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995414e117
Please
2128 lines
83 KiB
C++
2128 lines
83 KiB
C++
#ifdef EMU_OVERLAY
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// if you're wondering about text like: ##PopupAcceptInvite
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// these are unique labels (keys) for each button/label/text,etc...
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// ImGui uses the labels as keys, adding a suffic like "My Text##SomeKey"
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// avoids confusing ImGui when another label has the same text "MyText"
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#include "overlay/steam_overlay.h"
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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 <utility>
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#include "InGameOverlay/RendererDetector.h"
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#include "dll/dll.h"
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#include "dll/settings_parser.h"
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// translation
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#include "overlay/steam_overlay_translations.h"
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// fonts
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#include "fonts/unifont.hpp"
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// builtin audio
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#include "overlay/notification.h"
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#define URL_WINDOW_NAME "URL Window"
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static constexpr int max_window_id = 10000;
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static constexpr int base_notif_window_id = 0 * max_window_id;
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static constexpr int base_friend_window_id = 1 * max_window_id;
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static constexpr int base_friend_item_id = 2 * max_window_id;
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static InGameOverlay::ToggleKey overlay_toggle_keys[] = {
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InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
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};
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static const int toggle_keys_count = 2;
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// look for the column 'API language code' here: https://partner.steamgames.com/doc/store/localization/languages
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static constexpr const char* valid_languages[] = {
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"english",
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"arabic",
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"bulgarian",
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"schinese",
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"tchinese",
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"czech",
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"danish",
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"dutch",
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"finnish",
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"french",
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"german",
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"greek",
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"hungarian",
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"italian",
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"japanese",
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"koreana",
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"norwegian",
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"polish",
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"portuguese",
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"brazilian",
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"romanian",
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"russian",
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"spanish",
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"latam",
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"swedish",
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"thai",
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"turkish",
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"ukrainian",
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"vietnamese",
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"croatian",
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"indonesian",
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};
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// ListBoxHeader() is deprecated and inlined inside <imgui.h>
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// Helper to calculate size from items_count and height_in_items
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static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count) {
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int min_items = items_count < 7 ? items_count : 7;
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float height = ImGui::GetTextLineHeightWithSpacing() * (min_items + 0.25f) + ImGui::GetStyle().FramePadding.y * 2.0f;
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return ImGui::BeginListBox(label, ImVec2(0.0f, height));
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}
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void Steam_Overlay::overlay_run_callback(void* object)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->steam_run_callback();
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}
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void Steam_Overlay::overlay_networking_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->networking_msg_received(msg);
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}
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Steam_Overlay::Steam_Overlay(Settings* settings, Local_Storage *local_storage, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) :
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settings(settings),
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local_storage(local_storage),
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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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{
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// don't even bother initializing the overlay
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if (settings->disable_overlay) return;
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renderer_hook_init_thread = common_helpers::KillableWorker(
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[this](void *){ return renderer_hook_proc(); },
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std::chrono::milliseconds(0),
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std::chrono::milliseconds(renderer_detector_polling_ms),
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[this] { return !setup_overlay_called; }
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);
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renderer_detector_delay_thread = common_helpers::KillableWorker(
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[this](void *){
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request_renderer_detector();
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set_renderer_hook_timeout();
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renderer_hook_init_thread.start();
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return true;
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},
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std::chrono::milliseconds(settings->overlay_hook_delay_sec * 1000),
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std::chrono::milliseconds(0),
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[this] { return !setup_overlay_called; }
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);
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strncpy(username_text, settings->get_local_name(), sizeof(username_text));
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// we need these copies to show the warning only once, then disable the flag
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// avoid manipulating settings->xxx
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this->warn_local_save =
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!settings->disable_overlay_warning_any && !settings->disable_overlay_warning_local_save && settings->overlay_warn_local_save;
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this->warn_bad_appid =
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!settings->disable_overlay_warning_any && !settings->disable_overlay_warning_bad_appid && settings->get_local_game_id().AppID() == 0;
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current_language = 0;
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const char *language = settings->get_language();
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int i = 0;
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for (auto &lang : valid_languages) {
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if (common_helpers::str_cmp_insensitive(lang, language)) {
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current_language = i;
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break;
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}
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++i;
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}
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this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::overlay_networking_callback, this);
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this->run_every_runcb->add(&Steam_Overlay::overlay_run_callback, this);
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}
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Steam_Overlay::~Steam_Overlay()
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{
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if (settings->disable_overlay) return;
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UnSetupOverlay();
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this->network->rmCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::overlay_networking_callback, this);
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this->run_every_runcb->remove(&Steam_Overlay::overlay_run_callback, this);
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}
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void Steam_Overlay::request_renderer_detector()
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{
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PRINT_DEBUG_ENTRY();
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// request renderer detection
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future_renderer = InGameOverlay::DetectRenderer();
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}
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void Steam_Overlay::set_renderer_hook_timeout()
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{
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renderer_hook_timeout_ctr = settings->overlay_renderer_detector_timeout_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms;
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}
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void Steam_Overlay::cleanup_renderer_hook()
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{
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InGameOverlay::StopRendererDetection();
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InGameOverlay::FreeDetector();
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}
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bool Steam_Overlay::renderer_hook_proc()
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{
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if (renderer_hook_timeout_ctr > 0 && future_renderer.wait_for(std::chrono::milliseconds(renderer_detector_polling_ms)) != std::future_status::ready) {
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return false;
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}
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// free detector resources and check for failure
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cleanup_renderer_hook();
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// exit on failure
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bool final_chance = future_renderer.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready;
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// again check for 'setup_overlay_called' to be extra sure that the overlay wasn't deinitialized
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if (!setup_overlay_called || !final_chance || renderer_hook_timeout_ctr <= 0) {
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PRINT_DEBUG("failed to detect renderer, ctr=%i, overlay was set up=%i",
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renderer_hook_timeout_ctr, (int)setup_overlay_called
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);
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return true;
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}
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// do a one time initialization
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// std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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_renderer = future_renderer.get();
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if (!_renderer) { // is this even possible?
