Files
PDModdingCommunity_PD-Loader/source-code/source/plugins/Launcher/framework.h
T
somewhatlurker 22047cec12 TLAC slider emulator: more directly emulate input data to avoid tracking section state, testing for ps4 official controller slider support
also allow slider in menu (toggle in keyconfig) and remove need for hardware slider disabling patch (patches/launcher)
2020-08-11 00:55:20 +10:00

522 lines
26 KiB
C++

#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>
#include <string>
#include <fstream>
#include <vector>
#include <algorithm>
#include "ConfigOption.h"
#include "PluginConfig.h"
#include <iostream>
int (__cdecl* divaMain)(int argc, const char** argv, const char** envp) = (int(__cdecl*)(int argc, const char** argv, const char** envp))0x140194D90;
using namespace std;
string arg;
wstring ExePath() {
WCHAR buffer[MAX_PATH];
GetModuleFileNameW(NULL, buffer, MAX_PATH);
return wstring(buffer);
}
wstring DirPath() {
wstring exepath = ExePath();
wstring::size_type pos = exepath.find_last_of(L"\\/");
return exepath.substr(0, pos);
}
wstring DIVA_EXECUTABLE_STRING = ExePath();
LPCWSTR DIVA_EXECUTABLE = DIVA_EXECUTABLE_STRING.c_str();
wstring DIVA_DIRPATH_STRING = DirPath();
LPCWSTR DIVA_DIRPATH = DIVA_DIRPATH_STRING.c_str();
wstring DIVA_EXECUTABLE_LAUNCH_STRING = DIVA_EXECUTABLE_STRING + L" --launch";
LPWSTR DIVA_EXECUTABLE_LAUNCH = const_cast<WCHAR*>(DIVA_EXECUTABLE_LAUNCH_STRING.c_str());
wstring PLUGINS_DIR = DirPath() + L"\\plugins";
wstring PATCHES_DIR = DirPath() + L"\\patches";
wstring CONFIG_FILE_STRING = PLUGINS_DIR + L"\\config.ini";
LPCWSTR CONFIG_FILE = CONFIG_FILE_STRING.c_str();
wstring COMPONENTS_FILE_STRING = PLUGINS_DIR + L"\\components.ini";
LPCWSTR COMPONENTS_FILE = COMPONENTS_FILE_STRING.c_str();
wstring PLAYERDATA_FILE_STRING = PLUGINS_DIR + L"\\playerdata.ini";
LPCWSTR PLAYERDATA_FILE = PLAYERDATA_FILE_STRING.c_str();
wstring KEYCONFIG_FILE_STRING = PLUGINS_DIR + L"\\keyconfig.ini";
LPCWSTR KEYCONFIG_FILE = KEYCONFIG_FILE_STRING.c_str();
LPCWSTR PATCHES_SECTION = L"patches";
LPCWSTR GRAPHICS_SECTION = L"graphics";
LPCWSTR RESOLUTION_SECTION = L"resolution";
LPCWSTR LAUNCHER_SECTION = L"launcher";
LPCWSTR COMPONENTS_SECTION = L"components";
LPCWSTR PLAYERDATA_SECTION = L"playerdata";
LPCWSTR KEYCONFIG_SECTION = L"keyconfig";
int nSkipLauncher = GetPrivateProfileIntW(LAUNCHER_SECTION, L"skip", FALSE, CONFIG_FILE);
int nNoGPUDialog = GetPrivateProfileIntW(LAUNCHER_SECTION, L"no_gpu_dialog", FALSE, CONFIG_FILE);
resolution getCurrentScreenResolution() {
return resolution(GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN));
}
std::vector<DEVMODEW> getScreenModes() {
static std::vector<DEVMODEW> outVec = std::vector<DEVMODEW>();
DEVMODEW dm = { 0 };
dm.dmSize = sizeof(dm);
for (int iModeNum = 0; EnumDisplaySettingsW(NULL, iModeNum, &dm) != 0; iModeNum++)
{
outVec.push_back(dm);
}
return outVec;
}
std::vector<resolution> getScreenResolutionsVec(std::vector<DEVMODEW> &screenModes) {
static std::vector<resolution> outVec = std::vector<resolution>();
for (DEVMODEW &dm : screenModes)
{
resolution res = resolution(dm.dmPelsWidth, dm.dmPelsHeight);
if (std::find(outVec.begin(), outVec.end(), res) == outVec.end()) {
outVec.push_back(res);
}
}
std::sort(outVec.begin(), outVec.end());
return outVec;
}
static std::vector<int> getScreenDepthsVec(std::vector<DEVMODEW> &screenModes) {
