Let us start here, from square one. No, from Zero!
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#pragma once
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#include "overlay/window.h"
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namespace overlay::windows {
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enum class PatchType {
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Unknown,
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Memory,
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Signature,
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};
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enum class PatchStatus {
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Error,
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Disabled,
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Enabled,
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};
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struct MemoryPatch {
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std::string dll_name = "";
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std::shared_ptr<uint8_t[]> data_disabled = nullptr;
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size_t data_disabled_len = 0;
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std::shared_ptr<uint8_t[]> data_enabled = nullptr;
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size_t data_enabled_len = 0;
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uint64_t data_offset = 0;
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uint8_t *data_offset_ptr = nullptr;
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bool fatal_error = false;
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};
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struct PatchData;
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struct SignaturePatch {
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std::string dll_name = "";
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std::string signature = "", replacement = "";
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int64_t offset = 0, usage = 0;
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MemoryPatch to_memory(PatchData *patch);
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};
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struct PatchData {
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bool enabled;
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std::string game_code;
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int datecode_min, datecode_max;
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std::string name, description;
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PatchType type;
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bool preset;
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std::vector<MemoryPatch> patches_memory;
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PatchStatus last_status;
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bool saved;
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std::string hash;
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bool unverified = false;
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};
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class PatchManager : public Window {
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public:
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PatchManager(SpiceOverlay *overlay, bool apply_patches = false);
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~PatchManager() override;
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void build_content() override;
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void reload_patches(bool apply_patches = false);
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private:
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// configuration
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static std::string config_path;
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static bool config_dirty;
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static bool setting_auto_apply;
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static std::vector<std::string> setting_auto_apply_list;
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static std::vector<std::string> setting_patches_enabled;
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// patches
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static std::vector<PatchData> patches;
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static bool patches_initialized;
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void config_load();
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void config_save();
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void append_patches(std::string &patches_json, bool apply_patches = false);
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};
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PatchStatus is_patch_active(PatchData &patch);
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bool apply_patch(PatchData &patch, bool active);
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}
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