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PDModdingCommunity_PD-Loader/source-code/source/plugins/TLAC/Components/Pause.cpp
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#include "Pause.h"
#include "../Constants.h"
#include "GameState.h"
#include "Drawing.h"
#include "GL/glut.h"
#include "detours.h"
#include <windows.h>
#include <vector>
#include <chrono>
namespace TLAC::Components
{
bool Pause::pause = false;
bool Pause::isPaused = false;
bool Pause::giveUp = false;
bool Pause::showUI = true;
int Pause::triangleAet = 0;
int Pause::squareAet = 0;
int Pause::crossAet = 0;
int Pause::circleAet = 0;
int Pause::curMenuPos = 0;
int Pause::mainMenuPos = 0;
Pause::menusets Pause::curMenuSet = MENUSET_MAIN;
std::chrono::time_point<std::chrono::high_resolution_clock> Pause::menuItemMoveTime;
std::vector<uint8_t> Pause::origAetMovOp;
uint8_t* Pause::aetMovPatchAddress = (uint8_t*)0x1401703b3;
std::vector<uint8_t> Pause::origFramespeedOp;
uint8_t* Pause::framespeedPatchAddress = (uint8_t*)0x140192D50;
std::vector<bool> Pause::streamPlayStates;
bool(*divaGiveUpFunc)(void*) = (bool(*)(void* cls))GIVEUP_FUNC_ADDRESS;
PlayerData* Pause::playerData;
InputState* Pause::inputState;
TouchSliderState* Pause::sliderState;
JvsButtons Pause::filteredButtons;
std::vector<Pause::menuSet> Pause::menu = {
{
"PAUSED",
{
{ "RESUME", unpause, false },
//{ "RESTART", restart, false },
{ "SE VOLUME", sevolmenu, false },
{ "GIVE UP", giveup, false },
}
},
{
"SE VOLUME",
{
{ "+", sevolplus, true },
{ "XX", mainmenu, false },
{ "-", sevolminus, true },
}
},
};
Pause::Pause()
{
}
Pause::~Pause()
{
}
const char* Pause::GetDisplayName()
{
return "pause";
}
void Pause::saveOldPatchOps()
{
origAetMovOp.resize(8);
memcpy(origAetMovOp.data(), aetMovPatchAddress, 8);
origFramespeedOp.resize(4);
memcpy(origFramespeedOp.data(), framespeedPatchAddress, 4);
}
void Pause::Initialize(ComponentsManager*)
{
inputState = (InputState*)(*(uint64_t*)INPUT_STATE_PTR_ADDRESS);
playerData = (PlayerData*)PLAYER_DATA_ADDRESS;
sliderState = (TouchSliderState*)SLIDER_CTRL_TASK_ADDRESS;
saveOldPatchOps();
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
DetourAttach(&(PVOID&)divaGiveUpFunc, hookedGiveUpFunc);
DetourTransactionCommit();
}
void Pause::Update()
{
}
void Pause::UpdatePostInput()
{
if (pause)
{
// enter pause mode on state transition
if (!isPaused)
{
((void(*)())DSC_PAUSE_FUNC_ADDRESS)();
saveOldPatchOps();
InjectCode(aetMovPatchAddress, { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
InjectCode(framespeedPatchAddress, { 0x0f, 0x57, 0xc0, 0xc3 }); // XORPS XMM0,XMM0; RET
uint64_t audioMixerAddr = *(uint64_t*)(AUDIO_MAIN_CLASS_ADDRESS + 0x70);
uint64_t audioStreamsAddress = *(uint64_t*)(audioMixerAddr + 0x18);
int nAudioStreams = *(uint64_t*)(audioMixerAddr + 0x20);
for (int i = 0; i < nAudioStreams; i++)
{
uint32_t* playstate = (uint32_t*)(audioStreamsAddress + i * 0x50 + 0x18);
if (i < streamPlayStates.size())
streamPlayStates[i] = *playstate;
else
streamPlayStates.push_back(*playstate);
*playstate = 0;
}
// block all buttons from being passed to game
filteredButtons = allButtons;
setMenuPos(MENUSET_MAIN, 0);
showUI = true;
isPaused = true;
}
// always exit pause if key is tapped or no longer in game somehow
if (isPauseKeyTapped() || !isInGame())
{
pause = false;
}
else
{
if (inputState->Tapped.Buttons & JVS_SQUARE)
{
showUI = !showUI;
if (showUI)
{
menuItemMoveTime = std::chrono::high_resolution_clock::now(); // restart animations
}
else
{
// clear these from the screen too
destroyAetLayer(triangleAet);
destroyAetLayer(squareAet);
destroyAetLayer(crossAet);
destroyAetLayer(circleAet);
}
}
// only process menu events when UI is visible
if (showUI)
{
if (inputState->Tapped.Buttons & JVS_L)
setMenuPos(curMenuSet, curMenuPos - 1);
if (inputState->Tapped.Buttons & JVS_R)
setMenuPos(curMenuSet, curMenuPos + 1);
if (inputState->Tapped.Buttons & JVS_CROSS)
{
if (curMenuSet == MENUSET_MAIN)
{
pause = false;
}
else
{
setMenuPos(MENUSET_MAIN, mainMenuPos);
}
}
