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https://github.com/Detanup01/gbe_fork.git
synced 2024-12-24 09:24:15 +08:00
Invitation & Chat support (WIP)
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300832ebb3
commit
156bee1564
@ -117,8 +117,6 @@ 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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@ -990,6 +988,7 @@ void Callback(Common_Message *msg)
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auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; });
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if (friends.end() != f) {
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persona_change((uint64)f->id(), k_EPersonaChangeStatus);
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overlay->FriendDisconnect(*f);
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friends.erase(f);
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}
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}
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@ -1015,6 +1014,7 @@ void Callback(Common_Message *msg)
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if (!f) {
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if (msg->friend_().id() != settings->get_local_steam_id().ConvertToUint64()) {
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friends.push_back(msg->friend_());
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overlay->FriendConnect(msg->friend_());
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persona_change((uint64)msg->friend_().id(), k_EPersonaChangeName);
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}
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} else {
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@ -1036,20 +1036,26 @@ void Callback(Common_Message *msg)
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if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
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PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
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//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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GameLobbyJoinRequested_t data;
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data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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// Then we will handle it !
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overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id());
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//GameLobbyJoinRequested_t data;
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//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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//data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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//callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
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PRINT_DEBUG("Steam_Friends Got Game Invite\n");
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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std::string const& connect_str = msg->friend_messages().connect_str();
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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// Then we will handle it !
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overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str());
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//std::string const& connect_str = msg->friend_messages().connect_str();
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//GameRichPresenceJoinRequested_t data = {};
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//data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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//strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1);
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//callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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}
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@ -173,21 +173,16 @@ void Steam_Overlay::HookReady(void* hWnd)
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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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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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show_overlay = true;
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ShowOverlay(true);
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}
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void Steam_Overlay::ShowOverlay(bool state)
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@ -236,6 +231,38 @@ void Steam_Overlay::ShowOverlay(bool state)
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overlay_state_changed = true;
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}
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void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId)
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{
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invitation invite;
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invite.type = invitation_type_lobby;
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invite.friendId = friendId;
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invite.lobbyId = lobbyId;
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invitations.push_back(invite);
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}
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void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str)
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{
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invitation invite;
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invite.type = invitation_type_rich;
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invite.friendId = friendId;
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strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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invitations.push_back(invite);
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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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friends[_friend] = false;
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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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void Steam_Overlay::OverlayProc( int width, int height )
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{
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if (!show_overlay)
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@ -243,15 +270,15 @@ void Steam_Overlay::OverlayProc( int width, int height )
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int friend_size = friends->size();
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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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bool open_overlay = show_overlay;
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if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
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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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@ -261,33 +288,40 @@ void Steam_Overlay::OverlayProc( int width, int height )
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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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std::for_each(friends.begin(), friends.end(), [this]( auto& i)
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{
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for (int i = 0; i < friend_size; ++i)
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ImGui::PushID(i.first.id());
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ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
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if (ImGui::BeginPopupContextItem("Friends", 1))
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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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if (ImGui::Button("Invite"))
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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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this->friend_action |= friend_action_invite;
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this->friend_to_action = i.first.id();
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}
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else if (ImGui::IsMouseDoubleClicked(0))
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if (ImGui::Button("Join"))
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{
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// Here handle the chat with the user friends->at(i).id()
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this->friend_action |= friend_action_join;
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this->friend_to_action = i.first.id();
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}
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ImGui::PopID();
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ImGui::EndPopup();
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}
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}
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//else if (ImGui::IsMouseDoubleClicked(0))
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else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
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{
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i.second = true;
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}
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ImGui::PopID();
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if (i.second)
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{
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if (ImGui::Begin(i.first.name().c_str(), &i.second))
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{
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// Fill this with the chat box and maybe the invitation
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}
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ImGui::End();
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}
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});
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ImGui::ListBoxFooter();
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//RECT rect;
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@ -295,10 +329,10 @@ void Steam_Overlay::OverlayProc( int width, int height )
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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::End();
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ShowOverlay(open_overlay);
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//ImGui::ShowDemoWindow();
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}
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@ -3,6 +3,7 @@
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#include "../dll/base.h"
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#include "Hook_Manager.h"
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#include <map>
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#include <vector>
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enum friend_action
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@ -12,6 +13,31 @@ enum friend_action
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friend_action_join = 1<<1
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};
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enum invitation_type
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{
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invitation_type_lobby,
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invitation_type_rich
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};
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struct invitation
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{
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uint8 type;
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uint64 friendId;
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union
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{
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uint64 lobbyId;
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char connect[k_cchMaxRichPresenceValueLength];
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};
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};
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struct Friend_Less
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{
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bool operator()(const Friend& lhs, const Friend& rhs) const
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{
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return lhs.id() < rhs.id();
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}
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};
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class Steam_Overlay
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{
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Settings* settings;
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@ -20,7 +46,8 @@ class Steam_Overlay
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RunEveryRunCB* run_every_runcb;
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Networking* network;
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const std::vector<Friend>* friends;
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// friend id, show client window (to chat and accept invite maybe)
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std::map<Friend, bool, Friend_Less> friends;
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HWND game_hwnd;
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WNDPROC game_hwnd_proc;
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@ -30,6 +57,8 @@ class Steam_Overlay
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ENotificationPosition notif_position;
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int h_inset, v_inset;
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std::vector<invitation> invitations;
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// Callback infos
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uint64 friend_to_action;
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int friend_action;
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@ -70,12 +99,16 @@ public:
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void OverlayProc(int width, int height);
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void SetupFriends(const std::vector<Friend>* friends);
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void OpenOverlayInvite(CSteamID lobbyId);
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void OpenOverlay(const char* pchDialog);
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void ShowOverlay(bool state);
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void AddLobbyInvite(uint64 friendId, uint64 lobbyId);
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void AddRichInvite(uint64 friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
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void FriendDisconnect(Friend _friend);
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};
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#endif//__INCLUDED_STEAM_OVERLAY_H__
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