static std::vector<int> outVec = std::vector<int>();
for (DEVMODEW &dm : screenModes)
{
int depth = dm.dmBitsPerPel;
if (depth < 24)
continue;
if (std::find(outVec.begin(), outVec.end(), depth) == outVec.end()) {
outVec.push_back(depth);
}
}
std::sort(outVec.begin(), outVec.end());
return outVec;
}
static std::vector<int> getScreenRatesVec(std::vector<DEVMODEW> &screenModes) {
static std::vector<int> outVec = std::vector<int>();
for (DEVMODEW &dm : screenModes)
{
int rate = dm.dmDisplayFrequency;
if (std::find(outVec.begin(), outVec.end(), rate) == outVec.end()) {
outVec.push_back(rate);
}
}
std::sort(outVec.begin(), outVec.end());
return outVec;
}
std::vector<DEVMODEW> screenModes = getScreenModes();
DropdownOption* DisplayModeDropdown = new DropdownOption(L"display", RESOLUTION_SECTION, CONFIG_FILE, L"Display:", L"Sets the window/screen mode.", 1, std::vector<LPCWSTR>({ L"Windowed", L"Popup (recommended)", L"Exclusive", L"Failsafe" }));
ResolutionOption* DisplayResolutionOption = new ResolutionOption(L"width", L"height", RESOLUTION_SECTION, CONFIG_FILE, L"Resolution:", L"Sets the display resolution.", resolution(-1, -1), getScreenResolutionsVec(screenModes), true, RESOPT_INCLUDE_MATCH_SCREEN);
ConfigOptionBase* screenResolutionArray[] = {
DisplayModeDropdown,
DisplayResolutionOption,
//new DropdownNumberOption(L"bitdepth", RESOLUTION_SECTION, CONFIG_FILE, L"Bit Depth:", L"Sets the display bit depth.", 32, getScreenDepthsVec(screenModes), true),
new DropdownNumberOption(L"refreshrate", RESOLUTION_SECTION, CONFIG_FILE, L"Refresh Rate:", L"Sets the display refresh rate.", 60, getScreenRatesVec(screenModes), true),
};
BooleanOption* InternalResolutionCheckbox = new BooleanOption(L"r.enable", RESOLUTION_SECTION, CONFIG_FILE, L"Enable", L"Enable or disable custom internal resolution.", false, false);
ResolutionOption* InternalResolutionOption = new ResolutionOption(L"r.width", L"r.height", RESOLUTION_SECTION, CONFIG_FILE, L"Resolution:", L"Sets the internal resolution (instead of 1280x720).", resolution(1920, 1080), std::vector<resolution>({ resolution(1,1), resolution(320,240), resolution(426,240), resolution(640,480), resolution(854,480), resolution(960,540), resolution(1280,720), resolution(1366,768), resolution(1600,900), resolution(1920,1080), resolution(2560,1440), resolution(3200,1800), resolution(3840,2160), resolution(5120,2880), resolution(7680,4320) }), true, RESOPT_INCLUDE_MATCH_WINDOW);
ConfigOptionBase* internalResolutionArray[] = {
InternalResolutionCheckbox,
InternalResolutionOption
};
ConfigOptionBase* optionsArray[] = {
new BooleanOption(L"no_movies", PATCHES_SECTION, CONFIG_FILE, L"Disable Movies", L"Disable movies (enable this if the game hangs when loading certain PVs).", false, false),
new BooleanOption(L"mp4_movies", PATCHES_SECTION, CONFIG_FILE, L"Custom MP4 Adv Movies", L"Enable MP4 (instead of WMV) advertise/attract movies.", false, false),
new BooleanOption(L"cursor", PATCHES_SECTION, CONFIG_FILE, L"Cursor", L"Enable or disable the mouse cursor.", true, false),
new BooleanOption(L"stereo", PATCHES_SECTION, CONFIG_FILE, L"Stereo", L"Use 2 channels instead of 4 (when not using DivaSound).", true, false),
new OptionMetaSpacer(8),
new DropdownOption(L"quick_start", PATCHES_SECTION, CONFIG_FILE, L"Quick Start:", L"Skip one or more menus.", 1, std::vector<LPCWSTR>({ L"Disabled", L"Guest", L"Guest + Normal" })),
