gbe_fork/overlay_experimental/steam_overlay.cpp

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#ifdef EMU_OVERLAY
// if you're wondering about text like: ##PopupAcceptInvite
// these are unique labels (keys) for each button/label/text,etc...
// ImGui uses the labels as keys, adding a suffic like "My Text##SomeKey"
// avoids confusing ImGui when another label has the same text "MyText"
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#include "overlay/steam_overlay.h"
#include <thread>
#include <string>
#include <sstream>
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#include <cctype>
#include <utility>
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#include "InGameOverlay/RendererDetector.h"
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#include "dll/dll.h"
#include "dll/settings_parser.h"
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// translation
#include "overlay/steam_overlay_translations.h"
// fonts
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#include "fonts/unifont.hpp"
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// builtin audio
#include "overlay/notification.h"
#define URL_WINDOW_NAME "URL Window"
static constexpr int max_window_id = 10000;
static constexpr int base_notif_window_id = 0 * max_window_id;
static constexpr int base_friend_window_id = 1 * max_window_id;
static constexpr int base_friend_item_id = 2 * max_window_id;
static const std::set<InGameOverlay::ToggleKey> overlay_toggle_keys = {
InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
};
// look for the column 'API language code' here: https://partner.steamgames.com/doc/store/localization/languages
static constexpr const char* valid_languages[] = {
"english",
"arabic",
"bulgarian",
"schinese",
"tchinese",
"czech",
"danish",
"dutch",
"finnish",
"french",
"german",
"greek",
"hungarian",
"italian",
"japanese",
"koreana",
"norwegian",
"polish",
"portuguese",
"brazilian",
"romanian",
"russian",
"spanish",
"latam",
"swedish",
"thai",
"turkish",
"ukrainian",
"vietnamese",
"croatian",
"indonesian",
};
// ListBoxHeader() is deprecated and inlined inside <imgui.h>
// Helper to calculate size from items_count and height_in_items
static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count) {
int min_items = items_count < 7 ? items_count : 7;
float height = ImGui::GetTextLineHeightWithSpacing() * (min_items + 0.25f) + ImGui::GetStyle().FramePadding.y * 2.0f;
return ImGui::BeginListBox(label, ImVec2(0.0f, height));
}
void Steam_Overlay::overlay_run_callback(void* object)
{
// PRINT_DEBUG_ENTRY();
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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// bail immediately if we can't lock the overlay mutex, deadlock scenario:
// 1. ** the background thread locks the global mutex
// 2. -- the user opens the overlay
// 3. -- the overlay proc is triggered the next frame, locking the overlay mutex
// 4. ** the background thread locks the global mutex and runs this callback
// 5. ** this callback (already having the global mutex) attempts to lock the overlay mutex (already locked before)
// 6. ** this callback, and the background thread, are now blocked, note that the global mutex is still locked
// 7. -- in the same frame, some code in the overlay proc attempts to call a steam API which usually locks the global mutex
// sice the global mutex is still locked, the overlay proc is also blocked,
// and now both the background thread and the overlay proc and locked
// even worse, the global mutex is locked forever now
if (!_this->overlay_mutex.try_lock()) return;
_this->steam_run_callback();
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_this->overlay_mutex.unlock();
}
void Steam_Overlay::overlay_networking_callback(void* object, Common_Message* msg)
{
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->networking_msg_received(msg);
}
Steam_Overlay::Steam_Overlay(Settings* settings, Local_Storage *local_storage, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) :
settings(settings),
local_storage(local_storage),
callback_results(callback_results),
callbacks(callbacks),
run_every_runcb(run_every_runcb),
network(network)
{
// don't even bother initializing the overlay
if (settings->disable_overlay) return;
renderer_hook_init_thread = common_helpers::KillableWorker(
[this](void *){ return renderer_hook_proc(); },
std::chrono::milliseconds(0),
std::chrono::milliseconds(renderer_detector_polling_ms),
[this] { return !setup_overlay_called; }
);
renderer_detector_delay_thread = common_helpers::KillableWorker(
[this](void *){
request_renderer_detector();
set_renderer_hook_timeout();
renderer_hook_init_thread.start();
return true;
},
std::chrono::milliseconds(settings->overlay_hook_delay_sec * 1000),
std::chrono::milliseconds(0),
[this] { return !setup_overlay_called; }
);
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
// avoid manipulating settings->xxx
this->warn_local_save =
!settings->disable_overlay_warning_any && !settings->disable_overlay_warning_local_save && settings->overlay_warn_local_save;
this->warn_bad_appid =
!settings->disable_overlay_warning_any && !settings->disable_overlay_warning_bad_appid && settings->get_local_game_id().AppID() == 0;
current_language = 0;
const char *language = settings->get_language();
int i = 0;
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for (auto &lang : valid_languages) {
