mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-25 01:44:15 +08:00
* proper fix for the window resizing problem, thanks to Nemirtingas
* remove the code which adds custom Windows fonts but keep scaling * only attempt to load achievements images when hook is ready * cleanup overlay images on unhook * free the detector when we get a renderer hook instance * lock everywhere! * prefix the debug messages for a cleaner debug log
This commit is contained in:
parent
b137cf0f38
commit
88ab37d78f
@ -118,7 +118,7 @@ struct Overlay_Appearance {
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constexpr const static NotificationPosition default_pos = NotificationPosition::top_right;
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float font_size = 16.0;
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float font_size = 13.5;
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float icon_size = 64.0;
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float notification_r = 0.16;
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float notification_g = 0.29;
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@ -116,7 +116,6 @@ class Steam_Overlay
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std::string show_url;
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std::vector<Overlay_Achievement> achievements;
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bool show_achievements, show_settings;
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void *fonts_atlas;
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// disable input when force_*.txt file is used
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bool disable_user_input;
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@ -6,6 +6,7 @@
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// avoids confusing ImGui when another label has the same text "MyText"
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#include "overlay/steam_overlay.h"
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#include "overlay/notification.h"
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#include "overlay/steam_overlay_translations.h"
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#include <thread>
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@ -59,6 +60,10 @@ static constexpr char *valid_languages[] = {
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#define URL_WINDOW_NAME "URL Window"
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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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int find_free_id(std::vector<int> & ids, int base)
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{
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std::sort(ids.begin(), ids.end());
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@ -101,7 +106,6 @@ int find_free_notification_id(std::vector<Notification> const& notifications)
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return find_free_id(ids, base_friend_window_id);
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}
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#include "overlay/notification.h"
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char *notif_achievement_wav_custom;
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char *notif_invite_wav_custom;
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bool notif_achievement_wav_custom_inuse = false;
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@ -135,8 +139,7 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu
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i_have_lobby(false),
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show_achievements(false),
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show_settings(false),
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_renderer(nullptr),
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fonts_atlas(nullptr)
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_renderer(nullptr)
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{
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strncpy(username_text, settings->get_local_name(), sizeof(username_text));
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@ -185,6 +188,7 @@ bool Steam_Overlay::NeedPresent() const
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void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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notif_position = eNotificationPosition;
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}
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@ -216,54 +220,52 @@ void Steam_Overlay::UnSetupOverlay()
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InGameOverlay::FreeDetector();
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}
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}
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if (_renderer) {
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for (auto &ach : achievements) {
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if (!ach.icon.expired()) _renderer->ReleaseImageResource(ach.icon);
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if (!ach.icon_gray.expired()) _renderer->ReleaseImageResource(ach.icon_gray);
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}
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_renderer = nullptr;
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PRINT_DEBUG("Steam_Overlay::UnSetupOverlay freed all images\n");
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}
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}
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void Steam_Overlay::HookReady(bool ready)
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{
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PRINT_DEBUG("Steam_Overlay::HookReady %i\n", (int)ready);
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{
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// TODO: Uncomment this and draw our own cursor (cosmetics)
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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is_ready = ready;
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ImGuiIO &io = ImGui::GetIO();
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ImGuiStyle &style = ImGui::GetStyle();
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// disable loading the default ini file
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io.IniFilename = NULL;
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// Disable round window
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style.WindowRounding = 0.0;
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// TODO: Uncomment this and draw our own cursor (cosmetics)
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//io.WantSetMousePos = false;
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//io.MouseDrawCursor = false;
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//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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io.IniFilename = NULL;
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#ifdef __WINDOWS__
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// https://github.com/ocornut/imgui/blob/fbf45ad149b10ff8d9cb97aefe0dc5a9562fd66e/backends/imgui_impl_win32.cpp#L373-L382
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struct ImGui_ImplWin32_Data
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{
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HWND hWnd;
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};
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auto bd = ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;;
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if (bd) {
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// IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect = { 0, 0, 0, 0 };
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::GetClientRect(bd->hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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}
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#endif // __WINDOWS__
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is_ready = ready;
