleInstance: boolean): {SDrawStaticStruct*} pointer; stdcall;
asm
pushad
movzx eax, bSingleInstance
push eax
push id
mov ecx, cuigamecustom_this
mov eax, xrgame_addr
add eax, $4b1760
call eax
mov @result, eax
popad
end;
procedure CustomStaticSetText(sdrawstaticstruct:pointer; text:pchar); stdcall;
asm
pushad
mov eax, sdrawstaticstruct
mov ecx, [eax+4]
push text
push [ecx+$84]
call CUILines__SetText
popad
end;
procedure CUILines__SetText(cuilines: pointer; msg:PChar); stdcall;
asm
pushad
push msg
mov ecx, cuilines
mov eax, xrgame_addr
add eax, $49cc60
call eax
popad
end;
procedure virtual_CUIWindow__Show (cuiwindow: pointer; status:cardinal); stdcall;
//TODO: 2nd argument is boolean
asm
pushad
cmp cuiwindow, 0
je @finish
mov ecx, cuiwindow
mov eax, [ecx]
mov eax, [eax+$58]
push status
call eax
@finish:
popad
end;
function CDialogHolder__TopInputReceiver(): pCUIDialogWnd; stdcall;
begin
asm
pushad
call CurrentGameUI
lea ecx, [eax+$10]
mov eax, xrGame_addr
add eax, $43df30
call eax
mov @result, eax
popad
end;
end;
function g_hud():{CCustomHUD*}pointer; stdcall;
begin
asm
mov eax, xrengine_addr
mov eax, [eax+$92d3c]
mov @result, eax
end;
end;
procedure ShowPDAMenu(); stdcall;
asm
pushad
call CurrentGameUI
cmp eax, 0
je @finish
mov ecx, eax
mov ebx, xrgame_addr
add ebx, $4b0bb0
call ebx
@finish:
popad
end;
procedure HidePDAMenu(); stdcall;
asm
pushad
call CurrentGameUI
cmp eax, 0
je @finish
mov ecx, eax
mov ebx, xrgame_addr
add ebx, $4b0bd0
call ebx
@finish:
popad
end;
procedure ToggleActorMenu(); stdcall;
asm
pushad
call CurrentGameUI
cmp eax, 0
je @finish
mov ecx, eax
mov ebx, xrgame_addr
add ebx, $4b1b80 // CUIGameCustom::ShowActorMenu
call ebx
@finish:
popad
end;
procedure ShowInventory(); stdcall;
begin
if not IsInventoryShown() then ToggleActorMenu();
end;
procedure HideInventory(); stdcall;
begin
if IsInventoryShown() then ToggleActorMenu();
end;
function IsPDAWindowEnabled():boolean; stdcall;
var
pda:pCUIPdaWnd;
begin
pda:=GetPDA();
if pda<>nil then begin
result:=pda.base_CUIDialogWnd.m_pParentHolder<>nil;
end else begin
result:=false;
end;
end;
function IsPDAWindowVisible():boolean; stdcall;
var
pda:pCUIPdaWnd;
begin
if GetLevel() = nil then begin
result:=false;
exit;
end;
pda:=GetPDA();
if pda<>nil then begin
result:=pda.base_CUIDialogWnd.base_CUIWindow.base_CUISimpleWindow.m_bShowMe<>0;
end else begin
result:=false;
end;
end;
function GetPDA():pCUIPDAWnd; stdcall;
begin
asm
mov @result, 0
pushad
call CurrentGameUI
cmp eax, 0
je @finish
mov eax, [eax+$54]
mov @result, eax
@finish:
popad
end;
end;
function IsInventoryShown():boolean; stdcall;
// CurrentGameUI()->ActorMenu().IsShown()
begin
asm
mov @result, 0
pushad
call CurrentGameUI
cmp eax, 0
je @finish
mov ecx, [eax+$50]
mov bl, [ecx+4]
mov @result, bl
@finish:
popad
end;
end;
function IsInventoryShown_adapter():boolean; stdcall;
begin
asm
pushad
call IsInventoryShown
mov @result, al
popad
end;
end;
function IsTacticHudInstalled_adapter():boolean; stdcall;
begin
asm
pushad
call IsTacticHudInstalled
mov @result, al
popad
end;
end;
function IsPickupMode_adapter():boolean; stdcall;
