mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 11:15:34 +08:00
* make the overlay object oriented, that way when app shutdown then re-init steam api it would hold its own local state, avoiding racing troubles
* return early if the overlay was disabled without locking * remove external checks for the disable_overlay flag, check for it inside the overlay code
This commit is contained in:
parent
f81ba95732
commit
5268683850
@ -605,7 +605,7 @@ Steam_User_Stats::InternalSetResult<bool> Steam_User_Stats::set_achievement_inte
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result.notify_server = !settings->disable_sharing_stats_with_gameserver;
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if (!settings->disable_overlay) overlay->AddAchievementNotification(internal_name, user_achievements[internal_name]);
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overlay->AddAchievementNotification(internal_name, user_achievements[internal_name]);
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}
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} catch (...) {}
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@ -1154,7 +1154,7 @@ bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32
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user_achievements[actual_ach_name]["progress"] = nCurProgress;
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user_achievements[actual_ach_name]["max_progress"] = nMaxProgress;
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save_achievements();
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if (!settings->disable_overlay) overlay->AddAchievementNotification(actual_ach_name, user_achievements[actual_ach_name]);
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overlay->AddAchievementNotification(actual_ach_name, user_achievements[actual_ach_name]);
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} catch (...) {}
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{
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@ -11,6 +11,7 @@
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#include <atomic>
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#include <memory>
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#include "InGameOverlay/RendererHook.h"
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#include "InGameOverlay/ImGui/imgui.h"
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static constexpr size_t max_chat_len = 768;
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@ -109,6 +110,8 @@ class Steam_Overlay
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constexpr static const char ACH_SOUNDS_FOLDER[] = "sounds";
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constexpr static const char ACH_FALLBACK_DIR[] = "achievement_images";
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constexpr static const int renderer_detector_polling_ms = 100;
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class Settings* settings;
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class Local_Storage* local_storage;
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class SteamCallResults* callback_results;
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@ -164,10 +167,29 @@ class Steam_Overlay
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// changed only when overlay is shown/hidden, true means overlay is shown
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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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InGameOverlay::RendererHook_t *_renderer{};
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common_helpers::KillableWorker renderer_detector_delay_thread{};
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common_helpers::KillableWorker renderer_hook_init_thread{};
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int renderer_hook_timeout_ctr{};
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// font stuff
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ImFontAtlas fonts_atlas{};
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ImFont *font_default{};
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ImFont *font_notif{};
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ImFontConfig font_cfg{};
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ImFontGlyphRangesBuilder font_builder{};
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ImVector<ImWchar> ranges{};
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std::recursive_mutex overlay_mutex{};
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std::atomic<bool> setup_overlay_called = false;
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std::map<std::string, std::vector<char>> wav_files{
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{ "overlay_achievement_notification.wav", std::vector<char>{} },
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{ "overlay_friend_notification.wav", std::vector<char>{} },
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};
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Steam_Overlay(Steam_Overlay const&) = delete;
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Steam_Overlay(Steam_Overlay&&) = delete;
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Steam_Overlay& operator=(Steam_Overlay const&) = delete;
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@ -193,13 +215,14 @@ class Steam_Overlay
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void set_next_notification_pos(std::pair<float, float> scrn_size, std::chrono::milliseconds elapsed, const Notification ¬i, struct NotificationsCoords &coords);
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// factor controlling the amount of sliding during the animation, 0 means disabled
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float animate_factor(std::chrono::milliseconds elapsed);
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void build_notifications(int width, int height);
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void build_notifications(float width, float height);
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// invite a single friend
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void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
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void request_renderer_detector();
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void renderer_detector_delay_thread();
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void renderer_hook_init_thread();
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void set_renderer_hook_timeout();