new BooleanOption(L"no_scrolling_sfx", PATCHES_SECTION, CONFIG_FILE, L"Disable Scrolling SFX", L"Disable the scrolling sound effect.", false, false),
new OptionMetaSpacer(8),
new NumericOption(L"Enhanced_Stage_Manager", PATCHES_SECTION, CONFIG_FILE, L"Number of Stages:", L"Set the number of stages (0 = default).", 0, 0, INT_MAX),
new BooleanOption(L"Enhanced_Stage_Manager_Encore", PATCHES_SECTION, CONFIG_FILE, L"Encore", L"Enable encore stages.", true, false),
new OptionMetaSpacer(8),
new DropdownOption(L"force_mouth", PATCHES_SECTION, CONFIG_FILE, L"Mouth Type:", L"Change the mouth animations.", 0, std::vector<LPCWSTR>({ L"Default", L"Force PDA", L"Force FT" })),
new DropdownOption(L"force_expressions", PATCHES_SECTION, CONFIG_FILE, L"Expression Type:", L"Change the expressions.", 0, std::vector<LPCWSTR>({ L"Default", L"Force PDA", L"Force FT" })),
new DropdownOption(L"force_look", PATCHES_SECTION, CONFIG_FILE, L"Look Type:", L"Change the look animations.", 0, std::vector<LPCWSTR>({ L"Default", L"Force PDA", L"Force FT" })),
new BooleanOption(L"no_hand_scaling", PATCHES_SECTION, CONFIG_FILE, L"No Hand Scaling", L"Disable hand scaling.", false, false),
new NumericOption(L"default_hand_size", PATCHES_SECTION, CONFIG_FILE, L"Default Hand Size:", L"-1: default\n12200: PDA", -1, -1, INT_MAX),
new OptionMetaSpacer(8),
new BooleanOption(L"hide_volume", PATCHES_SECTION, CONFIG_FILE, L"Hide Volume Buttons", L"Hide the volume and SE control buttons.", false, false),
new BooleanOption(L"no_pv_ui", PATCHES_SECTION, CONFIG_FILE, L"Disable PV UI", L"Remove the photo controls during PV playback.", false, false),
new BooleanOption(L"hide_pv_watermark", PATCHES_SECTION, CONFIG_FILE, L"Hide PV Watermark", L"Hide the watermark that's usually shown in PV viewing mode.", false, false),
new DropdownOption(L"status_icons", PATCHES_SECTION, CONFIG_FILE, L"Network Status Icons:", L"Set the state of card reader and network status icons.", 3, std::vector<LPCWSTR>({ L"Default", L"Hidden", L"Error", L"OK", L"Partial OK" })),
new BooleanOption(L"no_lyrics", PATCHES_SECTION, CONFIG_FILE, L"Disable Lyrics", L"Disable showing lyrics.", false, false),
new BooleanOption(L"no_error", PATCHES_SECTION, CONFIG_FILE, L"Disable Error Banner", L"Disable the error banner on the attract screen.", true, false),
new BooleanOption(L"hide_freeplay", PATCHES_SECTION, CONFIG_FILE, L"Hide \"FREE PLAY\"/\"CREDIT(S)\"", L"Hide the \"FREE PLAY\"/\"CREDIT(S)\" text.", false, false),
new BooleanOption(L"freeplay", PATCHES_SECTION, CONFIG_FILE, L"FREE PLAY", L"Show \"FREE PLAY\" instead of \"CREDIT(S)\" and don't require credits.", true, false),
new BooleanOption(L"pdloadertext", PATCHES_SECTION, CONFIG_FILE, L"PD Loader FREE PLAY", L"Show \"PD Loader\" instead of \"FREE PLAY\".", true, false),
new BooleanOption(L"no_timer", PATCHES_SECTION, CONFIG_FILE, L"Freeze Timer", L"Disable the timer.", true, false),
new BooleanOption(L"no_timer_sprite", PATCHES_SECTION, CONFIG_FILE, L"Disable Timer Sprite", L"Disable the timer sprite.", true, false),
new OptionMetaSpacer(8),
new BooleanOption(L"unlock_pseudo", PATCHES_SECTION, CONFIG_FILE, L"Unlock PSEUDO modules (incomplete)", L"Lets you play any PV with any performer.\n(incomplete, recommended modules will default to Miku)", false, false),
