Esc menu without "Exportieren"; export screen mod removed
- cUI_EscMenu::BuildLines hook: the UI_ESC_EXPORT line is removed, the lines below move up, the window shrinks by one line, centred. - game/ui/control.h: control vector helpers (ControlsIn, RemoveControl, SetControlAt, DeleteControl, ControlNamed), used by the main menu too. - The export screen is unreachable now: charexport.cpp and docs/char-export.md deleted. Spielen screen redesign noted in todo.md. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
1 parent
618288e310
commit
e0d8d0ce7e
9 files changed
+105
-195
No files matched your search
@@ -1345,6 +1345,43 @@ int __fastcall UiManager_ReceiveEvent(void* self, void* edx, uint8_t* event) {
|
||||
constexpr uint32_t kEscMenuSaveLineText = 0x006bc1f7;
|
||||
constexpr uint32_t kSavegamesText = 0x41b;
|
||||
|
||||
// The Esc menu without "Exportieren" (request of 2026-10-20; exported heroes
|
||||
// are gone). cUI_EscMenu::BuildLines (0x6bb870, thiscall, plain ret; called
|
||||
// by the constructor 0x6bae60 and on an event, 0x6bc497) makes five
|
||||
// cUI_StaticText64 lines (constructor 0x753470) in the vector at +0x158, 0x24
|
||||
// apart (y 8 .. 0x98); each line handles its own events. The window is
|
||||
// 0x108 x 0xc8, centred (0x6bae9b). The export line goes, the lines below it
|
||||
// move up and the window loses one line's height, staying centred.
|
||||
constexpr size_t kEscMenuLines = 0x158;
|
||||
constexpr char kEscExportLine[] = "UI_ESC_EXPORT";
|
||||
constexpr int kEscLinePitch = 0x24;
|
||||
constexpr int16_t kEscMenuHeight = 0xc8;
|
||||
|
||||
void __fastcall EscMenu_BuildLines(uint8_t* self, void* edx);
|
||||
RE_HOOK(0x006bb870, EscMenu_BuildLines);
|
||||
void __fastcall EscMenu_BuildLines(uint8_t* self, void* edx) {
|
||||
EscMenu_BuildLines_original(self, edx);
|
||||
bool removed = false;
|
||||
for (uint8_t* line : game::ControlsIn(self, kEscMenuLines)) {
|
||||
auto& rect = *reinterpret_cast<game::UiRect*>(line + game::kControlRect);
|
||||
if (removed) {
|
||||
rect.y -= kEscLinePitch;
|
||||
} else if (game::ControlNamed(line, kEscExportLine)) {
|
||||
game::RemoveControl(self, kEscMenuLines, line);
|
||||
game::DeleteControl(line);
|
||||
removed = true;
|
||||
}
|
||||
}
|
||||
auto& window = *reinterpret_cast<game::UiRect*>(self + game::kControlRect);
|
||||
if (removed && window.h == kEscMenuHeight) {
|
||||
window.h -= kEscLinePitch;
|
||||
window.y += kEscLinePitch / 2;
|
||||
}
|
||||
if (!removed) {
|
||||
re::Log("characters: Esc menu has no %s line", kEscExportLine);
|
||||
}
|
||||
}
|
||||
|
||||
// The load window's second line of a row showed the (preview) file name; it
|
||||
// shows the level and the chosen difficulty instead. Row texts are set every
|
||||
// frame (0x71d830): line 1 the save's name (+0x204), line 2 the file name (+4,
|
||||
|
||||
@@ -1,104 +0,0 @@
|
||||
// Character export (Esc menu "Exportieren"): slots can be cleared.
|
||||
//
|
||||
// Request (2026-10-18): the export screen was not adapted to widescreen, and
|
||||
// slots could not be cleared or overwritten. The layout is fixed in hud.cpp
|
||||
// (FrameScope); overwriting turned out to be the game's own path once clicks
|
||||
// hit the right slot (measured: action 9 on an occupied slot -> mode 6
|
||||
// confirmation -> action 6 exports into it).
|
||||
//
|
||||
// cUI_Character serves the main menu's character selection and the export
|
||||
// screen: mode at +0x390 (4 selection, 5 export, 6 overwrite confirmation),
|
||||
// selected slot (char, -1 none) at +0x1d6, slot controls at +0x1b4 (8, hero
|
||||
// id at +0x2f8, 0: empty). Its erase button (+0x3b4, "UI_CHAR_ERASE_TOOLTIP")
|
||||
// is created for both, but SelectSlot (0x70c440) shows it only in modes 4 / 7
|
||||
// and SetMode (0x70c760) hides it. The click handler (vf10 0x70e860) does not
|
||||
// check the mode: it opens the game's confirmation (UI_CHAR_ERASE_CONFIRM, a
|
||||
// cUI_BusyDlg), whose answer deletes the hero (0x7f01a0, slot + 1). So in
|
||||
// export mode the button is shown whenever an occupied slot is selected.
|
||||
//
|
||||
// The export screen reloads its heroes when it enters export mode (SetMode 5,
|
||||
// also after an export); after a delete nothing did, so the erased hero stayed
|
||||
// until the next export (user, 2026-10-18). After a delete from the export
|
||||
// screen it enters export mode again and the selection is cleared.