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}
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}
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void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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ShowOverlay(true);
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}
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void Steam_Overlay::OpenOverlay(const char* pchDialog)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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// TODO: Show pages depending on pchDialog
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if ((strncmp(pchDialog, "Friends", sizeof("Friends") - 1) == 0) && (settings->overlayAutoAcceptInvitesCount() > 0)) {
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PRINT_DEBUG("Not opening overlay's friends list because some friends are defined in the auto accept list\n");
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PRINT_DEBUG("Steam_Overlay won't open overlay's friends list because some friends are defined in the auto accept list\n");
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AddAutoAcceptInviteNotification();
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} else {
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ShowOverlay(true);
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@ -272,6 +274,7 @@ void Steam_Overlay::OpenOverlay(const char* pchDialog)
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void Steam_Overlay::OpenOverlayWebpage(const char* pchURL)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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show_url = pchURL;
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ShowOverlay(true);
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}
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@ -283,6 +286,7 @@ bool Steam_Overlay::ShowOverlay() const
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bool Steam_Overlay::OpenOverlayHook(bool toggle)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (toggle) {
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ShowOverlay(!show_overlay);
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}
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@ -292,15 +296,19 @@ bool Steam_Overlay::OpenOverlayHook(bool toggle)
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void Steam_Overlay::ShowOverlay(bool state)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready() || show_overlay == state)
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return;
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ImGuiIO &io = ImGui::GetIO();
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// this is very important, it doesn't just prevent input confusion between game's window
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// and overlay's window, but internally it calls the necessary fuctions to properly update
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// ImGui window size
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if (state) {
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io.MouseDrawCursor = true;
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_renderer->HideAppInputs(true);
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_renderer->HideOverlayInputs(false);
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} else {
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io.MouseDrawCursor = false;
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_renderer->HideAppInputs(false);
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_renderer->HideOverlayInputs(true);
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}
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show_overlay = state;
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@ -399,7 +407,7 @@ void Steam_Overlay::FriendConnect(Friend _friend)
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item.joinable = false;
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}
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else
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PRINT_DEBUG("No more free id to create a friend window\n");
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PRINT_DEBUG("Steam_Overlay error no free id to create a friend window\n");
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}
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void Steam_Overlay::FriendDisconnect(Friend _friend)
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@ -426,7 +434,7 @@ void Steam_Overlay::AddMessageNotification(std::string const& message)
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have_notifications = true;
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n");
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}
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// show a notification when the user unlocks an achievement
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@ -462,7 +470,7 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
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have_notifications = true;
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n");
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}
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std::string ach_name = ach.value("name", "");
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@ -502,7 +510,7 @@ void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_
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have_notifications = true;
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}
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else
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PRINT_DEBUG("No more free id to create a notification window\n");
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PRINT_DEBUG("Steam_Overlay error no free id to create a notification window\n");
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}
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void Steam_Overlay::AddAutoAcceptInviteNotification()
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@ -526,7 +534,7 @@ void Steam_Overlay::AddAutoAcceptInviteNotification()
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NotifySoundAutoAcceptFriendInvite();
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have_notifications = true;
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} else {
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PRINT_DEBUG("No free id to create an auto-accept notification window\n");
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PRINT_DEBUG("Steam_Overlay error no free id to create an auto-accept notification window\n");
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}
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}
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@ -712,9 +720,6 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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ImGui::End();
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}
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ImFont *font_default;
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ImFont *font_notif;
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// set the position of the next notification
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void Steam_Overlay::SetNextNotificationPos(float width, float height, float font_size, notification_type type, struct NotificationsIndexes &idx)
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{
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@ -875,105 +880,32 @@ void Steam_Overlay::BuildNotifications(int width, int height)
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void Steam_Overlay::CreateFonts()
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{
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if (fonts_atlas) return;
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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static bool configured_font = false;
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ImFontAtlas *Fonts = new ImFontAtlas();
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if (configured_font) return;
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configured_font = true;
