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allow notifications of these types to steal input focus:
notification_type_message notification_type_invite
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4d2e14be3f
commit
37426bac82
@ -1,3 +1,12 @@
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# 2024/3/11
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* manage overlay cursor input/clipping and internal frame processing in a better way,
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should prevent more games from pausing to display notifications
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* allow notifications of these types to steal/obscure input:
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- `notification_type_message`
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- `notification_type_invite`
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---
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# 2024/3/9
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* prevent notifications that do not require interaction from stealing focus
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@ -148,7 +148,7 @@ class Steam_Overlay
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// changed each time a notification is posted or overlay is shown/hidden
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std::atomic_uint32_t renderer_frame_processing_requests = 0;
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// changed only when overlay is shown/hidden, true means overlay is shown
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std::atomic_bool obscure_cursor_requests = false;
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std::atomic_uint32_t obscure_cursor_requests = 0;
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constexpr static const int renderer_detector_polling_ms = 100;
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std::future<InGameOverlay::RendererHook_t *> future_renderer{};
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@ -442,16 +442,21 @@ void Steam_Overlay::allow_renderer_frame_processing(bool state, bool cleaning_up
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}
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void Steam_Overlay::obscure_cursor_input(bool state) {
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bool opposite_request = !state;
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if (obscure_cursor_requests.compare_exchange_weak(opposite_request, state)) { // if we have the opposite state
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if (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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// clip the cursor
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_renderer->HideAppInputs(true);
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PRINT_DEBUG("Steam_Overlay::obscure_cursor_input obscured app input\n");
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} else {
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// restore the old cursor
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_renderer->HideAppInputs(false);
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PRINT_DEBUG("Steam_Overlay::obscure_cursor_input restored app input\n");
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PRINT_DEBUG("Steam_Overlay::obscure_cursor_input obscured app input (count=%u)\n", new_val);
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}
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} else {
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if (obscure_cursor_requests > 0) {
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auto new_val = --obscure_cursor_requests;
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if (!new_val) { // only take an action when the requests reach 0
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// restore the old cursor
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_renderer->HideAppInputs(false);
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PRINT_DEBUG("Steam_Overlay::obscure_cursor_input restored app input (count=%u)\n", new_val);
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}
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}
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}
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}
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@ -559,7 +564,24 @@ bool Steam_Overlay::submit_notification(notification_type type, const std::strin
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notif.icon = icon;
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notifications.emplace_back(notif);
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Steam_Overlay::allow_renderer_frame_processing(true);
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allow_renderer_frame_processing(true);
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switch (type) {
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// we want to steal focus for these ones
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case notification_type_message:
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case notification_type_invite:
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obscure_cursor_input(true);
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break;
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// not effective
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case notification_type_achievement:
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case notification_type_auto_accept_invite:
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// nothing
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break;
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default:
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PRINT_DEBUG("Steam_Overlay::submit_notification error unhandled type %i\n", (int)type);
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break;
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}
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return true;
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}
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@ -923,10 +945,29 @@ void Steam_Overlay::build_notifications(int width, int height)
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// erase all notifications whose visible time exceeded the max
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notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [this, &now](Notification &item) {
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if ((now - item.start_time) > Notification::show_time) {
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PRINT_DEBUG("Steam_Overlay::build_notifications will disable frame processing after removing a notification\n");
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PRINT_DEBUG("Steam_Overlay::build_notifications removing a notification\n");
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allow_renderer_frame_processing(false);
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switch (item.type) {
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// we want to restore focus for these ones
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case notification_type_message:
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case notification_type_invite:
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obscure_cursor_input(false);
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break;
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// not effective
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case notification_type_achievement:
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case notification_type_auto_accept_invite:
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// nothing
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break;
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default:
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PRINT_DEBUG("Steam_Overlay::build_notifications error unhandled remove for type %i\n", (int)item.type);
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break;
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}
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return true;
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}
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return false;
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}), notifications.end());
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