mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-16 07:29:30 +00:00
0bc7eebede
Implemented a some new features.
365 lines
9.7 KiB
C++
365 lines
9.7 KiB
C++
/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "uMod_Main.h"
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uMod_Sender::uMod_Sender(PipeStruct &pipe) : Pipe(pipe)
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{
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try {Buffer = new char[BIG_BUFSIZE];}
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catch (...) {Buffer=(char*)0;}
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OldTextures = (uMod_TextureElement_SortedArrayPtr*)0;
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}
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uMod_Sender::~uMod_Sender(void)
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{
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if (Buffer!=(char*)0) delete [] Buffer;
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if (OldTextures != (uMod_TextureElement_SortedArrayPtr*)0)
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{
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for (unsigned int t=0; t<OldTextures->GetCount(); t++)
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{
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OldTextures->Item(t)->Release();
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}
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delete OldTextures;
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}
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}
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int uMod_Sender::Send( const uMod_GameInfo &game, const uMod_GameInfo &game_old, uMod_TextureElement_SortedArrayPtr* current_textures, bool force)
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{
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LastError.Empty();
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int key = game.GetKeyBack();
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if (key>=0 && key!=game_old.GetKeyBack())
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SendKey( key, CONTROL_KEY_BACK);
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key = game.GetKeySave();
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if (key>=0 && key!=game_old.GetKeySave())
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SendKey( key, CONTROL_KEY_SAVE);
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key = game.GetKeyNext();
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if (key>=0 && key!=game_old.GetKeyNext())
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SendKey( key, CONTROL_KEY_NEXT);
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unsigned char colour[4], colour_old[4];
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game.GetFontColour( colour);
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game_old.GetFontColour( colour_old);
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for (int i=0; i<4; i++) if (colour[i]!=colour_old[i])
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{
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SendColour( colour, CONTROL_FONT_COLOUR);
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break;
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}
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game.GetTextureColour( colour);
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game_old.GetTextureColour( colour_old);
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for (int i=0; i<4; i++) if (colour[i]!=colour_old[i])
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{
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SendColour( colour, CONTROL_TEXTURE_COLOUR);
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break;
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}
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SendDWORD64( game.FileFormat(), CONTROL_SAVE_FORMAT);
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if (game.UseFormatFilter())
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SendDWORD64( game.FormatFilter(), CONTROL_FORMAT_FILTER);
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else
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SendDWORD64( 0u, CONTROL_FORMAT_FILTER);
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if (game.UseSizeFilter())
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{
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SendMinMax( game.WidthMin(), game.WidthMax(), CONTROL_WIDTH_FILTER);
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SendMinMax( game.HeightMin(), game.HeightMax(), CONTROL_HEIGHT_FILTER);
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SendMinMax( game.DepthMin(), game.DepthMax(), CONTROL_DEPTH_FILTER);
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}
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else
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{
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SendMinMax( 0, 0, CONTROL_HEIGHT_FILTER);
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SendMinMax( 0, 0, CONTROL_HEIGHT_FILTER);
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SendMinMax( 0, 0, CONTROL_HEIGHT_FILTER);
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}
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SendBool( game.ShowSingleTextureString(), CONTROL_SHOW_STRING);
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SendBool( game.GetSaveSingleTexture(), CONTROL_SAVE_SINGLE);
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SendBool(game.GetSaveAllTextures(), CONTROL_SAVE_ALL);
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SendBool(game.SupportTPF(), CONTROL_SUPPORT_TPF);
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wxString path;
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path = game.GetSavePath();
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if (path!=game_old.GetSavePath()) SendPath(path);
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if ( OldTextures== (uMod_TextureElement_SortedArrayPtr*)0) OldTextures = new uMod_TextureElement_SortedArrayPtr( Compare_uMod_TextureElement );
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//uMod_TextureElement_SortedArrayPtr* current_textures = new uMod_TextureElement_SortedArrayPtr( Compare_uMod_TextureElement );
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SendTextures( *OldTextures, *current_textures, force);
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for (unsigned int t=0; t<OldTextures->GetCount(); t++)
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{
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OldTextures->Item(t)->Release();
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}
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delete OldTextures;
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OldTextures = current_textures;
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::SendSaveAllTextures(bool val)
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{
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MsgStruct msg;
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msg.Control = CONTROL_SAVE_ALL;
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if (val) msg.Value = 1;
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else msg.Value = 0;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendSaveSingleTexture(bool val)
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{
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MsgStruct msg;
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msg.Control = CONTROL_SAVE_SINGLE;
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if (val) msg.Value = 1;
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else msg.Value = 0;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendTextures(const uMod_TextureElement_SortedArrayPtr &old_tex, const uMod_TextureElement_SortedArrayPtr &new_tex, bool force)
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{
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if (Buffer==(char*)0) return (RETURN_NO_MEMORY);
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unsigned int old_pos=0;
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unsigned int new_pos=0;
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MsgStruct *msg;
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int buffer_pos = 0;
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// both arrays are sorted
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// we go through both arrays in parallel
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while (old_pos<old_tex.GetCount() && new_pos<new_tex.GetCount())
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{
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if (old_tex[old_pos]->Hash() < new_tex[new_pos]->Hash())
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{
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RemoveTexture(old_tex[old_pos], buffer_pos);
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old_pos++;
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}
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else if (old_tex[old_pos]->Hash() < new_tex[new_pos]->Hash())
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{
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AddTexture(new_tex[new_pos], buffer_pos);
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new_pos++;
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}
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else
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{
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//add if forced or if pointer are not the same, which means that two different textures modify the same target texture
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if (force || old_tex[old_pos]!=new_tex[new_pos]) AddTexture( new_tex[new_pos], buffer_pos);
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new_pos++;
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old_pos++;