if (common_helpers::str_cmp_insensitive(lang, language)) {
current_language = i;
break;
}
++i;
}
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);
}
Steam_Overlay::~Steam_Overlay()
{
if (settings->disable_overlay) return;
UnSetupOverlay();
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);
}
void Steam_Overlay::request_renderer_detector()
{
PRINT_DEBUG_ENTRY();
// request renderer detection
future_renderer = InGameOverlay::DetectRenderer();
}
void Steam_Overlay::set_renderer_hook_timeout()
{
renderer_hook_timeout_ctr = settings->overlay_renderer_detector_timeout_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms;
}
void Steam_Overlay::cleanup_renderer_hook()
{
InGameOverlay::StopRendererDetection();
InGameOverlay::FreeDetector();
}
bool Steam_Overlay::renderer_hook_proc()
{
if (renderer_hook_timeout_ctr > 0 && future_renderer.wait_for(std::chrono::milliseconds(renderer_detector_polling_ms)) != std::future_status::ready) {
return false;
}
// free detector resources and check for failure
cleanup_renderer_hook();
// exit on failure
bool final_chance = future_renderer.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready;
// again check for 'setup_overlay_called' to be extra sure that the overlay wasn't deinitialized
if (!setup_overlay_called || !final_chance || renderer_hook_timeout_ctr <= 0) {
PRINT_DEBUG("failed to detect renderer, ctr=%i, overlay was set up=%i",
renderer_hook_timeout_ctr, (int)setup_overlay_called
);
return true;
}
// do a one time initialization
// std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
_renderer = future_renderer.get();
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if (!_renderer) { // is this even possible?
PRINT_DEBUG("renderer hook was null!");
return true;
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}
PRINT_DEBUG("got renderer hook %p for '%s'", _renderer, _renderer->GetLibraryName().c_str());
// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
load_achievements_data();
load_audio();
create_fonts();
// setup renderer callbacks
auto overlay_toggle_callback = [this]() { open_overlay_hook(true); };
_renderer->OverlayProc = [this]() { overlay_render_proc(); };
_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
PRINT_DEBUG("hook state changed to <%i>", (int)state);
overlay_state_hook(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset);
};
bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas);
PRINT_DEBUG("started renderer hook (result=%i)", (int)started);
return true;
}
// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
void Steam_Overlay::create_fonts()
{
PRINT_DEBUG_ENTRY();
// disable rounding the texture height to the next power of two
// see this: https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#4-font-atlas-texture-fails-to-upload-to-gpu
fonts_atlas.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;
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
font_cfg.PixelSnapH = true;
font_cfg.OversampleH = 1;
font_cfg.OversampleV = 1;
font_cfg.SizePixels = font_size;
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// non-latin characters look ugly and squeezed without this horizontal spacing
font_cfg.GlyphExtraSpacing.x = settings->overlay_appearance.font_glyph_extra_spacing_x;
font_cfg.GlyphExtraSpacing.y = settings->overlay_appearance.font_glyph_extra_spacing_y;
for (const auto &ach : achievements) {
font_builder.AddText(ach.title.c_str());
font_builder.AddText(ach.description.c_str());
}
for (int i = 0; i < TRANSLATION_NUMBER_OF_LANGUAGES; i++) {
font_builder.AddText(translationChat[i]);
font_builder.AddText(translationCopyId[i]);
font_builder.AddText(translationTestAchievement[i]);
font_builder.AddText(translationInvite[i]);
font_builder.AddText(translationInviteAll[i]);
font_builder.AddText(translationJoin[i]);
font_builder.AddText(translationInvitedYouToJoinTheGame[i]);
font_builder.AddText(translationAccept[i]);
font_builder.AddText(translationRefuse[i]);
font_builder.AddText(translationSend[i]);
font_builder.AddText(translationUserPlaying[i]);
font_builder.AddText(translationRenderer[i]);
font_builder.AddText(translationShowAchievements[i]);
font_builder.AddText(translationSettings[i]);
font_builder.AddText(translationFriends[i]);
font_builder.AddText(translationAchievementWindow[i]);
font_builder.AddText(translationListOfAchievements[i]);
font_builder.AddText(translationAchievements[i]);
font_builder.AddText(translationHiddenAchievement[i]);
font_builder.AddText(translationAchievedOn[i]);
font_builder.AddText(translationNotAchieved[i]);
font_builder.AddText(translationGlobalSettingsWindow[i]);
font_builder.AddText(translationGlobalSettingsWindowDescription[i]);
font_builder.AddText(translationUsername[i]);
font_builder.AddText(translationLanguage[i]);
font_builder.AddText(translationSelectedLanguage[i]);
font_builder.AddText(translationRestartTheGameToApply[i]);
font_builder.AddText(translationSave[i]);
font_builder.AddText(translationWarning[i]);
font_builder.AddText(translationWarningDescription_badAppid[i]);
font_builder.AddText(translationWarningDescription_localSave[i]);
font_builder.AddText(translationSteamOverlayURL[i]);
font_builder.AddText(translationClose[i]);
font_builder.AddText(translationPlaying[i]);
font_builder.AddText(translationAutoAcceptFriendInvite[i]);
}
font_builder.AddRanges(fonts_atlas.GetGlyphRangesDefault());
font_builder.BuildRanges(&ranges);
font_cfg.GlyphRanges = ranges.Data;
