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#ifndef __INCLUDED_STEAM_OVERLAY_H__
#define __INCLUDED_STEAM_OVERLAY_H__
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#include "dll/base.h"
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#include <map>
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#include <queue>
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#ifdef EMU_OVERLAY
#include <future>
#include <atomic>
#include <memory>
#include "InGameOverlay/RendererHook.h"
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static constexpr size_t max_chat_len = 768;
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enum window_state
{
window_state_none = 0,
window_state_show = 1<<0,
window_state_invite = 1<<1,
window_state_join = 1<<2,
window_state_lobby_invite = 1<<3,
window_state_rich_invite = 1<<4,
window_state_send_message = 1<<5,
window_state_need_attention = 1<<6,
};
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struct friend_window_state
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{
int id;
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uint8 window_state;
std::string window_title;
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union // The invitation (if any)
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{
uint64 lobbyId;
char connect[k_cchMaxRichPresenceValueLength];
};
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std::string chat_history;
char chat_input[max_chat_len];
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bool joinable;
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};
struct Friend_Less
{
bool operator()(const Friend& lhs, const Friend& rhs) const
{
return lhs.id() < rhs.id();
}
};
enum notification_type
{
notification_type_message = 0,
notification_type_invite,
notification_type_achievement,
notification_type_auto_accept_invite,
};
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struct Notification
{
static constexpr float width_percent = 0.25f; // percentage from total width
static constexpr float height = 6.5f;
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static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out;
static constexpr std::chrono::milliseconds fade_out_start = show_time - fade_out;
int id;
uint8 type;
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std::chrono::seconds start_time;
std::string message;
std::pair<const Friend, friend_window_state>* frd;
std::weak_ptr<uint64_t> icon;
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};
struct Overlay_Achievement
{
std::string name;
std::string title;
std::string description;
std::string icon_name;
std::string icon_gray_name;
bool hidden;
bool achieved;
uint32 unlock_time;
std::weak_ptr<uint64_t> icon;
std::weak_ptr<uint64_t> icon_gray;
// avoids spam loading on failure
constexpr const static int ICON_LOAD_MAX_TRIALS = 3;
uint8_t icon_load_trials = ICON_LOAD_MAX_TRIALS;
uint8_t icon_gray_load_trials = ICON_LOAD_MAX_TRIALS;
};
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struct NotificationsIndexes
{
int top_left = 0, top_center = 0, top_right = 0;
int bot_left = 0, bot_center = 0, bot_right = 0;
};
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class Steam_Overlay
{
constexpr static const char ACH_FALLBACK_DIR[] = "achievement_images";
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Settings* settings;
SteamCallResults* callback_results;
SteamCallBacks* callbacks;
RunEveryRunCB* run_every_runcb;
Networking* network;
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// friend id, show client window (to chat and accept invite maybe)
std::map<Friend, friend_window_state, Friend_Less> friends{};
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bool is_ready = false;
ENotificationPosition notif_position = ENotificationPosition::k_EPositionBottomLeft;
int h_inset = 0;
int v_inset = 0;
std::string show_url{};
std::vector<Overlay_Achievement> achievements{};
bool show_overlay = false;
bool show_achievements = false;
bool show_settings = false;
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// disable input when force_*.txt file is used
bool disable_user_input = false;
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// warn when force_*.txt file is used
bool warn_forced_setting = false;
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// warn when using local save
bool warn_local_save = false;
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// warn when app ID = 0
bool warn_bad_appid = false;
char username_text[256]{};
std::atomic<bool> save_settings = false;
int current_language = 0;
std::string warning_message{};
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// Callback infos
std::queue<Friend> has_friend_action{};
std::vector<Notification> notifications{};
// used when the button "Invite all" is clicked
std::atomic<bool> invite_all_friends_clicked = false;
bool overlay_state_changed = false;
std::atomic<bool> i_have_lobby = false;
// some stuff has to be initialized once the renderer hook is ready
std::atomic<bool> late_init_imgui = false;
bool late_init_ach_icons = false;
// changed each time a notification is posted or overlay is shown/hidden
std::atomic_uint32_t renderer_frame_processing_requests = 0;
