mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 00:18:58 +01:00
806 lines
28 KiB
C++
806 lines
28 KiB
C++
#include "steam_overlay.h"
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#ifdef EMU_OVERLAY
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#include <thread>
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#include <string>
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#include <sstream>
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#include <cctype>
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#include <imgui.h>
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#include "../dll/dll.h"
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#include "Renderer_Detector.h"
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static constexpr int max_window_id = 10000;
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static constexpr int base_notif_window_id = 0 * max_window_id;
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static constexpr int base_friend_window_id = 1 * max_window_id;
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static constexpr int base_friend_item_id = 2 * max_window_id;
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int find_free_id(std::vector<int> & ids, int base)
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{
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std::sort(ids.begin(), ids.end());
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int id = base;
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for (auto i : ids)
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{
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if (id < i)
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break;
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id = i + 1;
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}
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return id > (base+max_window_id) ? 0 : id;
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}
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int find_free_friend_id(std::map<Friend, friend_window_state, Friend_Less> const& friend_windows)
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{
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std::vector<int> ids;
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ids.reserve(friend_windows.size());
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std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair<Friend const, friend_window_state> const& i)
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{
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ids.emplace_back(i.second.id);
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});
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return find_free_id(ids, base_friend_window_id);
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}
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int find_free_notification_id(std::vector<Notification> const& notifications)
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{
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std::vector<int> ids;
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ids.reserve(notifications.size());
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std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i)
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{
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ids.emplace_back(i.id);
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});
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return find_free_id(ids, base_friend_window_id);
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}
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#ifdef __WINDOWS__
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#include "windows/Windows_Hook.h"
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#endif
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#include "notification.h"
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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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callbacks(callbacks),
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run_every_runcb(run_every_runcb),
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network(network),
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setup_overlay_called(false),
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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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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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this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, 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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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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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!setup_overlay_called)
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{
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setup_overlay_called = true;
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Renderer_Detector::Inst().find_renderer();
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}
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}
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void Steam_Overlay::HookReady()
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{
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if (!is_ready)
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{
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// TODO: Uncomment this and draw our own cursor (cosmetics)
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//ImGuiIO &io = ImGui::GetIO();
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//io.WantSetMousePos = false;
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//io.MouseDrawCursor = false;
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//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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is_ready = true;
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}
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}
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void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
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{
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ShowOverlay(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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ShowOverlay(true);
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}
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bool Steam_Overlay::ShowOverlay() const
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{
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return show_overlay;
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}
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void Steam_Overlay::ShowOverlay(bool state)
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{
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if (!Ready() || show_overlay == state)
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return;
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ImGuiIO &io = ImGui::GetIO();
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if(state)
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{
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io.MouseDrawCursor = true;
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}
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else
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{
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io.MouseDrawCursor = false;
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}
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#ifdef __WINDOWS__
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static RECT old_clip;
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if (state)
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{
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HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd();
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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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}