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void cleanup_renderer_hook();
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bool renderer_hook_proc();
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// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
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void create_fonts();
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@ -14,7 +14,6 @@
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#include <utility>
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#include <random>
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#include "InGameOverlay/ImGui/imgui.h"
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#include "InGameOverlay/RendererDetector.h"
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#include "dll/dll.h"
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@ -34,6 +33,10 @@ static constexpr int base_notif_window_id = 0 * max_window_id;
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static constexpr int base_friend_window_id = 1 * max_window_id;
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static constexpr int base_friend_item_id = 2 * max_window_id;
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static const std::set<InGameOverlay::ToggleKey> overlay_toggle_keys = {
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InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
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};
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// look for the column 'API language code' here: https://partner.steamgames.com/doc/store/localization/languages
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static constexpr const char* valid_languages[] = {
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"english",
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@ -69,18 +72,6 @@ static constexpr const char* valid_languages[] = {
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"indonesian",
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};
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static ImFontAtlas fonts_atlas{};
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static ImFont *font_default{};
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static ImFont *font_notif{};
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static std::recursive_mutex overlay_mutex{};
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static std::atomic<bool> setup_overlay_called = false;
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static std::map<std::string, std::vector<char>> wav_files{
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{ "overlay_achievement_notification.wav", std::vector<char>{} },
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{ "overlay_friend_notification.wav", std::vector<char>{} },
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};
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// ListBoxHeader() is deprecated and inlined inside <imgui.h>
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// Helper to calculate size from items_count and height_in_items
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@ -115,6 +106,25 @@ Steam_Overlay::Steam_Overlay(Settings* settings, Local_Storage *local_storage, S
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// don't even bother initializing the overlay
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if (settings->disable_overlay) return;
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renderer_hook_init_thread = common_helpers::KillableWorker(
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[this](void *){ return renderer_hook_proc(); },
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std::chrono::milliseconds(0),
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std::chrono::milliseconds(renderer_detector_polling_ms),
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[this] { return !setup_overlay_called; }
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);
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renderer_detector_delay_thread = common_helpers::KillableWorker(
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[this](void *){
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request_renderer_detector();
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set_renderer_hook_timeout();
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renderer_hook_init_thread.start();
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return true;
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},
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std::chrono::milliseconds(settings->overlay_hook_delay_sec * 1000),
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std::chrono::milliseconds(0),
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[this] { return !setup_overlay_called; }
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);
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strncpy(username_text, settings->get_local_name(), sizeof(username_text));
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// we need these copies to show the warning only once, then disable the flag
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@ -145,6 +155,8 @@ Steam_Overlay::~Steam_Overlay()
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{
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if (settings->disable_overlay) return;
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UnSetupOverlay();
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this->network->rmCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::overlay_networking_callback, this);
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this->run_every_runcb->remove(&Steam_Overlay::overlay_run_callback, this);
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}
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@ -156,46 +168,33 @@ void Steam_Overlay::request_renderer_detector()
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future_renderer = InGameOverlay::DetectRenderer();
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}
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void Steam_Overlay::renderer_detector_delay_thread()
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void Steam_Overlay::set_renderer_hook_timeout()
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{
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PRINT_DEBUG("waiting for %i seconds", settings->overlay_hook_delay_sec);
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// give games some time to init their renderer (DirectX, OpenGL, etc...)