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PRINT_DEBUG("renderer hook was null!");
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return true;
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}
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PRINT_DEBUG("got renderer hook %p for '%s'", _renderer, _renderer->GetLibraryName());
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// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
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load_achievements_data();
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load_audio();
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create_fonts();
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// setup renderer callbacks
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auto overlay_toggle_callback = [this]() { open_overlay_hook(true); };
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_renderer->OverlayProc = [this]() { overlay_render_proc(); };
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_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
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PRINT_DEBUG("hook state changed to <%i>", (int)state);
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overlay_state_hook(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset);
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};
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bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, toggle_keys_count, &fonts_atlas);
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PRINT_DEBUG("started renderer hook (result=%i)", (int)started);
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return true;
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}
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// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
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void Steam_Overlay::create_fonts()
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{
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PRINT_DEBUG_ENTRY();
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// disable rounding the texture height to the next power of two
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// see this: https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#4-font-atlas-texture-fails-to-upload-to-gpu
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fonts_atlas.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;
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float font_size = settings->overlay_appearance.font_size;
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font_cfg.FontDataOwnedByAtlas = false; // https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#loading-font-data-from-memory
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font_cfg.PixelSnapH = true;
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font_cfg.OversampleH = 1;
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font_cfg.OversampleV = 1;
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font_cfg.SizePixels = font_size;
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// non-latin characters look ugly and squeezed without this horizontal spacing
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font_cfg.GlyphExtraSpacing.x = settings->overlay_appearance.font_glyph_extra_spacing_x;
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font_cfg.GlyphExtraSpacing.y = settings->overlay_appearance.font_glyph_extra_spacing_y;
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for (const auto &ach : achievements) {
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font_builder.AddText(ach.title.c_str());
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font_builder.AddText(ach.description.c_str());
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}
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for (int i = 0; i < TRANSLATION_NUMBER_OF_LANGUAGES; i++) {
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font_builder.AddText(translationChat[i]);
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font_builder.AddText(translationCopyId[i]);
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font_builder.AddText(translationTestAchievement[i]);
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font_builder.AddText(translationInvite[i]);
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font_builder.AddText(translationInviteAll[i]);
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font_builder.AddText(translationJoin[i]);
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font_builder.AddText(translationInvitedYouToJoinTheGame[i]);
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font_builder.AddText(translationAccept[i]);
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font_builder.AddText(translationRefuse[i]);
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font_builder.AddText(translationSend[i]);
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font_builder.AddText(translationUserPlaying[i]);
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font_builder.AddText(translationRenderer[i]);
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font_builder.AddText(translationShowAchievements[i]);
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font_builder.AddText(translationSettings[i]);
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font_builder.AddText(translationFriends[i]);
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font_builder.AddText(translationAchievementWindow[i]);
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font_builder.AddText(translationListOfAchievements[i]);
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font_builder.AddText(translationAchievements[i]);
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font_builder.AddText(translationHiddenAchievement[i]);
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font_builder.AddText(translationAchievedOn[i]);
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font_builder.AddText(translationNotAchieved[i]);
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font_builder.AddText(translationGlobalSettingsWindow[i]);
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font_builder.AddText(translationGlobalSettingsWindowDescription[i]);
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font_builder.AddText(translationUsername[i]);
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font_builder.AddText(translationLanguage[i]);
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font_builder.AddText(translationSelectedLanguage[i]);
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font_builder.AddText(translationRestartTheGameToApply[i]);
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font_builder.AddText(translationSave[i]);
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font_builder.AddText(translationWarning[i]);
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font_builder.AddText(translationWarningDescription_badAppid[i]);
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font_builder.AddText(translationWarningDescription_localSave[i]);
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font_builder.AddText(translationSteamOverlayURL[i]);
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font_builder.AddText(translationClose[i]);
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font_builder.AddText(translationPlaying[i]);
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font_builder.AddText(translationAutoAcceptFriendInvite[i]);
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}
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font_builder.AddRanges(fonts_atlas.GetGlyphRangesDefault());
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font_builder.BuildRanges(&ranges);
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font_cfg.GlyphRanges = ranges.Data;
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if (settings->overlay_appearance.font_override.size()) {
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fonts_atlas.AddFontFromFileTTF(settings->overlay_appearance.font_override.c_str(), font_size, &font_cfg);
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font_cfg.MergeMode = true; // merge next fonts into the first one, as if they were all just 1 font file
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}
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// note: base85 compressed arrays caused a compiler heap allocation error, regular compression is more guaranteed
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ImFont *font = fonts_atlas.AddFontFromMemoryCompressedTTF(unifont_compressed_data, unifont_compressed_size, font_size, &font_cfg);
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font_notif = font_default = font;
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bool res = fonts_atlas.Build();
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PRINT_DEBUG("created fonts atlas (result=%i)", (int)res);
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reset_LastError();
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}
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void Steam_Overlay::load_audio()
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{
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PRINT_DEBUG_ENTRY();
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for (auto &kv : wav_files) {
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std::string file_path{};
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unsigned int file_size{};
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// try local location first, then try global location
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for (const auto &settings_path : { Local_Storage::get_game_settings_path(), local_storage->get_global_settings_path() }) {
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file_path = settings_path + Steam_Overlay::ACH_SOUNDS_FOLDER + PATH_SEPARATOR + kv.first;
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file_size = file_size_(file_path);
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if (file_size) break;
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}