if (settings->overlay_appearance.font_override.size()) {
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
}
// 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);
font_notif = font_default = font;
bool res = fonts_atlas.Build();
PRINT_DEBUG("created fonts atlas (result=%i)", (int)res);
reset_LastError();
}
void Steam_Overlay::load_audio()
{
PRINT_DEBUG_ENTRY();
for (auto &kv : wav_files) {
std::string file_path{};
unsigned int file_size{};
// try local location first, then try global location
for (const auto &settings_path : { Local_Storage::get_game_settings_path(), local_storage->get_global_settings_path() }) {
file_path = settings_path + Steam_Overlay::ACH_SOUNDS_FOLDER + PATH_SEPARATOR + kv.first;
file_size = file_size_(file_path);
if (file_size) break;
}
kv.second.clear();
if (file_size) {
kv.second.assign(file_size + 1, 0); // +1 because this will be treated as a null-terminated string later
int read = Local_Storage::get_file_data(file_path, (char *)&kv.second[0], file_size);
if (read <= 0) kv.second.clear();
PRINT_DEBUG("loaded '%s' (read %i/%u bytes)", file_path.c_str(), read, file_size);
}
}
}
void Steam_Overlay::load_achievements_data()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
uint32 achievements_num = steamUserStats->GetNumAchievements();
for (uint32 i = 0; i < achievements_num; ++i) {
Overlay_Achievement ach{};
ach.name = steamUserStats->GetAchievementName(i);
ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name");
ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc");
const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden");
ach.hidden = hidden && hidden[0] == '1';
bool achieved = false;
uint32 unlock_time = 0;
if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) {
ach.achieved = achieved;
ach.unlock_time = unlock_time;
} else {
ach.achieved = false;
ach.unlock_time = 0;
}
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float pnMinProgress = 0, pnMaxProgress = 0;
if (steamUserStats->GetAchievementProgressLimits(ach.name.c_str(), &pnMinProgress, &pnMaxProgress)) {
ach.progress = (uint32)pnMinProgress;
ach.max_progress = (uint32)pnMaxProgress;
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}
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achievements.emplace_back(ach);
if (!setup_overlay_called) return;
}
PRINT_DEBUG("count=%u, loaded=%zu", achievements_num, achievements.size());
}
// called initially and when window size is updated
void Steam_Overlay::overlay_state_hook(bool ready)
{
PRINT_DEBUG("%i", (int)ready);
// NOTE usage of local objects here cause an exception when this is called with false state
// the reason is that by the time this hook is called, the object may have been already destructed
// this is why we use global mutex
// TODO this also doesn't seem right, no idea why it happens though
// NOTE after initializing the renderer detector on another thread this was solved
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!setup_overlay_called) return;
is_ready = ready;
if (ready) {
// Antichamber may crash here because ImGui Context is null!, no idea why
bool not_yet = false;
if (ImGui::GetCurrentContext() && late_init_imgui.compare_exchange_weak(not_yet, true)) {
PRINT_DEBUG("late init ImGui");
ImGuiIO &io = ImGui::GetIO();
// disable loading the default ini file
io.IniFilename = NULL;
ImGuiStyle &style = ImGui::GetStyle();
// Disable round window
style.WindowRounding = 0.0;
}
}
}
// called when the user presses SHIFT + TAB
bool Steam_Overlay::open_overlay_hook(bool toggle)
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (toggle) {
ShowOverlay(!show_overlay);
}
return show_overlay;
}
void Steam_Overlay::allow_renderer_frame_processing(bool state, bool cleaning_up_overlay)
{
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// this is very important internally it calls the necessary fuctions
// to properly update ImGui window size on the next overlay_render_proc() call
if (state) {
auto new_val = ++renderer_frame_processing_requests;
if (new_val == 1) { // only take an action on first request
// allow internal frmae processing
_renderer->HideOverlayInputs(false);
PRINT_DEBUG("enabled frame processing (count=%u)", new_val);
}
} else {
if (renderer_frame_processing_requests > 0) {
auto new_val = --renderer_frame_processing_requests;
if (!new_val || cleaning_up_overlay) { // only take an action when the requests reach 0 or by force
_renderer->HideOverlayInputs(true);
PRINT_DEBUG("disabled frame processing (count=%u, force=%i)", new_val, (int)cleaning_up_overlay);
}
}
}
}
void Steam_Overlay::obscure_game_input(bool state) {
if (state) {
auto new_val = ++obscure_cursor_requests;
if (new_val == 1) { // only take an action on first request
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;
// 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)
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{
if (settings->disable_overlay_friend_notification) return;
if (!(friend_state.window_state & window_state_show)) {
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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);
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}
#endif
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}
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)
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{
std::sort(ids.begin(), ids.end());
int id = base;
for (auto i : ids)
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{