new BooleanOption(L"card", PATCHES_SECTION, CONFIG_FILE, L"Unlock card menu (incomplete)", L"Enables the card menu.\n(incomplete, it doesn't bypass the card prompt)", false, false),
new OptionMetaSpacer(8),
new BooleanOption(L"TAA", GRAPHICS_SECTION, CONFIG_FILE, L"TAA", L"Temporal Anti-Aliasing", true, false),
new BooleanOption(L"MLAA", GRAPHICS_SECTION, CONFIG_FILE, L"MLAA", L"Morphological Anti-Aliasing", true, false),
new DropdownOption(L"MAG", GRAPHICS_SECTION, CONFIG_FILE, L"Filter:", L"Image filter.\n\nBilinear: default filter\nNearest-neighbour: sharpest, but blocky\nSharpen: sharp filter\nCone: smooth filter", 0, std::vector<LPCWSTR>({ L"Bilinear (default)", L"Nearest-neighbour", L"Sharpen", L"Cone" })),
new BooleanOption(L"DOF", GRAPHICS_SECTION, CONFIG_FILE, L"Depth of Field", L"Blurs the background. Disable for better performance.", true, false),
new BooleanOption(L"reflections", GRAPHICS_SECTION, CONFIG_FILE, L"Reflections", L"Enable or disable reflections.", true, false),
new BooleanOption(L"shadows", GRAPHICS_SECTION, CONFIG_FILE, L"Shadows", L"Enable or disable shadows.", true, false),
new BooleanOption(L"punchthrough", GRAPHICS_SECTION, CONFIG_FILE, L"Transparent Meshes", L"Show transparent meshes.", true, false),
new BooleanOption(L"glare", GRAPHICS_SECTION, CONFIG_FILE, L"Glare", L"Enable or disable glare.", true, false),
new BooleanOption(L"shader", GRAPHICS_SECTION, CONFIG_FILE, L"Shader", L"Enable or disable high-quality shaders.", true, false),
new DropdownOption(L"NPR1", GRAPHICS_SECTION, CONFIG_FILE, L"Toon (F9):", L"NPR1 shader\n\nPress F9 to toggle.", 0, std::vector<LPCWSTR>({ L"Default", L"Force on", L"Force off" })),
new BooleanOption(L"2D", GRAPHICS_SECTION, CONFIG_FILE, L"Disable 3D rendering", L"Disable all 3D passes.\n\nWARNING: The extended data will be deleted unless Prevent Data Deletion is enabled.", false, false),
new OptionMetaSpacer(8),
new BooleanOption(L"FPS.Limit.LightMode", GRAPHICS_SECTION, CONFIG_FILE, L"Use Lightweight Limiter", L"Makes the FPS limiter use less CPU.\nMay have less consistent performance.", true, false),
new NumericOption(L"FPS.Limit", GRAPHICS_SECTION, CONFIG_FILE, L"FPS Limit:", L"Allows you to set a frame rate cap. Set to -1 to unlock the frame rate.", 60, -1, INT_MAX),
new NumericOption(L"frm.motion.rate", GRAPHICS_SECTION, CONFIG_FILE, L"FRM Motion Rate:", L"Sets the motion rate (fps) for the Frame Rate Manager component.\nLarger values should be smoother, but more CPU intensive and possibly buggier.", 300, 1, INT_MAX),
new OptionMetaSpacer(8),
new BooleanOption(L"autopause", KEYCONFIG_SECTION, KEYCONFIG_FILE, L"Pause Automatically", L"Pause when focus is lost.", true, true),
new OptionMetaSpacer(8),
new BooleanOption(L"rumble", KEYCONFIG_SECTION, KEYCONFIG_FILE, L"XInput Rumble", L"Enables rumble during chainslides.", true, true),
new NumericOption(L"xinput_preferred", KEYCONFIG_SECTION, KEYCONFIG_FILE, L"XInput Controller Num:", L"Sets the preferred XInput controller.\nIf unavailable, the next connected controller is used.", 0, 0, 3),
new OptionMetaSpacer(8),
new BooleanOption(L"opengl_patch_a", LAUNCHER_SECTION, CONFIG_FILE, L"OpenGL Patch A", L"Ignores some OpenGL-related errors. Don't use both patches at the same time unless you're know what you're doing.", false, false),