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "game/ui/control.h"
|
||||
#include "re/hook.h"
|
||||
|
||||
namespace mods::charexport {
|
||||
namespace {
|
||||
|
||||
constexpr size_t kMode = 0x390;
|
||||
constexpr size_t kSelectedSlot = 0x1d6;
|
||||
constexpr size_t kSlots = 0x1b4;
|
||||
constexpr size_t kSlotHeroId = 0x2f8;
|
||||
constexpr size_t kEraseButton = 0x3b4;
|
||||
constexpr int kSlotCount = 8;
|
||||
constexpr int kModeExport = 5;
|
||||
constexpr int kNoSlot = -1;
|
||||
|
||||
// The cUI_Character instance (one, owned by the UI manager), noted when its
|
||||
// mode or selection changes.
|
||||
void* g_window = nullptr;
|
||||
|
||||
template <typename T>
|
||||
T& Field(void* window, size_t offset) {
|
||||
return *reinterpret_cast<T*>(static_cast<uint8_t*>(window) + offset);
|
||||
}
|
||||
|
||||
bool SelectedSlotOccupied(void* window) {
|
||||
const int slot = Field<int8_t>(window, kSelectedSlot);
|
||||
if (slot < 0 || slot >= kSlotCount) {
|
||||
return false;
|
||||
}
|
||||
void* control = Field<void*>(window, kSlots + slot * sizeof(void*));
|
||||
return control && Field<uint32_t>(control, kSlotHeroId) != 0;
|
||||
}
|
||||
|
||||
void UpdateEraseButton(void* window) {
|
||||
void* button = Field<void*>(window, kEraseButton);
|
||||
if (button && Field<int>(window, kMode) == kModeExport) {
|
||||
game::SetControlShown(button, SelectedSlotOccupied(window));
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace mods::charexport
|
||||
|
||||
namespace game {
|
||||
|
||||
// cUI_Character::SetMode (0x70c760, thiscall (mode), ret 4).
|
||||
void __fastcall UiCharacter_SetMode(void* self, void* edx, int mode);
|
||||
RE_HOOK(0x0070c760, UiCharacter_SetMode);
|
||||
void __fastcall UiCharacter_SetMode(void* self, void* edx, int mode) {
|
||||
mods::charexport::g_window = self;
|
||||
UiCharacter_SetMode_original(self, edx, mode);
|
||||
mods::charexport::UpdateEraseButton(self);
|
||||
}
|
||||
|
||||
// cUI_Character::SelectSlot (0x70c440, thiscall (char slot, -1 none), ret 4).
|
||||
void __fastcall UiCharacter_SelectSlot(void* self, void* edx, int slot);
|
||||
RE_HOOK(0x0070c440, UiCharacter_SelectSlot);
|
||||
void __fastcall UiCharacter_SelectSlot(void* self, void* edx, int slot) {
|
||||
mods::charexport::g_window = self;
|
||||
UiCharacter_SelectSlot_original(self, edx, slot);
|
||||
mods::charexport::UpdateEraseButton(self);
|
||||
}
|
||||
|
||||
// HeroSlots_DeleteHero (0x7f01a0, thiscall on 0x7d7c40() (slot + 1), ret 4;
|
||||
// returns a bool in al), called by the erase confirmation's answer.
|
||||
int __fastcall HeroSlots_DeleteHero(void* self, void* edx, int slotPlusOne);
|
||||
RE_HOOK(0x007f01a0, HeroSlots_DeleteHero);
|
||||
int __fastcall HeroSlots_DeleteHero(void* self, void* edx, int slotPlusOne) {
|
||||
const int result = HeroSlots_DeleteHero_original(self, edx, slotPlusOne);
|
||||
void* window = mods::charexport::g_window;
|
||||
using mods::charexport::Field;
|
||||
if (window && Field<int>(window, mods::charexport::kMode) == mods::charexport::kModeExport) {
|
||||
UiCharacter_SetMode(window, nullptr, mods::charexport::kModeExport);
|
||||
UiCharacter_SelectSlot(window, nullptr, mods::charexport::kNoSlot);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace game
|
||||
+8
-35
@@ -16,9 +16,9 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <vector>
|
||||
|
||||
#include "game/ui/control.h"
|
||||
#include "game/ui/tabs.h"
|
||||
#include "game/ui/text.h"
|
||||
#include "game/ui/texts.h"
|
||||
@@ -30,54 +30,28 @@ namespace {
|
||||
|
||||
constexpr size_t kMenuChildren = 0x90; // vector of all child controls
|
||||
constexpr size_t kMenuMainPage = 0x158; // vector of the main page's entries
|
||||
constexpr size_t kEntryName = 0x30; // char[]
|
||||
constexpr size_t kEntryTextId = 0x78;
|
||||
constexpr int kEntryPitch = 0x20; // as 0x712f30 places them
|
||||
|
||||
constexpr const char* kRemoved[] = {"UI_LABEL_NEWGAME", "UI_LABEL_NEWADDON"};
|
||||
constexpr char kPlayEntry[] = "UI_LABEL_LOADGAME";
|
||||
|
||||
// A game vector of pointers {begin, end, capacity end}.