if (inputState->Tapped.Buttons & JVS_CIRCLE)
menu[curMenuSet].items[curMenuPos].callback();
if (curMenuSet == MENUSET_SEVOL)
{
const char volformat[] = "%d";
size_t size = snprintf(nullptr, 0, volformat, playerData->act_vol) + 1;
char* buf = new char[size];
snprintf(buf, size, volformat, playerData->act_vol);
menu[MENUSET_SEVOL].items[1].name = buf;
delete[] buf;
}
}
}
// no slider while paused
// this is simpler than buttons because slider doesn't trigger on press, it triggers on movement
// (therefore per-button blocking isn't needed)
sliderState->ResetSensors();
}
else
{
// exit pause mode on state transition
if (isPaused)
{
((void(*)())DSC_UNPAUSE_FUNC_ADDRESS)();
InjectCode(aetMovPatchAddress, origAetMovOp);
InjectCode(framespeedPatchAddress, origFramespeedOp);
uint64_t audioMixerAddr = *(uint64_t*)(AUDIO_MAIN_CLASS_ADDRESS + 0x70);
uint64_t audioStreamsAddress = *(uint64_t*)(audioMixerAddr + 0x18);;
int nAudioStreams = *(uint64_t*)(audioMixerAddr + 0x20);
for (int i = 0; i < nAudioStreams; i++)
{
uint32_t* playstate = (uint32_t*)(audioStreamsAddress + i * 0x50 + 0x18);
if (i < streamPlayStates.size())
*playstate = streamPlayStates[i];
}
destroyAetLayer(triangleAet);
destroyAetLayer(squareAet);
destroyAetLayer(crossAet);
destroyAetLayer(circleAet);
isPaused = false;
}
// buttons that have been tapped no longer need to be filtered (doing this with down broke retriggering)
filteredButtons = (JvsButtons)(filteredButtons & ~inputState->Tapped.Buttons);
// only enter pause if in game
if (isInGame())
{
if (isPauseKeyTapped())
{
pause = true;
}
}
}
// swallow filtered button inputs
inputState->Tapped.Buttons = (JvsButtons)(inputState->Tapped.Buttons & ~filteredButtons);
inputState->DoubleTapped.Buttons = (JvsButtons)(inputState->DoubleTapped.Buttons & ~filteredButtons);
inputState->Down.Buttons = (JvsButtons)(inputState->Down.Buttons & ~filteredButtons);
inputState->Released.Buttons = (JvsButtons)(inputState->Released.Buttons & ~filteredButtons);
inputState->IntervalTapped.Buttons = (JvsButtons)(inputState->IntervalTapped.Buttons & ~filteredButtons);
}
void Pause::UpdateDraw2D()
{
if (isPaused && showUI)
{
// setup draw objects
FontInfo fontInfo(0x11);
DrawParams dtParams(&fontInfo);
dtParams.layer = bgLayer;
// get aspect ratio
float aspect = *(float*)UI_ASPECT_RATIO;
// bg rect
float bgWidth = aspect * 720 + 2; // add a couple of pixels to protect against rounding errors
float bgLeft = -(bgWidth - 1280) / 2; // 0,0 is in the corner of a 720p view.. half of the extra over 1280 wide is the horizontal offset to centre the bg
RectangleBounds rect;
rect = { bgLeft, 0, bgWidth, 720 };
dtParams.colour = 0xa0000000;
dtParams.fillColour = 0xa0000000;
fillRectangle(&dtParams, &rect);
// pause icon
/*
const int pauseWidth = 80;
const int pauseHeight = 110;
const int pauseGap = 20;
const int pausePosX = 32;
const int pausePosY = 32;
const int pausePartWidth = (pauseWidth - pauseGap) / 2;
const int pauseX1 = pausePosX;
const int pauseX2 = pausePosX + pausePartWidth + pauseGap;
const int pauseY1 = pausePosY;
dtParams.colour = 0x80ffffff;
dtParams.fillColour = 0x80ffffff;
rect = { pauseX1, pauseY1, pausePartWidth, pauseHeight };
fillRectangle(&dtParams, &rect);
rect = { pauseX2, pauseY1, pausePartWidth, pauseHeight };
fillRectangle(&dtParams, &rect);
*/
dtParams.layer = contentLayer;
// selection cursor
int selectBoxOrigin = menuY - menuItemHeight * (menu[curMenuSet].items.size() / 2.0) - (menuItemHeight - menuTextSize) / 2;
int selectBoxPos = selectBoxOrigin + menuItemHeight * curMenuPos;
const float selectBoxWidth = 200;
const float selectBoxHeight = menuItemHeight;
const float selectBoxThickness = 2;
const float selectBoxX = menuX - selectBoxWidth / 2;
const float selectBoxY = selectBoxPos;
rect = { selectBoxX, selectBoxY, selectBoxWidth, selectBoxHeight };
dtParams.colour = 0xc0ffff00;
dtParams.fillColour = 0xc0ffff00;
drawRectangle(&dtParams, &rect, selectBoxThickness);
// menu
fontInfo.setSize(menuTextSize, menuTextSize);