if (id < i)
break;
id = i + 1;
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}
return id > (base+max_window_id) ? 0 : id;
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}
int find_free_friend_id(const std::map<Friend, friend_window_state, Friend_Less> &friend_windows)
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{
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)
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{
ids.emplace_back(i.second.id);
});
return find_free_id(ids, base_friend_window_id);
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}
int find_free_notification_id(std::vector<Notification> const& notifications)
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{
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);
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}
bool Steam_Overlay::submit_notification(
notification_type type,
const std::string &msg,
std::pair<const Friend, friend_window_state> *frd,
Overlay_Achievement *ach)
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{
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);
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}
void Steam_Overlay::show_test_achievement()
{
PRINT_DEBUG_ENTRY();
Overlay_Achievement ach{};
ach.title = translationTestAchievement[current_language];
ach.description = "~~~ " + ach.title + " ~~~";
ach.achieved = true;
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);
try_load_ach_icon(rand_ach, achieved);
ach.icon = achieved ? rand_ach.icon : rand_ach.icon_gray;
}
bool for_progress = false;
// randomly add progress
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();
}
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;
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}
FriendGameInfo_t friend_game_info{};
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steamFriends->GetFriendGamePlayed((uint64)f.first.id(), &friend_game_info);
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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;
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}
PRINT_DEBUG("%" PRIu64 " false", f.first.id());
return false;
}
bool Steam_Overlay::got_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)
return true;
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if (settings->get_lobby().IsValid())
return true;
return false;
}
void Steam_Overlay::build_friend_context_menu(Friend const& frd, friend_window_state& state)
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{
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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"
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if (ImGui::Button(translationChat[current_language])) {
close_popup = true;
state.window_state |= window_state_show;
}
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// 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
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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");
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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");
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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);
}
}
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}
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if (close_popup || invite_all_friends_clicked) {
ImGui::CloseCurrentPopup();
}
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ImGui::EndPopup();
}
}
void Steam_Overlay::build_friend_window(Friend const& frd, friend_window_state& state)
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{
if (!(state.window_state & window_state_show))
return;
bool show = true;
bool send_chat_msg = false;
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float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x;
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) {
state.window_state &= ~window_state_need_attention;
}
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ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 },
ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
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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;
}
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// 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());
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ImGui::SameLine();
if (ImGui::Button(translationAccept[current_language]))
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{
state.window_state |= window_state_join;
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this->has_friend_action.push(frd);
}
ImGui::SameLine();
if (ImGui::Button(translationRefuse[current_language]))
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{
state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
}
}
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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;
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uint64_t frd_id = frd.id();
ImGui::PushID((const char *)&frd_id, (const char *)&frd_id + sizeof(frd_id));
ImGui::PushItemWidth(wnd_width);
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if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) {
send_chat_msg = true;
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ImGui::SetKeyboardFocusHere(-1);