|
||||
std::vector<uint8_t*> Entries(uint8_t* owner, size_t offset) {
|
||||
auto** begin = *reinterpret_cast<uint8_t***>(owner + offset);
|
||||
auto** end = *reinterpret_cast<uint8_t***>(owner + offset + 4);
|
||||
return std::vector<uint8_t*>(begin, end);
|
||||
}
|
||||
|
||||
void Erase(uint8_t* owner, size_t offset, const uint8_t* item) {
|
||||
auto** begin = *reinterpret_cast<uint8_t***>(owner + offset);
|
||||
auto**& end = *reinterpret_cast<uint8_t***>(owner + offset + 4);
|
||||
auto** found = std::find(begin, end, item);
|
||||
if (found != end) {
|
||||
std::memmove(found, found + 1, (end - found - 1) * sizeof(*found));
|
||||
--end;
|
||||
}
|
||||
}
|
||||
|
||||
void SetAt(uint8_t* owner, size_t offset, size_t index, uint8_t* item) {
|
||||
(*reinterpret_cast<uint8_t***>(owner + offset))[index] = item;
|
||||
}
|
||||
|
||||
const char* Name(const uint8_t* entry) {
|
||||
return reinterpret_cast<const char*>(entry + kEntryName);
|
||||
}
|
||||
|
||||
int32_t& EntryY(uint8_t* entry) {
|
||||
return reinterpret_cast<game::UiRect*>(entry + game::kControlRect)->y;
|
||||
}
|
||||
|
||||
bool IsRemoved(const uint8_t* entry) {
|
||||
return std::any_of(std::begin(kRemoved), std::end(kRemoved),
|
||||
[&](const char* name) { return std::strcmp(Name(entry), name) == 0; });
|
||||
[&](const char* name) { return game::ControlNamed(entry, name); });
|
||||
}
|
||||
|
||||
void __fastcall MainMenu_Build(uint8_t* self, void* edx);
|
||||
RE_HOOK(0x00712f30, MainMenu_Build);
|
||||
void __fastcall MainMenu_Build(uint8_t* self, void* edx) {
|
||||
MainMenu_Build_original(self, edx);
|
||||
const std::vector<uint8_t*> original = Entries(self, kMenuMainPage);
|
||||
const std::vector<uint8_t*> original = game::ControlsIn(self, kMenuMainPage);
|
||||
auto play = std::find_if(original.begin(), original.end(),
|
||||
[](const uint8_t* entry) { return std::strcmp(Name(entry), kPlayEntry) == 0; });
|
||||
[](const uint8_t* entry) { return game::ControlNamed(entry, kPlayEntry); });
|
||||
if (original.empty() || play == original.end()) {
|
||||
re::Log("mainmenu: no %s entry, menu left as it is", kPlayEntry);
|
||||
return;
|
||||
@@ -99,14 +73,13 @@ void __fastcall MainMenu_Build(uint8_t* self, void* edx) {
|
||||
}
|
||||
for (uint8_t* entry : original) {
|
||||
if (IsRemoved(entry)) {
|
||||
Erase(self, kMenuMainPage, entry);
|
||||
Erase(self, kMenuChildren, entry);
|
||||
using DeleteFn = void*(__fastcall*)(void*, void*, int); // scalar deleting destructor
|
||||
reinterpret_cast<DeleteFn>((*reinterpret_cast<void***>(entry))[0])(entry, nullptr, 1);
|
||||
game::RemoveControl(self, kMenuMainPage, entry);
|
||||
game::RemoveControl(self, kMenuChildren, entry);
|
||||
game::DeleteControl(entry);
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < kept.size(); ++i) {
|
||||
SetAt(self, kMenuMainPage, i, kept[i]);
|
||||
game::SetControlAt(self, kMenuMainPage, i, kept[i]);
|
||||
y += keptGap[i];
|
||||
EntryY(kept[i]) = y;
|
||||
y += kEntryPitch;
|
||||
|
||||
Reference in new issue
Block a user