begin
asm
pushad
call IsPickupMode
mov @result, al
popad
end;
end;
function IsUIShown():boolean; stdcall;
begin
asm
pushad
call CurrentGameUI
movzx eax, byte ptr [eax+$58]
mov @result, al
popad
end;
end;
function IndicatorsShown():boolean; stdcall;
var
wpn:pointer;
begin
result:=IsUIShown();
if result then begin
wpn:=GetActorActiveItem();
if wpn = nil then begin
result:=true;
end else if dynamic_cast(wpn, 0, RTTI_CHudItemObject, RTTI_CWeapon, false) = nil then begin
result:=true;
end else if IsUIForceHiding(wpn) then begin
result:=false;
end else if IsUIForceUnhiding(wpn) then begin
result:=true;
end else if IsGrenadeMode(wpn) then begin
result:=true;
end else if IsAimNow(wpn) and ((GetScopeStatus(wpn)=1) or (GetScopeStatus(wpn)=2) and IsScopeAttached(wpn)) then begin
result:=false;
end else begin
result:=true;
end;
end;
end;
procedure virtual_CUIWindow__Draw(window:pCUIWindow); stdcall;
asm
pushad
mov ecx, window
cmp ecx, 0
je @finish
mov eax, [ecx]
mov eax, [eax+$60]
call eax
@finish:
popad
end;
procedure virtual_CUIWindow__Enable(window:pCUIWindow; status:boolean); stdcall;
asm
pushad
mov ecx, window
cmp ecx, 0
je @finish
mov eax, [ecx]
mov eax, [eax+$54]
xor edx, edx
mov dl, status
push edx
call eax
@finish:
popad
end;
function CUIWindow__FindChild(parent:pCUIWindow; name:PAnsiChar):pCUIWindow; stdcall;
var
ss_name:shared_str;
begin
init_string(@ss_name);
assign_string(@ss_name, name);
asm
pushad
mov ecx, parent
push ss_name.p_
mov eax, xrgame_addr
add eax, $485510
call eax
mov result, eax
popad
end;
assign_string(@ss_name, nil);
end;
procedure virtual_CUIDialogWnd__Show(dlg:pCUIDialogWnd; status:boolean); stdcall;
asm
pushad
mov ecx, dlg
cmp ecx, 0
je @finish
movzx ebx, status
push ebx
mov eax, [ecx]
mov eax, [eax+$54]
call eax
@finish:
popad
end;
procedure virtual_ITextureOwner__SetTextureRect(ito:pITextureOwner; rect:pFRect); stdcall;
asm
pushad
mov eax, rect
push eax
mov ecx, ito
mov edi, [ecx] // vtable
mov edi, [edi+$0c]
call edi
popad
end;
procedure virtual_CUISimpleWindow__SetWndSize(wnd:pCUISimpleWindow; sz:pFVector2); stdcall;
asm
pushad
mov eax, sz
push eax
mov ecx, wnd
mov edi, [ecx] // vtable
mov edi, [edi+$04]
call edi
popad
end;
procedure virtual_CUISimpleWindow__SetWndPos(wnd:pCUISimpleWindow; pos:pFVector2); stdcall;
asm
pushad
mov eax, pos
push eax
mov ecx, wnd
mov edi, [ecx] // vtable
mov edi, [edi+$04]
call edi
popad
end;
procedure virtual_CUILightAnimColorConroller__SetColorAnimation(this:pCUILightAnimColorConroller; name:pansichar; flags:pbyte; delay:single); stdcall;
asm
pushad
mov eax, delay
push eax
mov eax, flags
push eax
mov eax, name
push eax
mov ecx, this
mov edi, [ecx] // vtable
mov edi, [edi+$08]
call edi
popad
end;
function GetUICursor():pCUICursor; stdcall;
begin
asm
pushad
mov eax, xrgame_addr
add eax, $43C8B0
call eax
mov @result, eax
popad
end;
end;
procedure virtual_CUICursor__OnRender(cursor:pCUICursor); stdcall;
asm
pushad
mov ecx, cursor
cmp ecx, 0
je @finish
mov eax, [ecx]
mov eax, [eax]
call eax
@finish:
popad
end;
function IndicatorsShown_adapter():boolean; stdcall;
