mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 12:28:07 +01:00
Basic & Ugly implementation of overlay.
Overlay still WIP, don't look too much into the code. I will do it better soon.
This commit is contained in:
parent
631bcf9edf
commit
e6826d8ead
5 changed files with 586 additions and 393 deletions
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@ -27,12 +27,12 @@
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//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
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// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//#define IMGUI_DISABLE_METRICS_WINDOW
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#define IMGUI_DISABLE_DEMO_WINDOWS
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#define IMGUI_DISABLE_METRICS_WINDOW
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
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//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
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@ -91,3 +91,6 @@ namespace ImGui
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void MyFunction(const char* name, const MyMatrix44& v);
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}
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*/
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#define GLEW_STATIC
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW
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@ -303,7 +303,7 @@ Steam_Client::Steam_Client()
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PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port);
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steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb);
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steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network);
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steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client);
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steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay);
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@ -15,7 +15,11 @@
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#ifndef __INCLUDED_STEAM_FRIENDS_H__
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#define __INCLUDED_STEAM_FRIENDS_H__
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#include "base.h"
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#include "../overlay_experimental/steam_overlay.h"
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#define SEND_FRIEND_RATE 4.0
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@ -113,6 +117,8 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
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this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this);
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modified = false;
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overlay->SetupFriends(&friends);
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}
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~Steam_Friends()
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@ -491,6 +497,7 @@ void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking )
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void ActivateGameOverlay( const char *pchDialog )
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{
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PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog);
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overlay->OpenOverlay(pchDialog);
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}
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@ -547,7 +554,7 @@ void SetPlayedWith( CSteamID steamIDUserPlayedWith )
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void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby )
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{
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PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n");
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// TODO: Here open the overlay
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overlay->OpenOverlayInvite(steamIDLobby);
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}
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// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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@ -1048,3 +1055,5 @@ void Callback(Common_Message *msg)
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}
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};
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#endif//__INCLUDED_STEAM_FRIENDS_H__
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528
overlay_experimental/steam_overlay.cpp
Normal file
528
overlay_experimental/steam_overlay.cpp
Normal file
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@ -0,0 +1,528 @@
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#include "steam_overlay.h"
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#include <thread>
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#include <string>
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#include <sstream>
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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#include <numeric> // iota
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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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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{
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return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
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}
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LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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{
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// Tab is pressed and was not pressed before
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if (wParam == VK_TAB && !(lParam & (1 << 30)))
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{
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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ShowOverlay(!show_overlay);
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}
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}
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// If we should show the overlay
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if (show_overlay)
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{
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// Call the overlay window procedure
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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return true;
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}
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// Else call the game window procedure
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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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{
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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 WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageA(lpMsg);
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}
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LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageW(lpMsg);
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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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callbacks(callbacks),
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run_every_runcb(run_every_runcb),
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network(network),
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game_hwnd(NULL),
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game_hwnd_proc(nullptr),
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show_overlay(false),
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is_ready(false),
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notif_position(ENotificationPosition::k_EPositionBottomLeft),
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h_inset(0),
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v_inset(0),
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friend_action(friend_action_none),
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overlay_state_changed(false)
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{
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run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
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}
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Steam_Overlay::~Steam_Overlay()
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{
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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_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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}
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bool Steam_Overlay::Ready() const
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{
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return is_ready;
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}
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bool Steam_Overlay::NeedPresent() const
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{
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return true;
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}
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void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
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{
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notif_position = eNotificationPosition;
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}
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void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
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{
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h_inset = nHorizontalInset;
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v_inset = nVerticalInset;
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}
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void Steam_Overlay::SetupOverlay()
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{
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Hook_Manager::Inst().HookRenderer(this);
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}
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void Steam_Overlay::HookReady(void* hWnd)
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{
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if (game_hwnd != hWnd)
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{
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if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse.