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ImFontConfig fontcfg;
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ImFontConfig fontcfg{};
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float font_size = settings->overlay_appearance.font_size;
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fontcfg.OversampleH = fontcfg.OversampleV = 1;
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fontcfg.PixelSnapH = true;
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fontcfg.SizePixels = font_size;
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fontcfg.GlyphRanges = fonts_atlas.GetGlyphRangesDefault();
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ImFontGlyphRangesBuilder font_builder;
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for (auto & x : achievements) {
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font_builder.AddText(x.title.c_str());
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font_builder.AddText(x.description.c_str());
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}
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for (int i = 0; i < TRANSLATION_NUMBER_OF_LANGUAGES; i++) {
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font_builder.AddText(translationChat[i]);
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font_builder.AddText(translationInvite[i]);
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font_builder.AddText(translationJoin[i]);
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font_builder.AddText(translationInvitedYouToJoinTheGame[i]);
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font_builder.AddText(translationAccept[i]);
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font_builder.AddText(translationRefuse[i]);
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font_builder.AddText(translationSend[i]);
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font_builder.AddText(translationSteamOverlay[i]);
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font_builder.AddText(translationUserPlaying[i]);
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font_builder.AddText(translationRenderer[i]);
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font_builder.AddText(translationShowAchievements[i]);
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font_builder.AddText(translationSettings[i]);
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font_builder.AddText(translationFriends[i]);
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font_builder.AddText(translationAchievementWindow[i]);
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font_builder.AddText(translationListOfAchievements[i]);
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font_builder.AddText(translationAchievements[i]);
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font_builder.AddText(translationHiddenAchievement[i]);
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font_builder.AddText(translationAchievedOn[i]);
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font_builder.AddText(translationNotAchieved[i]);
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font_builder.AddText(translationGlobalSettingsWindow[i]);
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font_builder.AddText(translationGlobalSettingsWindowDescription[i]);
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font_builder.AddText(translationUsername[i]);
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font_builder.AddText(translationLanguage[i]);
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font_builder.AddText(translationSelectedLanguage[i]);
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font_builder.AddText(translationRestartTheGameToApply[i]);
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font_builder.AddText(translationSave[i]);
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font_builder.AddText(translationWarning[i]);
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font_builder.AddText(translationWarningWarningWarning[i]);
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font_builder.AddText(translationWarningDescription1[i]);
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font_builder.AddText(translationWarningDescription2[i]);
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font_builder.AddText(translationWarningDescription3[i]);
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font_builder.AddText(translationWarningDescription4[i]);
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font_builder.AddText(translationSteamOverlayURL[i]);
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font_builder.AddText(translationClose[i]);
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font_builder.AddText(translationPlaying[i]);
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}
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font_builder.AddRanges(Fonts->GetGlyphRangesDefault());
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ImVector<ImWchar> ranges;
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font_builder.BuildRanges(&ranges);
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bool need_extra_fonts = false;
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for (auto &x : ranges) {
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if (x > 0xFF) {
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need_extra_fonts = true;
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break;
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}
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}
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fontcfg.GlyphRanges = ranges.Data;
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ImFont *font = NULL;
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#if defined(__WINDOWS__)
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font = Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\micross.ttf", font_size, &fontcfg);
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#endif
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if (!font) {
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font = Fonts->AddFontDefault(&fontcfg);
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}
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ImFont *font = fonts_atlas.AddFontDefault(&fontcfg);
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font_notif = font_default = font;
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if (need_extra_fonts) {
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PRINT_DEBUG("Steam_Overlay loading extra fonts\n");
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fontcfg.MergeMode = true;
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#if defined(__WINDOWS__)
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Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\simsun.ttc", font_size, &fontcfg);
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Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\malgun.ttf", font_size, &fontcfg);
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#endif
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}
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fonts_atlas.Build();
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Fonts->Build();
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fonts_atlas = (void *)Fonts;
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// ImGuiStyle& style = ImGui::GetStyle();
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// style.WindowRounding = 0.0; // Disable round window
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reset_LastError();
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}
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void Steam_Overlay::LoadAudio()
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::string file_path;
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std::string file_name;
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unsigned long long file_size;
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@ -1028,26 +960,33 @@ static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count)
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// Try to make this function as short as possible or it might affect game's fps.