new BooleanOption(L"opengl_patch_b", LAUNCHER_SECTION, CONFIG_FILE, L"OpenGL Patch B", L"Ignores some OpenGL-related errors. Don't use both patches at the same time unless you're know what you're doing.", false, false),
new OptionMetaSpacer(8),
new BooleanOption(L"custom_patches", PATCHES_SECTION, CONFIG_FILE, L"Enable Custom Patches", L"Enables all custom patches.", true, false),
new BooleanOption(L"no_gpu_dialog", LAUNCHER_SECTION, CONFIG_FILE, L"Disable GPU Warning", L"Disables the warning dialog for unsupported GPUs.", false, false),
//new BooleanOption(L"ignore_exe_checksum", PATCHES_SECTION, CONFIG_FILE, L"Ignore exe checksum", L"Use at your own risk.", false, false),
new BooleanOption(L"prevent_data_deletion", PATCHES_SECTION, CONFIG_FILE, L"Prevent Data Deletion", L"Prevents the game from deleting files.", false, false),
new StringOption(L"command_line", LAUNCHER_SECTION, CONFIG_FILE, L"Command Line:", L"Allows setting command line parameters for the game when using the launcher.\nDisabling the launcher will bypass this.", L"", false),
new BooleanOption(L"use_divahook_bat", LAUNCHER_SECTION, CONFIG_FILE, L"Use divahook.bat", L"Launches divahook.bat intead of diva.exe.", false, false),
};
ConfigOptionBase* playerdataArray[] = {
new StringOption(L"player_name", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Player Name:", L"Player name shown in game.", L"NO-NAME", true),
new StringOption(L"level_name", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Level Name:", L"Level (plate) name shown in game.", L"忘れないでね私の声を", true),
new NumericOption(L"level_plate_id", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Level Plate:", L"Sets the level background image (plate).", 0, 0, INT_MAX),
new NumericOption(L"level_plate_effect", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Level Plate Effect:", L"Sets the effect on the level background image (plate).", -1, -1, 2),
new NumericOption(L"skin_equip ", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Skin:", L"Sets the gameplay UI skin.", 0, 0, INT_MAX),
new NumericOption(L"btn_se_equip", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Button Sound:", L"Sets the sound effect for buttons.\n-1 = song default", -1, -1, INT_MAX),
new NumericOption(L"slide_se_equip", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Slide Sound:", L"Sets the sound effect for slides.\n-1 = song default", -1, -1, INT_MAX),
new NumericOption(L"chainslide_se_equip", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Chainslide Sound:", L"Sets the sound effect for chain slides.\n-1 = song default", -1, -1, INT_MAX),
new NumericOption(L"slidertouch_se_equip", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Slider Touch Sound:", L"Sets the sound effect for touching the slider with no note.\n-1 = song default", -1, -1, INT_MAX),
new BooleanOption(L"act_toggle", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Button SE", L"Enables button/slider sounds.", true, true),
new BooleanOption(L"border_great", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Clear Border (Great)", L"Shows the clear border for a great rating on the progress bar.", true, true),
new BooleanOption(L"border_excellent", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Clear Border (Excellent)", L"Shows the clear border for an excellent rating on the progress bar.", true, true),