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else
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{
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ClipCursor(&old_clip);
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}
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#else
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#endif
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show_overlay = state;
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overlay_state_changed = true;
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}
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void Steam_Overlay::NotifyUser(friend_window_state& friend_state)
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{
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if (!(friend_state.window_state & window_state_show) || !show_overlay)
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{
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friend_state.window_state |= window_state_need_attention;
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#ifdef __WINDOWS__
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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#endif
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}
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}
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void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
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{
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if (!Ready())
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return;
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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auto i = friends.find(friendId);
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if (i != friends.end())
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{
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auto& frd = i->second;
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frd.lobbyId = lobbyId;
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frd.window_state |= window_state_lobby_invite;
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// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
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frd.window_state &= ~window_state_rich_invite;
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AddInviteNotification(*i);
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NotifyUser(i->second);
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}
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}
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void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
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{
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if (!Ready())
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return;
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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auto i = friends.find(friendId);
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if (i != friends.end())
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{
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auto& frd = i->second;
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strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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frd.window_state |= window_state_rich_invite;
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// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
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frd.window_state &= ~window_state_lobby_invite;
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AddInviteNotification(*i);
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NotifyUser(i->second);
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}
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}
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void Steam_Overlay::FriendConnect(Friend _friend)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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int id = find_free_friend_id(friends);
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if (id != 0)
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{
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auto& item = friends[_friend];
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item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid()));
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item.window_state = window_state_none;
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item.id = id;
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memset(item.chat_input, 0, max_chat_len);
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}
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else
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PRINT_DEBUG("No more free id to create a friend window\n");
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}
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void Steam_Overlay::FriendDisconnect(Friend _friend)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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auto it = friends.find(_friend);
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if (it != friends.end())
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friends.erase(it);
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}
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void Steam_Overlay::AddMessageNotification(std::string const& message)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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int id = find_free_notification_id(notifications);
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if (id != 0)
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{
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Notification notif;
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notif.id = id;
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notif.type = notification_type_message;
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notif.message = message;
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notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
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notifications.emplace_back(notif);
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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}
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void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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int id = find_free_notification_id(notifications);
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if (id != 0)
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{
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Notification notif;
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notif.id = id;
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notif.type = notification_type_achievement;
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// Load achievement image
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notif.message = ach["displayName"].get<std::string>() + "\n" + ach["description"].get<std::string>();
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notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
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notifications.emplace_back(notif);
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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}
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void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_state>& wnd_state)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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int id = find_free_notification_id(notifications);
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if (id != 0)
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{
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Notification notif;
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notif.id = id;
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notif.type = notification_type_invite;
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notif.frd = &wnd_state;