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void Steam_Overlay::OverlayProc()
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready())
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return;
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ImGuiIO& io = ImGui::GetIO();
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if (show_overlay) {
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// Set the overlay windows to the size of the game window
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ImGui::SetNextWindowPos({ 0,0 });
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ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y });
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ImGui::SetNextWindowBgAlpha(0.50);
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ImGui::PushFont(font_default);
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}
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if (have_notifications) {
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ImGui::PushFont(font_notif);
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BuildNotifications(io.DisplaySize.x, io.DisplaySize.y);
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ImGui::PopFont();
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}
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if (show_overlay) {
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// Set the overlay windows to the size of the game window
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ImGui::SetNextWindowPos({ 0,0 });
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ImGui::SetNextWindowSize({ static_cast<float>(io.DisplaySize.x),
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static_cast<float>(io.DisplaySize.y) });
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ImGui::SetNextWindowBgAlpha(0.50);
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ImGui::PushFont(font_default);
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// ******************** exit early if we shouldn't show the overlay
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if (!show_overlay) {
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return;
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}
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// ********************
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bool show = true;
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@ -1318,7 +1257,6 @@ void Steam_Overlay::OverlayProc()
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if (!show)
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ShowOverlay(false);
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}
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}
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void Steam_Overlay::Callback(Common_Message *msg)
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@ -1344,7 +1282,8 @@ void Steam_Overlay::Callback(Common_Message *msg)
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void Steam_Overlay::RunCallbacks()
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{
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if (!achievements.size() && load_achievements_trials > 0) {
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (Ready() && !achievements.size() && load_achievements_trials > 0) {
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--load_achievements_trials;
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Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
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uint32 achievements_num = steamUserStats->GetNumAchievements();
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@ -1378,28 +1317,42 @@ void Steam_Overlay::RunCallbacks()
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achievements.push_back(ach);
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}
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// don't punish successfull attempts
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if (achievements.size()) {
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++load_achievements_trials;
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}
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PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS DONE\n");
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}
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}
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// if the detector has finished its job, and the overlay was still not ready
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// then get the renderer hook instance
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if (!Ready() && future_renderer.valid()) {
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if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) {
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_renderer = future_renderer.get();
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InGameOverlay::StopRendererDetection();
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InGameOverlay::FreeDetector();
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PRINT_DEBUG("Steam_Overlay got renderer %p\n", _renderer);
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CreateFonts();
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LoadAudio();
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}
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}
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// if we have a renderer hook instance but it wasn't started yet
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if (!Ready() && _renderer && !_renderer->IsStarted()) {
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const static std::set<InGameOverlay::ToggleKey> keys = {InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB};
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auto key_combination_callback = [this]() { OpenOverlayHook(true); };
|
||||
const static std::set<InGameOverlay::ToggleKey> overlay_toggle_keys = {
|
||||
InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
|
||||
};
|
||||
auto overlay_toggle_callback = [this]() { OpenOverlayHook(true); };
|
||||
_renderer->OverlayProc = [this]() { OverlayProc(); };
|
||||
_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
|
||||
PRINT_DEBUG("Steam_Overlay hook state changed %i\n", (int)state);
|
||||
if (state == InGameOverlay::OverlayHookState::Removing) {
|
||||
_renderer = nullptr;
|
||||
}
|
||||
HookReady(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset);
|
||||
};
|
||||
bool started = _renderer->StartHook(key_combination_callback, keys, fonts_atlas);
|
||||
bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas);
|
||||
PRINT_DEBUG("Steam_Overlay tried to start renderer hook (result=%u)\n", started);
|
||||
}
|
||||
|
||||
@ -1409,6 +1362,7 @@ void Steam_Overlay::RunCallbacks()
|
||||
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));
|
||||
}
|
||||
@ -1428,7 +1382,6 @@ void Steam_Overlay::RunCallbacks()
|
||||
}
|
||||
|
||||
i_have_lobby = IHaveLobby();
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
|
||||
{
|
||||
i.second.joinable = FriendJoinable(i);
|
||||
@ -1515,9 +1468,9 @@ void Steam_Overlay::RunCallbacks()
|
||||
}
|
||||
|
||||
// if variable == true, then set it to false and return true (because state was changed) in that case
|
||||
bool true_tmp = true;
|
||||
if (invite_all_friends_clicked.compare_exchange_weak(true_tmp, false)) {
|
||||
PRINT_DEBUG("Overlay will send invitations to [%zu] friends if they're using the same app\n", friends.size());
|
||||
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\n", 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
|
||||
@ -1533,10 +1486,10 @@ void Steam_Overlay::InviteFriend(uint64 friend_id, class Steam_Friends* steamFri
|
||||
std::string connect_str = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
|
||||
if (connect_str.length() > 0) {
|
||||
steamFriends->InviteUserToGame(friend_id, connect_str.c_str());
|
||||
PRINT_DEBUG("Overlay sent game invitation to friend with id = %llu\n", friend_id);
|
||||
PRINT_DEBUG("Steam_Overlay sent game invitation to friend with id = %llu\n", friend_id);
|
||||
} else if (settings->get_lobby().IsValid()) {
|
||||
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
||||
PRINT_DEBUG("Overlay sent lobby invitation to friend with id = %llu\n", friend_id);
|
||||
PRINT_DEBUG("Steam_Overlay sent lobby invitation to friend with id = %llu\n", friend_id);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,4 @@
|
||||
|
||||
Font_Size 16.0
|
||||
Font_Size 13.5
|
||||
Icon_Size 64.0
|
||||
|
||||
Notification_R 0.16
|
||||
|
Loading…
x
Reference in New Issue
Block a user