// changed only when overlay is shown/hidden, true means overlay is shown
std::atomic_uint32_t obscure_cursor_requests = 0;
constexpr static const int renderer_detector_polling_ms = 100;
std::future<InGameOverlay::RendererHook_t *> future_renderer{};
InGameOverlay::RendererHook_t *_renderer{};
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Steam_Overlay(Steam_Overlay const&) = delete;
Steam_Overlay(Steam_Overlay&&) = delete;
Steam_Overlay& operator=(Steam_Overlay const&) = delete;
Steam_Overlay& operator=(Steam_Overlay&&) = delete;
static void overlay_run_callback(void* object);
static void overlay_networking_callback(void* object, Common_Message* msg);
bool is_friend_joinable(std::pair<const Friend, friend_window_state> &f);
bool got_lobby();
bool submit_notification(notification_type type, const std::string &msg, std::pair<const Friend, friend_window_state> *frd = nullptr, const std::weak_ptr<uint64_t> &icon = {});
void notify_sound_user_invite(friend_window_state& friend_state);
void notify_sound_user_achievement();
void notify_sound_auto_accept_friend_invite();
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// Right click on friend
void build_friend_context_menu(Friend const& frd, friend_window_state &state);
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// Double click on friend
void build_friend_window(Friend const& frd, friend_window_state &state);
// Notifications like achievements, chat and invitations
void set_next_notification_pos(float width, float height, float font_size, notification_type type, struct NotificationsIndexes &idx);
void build_notifications(int width, int height);
// invite a single friend
void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
void request_renderer_detector();
void renderer_detector_delay_thread();
void renderer_hook_init_thread();
void create_fonts();
void load_audio();
void load_achievements_data();
void initial_load_achievements_icons();
void overlay_state_hook(bool ready);
void allow_renderer_frame_processing(bool state, bool cleaning_up_overlay = false);
void obscure_game_input(bool state);
void add_auto_accept_invite_notification();
void add_invite_notification(std::pair<const Friend, friend_window_state> &wnd_state);
void add_chat_message_notification(std::string const& message);
bool open_overlay_hook(bool toggle);
bool try_load_ach_icon(Overlay_Achievement &ach);
bool try_load_ach_gray_icon(Overlay_Achievement &ach);
void overlay_render_proc();
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void render_main_window();
void networking_msg_received(Common_Message* msg);
void steam_run_callback();
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public:
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
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~Steam_Overlay();
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bool Ready() const;
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bool NeedPresent() const;
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void SetNotificationPosition(ENotificationPosition eNotificationPosition);
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void SetNotificationInset(int nHorizontalInset, int nVerticalInset);
void SetupOverlay();
void UnSetupOverlay();
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void OpenOverlayInvite(CSteamID lobbyId);
void OpenOverlay(const char* pchDialog);
void OpenOverlayWebpage(const char* pchURL);
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bool ShowOverlay() const;
void ShowOverlay(bool state);
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void SetLobbyInvite(Friend friendId, uint64 lobbyId);
void SetRichInvite(Friend friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
void FriendDisconnect(Friend _friend);
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void AddAchievementNotification(nlohmann::json const& ach);
};
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#else
class Steam_Overlay
{
public:
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) {}
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~Steam_Overlay() {}
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bool Ready() const { return false; }
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bool NeedPresent() const { return false; }
void SetNotificationPosition(ENotificationPosition eNotificationPosition) {}
void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {}
void SetupOverlay() {}
void UnSetupOverlay() {}
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void OpenOverlayInvite(CSteamID lobbyId) {}
void OpenOverlay(const char* pchDialog) {}
void OpenOverlayWebpage(const char* pchURL) {}
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bool ShowOverlay() const { return false; }
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void ShowOverlay(bool state) {}
void SetLobbyInvite(Friend friendId, uint64 lobbyId) {}
void SetRichInvite(Friend friendId, const char* connect_str) {}
void FriendConnect(Friend _friend) {}
void FriendDisconnect(Friend _friend) {}
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void AddAchievementNotification(nlohmann::json const& ach) {}
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};
#endif
#endif//__INCLUDED_STEAM_OVERLAY_H__