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kv.second.clear();
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if (file_size) {
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kv.second.assign(file_size + 1, 0); // +1 because this will be treated as a null-terminated string later
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int read = Local_Storage::get_file_data(file_path, (char *)&kv.second[0], file_size);
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if (read <= 0) kv.second.clear();
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PRINT_DEBUG("loaded '%s' (read %i/%u bytes)", file_path.c_str(), read, file_size);
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}
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}
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}
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void Steam_Overlay::load_achievements_data()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
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uint32 achievements_num = steamUserStats->GetNumAchievements();
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for (uint32 i = 0; i < achievements_num; ++i) {
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Overlay_Achievement ach{};
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ach.name = steamUserStats->GetAchievementName(i);
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ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name");
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ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc");
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const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden");
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ach.hidden = hidden && hidden[0] == '1';
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bool achieved = false;
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uint32 unlock_time = 0;
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if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) {
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ach.achieved = achieved;
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ach.unlock_time = unlock_time;
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} else {
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ach.achieved = false;
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ach.unlock_time = 0;
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}
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float pnMinProgress = 0, pnMaxProgress = 0;
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if (steamUserStats->GetAchievementProgressLimits(ach.name.c_str(), &pnMinProgress, &pnMaxProgress)) {
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ach.progress = (uint32)pnMinProgress;
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ach.max_progress = (uint32)pnMaxProgress;
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}
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if (ach.icon == nullptr) {
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ach.icon = _renderer->CreateResource();
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}
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if (ach.icon_gray == nullptr) {
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ach.icon_gray = _renderer->CreateResource();
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}
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achievements.emplace_back(ach);
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if (!setup_overlay_called) return;
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}
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PRINT_DEBUG("count=%u, loaded=%zu", achievements_num, achievements.size());
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}
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// called initially and when window size is updated
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void Steam_Overlay::overlay_state_hook(bool ready)
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{
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PRINT_DEBUG("%i", (int)ready);
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// NOTE usage of local objects here cause an exception when this is called with false state
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// the reason is that by the time this hook is called, the object may have been already destructed
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// this is why we use global mutex
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// TODO this also doesn't seem right, no idea why it happens though
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// NOTE after initializing the renderer detector on another thread this was solved
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!setup_overlay_called) return;
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is_ready = ready;
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if (ready) {
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// Antichamber may crash here because ImGui Context is null!, no idea why
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bool not_yet = false;
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if (ImGui::GetCurrentContext() && late_init_imgui.compare_exchange_weak(not_yet, true)) {
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PRINT_DEBUG("late init ImGui");
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ImGuiIO &io = ImGui::GetIO();
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// disable loading the default ini file
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io.IniFilename = NULL;
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ImGuiStyle &style = ImGui::GetStyle();
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// Disable round window
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style.WindowRounding = 0.0;
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}
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}
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}
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// called when the user presses SHIFT + TAB
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bool Steam_Overlay::open_overlay_hook(bool toggle)
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{
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if (toggle) {
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ShowOverlay(!show_overlay);
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}
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return show_overlay;
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}
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void Steam_Overlay::allow_renderer_frame_processing(bool state, bool cleaning_up_overlay)
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{
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// this is very important internally it calls the necessary fuctions
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// to properly update ImGui window size on the next overlay_render_proc() call
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if (state) {
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auto new_val = ++renderer_frame_processing_requests;
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if (new_val == 1) { // only take an action on first request
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// allow internal frmae processing
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_renderer->HideOverlayInputs(false);
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PRINT_DEBUG("enabled frame processing (count=%u)", new_val);
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}
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} else {
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if (renderer_frame_processing_requests > 0) {
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auto new_val = --renderer_frame_processing_requests;
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if (!new_val || cleaning_up_overlay) { // only take an action when the requests reach 0 or by force
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_renderer->HideOverlayInputs(true);
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PRINT_DEBUG("disabled frame processing (count=%u, force=%i)", new_val, (int)cleaning_up_overlay);
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}
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}
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}
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}
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void Steam_Overlay::obscure_game_input(bool state) {
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if (state) {
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auto new_val = ++obscure_cursor_requests;
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if (new_val == 1) { // only take an action on first request
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ImGuiIO &io = ImGui::GetIO();
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// force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor
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io.MouseDrawCursor = state;
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// not necessary, just to be sure
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io.WantCaptureMouse = state;
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// not necessary, just to be sure
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io.WantCaptureKeyboard = state;
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|
|
|
// clip the cursor
|
|
_renderer->HideAppInputs(true);
|
|
PRINT_DEBUG("obscured app input (count=%u)", 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
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
// force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor
|
|
io.MouseDrawCursor = state;
|
|
// not necessary, just to be sure
|
|
io.WantCaptureMouse = state;
|
|
// not necessary, just to be sure
|
|
io.WantCaptureKeyboard = state;
|
|
|
|
// restore the old cursor
|
|
_renderer->HideAppInputs(false);
|
|