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notif.message = wnd_state.first.name() + " invited you to join a game";
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notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
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notifications.emplace_back(notif);
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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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_ContextMenu", 1))
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{
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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 we have the same appid, activate the invite/join buttons
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if (settings->get_local_game_id().AppID() == frd.appid())
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{
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if (IHaveLobby() && ImGui::Button("Invite###PopupInvite"))
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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 (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin"))
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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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}
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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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void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state)
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{
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if (!(state.window_state & window_state_show))
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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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float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x;
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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{
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state.window_state &= ~window_state_need_attention;
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}
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ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 },
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ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
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// Window id is after the ###, the window title is the friend name
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std::string friend_window_id = std::move("###" + std::to_string(state.id));
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if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show))
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{
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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{
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state.window_state &= ~window_state_need_attention;
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}
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// Fill this with the chat box and maybe the invitation
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if (state.window_state & (window_state_lobby_invite | window_state_rich_invite))
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{
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ImGui::LabelText("##label", "%s invited you to join the game.", frd.name().c_str());
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ImGui::SameLine();
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if (ImGui::Button("Accept"))
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{
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this->has_friend_action.push(frd);
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}
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ImGui::SameLine();
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if (ImGui::Button("Refuse"))
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{
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state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
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}
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}
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ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
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// TODO: Fix the layout of the chat line + send button.
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// It should be like this: chat input should fill the window size minus send button size (button size is fixed)
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// |------------------------------|
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// | /--------------------------\ |
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// | | | |
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// | | chat history | |
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// | | | |
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// | \--------------------------/ |
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// | [____chat line______] [send] |
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// |------------------------------|
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//
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// And it is like this
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// |------------------------------|
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// | /--------------------------\ |
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// | | | |
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// | | chat history | |
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// | | | |
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// | \--------------------------/ |
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// | [__chat line__] [send] |
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// |------------------------------|
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float wnd_width = ImGui::GetWindowContentRegionWidth();
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ImGuiStyle &style = ImGui::GetStyle();
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wnd_width -= ImGui::CalcTextSize("Send").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1;
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ImGui::PushItemWidth(wnd_width);
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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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send_chat_msg = true;
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}
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ImGui::PopItemWidth();
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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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has_friend_action.push(frd);
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state.window_state |= window_state_send_message;
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}
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}
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}
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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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ImFont *font_default;
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ImFont *font_notif;
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void Steam_Overlay::BuildNotifications(int width, int height)
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{
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auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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int i = 0;
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int font_size = ImGui::GetFontSize();
|
|
|
|
for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i)
|
|
{
|
|
auto elapsed_notif = now - it->start_time;
|
|
|
|
if ( elapsed_notif < Notification::fade_in)
|
|
{
|
|
float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast<float>(Notification::fade_in.count()));
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
