r5sdk/r5dev/thirdparty/imgui/src/imgui_utility.cpp

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
/*-----------------------------------------------------------------------------
* _imgui_utility.cpp
*-----------------------------------------------------------------------------*/
#include "core/stdafx.h"
#include "engine/sys_utils.h"
#include "thirdparty/imgui/include/imgui_utility.h"
int Stricmp(const char* s1, const char* s2)
{
int d;
while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1)
{
s1++; s2++;
}
return d;
}
int Strnicmp(const char* s1, const char* s2, int n)
{
int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1)
{
s1++; s2++; n--;
}
return d;
}
char* Strdup(const char* s)
{
IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); if (buf != NULL)
{
return (char*)memcpy(buf, (const void*)s, len);
}
return NULL;
}
void Strtrim(char* s)
{
char* str_end = s + strlen(s);
while (str_end > s && str_end[-1] == ' ')
str_end--; *str_end = 0;
}
void ImGuiConfig::Load()
{
std::filesystem::path fsPath = std::filesystem::current_path() /= "platform\\imgui.json"; // Get current path + imgui.json
DevMsg(eDLL_T::MS, "Loading ImGui config file '%s'\n", fsPath.string().c_str());
nlohmann::json jsIn;
try
{
std::ifstream configFile(fsPath, std::ios::binary); // Parse config file.
configFile >> jsIn;
configFile.close();
if (!jsIn.is_null())
{
if (!jsIn["config"].is_null())
{
// IConsole
IConsole_Config.m_nBind0 = jsIn["config"]["IConsole"]["bind0"].get<int>();
IConsole_Config.m_nBind1 = jsIn["config"]["IConsole"]["bind1"].get<int>();
// IBrowser
IBrowser_Config.m_nBind0 = jsIn["config"]["IBrowser"]["bind0"].get<int>();
IBrowser_Config.m_nBind1 = jsIn["config"]["IBrowser"]["bind1"].get<int>();
}
}
}
catch (const std::exception& ex)
{
DevMsg(eDLL_T::MS, "ImGui config file '%s' not found\n Changing the settings in the console or server browser options re-create's it\n Exception: '%s'\n", fsPath.string().c_str(), ex.what());
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
return;
}
}
void ImGuiConfig::Save()
{
nlohmann::json jsOut;
// IConsole
jsOut["config"]["IConsole"]["bind0"] = IConsole_Config.m_nBind0;
jsOut["config"]["IConsole"]["bind1"] = IConsole_Config.m_nBind1;
// IBrowser
jsOut["config"]["IBrowser"]["bind0"] = IBrowser_Config.m_nBind0;
jsOut["config"]["IBrowser"]["bind1"] = IBrowser_Config.m_nBind1;
std::filesystem::path fsPath = std::filesystem::current_path() /= "platform\\imgui.json"; // Get current path + imgui.json
DevMsg(eDLL_T::MS, "Saving ImGui config file '%s'\n", fsPath.string().c_str());
std::ofstream outFile(fsPath, std::ios::out | std::ios::trunc); // Write config file.
outFile << jsOut.dump(4); // Dump it into config file.
outFile.close(); // Close the file handle.
}
ImGuiConfig* g_pImGuiConfig = new ImGuiConfig();