PRINT_DEBUG("restored app input (count=%u)", new_val);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::notify_sound_user_invite(friend_window_state& friend_state)
|
|
{
|
|
if (settings->disable_overlay_friend_notification) return;
|
|
|
|
if (!(friend_state.window_state & window_state_show)) {
|
|
friend_state.window_state |= window_state_need_attention;
|
|
#ifdef __WINDOWS__
|
|
auto wav_data = wav_files.find("overlay_friend_notification.wav");
|
|
if (wav_files.end() != wav_data && wav_data->second.size()) {
|
|
PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY);
|
|
} else {
|
|
PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::notify_sound_user_achievement()
|
|
{
|
|
if (settings->disable_overlay_achievement_notification) return;
|
|
|
|
#ifdef __WINDOWS__
|
|
auto wav_data = wav_files.find("overlay_achievement_notification.wav");
|
|
if (wav_files.end() != wav_data && wav_data->second.size()) {
|
|
PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Steam_Overlay::notify_sound_auto_accept_friend_invite()
|
|
{
|
|
#ifdef __WINDOWS__
|
|
auto wav_data = wav_files.find("overlay_friend_notification.wav");
|
|
if (wav_files.end() != wav_data && wav_data->second.size()) {
|
|
PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY);
|
|
} else {
|
|
PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int find_free_id(std::vector<int> &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, friend_window_state, Friend_Less> &friend_windows)
|
|
{
|
|
std::vector<int> ids{};
|
|
ids.reserve(friend_windows.size());
|
|
|
|
std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair<Friend const, friend_window_state> const& i)
|
|
{
|
|
ids.emplace_back(i.second.id);
|
|
});
|
|
|
|
return find_free_id(ids, base_friend_window_id);
|
|
}
|
|
|
|
int find_free_notification_id(std::vector<Notification> const& notifications)
|
|
{
|
|
std::vector<int> 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);
|
|
}
|
|
|
|
bool Steam_Overlay::submit_notification(
|
|
notification_type type,
|
|
const std::string &msg,
|
|
std::pair<const Friend, friend_window_state> *frd,
|
|
Overlay_Achievement *ach)
|
|
{
|
|
PRINT_DEBUG("%i", (int)type);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return false;
|
|
|
|
int id = find_free_notification_id(notifications);
|
|
if (id == 0) {
|
|
PRINT_DEBUG("error no free id to create a notification window");
|
|
return false;
|
|
}
|
|
|
|
Notification notif{};
|
|
notif.start_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
|
|
notif.id = id;
|
|
notif.type = (uint8)type;
|
|
notif.message = msg;
|
|
notif.frd = frd;
|
|
if (ach) notif.ach = *ach;
|
|
|
|
notifications.emplace_back(notif);
|
|
allow_renderer_frame_processing(true);
|
|
// uncomment this block to obscure cursor input and steal focus for these specific notifications
|
|
switch (type) {
|
|
// we want to steal focus for these ones
|
|
case notification_type::invite:
|
|
obscure_game_input(true);
|
|
break;
|
|
|
|
// not effective
|
|
case notification_type::achievement_progress:
|
|
case notification_type::achievement:
|
|
case notification_type::auto_accept_invite:
|
|
case notification_type::message:
|
|
// nothing
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("error unhandled type %i", (int)type);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Steam_Overlay::add_chat_message_notification(std::string const &message)
|
|
{
|
|
if (settings->disable_overlay_friend_notification) return;
|
|
|
|
PRINT_DEBUG("'%s'", message.c_str());
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
submit_notification(notification_type::message, message);
|
|
}
|
|
|
|
void Steam_Overlay::show_test_achievement()
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
Overlay_Achievement ach{};
|
|
ach.title = translationTestAchievement[current_language];
|
|
ach.description = "~~~ " + ach.title + " ~~~";
|
|
ach.achieved = true;
|
|
|
|
// random add icon
|
|
if (achievements.size()) {
|
|
size_t rand_idx = common_helpers::rand_number(achievements.size() - 1);
|
|
auto &rand_ach = achievements[rand_idx];
|
|
bool achieved = rand_idx < (achievements.size() / 2);
|
|
// force upload to GPU if the pagination is request-based
|
|
try_load_ach_icon(rand_ach, achieved, settings->paginated_achievements_icons == 0);
|
|
ach.icon = rand_ach.icon;
|
|
ach.icon_gray = rand_ach.icon_gray;
|
|
}
|
|
|
|
// randomly add progress
|
|
bool for_progress = false;
|
|
if (common_helpers::rand_number(1000) % 2) {
|
|
for_progress = true;
|
|
uint32 progress = (uint32)(common_helpers::rand_number(500) / 10 + 50); // [50, 100]
|
|
ach.max_progress = 100;
|
|
ach.progress = progress;
|
|
ach.achieved = false;
|
|
}
|
|
|
|
post_achievement_notification(ach, for_progress);
|
|
// here we always play the sound for testing
|
|
notify_sound_user_achievement();
|
|
}
|
|
|
|
void Steam_Overlay::build_friend_context_menu(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::steam_run_callback()
|
|
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::build_friend_window(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<float>::max() , std::numeric_limits<float>::max() });
|
|
|
|
ImGui::SetNextWindowBgAlpha(1.0f);
|
|
// 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();
|
|
}
|
|
|
|
|
|
std::chrono::milliseconds Steam_Overlay::get_notification_duration(notification_type type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case notification_type::message:
|
|
return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_chat);
|
|
|
|
case notification_type::invite:
|
|
return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_invitation);
|
|
|
|
case notification_type::achievement:
|
|
return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_achievement);
|
|
|
|
case notification_type::achievement_progress:
|
|
return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_progress);
|
|
|
|
case notification_type::auto_accept_invite:
|
|
return Notification::default_show_time;
|
|
}
|
|
|
|
PRINT_DEBUG("ERROR unhandled type %i", (int)type);
|
|
return Notification::default_show_time;
|
|
}
|
|
|
|
// set the position of the next notification
|
|
void Steam_Overlay::set_next_notification_pos(std::pair<float, float> scrn_size, std::chrono::milliseconds elapsed, std::chrono::milliseconds duration, const Notification ¬i, struct NotificationsCoords &coords)
|
|
{
|
|
const float scrn_width = scrn_size.first;
|
|
const float scrn_height = scrn_size.second;
|
|
|
|
auto &global_style = ImGui::GetStyle();
|
|
const float padding_all_sides = 2 * (global_style.WindowPadding.y + global_style.WindowPadding.x);
|
|
|
|
const float noti_width = scrn_width * Notification::width_percent;
|
|
const float msg_height = ImGui::CalcTextSize(
|
|
noti.message.c_str(),
|
|
noti.message.c_str() + noti.message.size(),
|
|
false,
|
|
noti_width - padding_all_sides - global_style.ItemSpacing.x
|
|
).y;
|
|
float noti_height = msg_height;
|
|
|
|
// get the required position
|
|
Overlay_Appearance::NotificationPosition pos = Overlay_Appearance::default_pos;
|
|
switch ((notification_type)noti.type) {
|
|
case notification_type::achievement_progress:
|
|
case notification_type::achievement: {
|
|
pos = settings->overlay_appearance.ach_earned_pos;
|
|
|
|
const float new_msg_height = ImGui::CalcTextSize(
|
|
noti.message.c_str(),
|
|
noti.message.c_str() + noti.message.size(),
|
|
false,
|
|
noti_width - padding_all_sides - global_style.ItemSpacing.x - settings->overlay_appearance.icon_size
|
|
).y;
|
|
const float new_noti_height = new_msg_height;
|
|
|
|
float biggest_noti_height = settings->overlay_appearance.icon_size;
|
|
if (biggest_noti_height < new_noti_height) biggest_noti_height = new_noti_height;
|
|
|
|
noti_height = biggest_noti_height;
|
|
|
|
if ((notification_type)noti.type == notification_type::achievement_progress) {
|
|
if (!noti.ach.value().achieved && noti.ach.value().max_progress > 0) {
|
|
noti_height += settings->overlay_appearance.font_size + global_style.WindowPadding.y;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case notification_type::invite: pos = settings->overlay_appearance.invite_pos; break;
|
|
case notification_type::message: pos = settings->overlay_appearance.chat_msg_pos; break;
|
|
default: PRINT_DEBUG("ERROR: unhandled notification type %i", (int)noti.type); break;
|
|
}
|
|
// add some y padding for niceness
|
|
noti_height += 2 * global_style.WindowPadding.y;
|
|
|
|
// 0 on the y-axis is top, 0 on the x-axis is left
|
|
float x = 0.0f;
|
|
float y = 0.0f;
|
|
float animate_size = 0.0f;
|
|
const float margin_y = settings->overlay_appearance.notification_margin_y;
|
|
const float margin_x = settings->overlay_appearance.notification_margin_x;
|
|
|
|
switch (pos) {
|
|
// top
|
|
case Overlay_Appearance::NotificationPosition::top_left:
|
|
animate_size = animate_factor(elapsed, duration) * noti_width;
|
|
x = margin_x - animate_size;
|
|
y = coords.top_left.second + margin_y;
|
|
coords.top_left.second = y + noti_height;
|
|
break;
|
|
case Overlay_Appearance::NotificationPosition::top_center:
|
|
animate_size = animate_factor(elapsed, duration) * noti_height;
|
|
x = (scrn_width / 2) - (noti_width / 2);
|
|
y = coords.top_center.second + margin_y - animate_size;
|
|
coords.top_center.second = y + noti_height;
|
|
break;
|
|
case Overlay_Appearance::NotificationPosition::top_right:
|
|
animate_size = animate_factor(elapsed, duration) * noti_width;
|
|
x = (scrn_width - noti_width - margin_x) + animate_size;
|
|
y = coords.top_right.second + margin_y;
|
|
coords.top_right.second = y + noti_height;
|
|
break;
|
|
|
|
// bot
|
|
case Overlay_Appearance::NotificationPosition::bot_left:
|
|
animate_size = animate_factor(elapsed, duration) * noti_width;
|
|
x = margin_x - animate_size;
|
|
y = scrn_height - coords.bot_left.second - margin_y - noti_height;
|
|
coords.bot_left.second = scrn_height - y;
|
|
break;
|
|
case Overlay_Appearance::NotificationPosition::bot_center:
|
|
animate_size = animate_factor(elapsed, duration) * noti_height;
|
|
x = (scrn_width / 2) - (noti_width / 2);
|
|
y = scrn_height - coords.bot_center.second - margin_y - noti_height + animate_size;
|
|
coords.bot_center.second = scrn_height - y;
|
|
break;
|
|
case Overlay_Appearance::NotificationPosition::bot_right:
|
|
animate_size = animate_factor(elapsed, duration) * noti_width;