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{
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window_hooks.BeginHook();
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window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
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std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)
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// Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on
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);
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window_hooks.EndHook();
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is_ready = true;
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}
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if (game_hwnd)
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SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
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game_hwnd = (HWND)hWnd;
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game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
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}
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}
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// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/
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// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook
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// https://github.com/unknownv2/LinuxDetours
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void Steam_Overlay::SetupFriends(const std::vector<Friend>* friends)
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{
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this->friends = friends;
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}
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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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show_overlay = true;
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}
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void Steam_Overlay::OpenOverlay(const char* pchDialog)
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{
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// TODO: Show pages depending on pchDialog
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show_overlay = true;
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}
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void Steam_Overlay::ShowOverlay(bool state)
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{
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static RECT old_clip;
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if (show_overlay == state)
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return;
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show_overlay = state;
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if (show_overlay)
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{
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RECT cliRect, wndRect, clipRect;
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GetClipCursor(&old_clip);
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// The window rectangle has borders and menus counted in the size
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GetWindowRect(game_hwnd, &wndRect);
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// The client rectangle is the window without borders
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GetClientRect(game_hwnd, &cliRect);
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clipRect = wndRect; // Init clip rectangle
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// Get Window width with borders
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wndRect.right -= wndRect.left;
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// Get Window height with borders & menus
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wndRect.bottom -= wndRect.top;
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// Compute the border width
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int borderWidth = (wndRect.right - cliRect.right) / 2;
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// Client top clip is the menu bar width minus bottom border
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clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
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// Client left clip is the left border minus border width
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clipRect.left += borderWidth;
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// Here goes the same for right and bottom
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clipRect.right -= borderWidth;
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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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{
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ClipCursor(&old_clip);
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ImGui::GetIO().MouseDrawCursor = false;
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}
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overlay_state_changed = true;
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}
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void Steam_Overlay::OverlayProc( int width, int height )
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{
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if (!show_overlay)
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return;
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int friend_size = friends->size();
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// Set the overlay windows to the size of the game window
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ImGui::SetNextWindowPos({ 0,0 });
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ImGui::SetNextWindowSize({ static_cast<float>(width),
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static_cast<float>(height) });
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bool close = false;
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if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse))
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{
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ImGui::LabelText("", "Username: %s(%llu) playing %u",
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settings->get_local_name(),
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settings->get_local_steam_id().ConvertToUint64(),
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settings->get_local_game_id().AppID());
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ImGui::Spacing();
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ImGui::ListBoxHeader("Friends", friend_size);
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if (friend_size)
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{
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for (int i = 0; i < friend_size; ++i)
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{
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ImGui::PushID(i);
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ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
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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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{
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friend_action |= friend_action_invite;
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friend_to_action = friends->at(i).id();
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}
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if (ImGui::Button("Join"))
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{
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friend_action |= friend_action_join;
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friend_to_action = friends->at(i).id();
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}
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ImGui::EndPopup();
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}
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else if (ImGui::IsMouseDoubleClicked(0))
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{
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// Here handle the chat with the user friends->at(i).id()
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}
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ImGui::PopID();
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}
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}
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ImGui::ListBoxFooter();
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//RECT rect;
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//GetWindowRect(game_hwnd, &rect);
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//auto pos = ImGui::GetMousePos();
