Panel manager addition (#36)

* Added panelManager support for d2go (crude implementation but works)

* Refined a little bit

* Made widget map a more mappy map which can be access without iterations

* Added widgets to debugger
This commit is contained in:
Farmith
2024-08-22 12:58:53 +02:00
committed by GitHub
parent c32403f8ed
commit 0b4365936e
4 changed files with 174 additions and 16 deletions

View File

@@ -56,6 +56,7 @@ func (gd *GameReader) GetData() data.Data {
Inventory: gd.Inventory(rawPlayerUnits, hover),
Objects: gd.Objects(pu.Position, hover),
OpenMenus: gd.openMenus(),
Widgets: gd.UpdateWidgets(),
Roster: roster,
HoverData: hover,
TerrorZones: gd.TerrorZones(),
@@ -191,9 +192,10 @@ func (gd *GameReader) getStatsList(statListPtr uintptr) stat.Stats {
// TODO: Take a look to better ways to get this data, now it's very flakky, is just a random memory position + not in game
func (gd *GameReader) InCharacterSelectionScreen() bool {
uiBase := gd.Process.moduleBaseAddressPtr + gd.offset.UI - 0xA
return gd.Process.ReadUInt(uiBase, Uint8) != 1 && gd.Process.ReadUInt(gd.moduleBaseAddressPtr+2136526, Uint8) == 0
cs_visible, err := gd.IsWidgetVisible("CharacterSelectPanel")
if err != nil {
}
return cs_visible
}
func (gd *GameReader) GetSelectedCharacterName() string {
@@ -224,6 +226,7 @@ func (gd *GameReader) IsInCharacterSelectionScreen() bool {
*/
func (gd *GameReader) IsInCharacterCreationScreen() bool {
// Dont use this ;)
// This will bug out if you switch to legacy graphics in the character select screen and return 1 until you go back to character screen with d2r graphics
return gd.ReadUInt(gd.moduleBaseAddressPtr+0x234A1CE, 1) == 1
}
@@ -239,3 +242,42 @@ func (gd *GameReader) LastGamePass() string {
func (gd *GameReader) FPS() int {
return int(gd.ReadUInt(gd.moduleBaseAddressPtr+0x2140DF4, 4))
}
func (gd *GameReader) UpdateWidgets() map[string]map[string]interface{} {
widgets := map[string]map[string]interface{}{}
if gd.offset.PanelManagerContainerOffset == 0 {
gd.offset = calculateOffsets(gd.Process)
}
// Assuming PanelManagerContainer address is known and stored in gd
panelManagerContainerPtrAddr := gd.Process.moduleBaseAddressPtr + gd.offset.PanelManagerContainerOffset
// Read the PanelManagerContainer pointer value
panelManagerContainerAddr, err := gd.Process.ReadPointer(panelManagerContainerPtrAddr, 8)
if err != nil {
return widgets
}
// Read the Panel Managers WidgetContainer
widgetContainer, err := gd.Process.ReadWidgetContainer(panelManagerContainerAddr, true)
if err != nil {
return widgets
}
// Read the list of child widgets
childWidgets, err := gd.Process.ReadWidgetList(widgetContainer["ChildWidgetsListPointer"].(uintptr), int(widgetContainer["ChildWidgetSize"].(uint)))
if err != nil {
return widgets
}
return childWidgets
}
// IsWidgetVisible checks if any child widget on the PanelManager has the same name and has the Active and Visible booleans on.
func (gd *GameReader) IsWidgetVisible(widgetName string) (bool, error) {
widgets := gd.UpdateWidgets()
widget, exists := widgets[widgetName]
if !exists {
return false, nil
}
return widget["WidgetActive"].(bool) && widget["WidgetVisible"].(bool), nil
}