|
|
x = (scrn_width - noti_width - margin_x) + animate_size;
|
|
y = scrn_height - coords.bot_right.second - margin_y - noti_height;
|
|
coords.bot_right.second = scrn_height - y;
|
|
break;
|
|
|
|
default: /* satisfy compiler warning */ break;
|
|
}
|
|
|
|
ImGui::SetNextWindowPos(ImVec2( x, y ));
|
|
ImGui::SetNextWindowSize(ImVec2(noti_width, noti_height));
|
|
}
|
|
|
|
float Steam_Overlay::animate_factor(std::chrono::milliseconds elapsed, std::chrono::milliseconds duration)
|
|
{
|
|
if (settings->overlay_appearance.notification_animation <= 0) return 0.0f; // no animation
|
|
|
|
std::chrono::milliseconds animation_duration(settings->overlay_appearance.notification_animation);
|
|
// PRINT_DEBUG("ELAPSED %u/%u/%u", (uint32)elapsed.count(), (uint32)duration.count(), (uint32)animation_duration.count());
|
|
|
|
float factor = 0.0f;
|
|
if (elapsed < animation_duration) { // sliding in
|
|
factor = 1.0f - (static_cast<float>(elapsed.count()) / animation_duration.count());
|
|
// PRINT_DEBUG("SHOW FACTOR %f", factor);
|
|
} else {
|
|
// time between sliding in/out animation
|
|
// here we add the animation duration because we want to count after the animation
|
|
// if we have 1 sec animation & 2 sec show time:
|
|
// the duration will start at < 1 sec during the initial animation
|
|
// after the animation (1 sec), the duration will be >= 1 sec
|
|
// but since we want 2 sec show time, the duration must last 3 sec
|
|
auto steady_time = animation_duration + duration;
|
|
if (elapsed > steady_time) {
|
|
factor = static_cast<float>((elapsed - steady_time).count()) / animation_duration.count();
|
|
// PRINT_DEBUG("HIDE FACTOR %f", factor);
|
|
}
|
|
}
|
|
|
|
return factor;
|
|
}
|
|
|
|
void Steam_Overlay::add_ach_progressbar(const Overlay_Achievement &ach)
|
|
{
|
|
if (!ach.achieved && ach.max_progress > 0) {
|
|
char buf[32]{};
|
|
sprintf(buf, "%u/%u", ach.progress, ach.max_progress);
|
|
ImGui::ProgressBar((float)ach.progress / ach.max_progress, { -1 , settings->overlay_appearance.font_size }, buf);
|
|
}
|
|
}
|
|
|
|
ImVec4 Steam_Overlay::get_notification_bg_rgba_safe()
|
|
{
|
|
if (settings->overlay_appearance.notification_r >= 0 &&
|
|
settings->overlay_appearance.notification_g >= 0 &&
|
|
settings->overlay_appearance.notification_b >= 0 &&
|
|
settings->overlay_appearance.notification_a >= 0)
|
|
{
|
|
return ImVec4(
|
|
settings->overlay_appearance.notification_r,
|
|
settings->overlay_appearance.notification_g,
|
|
settings->overlay_appearance.notification_b,
|
|
settings->overlay_appearance.notification_a
|
|
);
|
|
}
|
|
|
|
// fallback to dark-gray background
|
|
return ImVec4(
|
|
0.12f,
|
|
0.14f,
|
|
0.21f,
|
|
1.0f
|
|
);
|
|
}
|
|
|
|
void Steam_Overlay::build_notifications(float width, float height)
|
|
{
|
|
auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
|
|
std::queue<Friend> friend_actions_temp{};
|
|
|
|
ImGui::PushFont(font_notif);
|
|
// Add window rounding
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, settings->overlay_appearance.notification_rounding);
|
|
|
|
NotificationsCoords coords{};
|
|
for (auto it = notifications.begin(); it != notifications.end(); ++it) {
|
|
auto noti_duration = get_notification_duration((notification_type)it->type);
|
|
if (noti_duration.count() <= 0) {
|
|
it->expired = true;
|
|
continue;
|
|
}
|
|
|
|
// *2 for sliding in & out animation
|
|
auto total_allowed_duration = noti_duration + std::chrono::milliseconds(settings->overlay_appearance.notification_animation * 2);
|
|
auto elapsed_notif = now - it->start_time;
|
|
if (elapsed_notif > total_allowed_duration) {
|
|
it->expired = true;
|
|
continue;
|
|
}
|
|
|
|
float settings_noti_alpha = settings->overlay_appearance.notification_a >= 0.0f && settings->overlay_appearance.notification_a <= 1.0f
|
|
? settings->overlay_appearance.notification_a
|
|
: 1.0f;
|
|
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, settings_noti_alpha));
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, get_notification_bg_rgba_safe());
|
|
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, settings_noti_alpha * 2));
|
|
|
|
// some extra window flags for each notification type
|
|
ImGuiWindowFlags extra_flags = ImGuiWindowFlags_NoFocusOnAppearing;
|
|
switch ((notification_type)it->type) {
|
|
// games like "Mafia Definitive Edition" will pause the entire game/scene if focus was stolen
|
|
// be less intrusive for notifications that do not require interaction
|
|
case notification_type::achievement_progress:
|
|
case notification_type::achievement:
|
|
case notification_type::auto_accept_invite:
|
|
case notification_type::message:
|
|
extra_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoInputs;
|
|
break;
|
|
|
|
case notification_type::invite:
|
|
// nothing
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("error unhandled flags for type %i", (int)it->type);
|
|
break;
|
|
}
|
|
|
|
std::string wnd_name = "NotiPopupShow" + std::to_string(it->id);
|
|
|
|
set_next_notification_pos({width, height}, elapsed_notif, noti_duration, *it, coords);
|
|
if (ImGui::Begin(wnd_name.c_str(), nullptr,
|
|
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize | extra_flags)) {
|
|
switch ((notification_type)it->type) {
|
|
case notification_type::achievement_progress:
|
|
case notification_type::achievement: {
|
|
const auto &ach = it->ach.value();
|
|
auto &icon_rsrc = (notification_type)it->type == notification_type::achievement
|
|
? ach.icon
|
|
: ach.icon_gray;
|
|
if (icon_rsrc->GetResourceId() != 0 && 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(icon_rsrc->GetResourceId(), 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());
|
|
}
|
|
|
|
if ((notification_type)it->type == notification_type::achievement_progress) {
|
|
add_ach_progressbar(ach);
|
|
}
|
|
}
|
|
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);
|
|
// when we click "accept game invite" from someone else, we want to remove this notification immediately since it's no longer relevant
|
|
// this assignment will make the notification elapsed time insanely large
|
|
it->start_time = {};
|
|
}
|
|
}
|
|
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;
|
|
|
|
default:
|
|
PRINT_DEBUG("error unhandled notification for type %i", (int)it->type);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
ImGui::End();
|
|
|
|
ImGui::PopStyleColor(3);
|
|
}
|
|
|
|
ImGui::PopStyleVar();
|
|
ImGui::PopFont();
|
|
|
|
// erase all notifications whose visible time exceeded the max
|
|
notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [this](const Notification &item) {
|
|
if (item.expired) {
|
|
PRINT_DEBUG("removing a notification");
|
|
allow_renderer_frame_processing(false);
|
|
// uncomment this block to restore app input focus
|
|
switch ((notification_type)item.type) {
|
|
// we want to restore focus for these ones
|
|
case notification_type::invite:
|
|
obscure_game_input(false);
|
|
break;
|
|
|
|
// not effective
|
|
case notification_type::achievement_progress:
|
|
case notification_type::achievement:
|
|
case notification_type::auto_accept_invite:
|
|
case notification_type::message:
|
|
// nothing
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("error unhandled remove for type %i", (int)item.type);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}), notifications.end());
|
|
|
|
if (!friend_actions_temp.empty()) {
|
|
while (!friend_actions_temp.empty()) {
|
|
has_friend_action.push(friend_actions_temp.front());
|
|
friend_actions_temp.pop();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::add_auto_accept_invite_notification()
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
char tmp[TRANSLATION_BUFFER_SIZE]{};
|
|
snprintf(tmp, sizeof(tmp), "%s", translationAutoAcceptFriendInvite[current_language]);
|
|
|
|
submit_notification(notification_type::auto_accept_invite, tmp);
|
|
notify_sound_auto_accept_friend_invite();
|
|
}
|
|
|
|
void Steam_Overlay::add_invite_notification(std::pair<const Friend, friend_window_state>& wnd_state)
|
|
{
|
|
if (settings->disable_overlay_friend_notification) return;
|
|
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
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());
|
|
|
|
submit_notification(notification_type::invite, tmp, &wnd_state);
|
|
}
|
|
|
|
void Steam_Overlay::post_achievement_notification(Overlay_Achievement &ach, bool for_progress)
|
|
{
|
|
if (settings->disable_overlay_achievement_notification) return;
|
|
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
bool achieved = !for_progress; // for progress notifications we want to load the gray icon
|
|
// force upload to GPU if the pagination is request-based
|
|
try_load_ach_icon(ach, achieved, settings->paginated_achievements_icons == 0);
|
|
submit_notification(
|
|
for_progress ? notification_type::achievement_progress : notification_type::achievement,
|
|
ach.title + "\n" + ach.description,
|
|
{},
|
|
&ach
|
|
);
|
|
}
|
|
|
|
bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved, bool upload_new_icon_to_gpu)
|
|
{
|
|
if (!_renderer) return false;
|
|
if (settings->paginated_achievements_icons < 0) return false; // no icons are loaded anyway
|
|
if (!settings->overlay_upload_achs_icons_to_gpu) return false; // don't upload anything to the GPU
|
|
|
|
auto &icon_rsrc = achieved ? ach.icon : ach.icon_gray;
|
|
if (icon_rsrc->GetResourceId() != 0) return true;
|
|
|
|
// icons needs to be loaded, but we're not allowed
|
|
if (!upload_new_icon_to_gpu) return false;
|
|
|
|
int &icon_handle = achieved ? ach.icon_handle : ach.icon_gray_handle;
|
|
if (Settings::UNLOADED_IMAGE_HANDLE == icon_handle) { // not loaded yet
|
|
icon_handle = get_steam_client()->steam_user_stats->get_achievement_icon_handle(ach.name, achieved);
|
|
}
|
|
auto image_info = settings->get_image(icon_handle);
|
|
if (image_info) {
|
|
int icon_size = static_cast<int>(settings->overlay_appearance.icon_size);
|
|
icon_rsrc->SetAutoLoad(InGameOverlay::ResourceAutoLoad_t::OnUse);
|
|
icon_rsrc->AttachResource((void*)image_info->data.c_str(), icon_size, icon_size);
|
|
|
|
PRINT_DEBUG("'%s' (result=%i)", ach.name.c_str(), (int)icon_rsrc->GetResourceId() != 0);
|
|
}
|
|
|
|
return icon_rsrc->GetResourceId() != 0;
|
|
}
|
|
|
|
// Try to make this function as short as possible or it might affect game's fps.