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}
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}
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// add remaining texture in new_tex
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while (new_pos<new_tex.GetCount())
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{
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AddTexture(new_tex[new_pos], buffer_pos);
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new_pos++;
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}
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// delete remaining texture in old_tex
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while (old_pos<old_tex.GetCount())
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{
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RemoveTexture(old_tex[old_pos], buffer_pos);
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old_pos++;
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}
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//empty the buffer if it can't hold 1 MsgStruct anymore
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if ((sizeof(MsgStruct) + buffer_pos) >=BIG_BUFSIZE) //the buffer is full
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{
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if (int ret = SendToGame( Buffer, buffer_pos)) return ret;
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buffer_pos = 0;
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}
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msg = (MsgStruct*) &Buffer[buffer_pos];
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msg->Control = CONTROL_END_TEXTURES; //End of texture sending
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msg->Hash = 0u;
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msg->Value = 0;
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buffer_pos += sizeof(MsgStruct);
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if (int ret = SendToGame( Buffer, buffer_pos)) return ret;
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::AddTexture( uMod_TextureElement *tex, int &buffer_pos)
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{
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MsgStruct *msg;
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unsigned int size = tex->Content().Len();
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if ((sizeof(MsgStruct) + buffer_pos) >=BIG_BUFSIZE) //the buffer is full
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{
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if (int ret = SendToGame( Buffer, buffer_pos)) return ret;
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buffer_pos = 0;
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}
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msg = (MsgStruct*) &Buffer[buffer_pos];
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msg->Hash = tex->Hash();
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msg->Value = size;
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msg->Control = CONTROL_FORCE_RELOAD_TEXTURE_DATA;
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buffer_pos += sizeof(MsgStruct);
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const char* temp = tex->Content().Data();
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if (temp!=(char*)0)
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{
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unsigned int l = 0u;
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while (l<size)
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{
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while (buffer_pos<BIG_BUFSIZE && l<size) Buffer[buffer_pos++] = temp[l++];
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if (buffer_pos==BIG_BUFSIZE)
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{
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if (int ret = SendToGame( Buffer, buffer_pos)) return ret;
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buffer_pos = 0;
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}
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}
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}
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::RemoveTexture( uMod_TextureElement *tex, int &buffer_pos)
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{
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MsgStruct *msg;
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//empty the buffer if it can't hold 1 MsgStruct anymore
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if ((sizeof(MsgStruct) + buffer_pos) >=BIG_BUFSIZE) //the buffer is full
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{
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if (int ret = SendToGame( Buffer, buffer_pos)) return ret;
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buffer_pos = 0;
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}
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msg = (MsgStruct*) &Buffer[buffer_pos];
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msg->Hash = tex->Hash();
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msg->Control = CONTROL_REMOVE_TEXTURE;
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buffer_pos += sizeof(MsgStruct);
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if (LastError.Len()>0) return 1;
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else return 0;
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}
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int uMod_Sender::SendKey(int key, int ctr)
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{
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if (key<0) key=0;
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = key;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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#define D3DCOLOR_ARGB(a,r,g,b) ((DWORD)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
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int uMod_Sender::SendColour( unsigned char* colour, int ctr)
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{
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = D3DCOLOR_ARGB( colour[3], colour[0], colour[1], colour[2]);
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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#undef D3DCOLOR_ARGB
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int uMod_Sender::SendPath( const wxString &path)
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{
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MsgStruct *msg = (MsgStruct*) Buffer;
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msg->Hash = 0u;
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msg->Control = CONTROL_SET_DIR;
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const wchar_t *file = path.wc_str();
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wchar_t *buff_file = (wchar_t*) &Buffer[sizeof(MsgStruct)];
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int len = 0;
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while (file[len] && (sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) {buff_file[len] = file[len]; len++;};
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if ((sizeof(MsgStruct)+len*sizeof(wchar_t))<BIG_BUFSIZE) buff_file[len] = 0;
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len++;
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msg->Value = len*sizeof(wchar_t);
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return SendToGame( Buffer, sizeof(MsgStruct)+len*sizeof(wchar_t));
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}
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int uMod_Sender::SendBool( bool val, int ctr)
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{
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MsgStruct msg;
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msg.Control = ctr;
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if (val) msg.Value = 1;
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else msg.Value = 0;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendDWORD64( DWORD64 val, int ctr)
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{
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = val;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendMinMax( unsigned long min, unsigned long max, int ctr)
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{
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DWORD64 u_min = min, u_max = max;
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MsgStruct msg;
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msg.Control = ctr;
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msg.Value = u_min<<32 | u_max;
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msg.Hash = 0u;
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return SendToGame( (void*) &msg, sizeof(MsgStruct));
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}
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int uMod_Sender::SendToGame( void *msg, unsigned long len)
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{
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if (len==0) return (RETURN_BAD_ARGUMENT);
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unsigned long num;
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if (Pipe.Out==INVALID_HANDLE_VALUE) {LastError << Language->Error_NoPipe; return -1;}
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bool ret = WriteFile( Pipe.Out, (const void*) msg, len, &num, NULL);
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if (!ret || len!=num) {LastError << Language->Error_WritePipe; return -1;}
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if (!FlushFileBuffers(Pipe.Out)) {LastError << Language->Error_FlushPipe; return -1;}
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return 0;
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}
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