dtParams.textCurrentLoc = { menuX, menuY - menuItemHeight * (menu[curMenuSet].items.size() / 2.0f) };
dtParams.lineOriginLoc = dtParams.textCurrentLoc;
for (int i = 0; i < menu[curMenuSet].items.size(); i++)
{
if (i == curMenuPos)
{
uint8_t alpha = (cosf(getMenuAnimPos() * 6.283185f) * 0.15 + 0.85) * 255;
dtParams.colour = 0x00ffff00 | (alpha << 24);
}
else
{
dtParams.colour = 0xffffffff;
}
drawText(&dtParams, (drawTextFlags)(DRAWTEXT_ALIGN_CENTRE), menu[curMenuSet].items[i].name);
dtParams.textCurrentLoc.y += menuItemHeight;
dtParams.lineOriginLoc = dtParams.textCurrentLoc;
}
// key legend
destroyAetLayer(triangleAet);
destroyAetLayer(squareAet);
destroyAetLayer(crossAet);
destroyAetLayer(circleAet);
float textLeft;
if (aspect > 16.0f / 9.0f)
textLeft = 32;
else
textLeft = (1280 - bgWidth) / 2 + 32; // 0,0 is in the corner of a 720p view.. half of the difference to 1280 wide is the horizontal offset to the window corner
fontInfo.setSize(18, 18);
dtParams.textCurrentLoc = { textLeft, 720 - 40 };
dtParams.lineOriginLoc = dtParams.textCurrentLoc;
const float spriteSize = 18;
const float halfSpriteSize = spriteSize / 2;
Point spriteLoc = { 0, dtParams.textCurrentLoc.y + halfSpriteSize }; // the aets are centered on their location, so fudge this a little
const Point spriteScale = { spriteSize / 64, spriteSize / 64 }; // just approximated
dtParams.colour = 0xffffffff;
drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L"L/R:Move ");
spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
squareAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_shikaku", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
dtParams.textCurrentLoc.x += spriteSize;
drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Hide Menu ");
spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
crossAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_batsu", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
dtParams.textCurrentLoc.x += spriteSize;
if (curMenuSet == MENUSET_MAIN)
drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Close ");
else
drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Back ");
spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
circleAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_maru", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
dtParams.textCurrentLoc.x += spriteSize;
drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Select");
}
}
void Pause::OnFocusLost()
{
if (isInGame())
pause = true;
}
bool Pause::isPauseKeyTapped()
{
return inputState->Tapped.Buttons & JVS_START;
}
bool Pause::isInGame()
{
return *(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME && *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN;
}
bool Pause::hookedGiveUpFunc(void* cls)
{
if (giveUp)
{
giveUp = false;
pause = false;
return true;
}
else
{
if (divaGiveUpFunc(cls))
{
pause = false;
return true;
}
}
return false;
}
void Pause::setSEVolume(int amount)
{
playerData->act_vol += amount;
if (playerData->act_vol < 0) playerData->act_vol = 0;
if (playerData->act_vol > 100) playerData->act_vol = 100;
playerData->act_slide_vol = playerData->act_vol;
}
void Pause::setMenuPos(menusets set, int pos)
{
if (set >= 0 && set < menu.size())
curMenuSet = set;
else
curMenuSet = MENUSET_MAIN;
if (pos < 0)
pos = menu[curMenuSet].items.size() - 1;
else if (pos >= menu[curMenuSet].items.size())
pos = 0;
curMenuPos = pos;
if (curMenuSet == MENUSET_MAIN)
mainMenuPos = curMenuPos;
menuItemMoveTime = std::chrono::high_resolution_clock::now(); // restart animations
}
float Pause::getMenuAnimPos()
{
const int duration = 1500000000; // 1.5s
return (float)((std::chrono::high_resolution_clock::now() - menuItemMoveTime) % std::chrono::nanoseconds(duration)).count() / (float)duration;
}
void Pause::InjectCode(void* address, const std::vector<uint8_t> data)
{
const size_t byteCount = data.size() * sizeof(uint8_t);
DWORD oldProtect;
VirtualProtect(address, byteCount, PAGE_EXECUTE_READWRITE, &oldProtect);
memcpy(address, data.data(), byteCount);
VirtualProtect(address, byteCount, oldProtect, nullptr);
}
}