new BooleanOption(L"border_rival", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Clear Border (Rival)", L"Shows the clear border for beating your rival on the progress bar.", false, true),
new BooleanOption(L"use_card", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Use Card", L"Enables IC card. This allows module selection.", false, true),
new BooleanOption(L"module_card_workaround", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Module Selection Workaround", L"Allows module selection without card and tries to improve menu performance.\n(BETA)", true, true),
new BooleanOption(L"use_pv_module_equip ", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Song Specific Modules", L"Allows song-specific module selection.", false, true),
new BooleanOption(L"use_pv_skin_equip ", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Song Specific Skins", L"Allows song-specific skin settings.\nValues stored in skins.ini", false, true),
new BooleanOption(L"use_pv_sfx_equip ", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Song Specific Sound Effects", L"Allows song-specific sound effect settings.\nValues stored in sfx.ini", false, true),
new BooleanOption(L"gamemode_options", PLAYERDATA_SECTION, PLAYERDATA_FILE, L"Game Modifiers", L"Allows use of game mode modifiers (hi-speed, hidden, and sudden).", true, true),
};
ConfigOptionBase* componentsArray[] = {
new BooleanOption(L"input_emulator", COMPONENTS_SECTION, COMPONENTS_FILE, L"Input Emulator", L"Emulates input through keyboard and/or mouse.", false, true),
new BooleanOption(L"touch_slider_emulator", COMPONENTS_SECTION, COMPONENTS_FILE, L"Slider Emulator", L"Emulates slider through keyboard and/or mouse.", false, true),
new BooleanOption(L"touch_panel_emulator", COMPONENTS_SECTION, COMPONENTS_FILE, L"Touch Panel Emulator", L"Emulates touch panel through mouse.", false, true),
new BooleanOption(L"player_data_manager", COMPONENTS_SECTION, COMPONENTS_FILE, L"Player Data Manager", L"Loads user-defined values into the PlayerData struct.\nRequired for modules and game mode modifiers.", false, true),
new BooleanOption(L"frame_rate_manager", COMPONENTS_SECTION, COMPONENTS_FILE, L"Frame Rate Manager", L"Adjusts animations to the correct speed at different frame rates.\nOnly needed when FPS isn't locket at 60.", false, true),
new BooleanOption(L"stage_manager", COMPONENTS_SECTION, COMPONENTS_FILE, L"Stage Manager", L"Allows for playing unlimited songs per session.", false, true),
new BooleanOption(L"fast_loader", COMPONENTS_SECTION, COMPONENTS_FILE, L"Fast Loader", L"Skip or speed up unnecessary loading steps.", false, true),
new NumericOption(L"fast_loader_speed", COMPONENTS_SECTION, COMPONENTS_FILE, L"Fast Loader Speed", L"Set this to 4 or less when playing online.\nDefault: 39", 39, 2, 1024),
new BooleanOption(L"camera_controller", COMPONENTS_SECTION, COMPONENTS_FILE, L"Camera Controller", L"Enables freecam (toggled using F3).\nWASD to move, SPACE/CTRL for up/down, Q/R to rotate, R/F for zoom.\nHolding SHIFT/ALT changes control speed.", false, true),
new BooleanOption(L"scale_component", COMPONENTS_SECTION, COMPONENTS_FILE, L"Scale Component", L"Scales the graphics output framebuffer to fill the screen/window.", false, true),
new BooleanOption(L"debug_component", COMPONENTS_SECTION, COMPONENTS_FILE, L"Debug Component", L"Allows for changing game state (F4-F8 keys), using dev GUI and tests, and speeding up 2d animations/menus (hold SHIFT+TAB).", false, true),