|
|
void Steam_Overlay::overlay_render_proc()
|
|
{
|
|
std::lock_guard lock(overlay_mutex);
|
|
|
|
if (!Ready()) return;
|
|
|
|
if (show_overlay) {
|
|
render_main_window();
|
|
}
|
|
|
|
if (notifications.size()) {
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
build_notifications(io.DisplaySize.x, io.DisplaySize.y);
|
|
}
|
|
|
|
load_next_ach_icon();
|
|
}
|
|
|
|
uint32 Steam_Overlay::apply_global_style_color()
|
|
{
|
|
uint32 style_color_stack = 0;
|
|
if ((settings->overlay_appearance.background_r >= 0) &&
|
|
(settings->overlay_appearance.background_g >= 0) &&
|
|
(settings->overlay_appearance.background_b >= 0) &&
|
|
(settings->overlay_appearance.background_a >= 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);
|
|
style_color_stack += 1;
|
|
}
|
|
|
|
if ((settings->overlay_appearance.element_r >= 0) &&
|
|
(settings->overlay_appearance.element_g >= 0) &&
|
|
(settings->overlay_appearance.element_b >= 0) &&
|
|
(settings->overlay_appearance.element_a >= 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);
|
|
style_color_stack += 4;
|
|
}
|
|
|
|
if ((settings->overlay_appearance.element_hovered_r >= 0) &&
|
|
(settings->overlay_appearance.element_hovered_g >= 0) &&
|
|
(settings->overlay_appearance.element_hovered_b >= 0) &&
|
|
(settings->overlay_appearance.element_hovered_a >= 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);
|
|
style_color_stack += 4;
|
|
}
|
|
|
|
if ((settings->overlay_appearance.element_active_r >= 0) &&
|
|
(settings->overlay_appearance.element_active_g >= 0) &&
|
|
(settings->overlay_appearance.element_active_b >= 0) &&
|
|
(settings->overlay_appearance.element_active_a >= 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);
|
|
style_color_stack += 5;
|
|
}
|
|
|
|
return style_color_stack;
|
|
}
|
|
|
|
// Try to make this function as short as possible or it might affect game's fps.
|
|
void Steam_Overlay::render_main_window()
|
|
{
|
|
char tmp[TRANSLATION_BUFFER_SIZE]{};
|
|
snprintf(tmp, sizeof(tmp), translationRenderer[current_language], (_renderer == nullptr ? "Unknown" : _renderer->GetLibraryName()));
|
|
std::string windowTitle{};
|
|
// Note: don't translate this, project and author names are nouns, they must be kept intact for proper referral
|
|
// think of it as translating "Protobuf - Google"
|
|
windowTitle.append("Ingame Overlay project - Nemirtingas (").append(tmp).append(")");
|
|
|
|
bool show = true;
|
|
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
|
|
ImGui::PushFont(font_default);
|
|
uint32 style_color_stack = apply_global_style_color();
|
|
|
|
ImGui::SetNextWindowPos({ 0, 0 });
|
|
ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y });
|
|
if (ImGui::Begin(windowTitle.c_str(), &show,
|
|
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
|
ImGuiWindowFlags_NoBringToFrontOnFocus)) {
|
|
if (show_user_info) {
|
|
ImGui::LabelText("##playinglabel", translationUserPlaying[current_language],
|
|
settings->get_local_name(),
|
|
settings->get_local_steam_id().ConvertToUint64(),
|
|
settings->get_local_game_id().AppID());
|
|
}
|
|
|
|
ImGui::Spacing();
|
|
|
|
ImGui::SameLine();
|
|
// user clicked on "toggle user info"
|
|
if (ImGui::Button(translationToggleUserInfo[current_language])) {
|
|
show_user_info = !show_user_info;
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
// user clicked on "show achievements"
|
|
if (ImGui::Button(translationShowAchievements[current_language])) {
|
|
show_achievements = !show_achievements;
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
// user clicked on "test achievement"
|
|
if (ImGui::Button(translationTestAchievement[current_language])) {
|
|
show_test_achievement();
|
|
}
|
|
|
|
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::SameLine();
|
|
// user clicked on "settings"
|
|
if (ImGui::Button(translationSettings[current_language])) {
|
|
show_settings = !show_settings;
|
|
}
|
|
|
|
ImGui::Spacing();
|
|
ImGui::Spacing();
|
|
ImGui::LabelText("##label", "%s", translationFriends[current_language]);
|
|
|
|
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", static_cast<int>(friends.size()))) {
|
|
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i) {
|
|
ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id);
|
|
|
|
ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
|
build_friend_context_menu(i.first, i.second);
|
|
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) {
|
|
i.second.window_state |= window_state_show;
|
|
}
|
|
|
|
ImGui::PopID();
|
|
|
|
build_friend_window(i.first, i.second);
|
|
});
|
|
ImGui::EndListBox();
|
|
}
|
|
}
|
|
|
|
// user clicked on "show achievements" button
|
|
if (show_achievements && achievements.size()) {
|
|
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192));
|
|
ImGui::SetNextWindowBgAlpha(1.0f);
|
|
if (ImGui::Begin(translationAchievementWindow[current_language], &show_achievements)) {
|
|
ImGui::Text("%s", translationListOfAchievements[current_language]);
|
|
ImGui::BeginChild(translationAchievements[current_language]);
|
|
for (auto & x : achievements) {
|
|
bool achieved = x.achieved;
|
|
bool hidden = x.hidden && !achieved;
|
|
|
|
// force upload to GPU if the pagination is request-based
|
|
try_load_ach_icon(x, true, settings->paginated_achievements_icons == 0);
|
|
try_load_ach_icon(x, false, settings->paginated_achievements_icons == 0);
|
|
|
|
ImGui::Separator();
|
|
|
|
bool could_create_ach_table_entry = false;
|
|
if (x.icon->GetResourceId() != 0 || x.icon_gray->GetResourceId() != 0) {
|
|
if (ImGui::BeginTable(x.title.c_str(), 2)) {
|
|
could_create_ach_table_entry = true;
|
|
|
|
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);
|
|
auto &icon_rsrc = achieved ? x.icon : x.icon_gray;
|
|
if (icon_rsrc->GetResourceId() != 0) {
|
|
ImGui::Image(
|
|
icon_rsrc->GetResourceId(),
|
|
ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size)
|
|
);
|
|
}
|
|
|
|
ImGui::TableSetColumnIndex(1);
|
|
// the next column is the achievement text below
|
|
}
|
|
}
|
|
|
|
// we want to display the ach text regardless the icons were displayed or not
|
|
ImGui::Text("%s", x.title.c_str());
|
|
|
|
if (hidden) {
|
|
ImGui::Text("%s", 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;
|
|
size_t written = std::strftime(buffer, sizeof(buffer), settings->overlay_appearance.ach_unlock_datetime_format.c_str(), std::localtime(&unlock_time));