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}
ImGui::PopItemWidth();
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ImGui::PopID();
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ImGui::SameLine();
if (ImGui::Button(translationSend[current_language]))
{
send_chat_msg = true;
}
if (send_chat_msg)
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{
if (!(state.window_state & window_state_send_message))
{
has_friend_action.push(frd);
state.window_state |= window_state_send_message;
}
}
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}
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// User closed the friend window
if (!show)
state.window_state &= ~window_state_show;
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ImGui::End();
}
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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
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void Steam_Overlay::set_next_notification_pos(std::pair<float, float> scrn_size, std::chrono::milliseconds elapsed, std::chrono::milliseconds duration, const Notification &noti, 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;
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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) {
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// top
case Overlay_Appearance::NotificationPosition::top_left:
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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;
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break;
case Overlay_Appearance::NotificationPosition::top_center:
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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;
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break;
case Overlay_Appearance::NotificationPosition::top_right:
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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;
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break;
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// bot
case Overlay_Appearance::NotificationPosition::bot_left:
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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;
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break;
case Overlay_Appearance::NotificationPosition::bot_center:
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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;
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break;
case Overlay_Appearance::NotificationPosition::bot_right:
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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;
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break;
default: /* satisfy compiler warning */ break;
}
ImGui::SetNextWindowPos(ImVec2( x, y ));
ImGui::SetNextWindowSize(ImVec2(noti_width, noti_height));
}
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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);
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// 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 {
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// time between sliding in/out animation
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// 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) {
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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);
}
}
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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)
{
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auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
std::queue<Friend> friend_actions_temp{};
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ImGui::PushFont(font_notif);
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// Add window rounding
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, settings->overlay_appearance.notification_rounding);
NotificationsCoords coords{};
for (auto it = notifications.begin(); it != notifications.end(); ++it) {
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auto noti_duration = get_notification_duration((notification_type)it->type);
if (noti_duration.count() <= 0) {
it->expired = true;
continue;
}
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// *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;
}
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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);
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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.expired() && ImGui::BeginTable("imgui_table", 2)) {
ImGui::TableSetupColumn("imgui_table_image", ImGuiTableColumnFlags_WidthFixed, settings->overlay_appearance.icon_size);
ImGui::TableSetupColumn("imgui_table_text");
ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size);
ImGui::TableSetColumnIndex(0);
ImGui::Image((ImTextureID)*icon_rsrc.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size));
ImGui::TableSetColumnIndex(1);
ImGui::TextWrapped("%s", it->message.c_str());
ImGui::EndTable();
} else {
ImGui::TextWrapped("%s", it->message.c_str());
}
if ((notification_type)it->type == notification_type::achievement_progress) {
add_ach_progressbar(ach);
}
}
break;
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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