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//ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom);
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//ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y);
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ImGui::End();
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}
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//ImGui::ShowDemoWindow();
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}
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#include "../dll/dll.h"
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void Steam_Overlay::RunCallbacks()
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{
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if (overlay_state_changed)
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{
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GameOverlayActivated_t data = { 0 };
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data.m_bActive = show_overlay;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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overlay_state_changed = false;
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}
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if (friend_action & friend_action_invite)
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{
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Common_Message msg;
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Friend_Messages* friend_messages = new Friend_Messages();
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friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
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friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64());
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msg.set_allocated_friend_messages(friend_messages);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(friend_to_action);
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network->sendTo(&msg, true);
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friend_action &= ~friend_action_invite;
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}
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if (friend_action & friend_action_join)
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{
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FriendGameInfo_t friend_info = {};
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
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//get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby);
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const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_to_action);
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strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_action &= ~friend_action_join;
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}
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}
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/*
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switchstr(args[0])
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{
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casestr("get"):
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sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_id") :
|
||||
sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_server_id") :
|
||||
sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_lobby") :
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("list_friends") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
break;
|
||||
casestr("list_games") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (friend_info.m_steamIDLobby != k_steamIDNil)
|
||||
{
|
||||
connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("invite_user") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
if (_this->lobbyID.IsValid())
|
||||
{
|
||||
if (args.size() == 2)
|
||||
{
|
||||
std::string& friendName = args[1];
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
if (friendName == name)
|
||||
{
|
||||
Common_Message msg;
|
||||
Friend_Messages* friend_messages = new Friend_Messages();
|
||||
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
|
||||
friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
|
||||
msg.set_allocated_friend_messages(friend_messages);
|
||||
msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(id.ConvertToUint64());
|
||||
_this->_client->network->sendTo(&msg, true);
|
||||
|
||||
sstr << "Invite sent" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_game") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_user") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (args[1] == name )
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
|
@ -1,17 +1,16 @@
|
|||
#pragma once
|
||||
#ifndef __INCLUDED_STEAM_OVERLAY_H__
|
||||
#define __INCLUDED_STEAM_OVERLAY_H__
|
||||
|
||||
#include <thread>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <imgui.h>
|
||||
#include <impls/imgui_impl_win32.h>
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
#include "base.h"
|
||||
#include "../dll/base.h"
|
||||
#include "Hook_Manager.h"
|
||||
#include <vector>
|
||||
|
||||
static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
|
||||
static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
|
||||
enum friend_action
|
||||
{
|
||||
friend_action_none = 0,
|
||||
friend_action_invite = 1<<0,
|
||||
friend_action_join = 1<<1
|
||||
};
|
||||
|
||||
class Steam_Overlay
|
||||
{
|
||||
|
@ -19,6 +18,9 @@ class Steam_Overlay
|
|||
SteamCallResults* callback_results;
|
||||
SteamCallBacks* callbacks;
|
||||
RunEveryRunCB* run_every_runcb;
|
||||
Networking* network;
|
||||
|
||||
const std::vector<Friend>* friends;
|
||||
|
||||
HWND game_hwnd;
|
||||
WNDPROC game_hwnd_proc;
|
||||
|
@ -28,401 +30,52 @@ class Steam_Overlay
|
|||
ENotificationPosition notif_position;
|
||||
int h_inset, v_inset;
|
||||
|
||||
// Callback infos
|
||||
uint64 friend_to_action;
|
||||
int friend_action;
|
||||
bool overlay_state_changed;
|
||||
|
||||
Steam_Overlay(Steam_Overlay const&) = delete;
|
||||
Steam_Overlay(Steam_Overlay&&) = delete;
|
||||
Steam_Overlay& operator=(Steam_Overlay const&) = delete;
|
||||
Steam_Overlay& operator=(Steam_Overlay&&) = delete;
|
||||
|
||||
static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); }
|
||||
bool IgnoreMsg(const MSG* lpMsg);
|
||||
LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Is the event is a key press
|
||||
if (uMsg == WM_KEYDOWN)
|
||||
{
|
||||
// Tab is pressed and was not pressed before
|
||||
if (wParam == VK_TAB && !(lParam & (1 << 30)))
|
||||
{
|
||||
static RECT old_clip;
|
||||
// If Left Shift is pressed
|
||||
if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1)))
|
||||
{
|
||||
show_overlay = !show_overlay;
|
||||
}
|
||||
static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg);
|
||||
static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg);
|
||||
|
||||
if (show_overlay)
|
||||
{
|
||||
RECT cliRect, wndRect, clipRect;
|
||||
|
||||
GetClipCursor(&old_clip);
|
||||
// The window rectangle has borders and menus counted in the size
|
||||
GetWindowRect(hWnd, &wndRect);
|
||||
// The client rectangle is the window without borders
|
||||
GetClientRect(hWnd, &cliRect);
|
||||
|
||||
clipRect = wndRect; // Init clip rectangle
|
||||
|
||||
// Get Window width with borders
|
||||
wndRect.right -= wndRect.left;
|
||||
// Get Window height with borders & menus
|
||||
wndRect.bottom -= wndRect.top;
|
||||
// Compute the border width
|
||||
int borderWidth = (wndRect.right - cliRect.right) / 2;
|
||||
// Client top clip is the menu bar width minus bottom border
|
||||
clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
|
||||
// Client left clip is the left border minus border width
|
||||
clipRect.left += borderWidth;
|
||||
// Here goes the same for right and bottom
|
||||
clipRect.right -= borderWidth;
|
||||
clipRect.bottom -= borderWidth;
|
||||
|
||||
ClipCursor(&clipRect);
|
||||
|
||||
ImGui::GetIO().MouseDrawCursor = true;
|
||||
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = true;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ClipCursor(&old_clip);
|
||||
ImGui::GetIO().MouseDrawCursor = false;
|
||||
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = false;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// If we should show the overlay
|
||||
if (show_overlay)
|
||||
{
|
||||
// Call the overlay window procedure
|
||||
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
|
||||
return true;
|
||||
}
|
||||
// Else call the game window procedure
|
||||
return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
bool IgnoreMsg(const MSG* lpMsg)
|
||||
{
|
||||
if (lpMsg->hwnd == game_hwnd && show_overlay)
|
||||
{
|
||||
switch (lpMsg->message)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
|
||||
case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
case WM_KEYDOWN: case WM_KEYUP:
|
||||
case WM_SYSKEYDOWN: case WM_SYSKEYUP:
|
||||
case WM_CHAR:
|
||||
// We ignore theses message in the game windows, but our overlay needs them.