begin
asm
pushad
call IndicatorsShown
mov @result, al
popad
end;
end;
function ElectronicProblemsBegin():boolean; stdcall;
begin
asm
pushad
call ElectronicsProblemsInc
mov @result, al
popad
end;
end;
function ElectronicProblemsReset():boolean; stdcall;
begin
asm
pushad
call ResetElectronicsProblems
mov @result, 1
popad
end;
end;
function ElectronicProblemsApply():boolean; stdcall;
begin
asm
pushad
call ElectronicsProblemsImmediateApply
mov @result, 1
popad
end;
end;
function ElectronicProblemsEnd():boolean; stdcall;
begin
asm
pushad
call ElectronicsProblemsDec
mov @result, al
popad
end;
end;
function GetParameterUpgraded_int(objid:word; param_name:PAnsiChar):word; cdecl;
var
obj, ii:pointer;
begin
result:=255;
obj:=GetObjectById(objid);
ii:=dynamic_cast(obj, 0, RTTI_CGameObject, RTTI_CInventoryItem, false);
if ii=nil then exit;
result:=FindIntValueInUpgradesDef(ii, param_name, result);
end;
function valid_saved_game_int(unused:word; save_name:PAnsiChar):word; cdecl;
asm
pushad
mov eax, xrgame_addr
add eax, $adb30
push save_name
call eax
add esp, 4
movzx ax, al
mov @result, ax
popad
end;
function IsActorControlled_adapter():boolean;
begin
asm
pushad
call IsActorSuicideNow
mov @result, al
cmp al, 0
popad
jne @finish
pushad
call IsActorControlled
mov @result, al
cmp al, 0
popad
jne @finish
pushad
call GetActorActiveItem
test eax, eax
je @nowpn
push eax
call IsSuicideAnimPlaying
mov @result, al
@nowpn:
popad
@finish:
end;
end;
function IsActorBurned_adapter():boolean;
begin
asm
pushad
call IsActorBurned
mov @result, al
popad
end;
end;
procedure register_level_isuishown(); stdcall;
const
name:PChar='is_ui_shown';
name2:PChar='indicators_shown';
name3:PChar='inventory_shown';
name4:PChar='pickup_mode';
name5:PChar='is_tactical_hud';
name_electroproblem_begin:PChar='electronics_break';
name_electroproblem_end:PChar='electronics_restore';
name_electroproblem_reset:PChar='electronics_reset';
name_electroproblem_apply:PChar='electronics_apply';
name_get_parameter_upgraded:PChar='get_parameter_upgraded_int';
name_is_actor_suicide:PChar='is_actor_controlled';
name_is_actor_burned:PChar='is_actor_burned';
name_valid_saved_game_int:PChar='valid_saved_game_int';
asm
push eax
mov ecx, IsUIShown_ptr
push ecx
mov ecx, esp
push name
push ecx
mov ecx, xrgame_addr
add ecx, $1FF277;
call ecx
pop ecx
pop ecx
pop ecx
pop eax
push ecx
mov ecx, eax
call esi
////////////////////////////
push eax
mov ecx, IndicatorsShown_adapter_ptr
push ecx
mov ecx, esp
push name2
push ecx
mov ecx, xrgame_addr
add ecx, $1FF277;
call ecx
pop ecx
pop ecx
pop ecx
pop eax
push ecx
mov ecx, eax
call esi
////////////////////////////
push eax
mov ecx, ElectronicProblemsReset_ptr
push ecx
mov ecx, esp
push name_electroproblem_reset
push ecx
mov ecx, xrgame_addr
add ecx, $1FF277;
call ecx
pop ecx
pop ecx
pop ecx
pop eax
push ecx
mov ecx, eax
call esi
////////////////////////////
push eax
mov ecx, ElectronicProblemsApply_ptr
push ecx
mov ecx, esp
push name_electroproblem_apply
push ecx
mov ecx, xrgame_addr
add ecx, $1FF277;
call ecx
pop ecx
pop ecx
pop ecx
pop eax