|
|
if (!written) { // count was reached before the entire string could be stored, keep it safe
|
|
std::strftime(buffer, sizeof(buffer), "%Y/%m/%d - %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), "%s", translationNotAchieved[current_language]);
|
|
}
|
|
add_ach_progressbar(x);
|
|
|
|
if (could_create_ach_table_entry) ImGui::EndTable();
|
|
|
|
ImGui::Separator();
|
|
}
|
|
ImGui::EndChild();
|
|
}
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
// user clicked on "settings" button
|
|
if (show_settings) {
|
|
ImGui::SetNextWindowBgAlpha(1.0f);
|
|
if (ImGui::Begin(translationGlobalSettingsWindow[current_language], &show_settings)) {
|
|
ImGui::Text("%s", translationGlobalSettingsWindowDescription[current_language]);
|
|
|
|
ImGui::Separator();
|
|
|
|
ImGui::Text("%s", translationUsername[current_language]);
|
|
ImGui::SameLine();
|
|
ImGui::InputText("##username", username_text, sizeof(username_text), 0);
|
|
|
|
ImGui::Separator();
|
|
|
|
ImGui::Text("%s", translationLanguage[current_language]);
|
|
ImGui::ListBox("##language", ¤t_language, valid_languages, sizeof(valid_languages) / sizeof(valid_languages[0]), 7);
|
|
ImGui::Text(translationSelectedLanguage[current_language], valid_languages[current_language]);
|
|
|
|
ImGui::Separator();
|
|
|
|
ImGui::Text("%s", translationRestartTheGameToApply[current_language]);
|
|
if (ImGui::Button(translationSave[current_language])) {
|
|
save_settings = true;
|
|
show_settings = false;
|
|
}
|
|
}
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
// we have a url to open/display
|
|
if (show_url.size()) {
|
|
std::string url = show_url;
|
|
bool show = true;
|
|
ImGui::SetNextWindowBgAlpha(1.0f);
|
|
if (ImGui::Begin(URL_WINDOW_NAME, &show)) {
|
|
ImGui::Text("%s", 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_bad_appid;
|
|
if (show_warning) {
|
|
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192));
|
|
ImGui::SetNextWindowFocus();
|
|
ImGui::SetNextWindowBgAlpha(1.0f);
|
|
if (ImGui::Begin(translationWarning[current_language], &show_warning)) {
|
|
if (warn_bad_appid) {
|
|
ImGui::TextColored(ImVec4(255, 0, 0, 255),
|
|
"%s %s %s",
|
|
translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]);
|
|
ImGui::TextWrapped("%s", translationWarningDescription_badAppid[current_language]);
|
|
ImGui::TextColored(ImVec4(255, 0, 0, 255),
|
|
"%s %s %s",
|
|
translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]);
|
|
}
|
|
if (warn_local_save) {
|
|
ImGui::TextColored(ImVec4(255, 0, 0, 255),
|
|
"%s %s %s",
|
|
translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]);
|
|
ImGui::TextWrapped("%s", translationWarningDescription_localSave[current_language]);
|
|
ImGui::TextColored(ImVec4(255, 0, 0, 255),
|
|
"%s %s %s",
|
|
translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]);
|
|
}
|
|
}
|
|
|
|
ImGui::End();
|
|
// if button closed, don't show the warning again
|
|
if (!show_warning) {
|
|
warn_local_save = false;
|
|
warn_bad_appid = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
ImGui::End();
|
|
|
|
if (style_color_stack) ImGui::PopStyleColor(style_color_stack);
|
|
ImGui::PopFont();
|
|
|
|
if (!show) {
|
|
ShowOverlay(false);
|
|
}
|
|
|
|
}
|
|
|
|
void Steam_Overlay::load_next_ach_icon()
|
|
{
|
|
// this function only works when icons pagination is active, request-based loading is not supported too (pagination=0)
|
|
if (!settings->overlay_upload_achs_icons_to_gpu || settings->paginated_achievements_icons <= 0 || achievements.empty()) return;
|
|
|
|
size_t linear_idx = last_loaded_ach_icon / 2; // 2 icons per achievement, 1 achieved, 1 unachieved
|
|
if (linear_idx >= achievements.size()) {
|
|
last_loaded_ach_icon = 0;
|
|
linear_idx = 0;
|
|
}
|
|
|
|
#ifndef EMU_RELEASE_BUILD
|
|
auto now1 = std::chrono::high_resolution_clock::now();
|
|
#endif
|
|
|
|
auto &ach = achievements.at(linear_idx);
|
|
++last_loaded_ach_icon;
|
|
|
|
bool achieved = last_loaded_ach_icon % 2 != 0;
|
|
auto &icon_rsrc = achieved ? ach.icon : ach.icon_gray;
|
|
// always force upload to GPU in background-loading mode (pagination > 0)
|
|
bool loaded = try_load_ach_icon(ach, achieved, true);
|
|
|
|
#ifndef EMU_RELEASE_BUILD
|
|
if (loaded) {
|
|
auto now2 = std::chrono::high_resolution_clock::now();
|
|
auto dd = (unsigned)std::chrono::duration_cast<std::chrono::milliseconds>(now2 - now1).count();
|
|
PRINT_DEBUG("uploaded an achievement icon to GPU in %u ms", dd);
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
void Steam_Overlay::SetupOverlay()
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
bool not_called_yet = false;
|
|
if (setup_overlay_called.compare_exchange_weak(not_called_yet, true)) {
|
|
if (settings->overlay_hook_delay_sec > 0) {
|
|
PRINT_DEBUG("waiting %i seconds", settings->overlay_hook_delay_sec);
|
|
renderer_detector_delay_thread.start();
|
|
} else {
|
|
// "HITMAN 3" fails if the detector was started later (after a delay)
|
|
// so request the renderer detector immediately (the old behavior)
|
|
request_renderer_detector();
|
|
set_renderer_hook_timeout();
|
|
renderer_hook_init_thread.start();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::UnSetupOverlay()
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
bool already_called = true;
|
|
if (setup_overlay_called.compare_exchange_weak(already_called, false)) {
|
|
is_ready = false;
|
|
|
|
renderer_hook_init_thread.kill();
|
|
renderer_detector_delay_thread.kill();
|
|
|
|
// stop internal frame processing & restore cursor
|
|
if (_renderer) {
|
|
// for some reason this gets triggered after the overlay instance has been destroyed
|
|
// I assume because the game de-initializes DX later after closing Steam APIs
|
|
// this hacky solution just sets it to an empty function
|
|
_renderer->OverlayHookReady = [](InGameOverlay::OverlayHookState){};
|
|
_renderer->OverlayProc = [](){};
|
|
|
|
allow_renderer_frame_processing(false, true);
|
|
obscure_game_input(false);
|
|
|
|
PRINT_DEBUG("releasing any images resources");
|
|
for (auto &ach : achievements) {
|
|
if (ach.icon->GetResourceId() != 0) {
|
|
ach.icon->Unload();
|
|
}
|
|
|
|
if (ach.icon_gray->GetResourceId() != 0) {
|
|
ach.icon_gray->Unload();
|
|
}
|
|
}
|
|
|
|
// manually calling this dtor looks bad, but it actually prevents a lot of crashes on exit, don't remove it!
