#ifdef EMU_OVERLAY // if you're wondering about text like: ##PopupAcceptInvite // these are unique labels (keys) for each button/label/text,etc... // ImGui uses the labels as keys, adding a suffic like "My Text##SomeKey" // avoids confusing ImGui when another label has the same text "MyText" #include "overlay/steam_overlay.h" #include "overlay/notification.h" #include "overlay/steam_overlay_translations.h" #include #include #include #include #include "InGameOverlay/ImGui/imgui.h" #include "dll/dll.h" #include "dll/settings_parser.h" #include "InGameOverlay/RendererDetector.h" static constexpr int max_window_id = 10000; static constexpr int base_notif_window_id = 0 * max_window_id; static constexpr int base_friend_window_id = 1 * max_window_id; static constexpr int base_friend_item_id = 2 * max_window_id; static constexpr char *valid_languages[] = { "english", "arabic", "bulgarian", "schinese", "tchinese", "czech", "danish", "dutch", "finnish", "french", "german", "greek", "hungarian", "italian", "japanese", "koreana", "norwegian", "polish", "portuguese", "brazilian", "romanian", "russian", "spanish", "latam", "swedish", "thai", "turkish", "ukrainian", "vietnamese", "croatian" }; #define URL_WINDOW_NAME "URL Window" ImFontAtlas fonts_atlas{}; ImFont *font_default{}; ImFont *font_notif{}; int find_free_id(std::vector & ids, int base) { std::sort(ids.begin(), ids.end()); int id = base; for (auto i : ids) { if (id < i) break; id = i + 1; } return id > (base+max_window_id) ? 0 : id; } int find_free_friend_id(const std::map &friend_windows) { std::vector ids{}; ids.reserve(friend_windows.size()); std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair const& i) { ids.emplace_back(i.second.id); }); return find_free_id(ids, base_friend_window_id); } int find_free_notification_id(std::vector const& notifications) { std::vector ids{}; ids.reserve(notifications.size()); std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i) { ids.emplace_back(i.id); }); return find_free_id(ids, base_friend_window_id); } char *notif_achievement_wav_custom; char *notif_invite_wav_custom; bool notif_achievement_wav_custom_inuse = false; bool notif_invite_wav_custom_inuse = false; void Steam_Overlay::steam_overlay_run_every_runcb(void* object) { Steam_Overlay* _this = reinterpret_cast(object); _this->RunCallbacks(); } void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) { Steam_Overlay* _this = reinterpret_cast(object); _this->Callback(msg); } Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) : settings(settings), callback_results(callback_results), callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), setup_overlay_called(false), show_overlay(false), is_ready(false), notif_position(ENotificationPosition::k_EPositionBottomLeft), h_inset(0), v_inset(0), overlay_state_changed(false), i_have_lobby(false), show_achievements(false), show_settings(false), _renderer(nullptr) { strncpy(username_text, settings->get_local_name(), sizeof(username_text)); // we need these copies to show the warning only once, then disable the flag // avoid manipulating settings->xxx this->warn_forced_setting = !settings->disable_overlay_warning_any && !settings->disable_overlay_warning_forced_setting && settings->overlay_warn_forced_setting; this->warn_local_save = !settings->disable_overlay_warning_any && !settings->disable_overlay_warning_local_save && settings->overlay_warn_local_save; this->warn_bad_appid = !settings->disable_overlay_warning_any && !settings->disable_overlay_warning_bad_appid && settings->get_local_game_id().AppID() == 0; this->disable_user_input = this->warn_forced_setting; current_language = 0; const char *language = settings->get_language(); int i = 0; for (auto l : valid_languages) { if (strcmp(l, language) == 0) { current_language = i; break; } ++i; } run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this); } Steam_Overlay::~Steam_Overlay() { run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } bool Steam_Overlay::Ready() const { return is_ready; } bool Steam_Overlay::NeedPresent() const { return true; } void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition) { std::lock_guard lock(overlay_mutex); notif_position = eNotificationPosition; } void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset; v_inset = nVerticalInset; } void Steam_Overlay::SetupOverlay() { PRINT_DEBUG("Steam_Overlay::SetupOverlay\n"); std::lock_guard lock(overlay_mutex); if (!setup_overlay_called) { setup_overlay_called = true; future_renderer = InGameOverlay::DetectRenderer(); } } void Steam_Overlay::UnSetupOverlay() { PRINT_DEBUG("Steam_Overlay::UnSetupOverlay\n"); std::lock_guard lock(overlay_mutex); InGameOverlay::StopRendererDetection(); if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) { future_renderer.get(); // to invalidate the future object InGameOverlay::FreeDetector(); } } if (_renderer) { for (auto &ach : achievements) { if (!ach.icon.expired()) _renderer->ReleaseImageResource(ach.icon); if (!ach.icon_gray.expired()) _renderer->ReleaseImageResource(ach.icon_gray); } _renderer = nullptr; PRINT_DEBUG("Steam_Overlay::UnSetupOverlay freed all images\n"); } } void Steam_Overlay::HookReady(bool ready) { PRINT_DEBUG("Steam_Overlay::HookReady %i\n", (int)ready); std::lock_guard lock(overlay_mutex); is_ready = ready; ImGuiIO &io = ImGui::GetIO(); ImGuiStyle &style = ImGui::GetStyle(); // disable loading the default ini file io.IniFilename = NULL; // Disable round window style.WindowRounding = 0.0; // TODO: Uncomment this and draw our own cursor (cosmetics) //io.WantSetMousePos = false; //io.MouseDrawCursor = false; //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; } void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { std::lock_guard lock(overlay_mutex); ShowOverlay(true); } void Steam_Overlay::OpenOverlay(const char* pchDialog) { std::lock_guard lock(overlay_mutex); // TODO: Show pages depending on pchDialog if ((strncmp(pchDialog, "Friends", sizeof("Friends") - 1) == 0) && (settings->overlayAutoAcceptInvitesCount() > 0)) { PRINT_DEBUG("Steam_Overlay won't open overlay's friends list because some friends are defined in the auto accept list\n"); AddAutoAcceptInviteNotification(); } else { ShowOverlay(true); } } void Steam_Overlay::OpenOverlayWebpage(const char* pchURL) { std::lock_guard lock(overlay_mutex); show_url = pchURL; ShowOverlay(true); } bool Steam_Overlay::ShowOverlay() const { return show_overlay; } bool Steam_Overlay::OpenOverlayHook(bool toggle) { std::lock_guard lock(overlay_mutex); if (toggle) { ShowOverlay(!show_overlay); } return show_overlay; } void Steam_Overlay::ShowOverlay(bool state) { std::lock_guard lock(overlay_mutex); if (!Ready() || show_overlay == state) return; // this is very important, it doesn't just prevent input confusion between game's window // and overlay's window, but internally it calls the necessary fuctions to properly update // ImGui window size if (state) { _renderer->HideAppInputs(true); _renderer->HideOverlayInputs(false); } else { _renderer->HideAppInputs(false); _renderer->HideOverlayInputs(true); } show_overlay = state; overlay_state_changed = true; } void Steam_Overlay::NotifySoundUserInvite(friend_window_state& friend_state) { if (settings->disable_overlay_friend_notification) return; if (!(friend_state.window_state & window_state_show) || !show_overlay) { friend_state.window_state |= window_state_need_attention; #ifdef __WINDOWS__ if (notif_invite_wav_custom_inuse) { PlaySoundA((LPCSTR)notif_invite_wav_custom, NULL, SND_ASYNC | SND_MEMORY); } else { PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } #endif } } void Steam_Overlay::NotifySoundUserAchievement() { if (settings->disable_overlay_achievement_notification) return; if (!show_overlay) { #ifdef __WINDOWS__ if (notif_achievement_wav_custom_inuse) { PlaySoundA((LPCSTR)notif_achievement_wav_custom, NULL, SND_ASYNC | SND_MEMORY); } #endif } } void Steam_Overlay::NotifySoundAutoAcceptFriendInvite() { #ifdef __WINDOWS__ if (notif_achievement_wav_custom_inuse) { PlaySoundA((LPCSTR)notif_achievement_wav_custom, NULL, SND_ASYNC | SND_MEMORY); } else { PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } #endif } void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { std::lock_guard lock(overlay_mutex); if (!Ready()) return; auto i = friends.find(friendId); if (i != friends.end()) { auto& frd = i->second; frd.lobbyId = lobbyId; frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; AddInviteNotification(*i); NotifySoundUserInvite(i->second); } } void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { std::lock_guard lock(overlay_mutex); if (!Ready()) return; auto i = friends.find(friendId); if (i != friends.end()) { auto& frd = i->second; strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; AddInviteNotification(*i); NotifySoundUserInvite(i->second); } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(overlay_mutex); int id = find_free_friend_id(friends); if (id != 0) { auto& item = friends[_friend]; item.window_title = std::move(_friend.name() + translationPlaying[current_language] + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); item.joinable = false; } else PRINT_DEBUG("Steam_Overlay error no free id to create a friend window\n"); } void Steam_Overlay::FriendDisconnect(Friend _friend) { std::lock_guard lock(overlay_mutex); auto it = friends.find(_friend); if (it != friends.end()) friends.erase(it); } void Steam_Overlay::AddMessageNotification(std::string const& message) { std::lock_guard lock(notifications_mutex); if (settings->disable_overlay_friend_notification) return; int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_message; notif.message = message; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); have_notifications = true; } else PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n"); } // show a notification when the user unlocks an achievement void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) { std::lock_guard lock(notifications_mutex); if (!settings->disable_overlay_achievement_notification) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_achievement; // Load