new BooleanOption(L"target_inspector", COMPONENTS_SECTION, COMPONENTS_FILE, L"Target Inspector", L"Enables hold transfers.", false, true),
new BooleanOption(L"score_saver", COMPONENTS_SECTION, COMPONENTS_FILE, L"Score Saver", L"Saves high scores to plugins/scores.ini.", false, true),
new BooleanOption(L"pause", COMPONENTS_SECTION, COMPONENTS_FILE, L"Pause", L"Adds a pause menu.", false, true),
};
bool IsLineInFile(LPCSTR searchLine, LPCWSTR fileName)
{
bool result = false;
std::ifstream fileStream(fileName);
if (!fileStream.is_open())
return false;
std::string line;
// check for BOM
std::getline(fileStream, line);
if (line.size() >= 3 && line.rfind("\xEF\xBB\xBF", 0) == 0)
fileStream.seekg(3);
else
fileStream.seekg(0);
while (std::getline(fileStream, line))
{
if (line.compare(searchLine) == 0)
{
result = true;
break;
}
}
fileStream.close();
return result;
}
void PrependFile(LPCSTR newStr, LPCWSTR fileName)
{
std::fstream fileStream(fileName);
if (!fileStream.is_open())
return;
std::string origStr;
// this is apparently more efficient than just going straight into the string
fileStream.seekg(0, std::ios::end);
origStr.reserve(fileStream.tellg());
fileStream.seekg(0, std::ios::beg);
// check for BOM
std::string BOMcheckLine;
std::getline(fileStream, BOMcheckLine);
if (BOMcheckLine.size() >= 3 && BOMcheckLine.rfind("\xEF\xBB\xBF", 0) == 0)
fileStream.seekg(3);
else
fileStream.seekg(0);
origStr.assign((std::istreambuf_iterator<char>(fileStream)), std::istreambuf_iterator<char>());
std::string outStr = newStr;
outStr += origStr;
fileStream.seekg(0, std::ios::beg);
fileStream << outStr;
fileStream.close();
}
struct PluginInfo {
HMODULE handle;
std::wstring filename;
std::wstring name;
std::wstring description;
std::wstring builddate;
std::vector<ConfigOptionBase*> configopts;
};
std::vector<PluginInfo> LoadPlugins()
{
std::vector<PluginInfo> outvec;
HANDLE hFind;
WIN32_FIND_DATAW ffd;
hFind = FindFirstFileW((PLUGINS_DIR + L"\\*.dva").c_str(), &ffd);
if (hFind != INVALID_HANDLE_VALUE) {
do {
if (!(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
{
auto pos = wcslen(ffd.cFileName);
if (ffd.cFileName[pos - 4] == '.' &&
(ffd.cFileName[pos - 3] == 'd' || ffd.cFileName[pos - 3] == 'D') &&
(ffd.cFileName[pos - 2] == 'v' || ffd.cFileName[pos - 2] == 'V') &&
(ffd.cFileName[pos - 1] == 'a' || ffd.cFileName[pos - 1] == 'A'))
{
PluginInfo thisplugin;
thisplugin.handle = LoadLibraryW((PLUGINS_DIR + L"\\" + ffd.cFileName).c_str());
thisplugin.filename = ffd.cFileName;
if (thisplugin.handle == NULL)
continue;
auto nameFunc = (LPCWSTR(*)())GetProcAddress(thisplugin.handle, "GetPluginName");
auto descFunc = (LPCWSTR(*)())GetProcAddress(thisplugin.handle, "GetPluginDescription");
auto dateFunc = (LPCWSTR(*)())GetProcAddress(thisplugin.handle, "GetBuildDate");
auto optsFunc = (PluginConfig::PluginConfigArray(*)())GetProcAddress(thisplugin.handle, "GetPluginOptions");
if (nameFunc != NULL)
thisplugin.name = nameFunc();
else
thisplugin.name = thisplugin.filename;
if (descFunc != NULL)
thisplugin.description = descFunc();
else
thisplugin.description = (thisplugin.filename + L" Plugin").c_str();
if (dateFunc != NULL)
thisplugin.builddate = dateFunc();
else
thisplugin.builddate = L"Unknown";