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int timeout_ctr = settings->overlay_hook_delay_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms;
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while (timeout_ctr > 0 && setup_overlay_called ) {
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--timeout_ctr;
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std::this_thread::sleep_for(std::chrono::milliseconds(renderer_detector_polling_ms));
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}
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// early exit before we get a chance to do anything
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if (!setup_overlay_called) {
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PRINT_DEBUG("early exit before renderer detection");
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return;
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}
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// request renderer detection
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request_renderer_detector();
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renderer_hook_init_thread();
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renderer_hook_timeout_ctr = settings->overlay_renderer_detector_timeout_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms;
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}
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void Steam_Overlay::renderer_hook_init_thread()
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void Steam_Overlay::cleanup_renderer_hook()
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{
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PRINT_DEBUG_ENTRY();
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int timeout_ctr = settings->overlay_renderer_detector_timeout_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms;
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while (timeout_ctr > 0 && setup_overlay_called && future_renderer.wait_for(std::chrono::milliseconds(renderer_detector_polling_ms)) != std::future_status::ready) {
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--timeout_ctr;
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InGameOverlay::StopRendererDetection();
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InGameOverlay::FreeDetector();
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}
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bool Steam_Overlay::renderer_hook_proc()
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{
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if (renderer_hook_timeout_ctr > 0 && future_renderer.wait_for(std::chrono::milliseconds(renderer_detector_polling_ms)) != std::future_status::ready) {
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return false;
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}
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// free detector resources and check for failure
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InGameOverlay::StopRendererDetection();
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InGameOverlay::FreeDetector();
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cleanup_renderer_hook();
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// exit on failure
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bool final_chance = (future_renderer.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready) && future_renderer.valid();
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bool final_chance = future_renderer.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready;
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// again check for 'setup_overlay_called' to be extra sure that the overlay wasn't deinitialized
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if (!setup_overlay_called || !final_chance || timeout_ctr <= 0) {
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PRINT_DEBUG("failed to detect renderer, ctr=%i, overlay was set up=%i, hook intance state=%i",
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timeout_ctr, (int)setup_overlay_called, (int)final_chance
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if (!setup_overlay_called || !final_chance || renderer_hook_timeout_ctr <= 0) {
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PRINT_DEBUG("failed to detect renderer, ctr=%i, overlay was set up=%i",
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renderer_hook_timeout_ctr, (int)setup_overlay_called
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);
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return;
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return true;
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}
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// do a one time initialization
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@ -203,7 +202,7 @@ void Steam_Overlay::renderer_hook_init_thread()
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_renderer = future_renderer.get();
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if (!_renderer) { // is this even possible?
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PRINT_DEBUG("renderer hook was null!");
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return;
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return true;
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}
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PRINT_DEBUG("got renderer hook %p for '%s'", _renderer, _renderer->GetLibraryName().c_str());
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@ -213,9 +212,6 @@ void Steam_Overlay::renderer_hook_init_thread()
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create_fonts();
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// setup renderer callbacks
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const static std::set<InGameOverlay::ToggleKey> overlay_toggle_keys = {
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InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
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};
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auto overlay_toggle_callback = [this]() { open_overlay_hook(true); };
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_renderer->OverlayProc = [this]() { overlay_render_proc(); };
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_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
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@ -225,6 +221,8 @@ void Steam_Overlay::renderer_hook_init_thread()
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bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas);
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PRINT_DEBUG("started renderer hook (result=%i)", (int)started);