achievement image std::string file_path = Local_Storage::get_game_settings_path() + ach["icon"].get(); unsigned long long file_size = file_size_(file_path); if (!file_size) { file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + ach["icon"].get(); file_size = file_size_(file_path); } if (file_size) { std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size); if (img.length() > 0) { if (_renderer) notif.icon = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size); } } notif.message = ach["displayName"].get() + "\n" + ach["description"].get(); notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); NotifySoundUserAchievement(); have_notifications = true; } else PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n"); } std::string ach_name = ach.value("name", ""); for (auto &a : achievements) { if (a.name == ach_name) { bool achieved = false; uint32 unlock_time = 0; get_steam_client()->steam_user_stats->GetAchievementAndUnlockTime(a.name.c_str(), &achieved, &unlock_time); a.achieved = achieved; a.unlock_time = unlock_time; } } } void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) { std::lock_guard lock(notifications_mutex); if (settings->disable_overlay_friend_notification) return; int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_invite; notif.frd = &wnd_state; { char tmp[TRANSLATION_BUFFER_SIZE]{}; auto &first_friend = wnd_state.first; auto &name = first_friend.name(); snprintf(tmp, sizeof(tmp), translationInvitedYouToJoinTheGame[current_language], name.c_str(), (uint64)first_friend.id()); notif.message = tmp; } notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); have_notifications = true; } else PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n"); } void Steam_Overlay::AddAutoAcceptInviteNotification() { std::lock_guard lock(notifications_mutex); int id = find_free_notification_id(notifications); if (id != 0) { Notification notif{}; notif.id = id; notif.type = notification_type_auto_accept_invite; { char tmp[TRANSLATION_BUFFER_SIZE]{}; snprintf(tmp, sizeof(tmp), "%s", translationAutoAcceptFriendInvite[current_language]); notif.message = tmp; } notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); NotifySoundAutoAcceptFriendInvite(); have_notifications = true; } else { PRINT_DEBUG("Steam_Overlay error no free id to create an auto-accept notification window\n"); } } bool Steam_Overlay::FriendJoinable(std::pair &f) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; if( std::string(steamFriends->GetFriendRichPresence(f.first.id(), "connect")).length() > 0 ) return true; FriendGameInfo_t friend_game_info = {}; steamFriends->GetFriendGamePlayed(f.first.id(), &friend_game_info); if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) return true; return false; } bool Steam_Overlay::IHaveLobby() { Steam_Friends* steamFriends = get_steam_client()->steam_friends; if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0) return true; if (settings->get_lobby().IsValid()) return true; return false; } void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) { if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) { // this is set to true if any button was clicked // otherwise, after clicking any button, the menu will be persistent bool close_popup = false; // user clicked on "chat" if (ImGui::Button(translationChat[current_language])) { close_popup = true; state.window_state |= window_state_show; } // user clicked on "copy id" on a friend if (ImGui::Button(translationCopyId[current_language])) { close_popup = true; auto friend_id_str = std::to_string(frd.id()); ImGui::SetClipboardText(friend_id_str.c_str()); } // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { // user clicked on "invite to game" std::string translationInvite_tmp(translationInvite[current_language]); translationInvite_tmp.append("##PopupInviteToGame"); if (i_have_lobby && ImGui::Button(translationInvite_tmp.c_str())) { close_popup = true; state.window_state |= window_state_invite; has_friend_action.push(frd); } // user clicked on "accept game invite" std::string translationJoin_tmp(translationJoin[current_language]); translationJoin_tmp.append("##PopupAcceptInvite"); if (state.joinable && ImGui::Button(translationJoin_tmp.c_str())) { close_popup = true; // don't bother adding this friend if the button "invite all" was clicked // we will send them the invitation later in Steam_Overlay::RunCallbacks() if (!invite_all_friends_clicked) { state.window_state |= window_state_join; has_friend_action.push(frd); } } } if (close_popup || invite_all_friends_clicked) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state) { if (!