#include "pch.h" #include "Util.h" #include "external/imgui/stb_image.h" void Util::ClearCharTasksVehCheck(CPed* ped) { uint hped = CPools::GetPedRef(ped); uint hveh = NULL; if (Command(hped)) hveh = CPools::GetVehicleRef(ped->m_pVehicle); Command(hped); if (hveh) Command(hped, hveh); } void Util::LoadTexturesInDirRecursive(const char * path, const char * file_ext,std::vector& category_vec, std::vector> &store_vec) { std::string folder = ""; for (auto &p : std::experimental::filesystem::recursive_directory_iterator(path)) { if (p.path().extension() == file_ext) { store_vec.push_back(std::make_unique()); HRESULT hr = -1; if (Globals::renderer == Render_DirectX9) hr = D3DXCreateTextureFromFileA(GetD3DDevice(), p.path().string().c_str(), &store_vec.back().get()->texture9); if (Globals::renderer == Render_DirectX11) { if (LoadTextureFromFileDx11(p.path().string().c_str(), &store_vec.back().get()->texture11)) hr = S_OK; } if (hr == S_OK) { store_vec.back().get()->file_name = p.path().stem().string(); store_vec.back().get()->category_name = folder; } else { flog << "Couldn't load image " << p.path().stem().string() << std::endl; store_vec.pop_back(); } } else { folder = p.path().stem().string(); category_vec.push_back(folder); } } } bool Util::LoadTextureFromFileDx11(const char* filename, ID3D11ShaderResourceView** out_srv) { // Load from disk into a raw RGBA buffer int image_width = 0; int image_height = 0; unsigned char* image_data = stbi_load(filename, &image_width, &image_height, NULL, 4); if (image_data == NULL) return false; // Create texture D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Width = image_width; desc.Height = image_height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; ID3D11Texture2D *pTexture = NULL; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = image_data; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; Globals::device11->CreateTexture2D(&desc, &subResource, &pTexture); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; Globals::device11->CreateShaderResourceView(pTexture, &srvDesc, out_srv); pTexture->Release(); stbi_image_free(image_data); return true; } bool Util::IsOnMission() { return FindPlayerPed()->CanPlayerStartMission() && !*(patch::Get(0x5D5380, false) + CTheScripts::OnAMissionFlag); } std::string Util::GetLocationName(CVector *pos) { int hplayer = CPools::GetPedRef(FindPlayerPed()); int interior = 0; Command(&interior); std::string town = "San Andreas"; int city; Command(&hplayer, &city); switch (city) { case 0: town = "CS"; break; case 1: town = "LS"; break; case 2: town = "SF"; break; case 3: town = "LV"; break; } if (interior == 0) return CTheZones::FindSmallestZoneForPosition(*pos, true)->GetTranslatedName() + std::string(", ") + town; else return std::string("Interior ") + std::to_string(interior) + ", " + town; } int Util::GetLargestGangInZone() { int gang_id = 0, max_density = 0; for (int i = 0; i != 10; ++i) { CVector pos = FindPlayerPed()->GetPosition(); CZone *zone = &CZone(); CZoneExtraInfo *zone_info = CTheZones::GetZoneInfo(&pos, &zone); int density = zone_info->m_nGangDensity[i]; if (density > max_density) { max_density = density; gang_id = i; } } return gang_id; } // partial implemention of opcode 0AB5 (STORE_CLOSEST_ENTITIES) // https://github.com/cleolibrary/CLEO4/blob/916d400f4a731ba1dd0ff16e52bdb056f42b7038/source/CCustomOpcodeSystem.cpp#L1671 CVehicle* Util::GetClosestVehicle(CPlayerPed* player) { CPedIntelligence *pedintel; if (player && (pedintel = player->m_pIntelligence)) { CVehicle *veh = nullptr; for (int i = 0; i < 16; i++) { veh = (CVehicle*)pedintel->m_vehicleScanner.m_apEntities[i]; if (veh && !veh->m_nVehicleFlags.bFadeOut) break; veh = nullptr; } return veh; } return nullptr; } void Util::RainbowValues(int &r, int&g, int &b, float speed) { int timer = CTimer::m_snTimeInMilliseconds/150; r = sin(timer * speed) * 127 + 128; g = sin(timer * speed + 2) * 127 + 128; b = sin(timer * speed + 4) * 127 + 128; }