|
||||
HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageA(lpMsg);
|
||||
}
|
||||
|
||||
static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageW(lpMsg);
|
||||
}
|
||||
static void steam_overlay_run_every_runcb(void* object);
|
||||
void RunCallbacks();
|
||||
|
||||
public:
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) :
|
||||
settings(settings),
|
||||
callback_results(callback_results),
|
||||
callbacks(callbacks),
|
||||
run_every_runcb(run_every_runcb),
|
||||
game_hwnd(NULL),
|
||||
game_hwnd_proc(nullptr),
|
||||
show_overlay(false),
|
||||
is_ready(false)
|
||||
{}
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
|
||||
|
||||
~Steam_Overlay()
|
||||
{}
|
||||
~Steam_Overlay();
|
||||
|
||||
bool Ready() const { return is_ready; }
|
||||
bool NeedPresent() const { return true; }
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; }
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; }
|
||||
void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); }
|
||||
HWND GetGameHwnd() const;
|
||||
|
||||
void HookReady(void* hWnd)
|
||||
{
|
||||
if (game_hwnd != hWnd)
|
||||
{
|
||||
if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse.
|
||||
{
|
||||
window_hooks.BeginHook();
|
||||
|
||||
window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
|
||||
std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW));
|
||||
bool Ready() const;
|
||||
|
||||
window_hooks.EndHook();
|
||||
}
|
||||
bool NeedPresent() const;
|
||||
|
||||
is_ready = true;
|
||||
if (game_hwnd)
|
||||
SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition);
|
||||
|
||||
game_hwnd = (HWND)hWnd;
|
||||
game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
|
||||
}
|
||||
}
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset);
|
||||
void SetupOverlay();
|
||||
|
||||
// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/
|
||||
// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook
|
||||
void HookReady(void* hWnd);
|
||||
|
||||
void OverlayProc( int width, int height )
|
||||
{
|
||||
static int item = -1;
|
||||
static const char* strs[] = {
|
||||
"test1",
|
||||
"test2",
|
||||
"test3",
|
||||
};
|
||||
void OverlayProc(int width, int height);
|
||||
|
||||
if (!show_overlay)
|
||||
return;
|
||||
void SetupFriends(const std::vector<Friend>* friends);
|
||||
|
||||
// Set the overlay windows to the size of the game window
|
||||
ImGui::SetNextWindowPos({ 0,0 });
|
||||
ImGui::SetNextWindowSize({ static_cast<float>(width),
|
||||
static_cast<float>(height) });
|
||||
void OpenOverlayInvite(CSteamID lobbyId);
|
||||
void OpenOverlay(const char* pchDialog);
|
||||
|
||||
ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
void ShowOverlay(bool state);
|
||||
};
|
||||
|
||||
ImGui::LabelText("", "Username: %s(%llu) playing %u",
|
||||
settings->get_local_name(),
|
||||
settings->get_local_steam_id().ConvertToUint64(),
|
||||
settings->get_local_game_id().AppID());
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
//ImGui::ListBoxHeader("");
|
||||
ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs)));
|
||||
//ImGui::ListBoxFooter();
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
RECT rect;
|
||||
|
||||
GetWindowRect(game_hwnd, &rect);
|
||||
|
||||
auto pos = ImGui::GetMousePos();
|
||||
|
||||
|
||||
ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom);
|
||||
ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y);
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
switchstr(args[0])
|
||||
{
|
||||
casestr("get"):
|
||||
sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_id") :
|
||||
sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_server_id") :
|
||||
sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_lobby") :
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("list_friends") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
break;
|
||||
casestr("list_games") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (friend_info.m_steamIDLobby != k_steamIDNil)
|
||||
{
|
||||
connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("invite_user") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
if (_this->lobbyID.IsValid())
|
||||
{
|
||||
if (args.size() == 2)
|
||||
{
|
||||
std::string& friendName = args[1];
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
if (friendName == name)
|
||||
{
|
||||
Common_Message msg;
|
||||
Friend_Messages* friend_messages = new Friend_Messages();
|
||||
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
|
||||
friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
|
||||
msg.set_allocated_friend_messages(friend_messages);
|
||||
msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(id.ConvertToUint64());
|
||||
_this->_client->network->sendTo(&msg, true);
|
||||
|
||||
sstr << "Invite sent" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_game") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_user") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (args[1] == name )
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
};
|
||||
#endif//__INCLUDED_STEAM_OVERLAY_H__
|
||||
|
|
Loading…
Reference in a new issue