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return true;
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}
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// note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing
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@ -238,7 +236,6 @@ void Steam_Overlay::create_fonts()
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float font_size = settings->overlay_appearance.font_size;
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static ImFontConfig font_cfg{};
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font_cfg.FontDataOwnedByAtlas = false; // https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#loading-font-data-from-memory
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font_cfg.PixelSnapH = true;
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font_cfg.OversampleH = 1;
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@ -248,7 +245,6 @@ void Steam_Overlay::create_fonts()
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font_cfg.GlyphExtraSpacing.x = settings->overlay_appearance.font_glyph_extra_spacing_x;
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font_cfg.GlyphExtraSpacing.y = settings->overlay_appearance.font_glyph_extra_spacing_y;
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static ImFontGlyphRangesBuilder font_builder{};
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for (const auto &ach : achievements) {
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font_builder.AddText(ach.title.c_str());
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font_builder.AddText(ach.description.c_str());
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@ -292,7 +288,6 @@ void Steam_Overlay::create_fonts()
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}
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font_builder.AddRanges(fonts_atlas.GetGlyphRangesDefault());
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static ImVector<ImWchar> ranges{};
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font_builder.BuildRanges(&ranges);
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font_cfg.GlyphRanges = ranges.Data;
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@ -645,9 +640,10 @@ bool Steam_Overlay::submit_notification(notification_type type, const std::strin
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void Steam_Overlay::add_chat_message_notification(std::string const &message)
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{
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if (settings->disable_overlay_friend_notification) return;
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PRINT_DEBUG("'%s'", message.c_str());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay_friend_notification) return;
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submit_notification(notification_type::message, message);
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}
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@ -965,7 +961,7 @@ float Steam_Overlay::animate_factor(std::chrono::milliseconds elapsed)
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return factor;
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}
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void Steam_Overlay::build_notifications(int width, int height)
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void Steam_Overlay::build_notifications(float width, float height)
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{
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auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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std::queue<Friend> friend_actions_temp{};
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@ -978,7 +974,7 @@ void Steam_Overlay::build_notifications(int width, int height)
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for (auto it = notifications.begin(); it != notifications.end(); ++it) {
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auto elapsed_notif = now - it->start_time;
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set_next_notification_pos({(float)width, (float)height}, elapsed_notif, *it, coords);
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set_next_notification_pos({width, height}, elapsed_notif, *it, coords);
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if ( elapsed_notif < Notification::fade_in) { // still appearing (fading in)
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float alpha = settings->overlay_appearance.notification_a * (elapsed_notif.count() / static_cast<float>(Notification::fade_in.count()));
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@ -1127,9 +1123,10 @@ void Steam_Overlay::add_auto_accept_invite_notification()
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void Steam_Overlay::add_invite_notification(std::pair<const Friend, friend_window_state>& wnd_state)
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{
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if (settings->disable_overlay_friend_notification) return;
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay_friend_notification) return;
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if (!Ready()) return;
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char tmp[TRANSLATION_BUFFER_SIZE]{};
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@ -1142,9 +1139,10 @@ void Steam_Overlay::add_invite_notification(std::pair<const Friend, friend_windo
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void Steam_Overlay::post_achievement_notification(Overlay_Achievement &ach)
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{
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if (settings->disable_overlay_achievement_notification) return;
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay_achievement_notification) return;
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if (!Ready()) return;
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try_load_ach_icon(ach, true);
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@ -1186,12 +1184,14 @@ bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved)
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file_path = Local_Storage::get_game_settings_path() + Steam_Overlay::ACH_FALLBACK_DIR + PATH_SEPARATOR + icon_name;
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file_size = file_size_(file_path);
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}
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int icon_size = static_cast<int>(settings->overlay_appearance.icon_size);
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if (file_size) {
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std::string img(Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size));
