mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 00:18:58 +01:00
Added invite/join checks
Don't show "Invite" button if current user doesn't have a lobby. Don't show "Join" button if friend doesn't have a lobby. Added a button to open chat with a right click. Close the popup when you click a button.
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parent
03d02b497b
commit
d3ded5842d
2 changed files with 93 additions and 46 deletions
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@ -14,9 +14,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam
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static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
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static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
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LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
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{
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return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
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if (lpMsg->hwnd == game_hwnd && show_overlay)
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{
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switch (lpMsg->message)
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{
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP:
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case WM_CHAR:
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// We ignore theses message in the game windows, but our overlay needs them.
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HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
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return true;
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}
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}
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return false;
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}
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LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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@ -44,27 +62,9 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
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return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
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}
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bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
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LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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if (lpMsg->hwnd == game_hwnd && show_overlay)
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{
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switch (lpMsg->message)
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{
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP:
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case WM_CHAR:
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// We ignore theses message in the game windows, but our overlay needs them.
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HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
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return true;
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}
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}
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return false;
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return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
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}
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LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
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@ -83,6 +83,18 @@ LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
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return _DispatchMessageW(lpMsg);
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}
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void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
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{
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->RunCallbacks();
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}
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void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg)
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{
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->Callback(msg);
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}
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Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) :
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settings(settings),
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callback_results(callback_results),
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@ -107,18 +119,6 @@ Steam_Overlay::~Steam_Overlay()
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run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
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}
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void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg)
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{
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->Callback(msg);
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}
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void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
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{
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->RunCallbacks();
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}
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HWND Steam_Overlay::GetGameHwnd() const
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{
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return game_hwnd;
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@ -182,7 +182,6 @@ void Steam_Overlay::HookReady(void* hWnd)
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void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
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{
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//this->lobbyId = lobbyId;
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ShowOverlay(true);
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}
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@ -227,7 +226,6 @@ void Steam_Overlay::ShowOverlay(bool state)
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clipRect.bottom -= borderWidth;
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ClipCursor(&clipRect);
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ImGui::GetIO().MouseDrawCursor = true;
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}
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else
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@ -281,20 +279,62 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
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friends.erase(it);
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}
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bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
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{
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
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return true;
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FriendGameInfo_t friend_game_info = {};
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steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid())
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return true;
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return false;
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}
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bool Steam_Overlay::IHaveLobby()
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{
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0)
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return true;
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if (settings->get_lobby().IsValid())
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return true;
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return false;
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}
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void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state)
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{
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if (ImGui::BeginPopupContextItem("Friends", 1))
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{
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if (ImGui::Button("Invite"))
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bool close_popup = false;
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if (ImGui::Button("Chat"))
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{
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state.window_state |= window_state_show;
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close_popup = true;
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}
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if (IHaveLobby() && ImGui::Button("Invite"))
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{
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state.window_state |= window_state_invite;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if (ImGui::Button("Join"))
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if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
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{
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state.window_state |= window_state_join;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if( close_popup)
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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@ -305,6 +345,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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return;
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bool show = true;
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bool send_chat_msg = false;
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if (ImGui::Begin(frd.name().c_str(), &show))
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{
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@ -330,16 +371,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue))
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{
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if (!(state.window_state & window_state_send_message))
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{
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has_friend_action.push(frd);
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state.window_state |= window_state_send_message;
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}
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send_chat_msg = true;
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}
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ImGui::SameLine();
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if (ImGui::Button("Send"))
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{
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send_chat_msg = true;
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}
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if (send_chat_msg)
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{
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if (!(state.window_state & window_state_send_message))
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{
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@ -351,6 +393,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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// User closed the friend window
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if (!show)
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state.window_state &= ~window_state_show;
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ImGui::End();
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}
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@ -443,7 +486,7 @@ void Steam_Overlay::RunCallbacks()
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if (friend_info != friends.end())
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{
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uint64 friend_id = friend_info->first.id();
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// The user clicken on "Send"
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// The user clicked on "Send"
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if (friend_info->second.window_state & window_state_send_message)
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{
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char* input = friend_info->second.chat_input;
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@ -451,6 +494,7 @@ void Steam_Overlay::RunCallbacks()
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char* printable_char = std::find_if(input, end_input, [](char c) {
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return std::isgraph(c);
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});
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// Check if the message contains something else than blanks
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if (printable_char != end_input)
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{
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// Handle chat send
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@ -500,7 +544,7 @@ void Steam_Overlay::RunCallbacks()
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friend_info->second.window_state &= ~window_state_join;
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}
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// The user got a lobby invite and accepeted it
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// The user got a lobby invite and accepted it
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if (friend_info->second.window_state & window_state_lobby_invite)
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{
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GameLobbyJoinRequested_t data;
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@ -510,7 +554,7 @@ void Steam_Overlay::RunCallbacks()
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friend_info->second.window_state &= ~window_state_lobby_invite;
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}
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// The user got a rich presence invite and accepeted it
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// The user got a rich presence invite and accepted it
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if (friend_info->second.window_state & window_state_rich_invite)
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{
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GameRichPresenceJoinRequested_t data = {};
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@ -80,6 +80,9 @@ class Steam_Overlay
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void Callback(Common_Message* msg);
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void RunCallbacks();
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bool FriendHasLobby(uint64 friend_id);
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bool IHaveLobby();
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// Right click on friend
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void BuildContextMenu(Friend const& frd, friend_window_state &state);
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// Double click on friend
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