(state.window_state & window_state_show)) return; bool show = true; bool send_chat_msg = false; float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { state.window_state &= ~window_state_need_attention; } ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 }, ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); // Window id is after the ###, the window title is the friend name std::string friend_window_id = std::move("###" + std::to_string(state.id)); if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { state.window_state &= ~window_state_need_attention; } // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { ImGui::LabelText("##label", translationInvitedYouToJoinTheGame[current_language], frd.name().c_str(), frd.appid()); ImGui::SameLine(); if (ImGui::Button(translationAccept[current_language])) { state.window_state |= window_state_join; this->has_friend_action.push(frd); } ImGui::SameLine(); if (ImGui::Button(translationRefuse[current_language])) { state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); } } ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, -2.0f * ImGui::GetFontSize() }, ImGuiInputTextFlags_ReadOnly); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| // | /--------------------------\ | // | | | | // | | chat history | | // | | | | // | \--------------------------/ | // | [____chat line______] [send] | // |------------------------------| // // And it is like this // |------------------------------| // | /--------------------------\ | // | | | | // | | chat history | | // | | | | // | \--------------------------/ | // | [__chat line__] [send] | // |------------------------------| float wnd_width = ImGui::GetContentRegionAvail().x; ImGuiStyle &style = ImGui::GetStyle(); wnd_width -= ImGui::CalcTextSize(translationSend[current_language]).x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; uint64_t frd_id = frd.id(); ImGui::PushID((const char *)&frd_id, (const char *)&frd_id + sizeof(frd_id)); ImGui::PushItemWidth(wnd_width); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; ImGui::SetKeyboardFocusHere(-1); } ImGui::PopItemWidth(); ImGui::PopID(); ImGui::SameLine(); if (ImGui::Button(translationSend[current_language])) { send_chat_msg = true; } if (send_chat_msg) { if (!(state.window_state & window_state_send_message)) { has_friend_action.push(frd); state.window_state |= window_state_send_message; } } } // User closed the friend window if (!show) state.window_state &= ~window_state_show; ImGui::End(); } // set the position of the next notification void Steam_Overlay::SetNextNotificationPos(float width, float height, float font_size, notification_type type, struct NotificationsIndexes &idx) { // 0 on the y-axis is top, 0 on the x-axis is left // get the required position Overlay_Appearance::NotificationPosition pos = Overlay_Appearance::default_pos; switch (type) { case notification_type::notification_type_achievement: pos = settings->overlay_appearance.ach_earned_pos; break; case notification_type::notification_type_invite: pos = settings->overlay_appearance.invite_pos; break; case notification_type::notification_type_message: pos = settings->overlay_appearance.chat_msg_pos; break; default: /* satisfy compiler warning */ break; } float x = 0.0f; float y = 0.0f; const float noti_width = width * Notification::width_percent; const float noti_height = Notification::height * font_size; switch (pos) { // top case Overlay_Appearance::NotificationPosition::top_left: x = 0.0f; y = noti_height * idx.top_left; ++idx.top_left; break; case Overlay_Appearance::NotificationPosition::top_center: x = (width / 2) - (noti_width / 2); y = noti_height * idx.top_center; ++idx.top_center; break; case Overlay_Appearance::NotificationPosition::top_right: x = width - noti_width; y = noti_height * idx.top_right; ++idx.top_right; break; // bot case Overlay_Appearance::NotificationPosition::bot_left: x = 0.0f; y = height - noti_height * (idx.bot_left + 1); ++idx.bot_left; break; case Overlay_Appearance::NotificationPosition::bot_center: x = (width / 2) - (noti_width / 2); y = height - noti_height * (idx.bot_center + 1); ++idx.bot_center; break; case Overlay_Appearance::NotificationPosition::bot_right: x = width - noti_width; y = height - noti_height * (idx.bot_right + 1); ++idx.bot_right; break; default: /* satisfy compiler warning */ break; } ImGui::SetNextWindowPos(ImVec2( x, y )); } void Steam_Overlay::BuildNotifications(int width, int height) { auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); float font_size = ImGui::GetFontSize(); std::queue friend_actions_temp{}; { std::lock_guard lock(notifications_mutex); NotificationsIndexes idx{}; for (auto it = notifications.begin(); it != notifications.end(); ++it) { auto elapsed_notif = now - it->start_time; if ( elapsed_notif < Notification::fade_in) { float alpha = settings->overlay_appearance.notification_a * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); } else if ( elapsed_notif > Notification::fade_out_start) { float alpha = settings->overlay_appearance.notification_a * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); } else { ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, settings->overlay_appearance.notification_a)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, settings->overlay_appearance.notification_a)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, settings->overlay_appearance.notification_a*2)); } SetNextNotificationPos(width, height, font_size, (notification_type)it->type, idx); ImGui::SetNextWindowSize(ImVec2( width * Notification::width_percent, Notification::height * font_size )); std::string wnd_name = "NotiPopupShow" + std::to_string(it->id); ImGui::Begin(wnd_name.c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); switch (it->type) { case notification_type_achievement: { if (!it->icon.expired()) { ImGui::BeginTable("imgui_table", 2); ImGui::TableSetupColumn("imgui_table_image", ImGuiTableColumnFlags_WidthFixed, settings->overlay_appearance.icon_size); ImGui::TableSetupColumn("imgui_table_text"); ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size); ImGui::TableSetColumnIndex(0); ImGui::Image((ImU64)*it->icon.