|
|
// many DX12 games will crash on exit if the hook wasn't manually removed (ex appid 2933080, 1583230)
|
|
_renderer->~RendererHook_t();
|
|
_renderer = nullptr;
|
|
}
|
|
|
|
cleanup_renderer_hook();
|
|
}
|
|
|
|
PRINT_DEBUG("done *********");
|
|
}
|
|
|
|
bool Steam_Overlay::Ready() const
|
|
{
|
|
return !settings->disable_overlay && is_ready && late_init_imgui;
|
|
}
|
|
|
|
bool Steam_Overlay::NeedPresent() const
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
return !settings->disable_overlay;
|
|
}
|
|
|
|
void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG("TODO %i", (int)eNotificationPosition);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
notif_position = eNotificationPosition;
|
|
}
|
|
|
|
void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG("TODO x=%i y=%i", nHorizontalInset, nVerticalInset);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
h_inset = nHorizontalInset;
|
|
v_inset = nVerticalInset;
|
|
}
|
|
|
|
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
|
|
{
|
|
PRINT_DEBUG("TODO %llu", lobbyId.ConvertToUint64());
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
ShowOverlay(true);
|
|
}
|
|
|
|
void Steam_Overlay::OpenOverlay(const char* pchDialog)
|
|
{
|
|
PRINT_DEBUG("TODO '%s'", pchDialog);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
// TODO: Show pages depending on pchDialog
|
|
if ((strncmp(pchDialog, "Friends", sizeof("Friends") - 1) == 0) && (settings->overlayAutoAcceptInvitesCount() > 0)) {
|
|
PRINT_DEBUG("won't open overlay's friends list because some friends are defined in the auto accept list");
|
|
add_auto_accept_invite_notification();
|
|
} else {
|
|
ShowOverlay(true);
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::OpenOverlayWebpage(const char* pchURL)
|
|
{
|
|
PRINT_DEBUG("TODO '%s'", pchURL);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
show_url = pchURL;
|
|
ShowOverlay(true);
|
|
}
|
|
|
|
bool Steam_Overlay::ShowOverlay() const
|
|
{
|
|
return show_overlay;
|
|
}
|
|
|
|
void Steam_Overlay::ShowOverlay(bool state)
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready() || show_overlay == state) return;
|
|
|
|
show_overlay = state;
|
|
overlay_state_changed = true;
|
|
|
|
PRINT_DEBUG("%i", (int)state);
|
|
|
|
Steam_Overlay::allow_renderer_frame_processing(state);
|
|
Steam_Overlay::obscure_game_input(state);
|
|
|
|
}
|
|
|
|
void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
|
|
{
|
|
PRINT_DEBUG("%" PRIu64 " %llu", friendId.id(), lobbyId);
|
|
std::lock_guard<std::recursive_mutex> 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;
|
|
add_invite_notification(*i);
|
|
notify_sound_user_invite(i->second);
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
|
|
{
|
|
PRINT_DEBUG("%" PRIu64 " '%s'", friendId.id(), connect_str);
|
|
std::lock_guard<std::recursive_mutex> 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;
|
|
add_invite_notification(*i);
|
|
notify_sound_user_invite(i->second);
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::FriendConnect(Friend _friend)
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG("%" PRIu64 "", _friend.id());
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
// players connections might happen earlier before the overlay is ready
|
|
// we don't want to miss them
|
|
//if (!Ready()) return;
|
|
|
|
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("error no free id to create a friend window");
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::FriendDisconnect(Friend _friend)
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG("%" PRIu64 "", _friend.id());
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
// players connections might happen earlier before the overlay is ready
|
|
// we don't want to miss them
|
|
//if (!Ready()) return;
|
|
|
|
auto it = friends.find(_friend);
|
|
if (it != friends.end())
|
|
friends.erase(it);
|
|
}
|
|
|
|
// show a notification when the user unlocks an achievement
|
|
void Steam_Overlay::AddAchievementNotification(const std::string &ach_name, nlohmann::json const &ach, bool for_progress)
|
|
{
|
|
if (settings->disable_overlay) return;
|
|
|
|
PRINT_DEBUG("'%s' %i", ach_name.c_str(), (int)for_progress);
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
if (!Ready()) return;
|
|
|
|
// don't return early when disable_overlay_achievement_notification is true
|
|
// otherwise when you open the achievements list/menu you won't see the new unlock status
|
|
|
|
for (auto &a : achievements) {
|
|
if (a.name == ach_name) {
|
|
try {
|
|
// lock to prevent modifications to this json object
|
|
std::lock_guard<std::recursive_mutex> lock2(global_mutex);
|
|
|
|
a.achieved = ach.value("earned", false);
|
|
a.unlock_time = ach.value("earned_time", static_cast<uint32>(0));
|
|
a.progress = ach.value("progress", static_cast<uint32>(0));
|
|
a.max_progress = ach.value("max_progress", static_cast<uint32>(0));
|
|
} catch(...) {}
|
|
|
|
if (a.achieved && !for_progress) { // here we don't show the progress indications
|
|
post_achievement_notification(a, for_progress);
|
|
notify_sound_user_achievement();
|
|
} else if (for_progress && !settings->disable_overlay_achievement_progress) { // progress indication is shown for locked achievements only
|
|
// post notification if this isn't a progress, or a progress and the user didn't disable these notifications
|
|
post_achievement_notification(a, for_progress);
|
|
// don't play sound
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// -- steam run callbacks --
|
|
void Steam_Overlay::steam_run_callback_update_my_lobby()
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
|
if (std::string(steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect")).length() > 0) {
|
|
i_have_lobby = true;
|
|
} else if (settings->get_lobby().IsValid()) {
|
|
i_have_lobby = true;
|
|
} else {
|
|
i_have_lobby = false;
|
|
}
|
|
}
|
|
|
|
bool Steam_Overlay::is_friend_joinable(std::pair<const Friend, friend_window_state> &f)
|
|
{
|
|
PRINT_DEBUG("%" PRIu64 "", f.first.id());
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
|
|
|
if (std::string(steamFriends->get_friend_rich_presence_silent((uint64)f.first.id(), "connect")).length() > 0 ) {
|
|
PRINT_DEBUG("%" PRIu64 " true (connect string)", f.first.id());
|
|
return true;
|
|
}
|
|
|
|
FriendGameInfo_t friend_game_info{};
|
|
steamFriends->GetFriendGamePlayed((uint64)f.first.id(), &friend_game_info);
|
|
if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) {
|
|
PRINT_DEBUG("%" PRIu64 " true (friend in a game)", f.first.id());
|
|
return true;
|
|
}
|
|
|
|
PRINT_DEBUG("%" PRIu64 " false", f.first.id());
|
|
return false;
|
|
}
|
|
|
|
void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking)
|
|
{
|
|
std::string connect_str = steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect");
|
|
if (connect_str.length() > 0) {
|
|
steamFriends->InviteUserToGame(friend_id, connect_str.c_str());
|
|
PRINT_DEBUG("sent game invitation to friend with id = %llu", friend_id);
|
|
} else if (settings->get_lobby().IsValid()) {
|
|
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
|
PRINT_DEBUG("sent lobby invitation to friend with id = %llu", friend_id);
|
|
}
|
|
}
|
|
|
|
void Steam_Overlay::steam_run_callback_friends_actions()
|
|
{
|
|
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
|
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
|
|
|
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i) {
|
|
i.second.joinable = is_friend_joinable(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) {
|
|
invite_friend(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->get_friend_rich_presence_silent(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();
|
|
}
|
|
|
|
}
|
|
|
|
void Steam_Overlay::steam_run_callback()
|
|
{
|
|
if (!Ready()) return;
|
|
|
|
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) {
|
|
save_settings = false;
|
|
|
|
const 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();
|
|
}
|
|
|
|
steam_run_callback_update_my_lobby();
|
|
|
|
// 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", 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();
|
|
invite_friend(friend_id, steamFriends, steamMatchmaking);
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't wait to lock the overlay mutex
|
|
// * the overlay proc might be active and holding the overlay mutex
|
|
// * this steam callback will be blocked, but it has the global mutex locked
|
|
// * the overlay proc tries to lock the global mutex, but since we have it, it will be blocked forever
|
|
if (overlay_mutex.try_lock()) {
|
|
if (Ready()) {
|
|
// ==============================================================
|
|
// call steam callbacks that has to change the overlay state here
|
|
// ==============================================================
|
|
|
|
steam_run_callback_friends_actions();
|
|
}
|
|
|
|
overlay_mutex.unlock();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// -- steam networking callbacks --
|
|
void Steam_Overlay::networking_msg_received(Common_Message *msg)
|
|
{
|
|
if (msg->has_steam_messages()) {
|
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
|
|
|
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;
|
|
}
|
|
|
|
add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message());
|
|
notify_sound_user_invite(friend_info->second);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|