allow notifications of these types to steal input focus:

notification_type_message
notification_type_invite
This commit is contained in:
otavepto 2024-03-12 00:25:47 +02:00 committed by otavepto
parent 4d2e14be3f
commit 37426bac82
3 changed files with 61 additions and 11 deletions

View File

@ -1,3 +1,12 @@
# 2024/3/11
* manage overlay cursor input/clipping and internal frame processing in a better way,
should prevent more games from pausing to display notifications
* allow notifications of these types to steal/obscure input:
- `notification_type_message`
- `notification_type_invite`
---
# 2024/3/9
* prevent notifications that do not require interaction from stealing focus

View File

@ -148,7 +148,7 @@ class Steam_Overlay
// changed each time a notification is posted or overlay is shown/hidden
std::atomic_uint32_t renderer_frame_processing_requests = 0;
// changed only when overlay is shown/hidden, true means overlay is shown
std::atomic_bool obscure_cursor_requests = false;
std::atomic_uint32_t obscure_cursor_requests = 0;
constexpr static const int renderer_detector_polling_ms = 100;
std::future<InGameOverlay::RendererHook_t *> future_renderer{};

View File

@ -442,16 +442,21 @@ void Steam_Overlay::allow_renderer_frame_processing(bool state, bool cleaning_up
}
void Steam_Overlay::obscure_cursor_input(bool state) {
bool opposite_request = !state;
if (obscure_cursor_requests.compare_exchange_weak(opposite_request, state)) { // if we have the opposite state
if (state) {
if (state) {
auto new_val = ++obscure_cursor_requests;
if (new_val == 1) { // only take an action on first request
// clip the cursor
_renderer->HideAppInputs(true);
PRINT_DEBUG("Steam_Overlay::obscure_cursor_input obscured app input\n");
} else {
// restore the old cursor
_renderer->HideAppInputs(false);
PRINT_DEBUG("Steam_Overlay::obscure_cursor_input restored app input\n");
PRINT_DEBUG("Steam_Overlay::obscure_cursor_input obscured app input (count=%u)\n", new_val);
}
} else {
if (obscure_cursor_requests > 0) {
auto new_val = --obscure_cursor_requests;
if (!new_val) { // only take an action when the requests reach 0
// restore the old cursor
_renderer->HideAppInputs(false);
PRINT_DEBUG("Steam_Overlay::obscure_cursor_input restored app input (count=%u)\n", new_val);
}
}
}
}
@ -559,7 +564,24 @@ bool Steam_Overlay::submit_notification(notification_type type, const std::strin
notif.icon = icon;
notifications.emplace_back(notif);
Steam_Overlay::allow_renderer_frame_processing(true);
allow_renderer_frame_processing(true);
switch (type) {
// we want to steal focus for these ones
case notification_type_message:
case notification_type_invite:
obscure_cursor_input(true);
break;
// not effective
case notification_type_achievement:
case notification_type_auto_accept_invite:
// nothing
break;
default:
PRINT_DEBUG("Steam_Overlay::submit_notification error unhandled type %i\n", (int)type);
break;
}
return true;
}
@ -923,10 +945,29 @@ void Steam_Overlay::build_notifications(int width, int height)
// erase all notifications whose visible time exceeded the max
notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [this, &now](Notification &item) {
if ((now - item.start_time) > Notification::show_time) {
PRINT_DEBUG("Steam_Overlay::build_notifications will disable frame processing after removing a notification\n");
PRINT_DEBUG("Steam_Overlay::build_notifications removing a notification\n");
allow_renderer_frame_processing(false);
switch (item.type) {
// we want to restore focus for these ones
case notification_type_message:
case notification_type_invite:
obscure_cursor_input(false);
break;
// not effective
case notification_type_achievement:
case notification_type_auto_accept_invite:
// nothing
break;
default:
PRINT_DEBUG("Steam_Overlay::build_notifications error unhandled remove for type %i\n", (int)item.type);
break;
}
return true;
}
return false;
}), notifications.end());