thisplugin.description += L"\n\nVersion: " + thisplugin.builddate;
if (optsFunc != NULL)
thisplugin.configopts = PluginConfig::GetConfigOptionVec(optsFunc());
// sometimes this might screw with custom button config, so let's just not free stuff
// FreeLibrary(thisplugin.handle);
outvec.push_back(thisplugin);
}
}
} while (FindNextFileW(hFind, &ffd));
FindClose(hFind);
}
return outvec;
}
// don't load until actually needed to avoid loading disabled plugins
std::vector<PluginInfo> AllPlugins; // = LoadPlugins();
std::vector<PluginOption*> GetPluginOptions(std::vector<PluginInfo>* plugins)
{
std::vector<PluginOption*> outvec;
for (PluginInfo &pi : *plugins)
{
PluginOption* opt = new PluginOption(pi.filename.c_str(), L"plugins", CONFIG_FILE, pi.name.c_str(), pi.description.c_str(), true, pi.configopts);
outvec.push_back(opt);
}
return outvec;
}
// don't load until actually needed to avoid loading disabled plugins
std::vector<PluginOption*> AllPluginOpts; // = GetPluginOptions(&AllPlugins);
std::vector<PluginInfo> LoadCustom()
{
std::vector<PluginInfo> outvec;
HANDLE hFind;
WIN32_FIND_DATAW ffd;
hFind = FindFirstFileW((PATCHES_DIR + L"\\*.p?").c_str(), &ffd);
if (hFind != INVALID_HANDLE_VALUE) {
do {
if (!(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
{
auto pos = wcslen(ffd.cFileName);
if ((ffd.cFileName[pos - 2] == '.' && (ffd.cFileName[pos - 1] == 'p' || ffd.cFileName[pos - 1] == 'P')) ||
(ffd.cFileName[pos - 3] == '.' && (ffd.cFileName[pos - 2] == 'p' || ffd.cFileName[pos - 2] == 'P') && (ffd.cFileName[pos - 1] == '2')))
{
PluginInfo thisplugin;
thisplugin.filename = ffd.cFileName;
thisplugin.name = thisplugin.filename;
if (thisplugin.filename[pos - 1] == '2')
thisplugin.name.resize(thisplugin.name.size() - 3);
else
thisplugin.name.resize(thisplugin.name.size() - 2);
thisplugin.description = L"Custom patch";
outvec.push_back(thisplugin);
}
}
} while (FindNextFileW(hFind, &ffd));
FindClose(hFind);
}
return outvec;
}
std::vector<PluginInfo> AllCustomPatches; // = LoadCustom();
std::vector<PluginOption*> GetCustomOptions(std::vector<PluginInfo>* patches)
{
std::vector<PluginOption*> outvec;
for (PluginInfo& pi : *patches)
{
PluginOption* opt = new PluginOption(pi.filename.c_str(), L"plugins", CONFIG_FILE, pi.name.c_str(), pi.description.c_str(), true, pi.configopts);
outvec.push_back(opt);
}
return outvec;
}
// don't load until actually needed to avoid loading disabled plugins
std::vector<PluginOption*> AllCustomOpts; // = GetCustomOptions(&AllCustomPatches);
// used to trick Optimus into switching to the NVIDIA GPU
HMODULE nvcudaModule = LoadLibraryW(L"nvcuda.dll");
// cuInit actually returns a CUresult, but we don't really care about it
void(WINAPI * cuInit)(unsigned int flags) = (void(WINAPI*)(unsigned int flags))GetProcAddress(nvcudaModule, "cuInit");
// needed to close the OpenGL window (freeglut only)
HMODULE glutModule = LoadLibraryW(L"glut32.dll");
void(__stdcall * glutMainLoopEventDynamic)() = (void(__stdcall*)())GetProcAddress(glutModule, "glutMainLoopEvent");
using namespace PluginConfig;
extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
{
return L"Launcher";
}
extern "C" __declspec(dllexport) LPCWSTR GetPluginDescription(void)
{
return L"PD Launcher is the window you currently have open.\nYou can disable it if you want, but you'll need to edit config.ini if you ever want to re-enable it.";
}