mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 20:38:07 +01:00
5b0306dccc
Every class has a job. Overlay is to show an overlay not to hook windows functions. Hook_Manager's job is to manage hooks and should not contain a reference to the overlay. (It should not contains any reference to directX or OpenGL either but I'll see that later... Maybe) This makes the overlay code much cleaner and "could" be used in Linux as well.
550 lines
No EOL
18 KiB
C++
550 lines
No EOL
18 KiB
C++
#include "steam_overlay.h"
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#ifndef NO_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 "Hook_Manager.h"
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#include "Windows_Hook.h"
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// Look here for info on how to hook on linux
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// https://github.com/AimTuxOfficial/AimTux/
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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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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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Hook_Manager::Inst().HookRenderer();
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}
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void Steam_Overlay::HookReady()
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{
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if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse.
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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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// 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::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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static RECT old_clip;
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if (!Ready() || 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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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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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::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(global_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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if (!(frd.window_state & window_state_show))
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{
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frd.window_state |= window_state_need_attention;
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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}
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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(global_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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if (!(frd.window_state & window_state_show))
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{
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frd.window_state |= window_state_need_attention;
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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}
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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(global_mutex);
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auto& item = friends[_friend];
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item.window_state = window_state_none;
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memset(item.chat_input, 0, max_chat_len);
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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(global_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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bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
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{
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
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return true;
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FriendGameInfo_t friend_game_info = {};
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steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid())
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return true;
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return false;
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}
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bool Steam_Overlay::IHaveLobby()
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{
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0)
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return true;
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if (settings->get_lobby().IsValid())
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return true;
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return false;
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}
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void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state)
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{
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if (ImGui::BeginPopupContextItem("Friends", 1))
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{
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bool close_popup = false;
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if (ImGui::Button("Chat"))
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{
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state.window_state |= window_state_show;
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close_popup = true;
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}
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if (IHaveLobby() && ImGui::Button("Invite"))
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{
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state.window_state |= window_state_invite;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
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{
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state.window_state |= window_state_join;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if( close_popup)
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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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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if (ImGui::Begin(frd.name().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::PushItemWidth(-1.0f); // Make the chat history widget fill the window
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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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ImGui::PopItemWidth();
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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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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::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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// Try to make this function as short as possible or it might affect game's fps.
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void Steam_Overlay::OverlayProc( int width, int height )
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!Ready())
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return;
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if (show_overlay)
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{
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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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ImGui::SetNextWindowBgAlpha(0.50);
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 0.0; // Disable round window
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if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
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{
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ImGui::LabelText("##label", "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::LabelText("##label", "Friends");
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if (!friends.empty())
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{
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ImGui::ListBoxHeader("##label", friend_size);
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std::for_each(friends.begin(), friends.end(), [this](auto& i)
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{
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ImGui::PushID(i.first.id());
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/* TODO: Do something with this to notify the user something happened with this friend (invite or chat)
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* i.second.window_state & window_state_need_attention
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*/
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ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
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BuildContextMenu(i.first, i.second);
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if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
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{
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i.second.window_state |= window_state_show;
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}
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ImGui::PopID();
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BuildFriendWindow(i.first, i.second);
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});
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ImGui::ListBoxFooter();
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}
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}
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ImGui::End();
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}// if(show_overlay)
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}
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void Steam_Overlay::Callback(Common_Message *msg)
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{
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if (msg->has_steam_messages())
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{
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Friend frd;
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frd.set_id(msg->source_id());
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auto friend_info = friends.find(frd);
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if (friend_info != friends.end())
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{
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Steam_Messages const& steam_message = msg->steam_messages();
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// Change color to cyan for friend
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friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1);
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if (!(friend_info->second.window_state & window_state_show))
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{
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friend_info->second.window_state |= window_state_need_attention;
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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}
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}
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}
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}
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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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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
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while (!has_friend_action.empty())
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{
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auto friend_info = friends.find(has_friend_action.front());
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if (friend_info != friends.end())
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{
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uint64 friend_id = friend_info->first.id();
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// The user clicked on "Send"
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if (friend_info->second.window_state & window_state_send_message)
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{
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char* input = friend_info->second.chat_input;
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char* end_input = input + strlen(input);
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char* printable_char = std::find_if(input, end_input, [](char c) {
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return std::isgraph(c);
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});
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// Check if the message contains something else than blanks
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if (printable_char != end_input)
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{
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// Handle chat send
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Common_Message msg;
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Steam_Messages* steam_messages = new Steam_Messages;
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steam_messages->set_type(Steam_Messages::FRIEND_CHAT);
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steam_messages->set_message(friend_info->second.chat_input);
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msg.set_allocated_steam_messages(steam_messages);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(friend_id);
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network->sendTo(&msg, true);
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friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1);
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}
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*input = 0; // Reset the input field
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friend_info->second.window_state &= ~window_state_send_message;
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}
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// The user clicked on "Invite"
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if (friend_info->second.window_state & window_state_invite)
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{
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std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
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if (connect.length() > 0)
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steamFriends->InviteUserToGame(friend_id, connect.c_str());
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else if (settings->get_lobby().IsValid())
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steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
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friend_info->second.window_state &= ~window_state_invite;
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}
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// 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())
|
|
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 |