|
|
}
|
|
else if ( elapsed_notif > Notification::fade_out_start)
|
|
{
|
|
float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast<float>(Notification::fade_out.count()));
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
|
|
}
|
|
else
|
|
{
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2));
|
|
}
|
|
|
|
ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i ));
|
|
ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size ));
|
|
ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus |
|
|
ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration);
|
|
|
|
switch (it->type)
|
|
{
|
|
case notification_type_achievement:
|
|
ImGui::TextWrapped("%s", it->message.c_str());
|
|
break;
|
|
case notification_type_invite:
|
|
{
|
|
ImGui::TextWrapped("%s", it->message.c_str());
|
|
if (ImGui::Button("Join"))
|
|
{
|
|
has_friend_action.push(it->frd->first);
|
|
it->start_time = std::chrono::seconds(0);
|
|
}
|
|
}
|
|
break;
|
|
case notification_type_message:
|
|
ImGui::TextWrapped("%s", it->message.c_str()); break;
|
|
}
|
|
|
|
ImGui::End();
|
|
|
|
ImGui::PopStyleColor(3);
|
|
}
|
|
notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) {
|
|
return (now - item.start_time) > Notification::show_time;
|
|
}), notifications.end());
|
|
}
|
|
|
|
void Steam_Overlay::CreateFonts()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImFontConfig fontcfg;
|
|
|
|
fontcfg.OversampleH = fontcfg.OversampleV = 1;
|
|
fontcfg.PixelSnapH = true;
|
|
fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault();
|
|
|
|
fontcfg.SizePixels = std::round(io.DisplaySize.y / 68);
|
|
font_default = io.Fonts->AddFontDefault(&fontcfg);
|
|
|
|
fontcfg.SizePixels = std::round(io.DisplaySize.y / 60);
|
|
font_notif = io.Fonts->AddFontDefault(&fontcfg);
|
|
|
|
ImGuiStyle& style = ImGui::GetStyle();
|
|
style.WindowRounding = 0.0; // Disable round window
|
|
}
|
|
|
|
// Try to make this function as short as possible or it might affect game's fps.
|
|
void Steam_Overlay::OverlayProc()
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
if (!Ready())
|
|
return;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui::PushFont(font_notif);
|
|
BuildNotifications(io.DisplaySize.x, io.DisplaySize.y);
|
|
ImGui::PopFont();
|
|
|
|
if (show_overlay)
|
|
{
|
|
int friend_size = friends.size();
|
|
|
|
// Set the overlay windows to the size of the game window
|
|
ImGui::SetNextWindowPos({ 0,0 });
|
|
ImGui::SetNextWindowSize({ static_cast<float>(io.DisplaySize.x),
|
|
static_cast<float>(io.DisplaySize.y) });
|
|
|
|
ImGui::SetNextWindowBgAlpha(0.50);
|
|
|
|
ImGui::PushFont(font_default);
|
|
|
|
bool show = true;
|
|
|
|
if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
|
|
{
|
|
ImGui::LabelText("##label", "Username: %s(%llu) playing %u",
|
|
settings->get_local_name(),
|
|
settings->get_local_steam_id().ConvertToUint64(),
|
|
settings->get_local_game_id().AppID());
|
|
ImGui::SameLine();
|
|
Base_Hook* hook = Renderer_Detector::Inst().get_renderer();
|
|
ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name()));
|
|
|
|
ImGui::Spacing();
|
|
|
|
ImGui::LabelText("##label", "Friends");
|
|
if (!friends.empty())
|
|
{
|
|
ImGui::ListBoxHeader("##label", friend_size);
|
|
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
|
|
{
|
|
ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id);
|
|
|
|
ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
|
BuildContextMenu(i.first, i.second);
|
|
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
|
|
{
|
|
i.second.window_state |= window_state_show;
|
|
}
|
|
ImGui::PopID();
|
|
|
|
BuildFriendWindow(i.first, i.second);
|
|
});
|
|
ImGui::ListBoxFooter();
|
|
}
|
|
}
|
|
ImGui::End();
|
|
|
|
ImGui::PopFont();
|
|
|
|
if (!show)
|
|
ShowOverlay(false);
|
|
}// if(show_overlay)
|
|
}
|
|
|
|
void Steam_Overlay::Callback(Common_Message *msg)
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (msg->has_steam_messages())
|
|
{
|
|
Friend frd;
|
|
frd.set_id(msg->source_id());
|
|
auto friend_info = friends.find(frd);
|
|
if (friend_info != friends.end())
|
|
{
|
|
Steam_Messages const& steam_message = msg->steam_messages();
|
|
// Change color to cyan for friend
|
|
friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1);
|
|
if (!(friend_info->second.window_state & window_state_show))
|
|
{
|
|
friend_info->second.window_state |= window_state_need_attention;
|
|
}
|
|
|
|
AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message());
|
|
NotifyUser(friend_info->second);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::RunCallbacks()
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (overlay_state_changed)
|
|
{
|
|
GameOverlayActivated_t data = { 0 };
|
|
data.m_bActive = show_overlay;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
|
|
overlay_state_changed = false;
|
|
}
|
|
|
|
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
|
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
|
|
|
while (!has_friend_action.empty())
|
|
{
|
|
auto friend_info = friends.find(has_friend_action.front());
|
|
if (friend_info != friends.end())
|
|
{
|
|
uint64 friend_id = friend_info->first.id();
|
|
// The user clicked on "Send"
|
|
if (friend_info->second.window_state & window_state_send_message)
|
|
{
|
|
char* input = friend_info->second.chat_input;
|
|
char* end_input = input + strlen(input);
|
|
char* printable_char = std::find_if(input, end_input, [](char c) {
|
|
return std::isgraph(c);
|
|
});
|
|
// Check if the message contains something else than blanks
|
|
if (printable_char != end_input)
|
|
{
|
|
// Handle chat send
|
|
Common_Message msg;
|
|
Steam_Messages* steam_messages = new Steam_Messages;
|
|
steam_messages->set_type(Steam_Messages::FRIEND_CHAT);
|
|
steam_messages->set_message(friend_info->second.chat_input);
|
|
msg.set_allocated_steam_messages(steam_messages);
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(friend_id);
|
|
network->sendTo(&msg, true);
|
|
|
|
friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1);
|
|
}
|
|
*input = 0; // Reset the input field
|
|
friend_info->second.window_state &= ~window_state_send_message;
|
|
}
|
|
// The user clicked on "Invite"
|
|
if (friend_info->second.window_state & window_state_invite)
|
|
{
|
|
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
|
|
if (connect.length() > 0)
|
|
steamFriends->InviteUserToGame(friend_id, connect.c_str());
|
|
else if (settings->get_lobby().IsValid())
|
|
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
|
|
|
friend_info->second.window_state &= ~window_state_invite;
|
|
}
|
|
// The user clicked on "Join"
|
|
if (friend_info->second.window_state & window_state_join)
|
|
{
|
|
std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
|
|
if (connect.length() > 0)
|
|
{
|
|
GameRichPresenceJoinRequested_t data = {};
|
|
data.m_steamIDFriend.SetFromUint64(friend_id);
|
|
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
else
|
|
{
|
|
FriendGameInfo_t friend_game_info = {};
|
|
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
|
|
if (friend_game_info.m_steamIDLobby.IsValid())
|
|
{
|
|
// TODO: Look if thats really JoinLobby ?
|
|
// I saw on steamdev that overlay sends a GameLobbyJoinRequested_t
|
|
//GameLobbyJoinRequested_t data;
|
|
//data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
|
//data.m_steamIDFriend.SetFromUint64(friend_id);
|
|
//callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
|
|
}
|
|
}
|
|
|
|
friend_info->second.window_state &= ~window_state_join;
|
|
}
|
|
// The user got a lobby invite and accepted it
|
|
if (friend_info->second.window_state & window_state_lobby_invite)
|
|
{
|
|
GameLobbyJoinRequested_t data;
|
|
data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
|
data.m_steamIDFriend.SetFromUint64(friend_id);
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
|
|
friend_info->second.window_state &= ~window_state_lobby_invite;
|
|
}
|
|
// The user got a rich presence invite and accepted it
|
|
if (friend_info->second.window_state & window_state_rich_invite)
|
|
{
|
|
GameRichPresenceJoinRequested_t data = {};
|
|
data.m_steamIDFriend.SetFromUint64(friend_id);
|
|
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
|
|
friend_info->second.window_state &= ~window_state_rich_invite;
|
|
}
|
|
}
|
|
has_friend_action.pop();
|
|
}
|
|
}
|
|
|
|
#endif
|