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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;
}
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}
ImGui::End();
ImGui::PopStyleColor(3);
}
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ImGui::PopStyleVar();
ImGui::PopFont();
// erase all notifications whose visible time exceeded the max
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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();
}
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}
}
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;
try_load_ach_icon(ach, !for_progress); // for progress notifications we want to load the gray icon
submit_notification(
for_progress ? notification_type::achievement_progress : notification_type::achievement,
ach.title + "\n" + ach.description,
{},
&ach
);
}
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);
}
}
bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved)
{
if (!_renderer) return false;
auto& [icon_rsrc, attempted] = achieved ? ach.icon : ach.icon_gray;
if (attempted || !icon_rsrc.expired()) return true;
const int 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 = _renderer->CreateImageResource(
(void*)image_info->data.c_str(),
icon_size, icon_size);
PRINT_DEBUG("'%s' (result=%i)", ach.name.c_str(), (int)!icon_rsrc.expired());
}
attempted = true;
return !icon_rsrc.expired();
}
// 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<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return;
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if (show_overlay) {
render_main_window();
}
if (notifications.size()) {
ImGuiIO &io = ImGui::GetIO();
build_notifications(io.DisplaySize.x, io.DisplaySize.y);
}
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}
uint32 Steam_Overlay::apply_global_style_color()
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{
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().c_str()));
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());
}
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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]);
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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;
}
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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));
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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;
try_load_ach_icon(x, true);
try_load_ach_icon(x, false);
ImGui::Separator();
bool could_create_ach_table_entry = false;
if (!x.icon.first.expired() || !x.icon_gray.first.expired()) {
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.expired()) {
ImGui::Image(
(ImTextureID)*icon_rsrc.lock().get(),
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) {
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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", &current_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;
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ImGui::SetNextWindowBgAlpha(1.0f);
if (ImGui::Begin(URL_WINDOW_NAME, &show)) {
ImGui::Text("%s", translationSteamOverlayURL[current_language]);
ImGui::Spacing();
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ImGui::PushItemWidth(ImGui::CalcTextSize(url.c_str()).x + 20);
ImGui::InputText("##url_copy", (char *)url.data(), url.size(), ImGuiInputTextFlags_ReadOnly);
ImGui::PopItemWidth();
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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();
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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();
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if (!show) ShowOverlay(false);
}
void Steam_Overlay::networking_msg_received(Common_Message *msg)
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (msg->has_steam_messages()) {
Friend frd;
frd.set_id(msg->source_id());
auto friend_info = friends.find(frd);
if (friend_info != friends.end()) {
Steam_Messages const& steam_message = msg->steam_messages();
// Change color to cyan for friend
friend_info->second.chat_history.append(friend_info->first.name() + ": " + steam_message.message()).append("\n", 1);
if (!(friend_info->second.window_state & window_state_show)) {
friend_info->second.window_state |= window_state_need_attention;
}
add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message());
notify_sound_user_invite(friend_info->second);
}
}
}
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();
}
i_have_lobby = got_lobby();
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();
}
// 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);
}
}
}
}
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.first.expired()) {
_renderer->ReleaseImageResource(ach.icon.first);
ach.icon.first.reset();
}
if (!ach.icon_gray.first.expired()) {
_renderer->ReleaseImageResource(ach.icon_gray.first);
ach.icon_gray.first.reset();
}
}
// 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;
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// 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
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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(...) {}
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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
}
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break;
}
}
}
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#endif