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size)); ImGui::TableSetColumnIndex(1); ImGui::TextWrapped("%s", it->message.c_str()); ImGui::EndTable(); } else { ImGui::TextWrapped("%s", it->message.c_str()); } } break; case notification_type_invite: { ImGui::TextWrapped("%s", it->message.c_str()); if (ImGui::Button(translationJoin[current_language])) { it->frd->second.window_state |= window_state_join; friend_actions_temp.push(it->frd->first); it->start_time = std::chrono::seconds(0); } } break; case notification_type_message: ImGui::TextWrapped("%s", it->message.c_str()); break; case notification_type_auto_accept_invite: 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()); have_notifications = !notifications.empty(); } if (!friend_actions_temp.empty()) { std::lock_guard lock(overlay_mutex); while (!friend_actions_temp.empty()) { has_friend_action.push(friend_actions_temp.front()); friend_actions_temp.pop(); } } } void Steam_Overlay::CreateFonts() { std::lock_guard lock(overlay_mutex); static bool configured_font = false; if (configured_font) return; configured_font = true; ImFontConfig fontcfg{}; float font_size = settings->overlay_appearance.font_size; fontcfg.OversampleH = fontcfg.OversampleV = 1; fontcfg.PixelSnapH = true; fontcfg.SizePixels = font_size; fontcfg.GlyphRanges = fonts_atlas.GetGlyphRangesDefault(); ImFont *font = fonts_atlas.AddFontDefault(&fontcfg); font_notif = font_default = font; fonts_atlas.Build(); reset_LastError(); } void Steam_Overlay::LoadAudio() { std::lock_guard lock(overlay_mutex); std::string file_path; std::string file_name; unsigned long long file_size; for (int i = 0; i < 2; i++) { if (i == 0) file_name = "overlay_achievement_notification.wav"; if (i == 1) file_name = "overlay_friend_notification.wav"; file_path = Local_Storage::get_game_settings_path() + file_name; file_size = file_size_(file_path); if (!file_size) { if (settings->local_save.length() > 0) { file_path = settings->local_save + "/settings/" + file_name; } else { file_path = Local_Storage::get_user_appdata_path() + "/settings/" + file_name; } file_size = file_size_(file_path); } if (file_size) { std::ifstream myfile; myfile.open(utf8_decode(file_path), std::ios::binary | std::ios::in); if (myfile.is_open()) { myfile.seekg (0, myfile.end); int length = myfile.tellg(); myfile.seekg (0, myfile.beg); if (i == 0) { notif_achievement_wav_custom = new char [length]; myfile.read (notif_achievement_wav_custom, length); notif_achievement_wav_custom_inuse = true; } if (i == 1) { notif_invite_wav_custom = new char [length]; myfile.read (notif_invite_wav_custom, length); notif_invite_wav_custom_inuse = true; } myfile.close(); } } } } // ListBoxHeader() is deprecated and inlined inside // Helper to calculate size from items_count and height_in_items static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count) { int min_items = items_count < 7 ? items_count : 7; float height = ImGui::GetTextLineHeightWithSpacing() * (min_items + 0.25f) + ImGui::GetStyle().FramePadding.y * 2.0f; return ImGui::BeginListBox(label, ImVec2(0.0f, height)); } // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc() { std::lock_guard lock(overlay_mutex); if (!Ready()) return; ImGuiIO& io = ImGui::GetIO(); if (show_overlay) { // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y }); ImGui::SetNextWindowBgAlpha(0.50); ImGui::PushFont(font_default); } if (have_notifications) { ImGui::PushFont(font_notif); BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); ImGui::PopFont(); } // ******************** exit early if we shouldn't show the overlay if (!show_overlay) { return; } // ******************** bool show = true; char tmp[TRANSLATION_BUFFER_SIZE]{}; snprintf(tmp, sizeof(tmp), translationRenderer[current_language], (_renderer == nullptr ? "Unknown" : _renderer->GetLibraryName().c_str())); std::string windowTitle; windowTitle.append(translationSteamOverlay[current_language]); windowTitle.append(" ("); windowTitle.append(tmp); windowTitle.append(")"); if ((settings->overlay_appearance.background_r != -1.0) && (settings->overlay_appearance.background_g != -1.0) && (settings->overlay_appearance.background_b != -1.0) && (settings->overlay_appearance.background_a != -1.0)) { ImVec4 colorSet = ImVec4(settings->overlay_appearance.background_r, settings->overlay_appearance.background_g, settings->overlay_appearance.background_b, settings->overlay_appearance.background_a); ImGui::PushStyleColor(ImGuiCol_WindowBg, colorSet); } if ((settings->overlay_appearance.element_r != -1.0) && (settings->overlay_appearance.element_g != -1.0) && (settings->overlay_appearance.element_b != -1.0) && (settings->overlay_appearance.element_a != -1.0)) { ImVec4 colorSet = ImVec4(settings->overlay_appearance.element_r, settings->overlay_appearance.element_g, settings->overlay_appearance.element_b, settings->overlay_appearance.element_a); ImGui::PushStyleColor(ImGuiCol_TitleBgActive, colorSet); ImGui::PushStyleColor(ImGuiCol_Button, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBg, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGrip, colorSet); } if ((settings->overlay_appearance.element_hovered_r != -1.0) && (settings->overlay_appearance.element_hovered_g != -1.0) && (settings->overlay_appearance.element_hovered_b != -1.0) && (settings->overlay_appearance.element_hovered_a != -1.0)) { ImVec4 colorSet = ImVec4(settings->overlay_appearance.element_hovered_r, settings->overlay_appearance.element_hovered_g, settings->overlay_appearance.element_hovered_b, settings->overlay_appearance.element_hovered_a); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGripHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_HeaderHovered, colorSet); } if ((settings->overlay_appearance.element_active_r != -1.0) && (settings->overlay_appearance.element_active_g != -1.0) && (settings->overlay_appearance.element_active_b != -1.0) && (settings->overlay_appearance.element_active_a != -1.0)) { ImVec4 colorSet = ImVec4(settings->overlay_appearance.element_active_r, settings->overlay_appearance.element_active_g, settings->overlay_appearance.element_active_b, settings->overlay_appearance.element_active_a); ImGui::PushStyleColor(ImGuiCol_ButtonActive, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBgActive, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGripActive, colorSet); ImGui::PushStyleColor(ImGuiCol_Header, colorSet); ImGui::PushStyleColor(ImGuiCol_HeaderActive, colorSet); } if (ImGui::Begin(windowTitle.c_str(), &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { ImGui::LabelText("##label", translationUserPlaying[current_language], settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::SameLine(); ImGui::Spacing(); if (ImGui::Button(translationShowAchievements[current_language])) { show_achievements = true; } ImGui::SameLine(); if (ImGui::Button(translationSettings[current_language])) { show_settings = true; } ImGui::SameLine(); // user clicked on "copy id" on themselves if (ImGui::Button(translationCopyId[current_language])) { auto friend_id_str = std::to_string(settings->get_local_steam_id().ConvertToUint64()); ImGui::SetClipboardText(friend_id_str.c_str()); } ImGui::Spacing(); ImGui::Spacing(); ImGui::LabelText("##label", translationFriends[current_language]); std::lock_guard lock(overlay_mutex); if (!friends.empty()) { if (i_have_lobby) { std::string inviteAll(translationInviteAll[current_language]); inviteAll.append("##PopupInviteAllFriends"); if (ImGui::Button(inviteAll.c_str())) { // if btn clicked invite_all_friends_clicked = true; } } if (ImGuiHelper_BeginListBox("##label", friends.size())) { std::for_each(friends.begin(), friends.end(), [this](std::pair &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::EndListBox(); } } if (show_achievements && achievements.size()) { // display achievements list when the button "show achievements" is pressed ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); bool show = show_achievements; if (ImGui::Begin(translationAchievementWindow[current_language], &show)) { ImGui::Text(translationListOfAchievements[current_language]); ImGui::BeginChild(translationAchievements[current_language]); for (auto & x : achievements) { bool achieved = x.achieved; bool hidden = x.hidden && !achieved; if (x.icon.expired() && x.icon_load_trials) { --x.icon_load_trials; std::string file_path = Local_Storage::get_game_settings_path() + x.icon_name; unsigned long long file_size = file_size_(file_path); if (!file_size) { file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_name; file_size = file_size_(file_path); } if (file_size) { std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size); if (img.length() > 0) { if (_renderer) x.icon = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size); if (!x.icon.expired()) x.icon_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS; } } } if (x.icon_gray.expired() && x.icon_gray_load_trials) { --x.icon_gray_load_trials; std::string file_path = Local_Storage::get_game_settings_path() + x.icon_gray_name; unsigned long long file_size = file_size_(file_path); if (!file_size) { file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_gray_name; file_size = file_size_(file_path); } if (file_size) { std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size); if (img.length() > 0) { if (_renderer) x.icon_gray = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size); if (!x.icon_gray.expired()) x.icon_gray_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS; } } } ImGui::Separator(); if (!x.icon.expired() && !x.icon_gray.expired()) { ImGui::BeginTable(x.title.c_str(), 2); ImGui::TableSetupColumn("imgui_table_image", ImGuiTableColumnFlags_WidthFixed, settings->overlay_appearance.icon_size); ImGui::TableSetupColumn("imgui_table_text"); ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size); ImGui::TableSetColumnIndex(0); if (achieved) { ImGui::Image((ImTextureID)*x.icon.