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std::string img(Local_Storage::load_image_resized(file_path, "", icon_size));
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if (img.size()) {
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icon_rsrc = _renderer->CreateImageResource(
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(void*)img.c_str(),
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settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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icon_size, icon_size);
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if (!icon_rsrc.expired()) load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
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PRINT_DEBUG("'%s' (result=%i)", ach.name.c_str(), (int)!icon_rsrc.expired());
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@ -1729,54 +1729,51 @@ void Steam_Overlay::steam_run_callback()
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void Steam_Overlay::SetupOverlay()
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{
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if (settings->disable_overlay) return;
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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bool not_called_yet = false;
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if (setup_overlay_called.compare_exchange_weak(not_called_yet, true)) {
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if (settings->overlay_hook_delay_sec > 0) {
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std::thread([this]() { renderer_detector_delay_thread(); }).detach();
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PRINT_DEBUG("waiting %i seconds", settings->overlay_hook_delay_sec);
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renderer_detector_delay_thread.start();
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} else {
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// "HITMAN 3" fails if the detector was started later (after a delay)
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// so request the renderer detector immediately (the old behavior)
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request_renderer_detector();
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std::thread([this]() { renderer_hook_init_thread(); }).detach();
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set_renderer_hook_timeout();
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renderer_hook_init_thread.start();
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}
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}
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}
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void Steam_Overlay::UnSetupOverlay()
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{
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if (settings->disable_overlay) return;
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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bool already_called = true;
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if (setup_overlay_called.compare_exchange_weak(already_called, false)) {
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is_ready = false;
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renderer_hook_init_thread.kill();
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renderer_detector_delay_thread.kill();
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// stop internal frame processing & restore cursor
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if (_renderer) {
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// for some reason this gets triggered after the overlay instance has been destroyed
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// I assume because the game de-initializes DX later after closing Steam APIs
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// this hacky solution just sets it to an empty function
|
||||
_renderer->OverlayHookReady = [](InGameOverlay::OverlayHookState state){};
|
||||
_renderer->OverlayHookReady = [](InGameOverlay::OverlayHookState){};
|
||||
|
||||
allow_renderer_frame_processing(false, true);
|
||||
obscure_game_input(false);
|
||||
}
|
||||
|
||||
// allow the future_renderer thread to exit if needed
|
||||
// std::this_thread::sleep_for(std::chrono::milliseconds((int)(renderer_detector_polling_ms * 1.3f)));
|
||||
common_helpers::thisThreadYieldFor(
|
||||
std::chrono::duration_cast<std::chrono::microseconds>(
|
||||
std::chrono::milliseconds((int)(renderer_detector_polling_ms * 1.3f))
|
||||
)
|
||||
);
|
||||
|
||||
if (_renderer) {
|
||||
PRINT_DEBUG("free-ing any images resources");
|
||||
PRINT_DEBUG("releasing any images resources");
|
||||
for (auto &ach : achievements) {
|
||||
if (!ach.icon.expired()) {
|
||||
_renderer->ReleaseImageResource(ach.icon);
|
||||
@ -1792,15 +1789,10 @@ void Steam_Overlay::UnSetupOverlay()
|
||||
_renderer = nullptr;
|
||||
}
|
||||
|
||||
// cleanup everything
|
||||
fonts_atlas.Clear();
|
||||
memset(&fonts_atlas, 0, sizeof(fonts_atlas));
|
||||
font_default = nullptr;
|
||||
font_notif = nullptr;
|
||||
for (auto &kv : wav_files) {
|
||||
kv.second.clear();
|
||||
}
|
||||
cleanup_renderer_hook();
|
||||
}
|
||||
|
||||
PRINT_DEBUG("done *********");
|
||||
}
|
||||
|
||||
bool Steam_Overlay::Ready() const
|
||||
@ -1816,18 +1808,20 @@ bool Steam_Overlay::NeedPresent() const
|
||||
|
||||
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);
|
||||
if (settings->disable_overlay) return;
|
||||
|
||||
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);
|
||||
if (settings->disable_overlay) return;
|
||||
|
||||
h_inset = nHorizontalInset;
|
||||
v_inset = nVerticalInset;
|
||||
@ -1927,9 +1921,10 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
|
||||
|
||||
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);
|
||||
if (settings->disable_overlay) return;
|
||||
|
||||
// players connections might happen earlier before the overlay is ready
|
||||
// we don't want to miss them
|
||||
@ -1950,9 +1945,10 @@ void Steam_Overlay::FriendConnect(Friend _friend)
|
||||
|
||||
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);
|
||||
if (settings->disable_overlay) return;
|
||||
|
||||
// players connections might happen earlier before the overlay is ready
|
||||
// we don't want to miss them
|
||||
@ -1966,6 +1962,8 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
|
||||
// show a notification when the user unlocks an achievement
|
||||
void Steam_Overlay::AddAchievementNotification(const std::string &ach_name, nlohmann::json const &ach)
|
||||
{
|
||||
if (settings->disable_overlay) return;
|
||||
|
||||
PRINT_DEBUG_ENTRY();
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
if (!Ready()) return;
|
||||
|
Loading…
Reference in New Issue
Block a user