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size)); } else { ImGui::Image((ImTextureID)*x.icon_gray.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size)); } ImGui::TableSetColumnIndex(1); ImGui::Text("%s", x.title.c_str()); } else { ImGui::Text("%s", x.title.c_str()); } if (hidden) { ImGui::Text(translationHiddenAchievement[current_language]); } else { ImGui::TextWrapped("%s", x.description.c_str()); } if (achieved) { char buffer[80] = {}; time_t unlock_time = (time_t)x.unlock_time; std::strftime(buffer, 80, "%Y-%m-%d at %H:%M:%S", std::localtime(&unlock_time)); ImGui::TextColored(ImVec4(0, 255, 0, 255), translationAchievedOn[current_language], buffer); } else { ImGui::TextColored(ImVec4(255, 0, 0, 255), translationNotAchieved[current_language]); } if (!x.icon.expired() && !x.icon_gray.expired()) ImGui::EndTable(); ImGui::Separator(); } ImGui::EndChild(); } ImGui::End(); show_achievements = show; } if (show_settings) { if (ImGui::Begin(translationGlobalSettingsWindow[current_language], &show_settings)) { ImGui::Text(translationGlobalSettingsWindowDescription[current_language]); ImGui::Separator(); ImGui::Text(translationUsername[current_language]); ImGui::SameLine(); ImGui::InputText("##username", username_text, sizeof(username_text), disable_user_input ? ImGuiInputTextFlags_ReadOnly : 0); ImGui::Separator(); ImGui::Text(translationLanguage[current_language]); ImGui::ListBox("##language", ¤t_language, valid_languages, sizeof(valid_languages) / sizeof(char *), 7); ImGui::Text(translationSelectedLanguage[current_language], valid_languages[current_language]); ImGui::Separator(); if (!disable_user_input) { ImGui::Text(translationRestartTheGameToApply[current_language]); if (ImGui::Button(translationSave[current_language])) { save_settings = true; show_settings = false; } } else { ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); ImGui::TextWrapped(translationWarningDescription1[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); } } ImGui::End(); } std::string url = show_url; if (url.size()) { bool show = true; if (ImGui::Begin(URL_WINDOW_NAME, &show)) { ImGui::Text(translationSteamOverlayURL[current_language]); ImGui::Spacing(); ImGui::PushItemWidth(ImGui::CalcTextSize(url.c_str()).x + 20); ImGui::InputText("##url_copy", (char *)url.data(), url.size(), ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); ImGui::Spacing(); if (ImGui::Button(translationClose[current_language]) || !show) show_url = ""; // ImGui::SetWindowSize(ImVec2(ImGui::CalcTextSize(url.c_str()).x + 10, 0)); } ImGui::End(); } bool show_warning = warn_local_save || warn_forced_setting || warn_bad_appid; if (show_warning) { ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); ImGui::SetNextWindowFocus(); if (ImGui::Begin(translationWarning[current_language], &show_warning)) { if (warn_bad_appid) { ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); ImGui::TextWrapped(translationWarningDescription2[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); } if (warn_local_save) { ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); ImGui::TextWrapped(translationWarningDescription3[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); } if (warn_forced_setting) { ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); ImGui::TextWrapped(translationWarningDescription4[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), translationWarningWarningWarning[current_language]); } } ImGui::End(); if (!show_warning) { warn_local_save = warn_forced_setting = false; } } } ImGui::End(); ImGui::PopFont(); if (!show) ShowOverlay(false); } void Steam_Overlay::Callback(Common_Message *msg) { std::lock_guard 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(friend_info->first.name() + ": " + 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() + ": " + steam_message.message()); NotifySoundUserInvite(friend_info->second); } } } void Steam_Overlay::RunCallbacks() { std::lock_guard lock(overlay_mutex); if (Ready() && !achievements.size() && load_achievements_trials > 0) { --load_achievements_trials; Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats; uint32 achievements_num = steamUserStats->GetNumAchievements(); if (achievements_num) { PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS\n"); for (unsigned i = 0; i < achievements_num; ++i) { Overlay_Achievement ach; ach.name = steamUserStats->GetAchievementName(i); ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name"); ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc"); const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden"); if (strlen(hidden) && hidden[0] == '1') { ach.hidden = true; } else { ach.hidden = false; } bool achieved = false; uint32 unlock_time = 0; if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) { ach.achieved = achieved; ach.unlock_time = unlock_time; } else { ach.achieved = false; ach.unlock_time = 0; } ach.icon_name = steamUserStats->get_achievement_icon_name(ach.name.c_str(), true); ach.icon_gray_name = steamUserStats->get_achievement_icon_name(ach.name.c_str(), false); achievements.push_back(ach); } // don't punish successfull attempts if (achievements.size()) { ++load_achievements_trials; } PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS DONE\n"); } } // if the detector has finished its job, and the overlay was still not ready // then get the renderer hook instance if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) { _renderer = future_renderer.get(); InGameOverlay::StopRendererDetection(); InGameOverlay::FreeDetector(); PRINT_DEBUG("Steam_Overlay got renderer %p\n", _renderer); CreateFonts(); LoadAudio(); } } // if we have a renderer hook instance but it wasn't started yet if (!Ready() && _renderer && !_renderer->IsStarted()) { const static std::set overlay_toggle_keys = { InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB }; auto overlay_toggle_callback = [this]() { OpenOverlayHook(true); }; _renderer->OverlayProc = [this]() { OverlayProc(); }; _renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) { PRINT_DEBUG("Steam_Overlay hook state changed %i\n", (int)state); if (state == InGameOverlay::OverlayHookState::Removing) { _renderer = nullptr; } HookReady(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset); }; bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas); PRINT_DEBUG("Steam_Overlay tried to start renderer hook (result=%u)\n", started); } if (overlay_state_changed) { overlay_state_changed = false; GameOverlayActivated_t data{}; data.m_bActive = show_overlay; data.m_bUserInitiated = true; data.m_dwOverlayPID = 123; data.m_nAppID = settings->get_local_game_id().AppID(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; if (save_settings) { char *language_text = valid_languages[current_language]; save_global_settings(get_steam_client()->local_storage, username_text, language_text); get_steam_client()->settings_client->set_local_name(username_text); get_steam_client()->settings_server->set_local_name(username_text); get_steam_client()->settings_client->set_language(language_text); get_steam_client()->settings_server->set_language(language_text); steamFriends->resend_friend_data(); save_settings = false; } i_have_lobby = IHaveLobby(); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { i.second.joinable = FriendJoinable(i); }); while (!has_friend_action.empty()) { auto friend_info = friends.find(has_friend_action.front()); if (friend_info != friends.end()) { uint64 friend_id = (uint64)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(get_steam_client()->settings_client->get_local_name()).append(": ").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" (but invite all wasn't clicked) if (friend_info->second.window_state & window_state_invite) { InviteFriend(friend_id, steamFriends, steamMatchmaking); 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"); // 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; } else { // 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; } else 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)); } //Not sure about this but it fixes sonic racing transformed invites FriendGameInfo_t friend_game_info = {}; steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64(); if (lobby_id) { GameLobbyJoinRequested_t data; data.m_steamIDLobby.SetFromUint64(lobby_id); data.m_steamIDFriend.SetFromUint64(friend_id); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } friend_info->second.window_state &= ~window_state_join; } } has_friend_action.pop(); } // if variable == true, then set it to false and return true (because state was changed) in that case bool yes_clicked = true; if (invite_all_friends_clicked.compare_exchange_weak(yes_clicked, false)) { PRINT_DEBUG("Steam_Overlay will send invitations to [%zu] friends if they're using the same app\n", friends.size()); uint32 current_appid = settings->get_local_game_id().AppID(); for (auto &fr : friends) { if (fr.first.appid() == current_appid) { // friend is playing the same game uint64 friend_id = (uint64)fr.first.id(); InviteFriend(friend_id, steamFriends, steamMatchmaking); } } } } void Steam_Overlay::InviteFriend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking) { std::string connect_str = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); if (connect_str.length() > 0) { steamFriends->InviteUserToGame(friend_id, connect_str.c_str()); PRINT_DEBUG("Steam_Overlay sent game invitation to friend with id = %llu\n", friend_id); } else if (settings->get_lobby().IsValid()) { steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id); PRINT_DEBUG("Steam_Overlay sent lobby invitation to friend with id = %llu\n", friend_id); } } #endif