mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
* check for ImGui context before initializing it, otherwise it might crash some games like Antichamber when you alt+tab during initialization
* ignore all overlay requests if it's not ready * when unlocking an achievement, only load it's icon if that was specified in the json * restore the code for ImGui font builder, this is needed to load the glyphs for all languages * revert the code which loads the achievements info even if the overlay wasn't ready
This commit is contained in:
parent
d347ebafd3
commit
9a73720825
11
CHANGELOG.md
11
CHANGELOG.md
@ -1,13 +1,12 @@
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* updated the ingame overlay project, thanks to **[Nemirtingas]** for the project: https://github.com/Nemirtingas/ingame_overlay
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* build an experimental version of the emu with overlay support for Linux
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* removed the source files of the ingame overlay project, it is now a dependency, rebuild your dependencies!
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* use a new method to initialize the overlay on a separate thread with a configurable initialization delay, use the new config file `overlay_hook_delay_sec.txt` to control this delay, check the updated README
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* attempt to load the locked achievement icon from the json key `icongray` if the normal one failed, adding compatibility with older format
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* removed the source files of the ingame overlay project, it is now a dependency, **rebuild your dependencies!**
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* removed the code which locks the cursor inside the overlay window
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* removed the code which changes the cursor inside the overlay window
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* removed the code which adds custom fonts on Windows OS, but keep scaling
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* only attempt to load achievements images when hook is ready
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* cleanup overlay images on unhook
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* free the detector when we get a renderer hook instance
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* use locks everywhere in the overlay
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* free the detector instance once it's no longer needed
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* use locks everywhere in the overlay + more debug messages
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* fixed all compilation warnings produced by the overlay on Linux
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* updated all build script
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@ -142,7 +142,6 @@ class Steam_Overlay
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bool overlay_state_changed;
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std::atomic<bool> i_have_lobby;
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std::future<InGameOverlay::RendererHook_t*> future_renderer;
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InGameOverlay::RendererHook_t *_renderer;
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Steam_Overlay(Steam_Overlay const&) = delete;
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@ -175,6 +174,13 @@ class Steam_Overlay
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// invite a single friend
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void InviteFriend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
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void renderer_hook_init_thread();
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void CreateFonts();
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void LoadAudio();
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void HookReady(bool ready);
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public:
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Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
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@ -190,10 +196,6 @@ public:
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void SetupOverlay();
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void UnSetupOverlay();
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void HookReady(bool ready);
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void CreateFonts();
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void LoadAudio();
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void OverlayProc();
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void OpenOverlayInvite(CSteamID lobbyId);
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@ -117,6 +117,7 @@ bool notif_invite_wav_custom_inuse = false;
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void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
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{
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PRINT_DEBUG("overlay_run_every_runcb %p\n", object);
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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_this->RunCallbacks();
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}
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@ -177,6 +178,7 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu
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Steam_Overlay::~Steam_Overlay()
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{
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run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
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UnSetupOverlay();
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}
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bool Steam_Overlay::Ready() const
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@ -186,46 +188,104 @@ bool Steam_Overlay::Ready() const
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bool Steam_Overlay::NeedPresent() const
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{
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PRINT_DEBUG("Steam_Overlay::NeedPresent\n");
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return !settings->disable_overlay;
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}
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void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
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{
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationPosition %i\n", (int)eNotificationPosition);
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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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void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
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{
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationInset x=%i y=%i\n", nHorizontalInset, nVerticalInset);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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h_inset = nHorizontalInset;
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v_inset = nVerticalInset;
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}
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void Steam_Overlay::renderer_hook_init_thread()
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{
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if (settings->overlay_hook_delay_sec > 0) {
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// give games some time to init their renderer (DirectX, OpenGL, etc...)
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std::this_thread::sleep_for(std::chrono::seconds(settings->overlay_hook_delay_sec));
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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("Steam_Overlay::renderer_hook_init early exit before renderer detection\n");
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return;
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}
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}
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// request renderer detection
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auto future_renderer = InGameOverlay::DetectRenderer();
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PRINT_DEBUG("Steam_Overlay::renderer_hook_init requested renderer detector/hook\n");
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int polling_time_ms = 500;
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int timeout_ctr = 10 /*seconds*/ * 1000 /*milli per second*/ / polling_time_ms;
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while (timeout_ctr > 0 && setup_overlay_called && future_renderer.wait_for(std::chrono::milliseconds(polling_time_ms)) != std::future_status::ready) {
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--timeout_ctr;
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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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// exit on failure
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if (timeout_ctr <= 0 || !setup_overlay_called || !future_renderer.valid()) {
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PRINT_DEBUG("Steam_Overlay::renderer_hook_init failed to detect renderer\n");
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return;
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}
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// do a one time initialization
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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_renderer = future_renderer.get();
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PRINT_DEBUG("Steam_Overlay::renderer_hook_init got renderer %p\n", _renderer);
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CreateFonts();
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LoadAudio();
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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]() { OpenOverlayHook(true); };
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_renderer->OverlayProc = [this]() { OverlayProc(); };
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_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
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PRINT_DEBUG("Steam_Overlay hook state changed to <%i>\n", (int)state);
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HookReady(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset);
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};
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bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas);
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PRINT_DEBUG("Steam_Overlay::renderer_hook_init tried to start renderer hook (result=%u)\n", started);
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}
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void Steam_Overlay::SetupOverlay()
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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PRINT_DEBUG("Steam_Overlay::SetupOverlay\n");
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bool not_called = false;
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if (setup_overlay_called.compare_exchange_weak(not_called, true)) {
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future_renderer = InGameOverlay::DetectRenderer();
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PRINT_DEBUG("Steam_Overlay::SetupOverlay requested renderer detector/hook\n");
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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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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std::thread([this]() { renderer_hook_init_thread(); }).detach();
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}
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}
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void Steam_Overlay::UnSetupOverlay()
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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PRINT_DEBUG("Steam_Overlay::UnSetupOverlay\n");
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bool called = true;
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if (setup_overlay_called.compare_exchange_weak(called, false)) {
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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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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// allow the future_renderer thread to exit if needed
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std::this_thread::sleep_for(std::chrono::milliseconds(500 + 50));
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InGameOverlay::StopRendererDetection();
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if (!Ready() && future_renderer.valid()) {
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if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) {
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future_renderer.get(); // to invalidate the future object
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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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@ -241,22 +301,25 @@ void Steam_Overlay::UnSetupOverlay()
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// called initially and when window size is updated
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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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// NOTE usage of local objects here cause an exception when this is called with false state
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// the reason is that by the time this hook is called, the object would've been already destructed
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// this is why we check this global state
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// the reason is that by the time this hook is called, the object may have been already destructed
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// this is why we use global mutex
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// TODO this also doesn't seem right, no idea why it happens though
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!setup_overlay_called) return;
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is_ready = ready;
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PRINT_DEBUG("Steam_Overlay::HookReady %i\n", (int)ready);
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static bool initialized_imgui = false;
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if (ready && !initialized_imgui) {
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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// Antichamber crashes here because ImGui Context was null!
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// no idea why
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if (ready && !initialized_imgui && ImGui::GetCurrentContext()) {
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initialized_imgui = true;
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PRINT_DEBUG("Steam_Overlay::HookReady initializing ImGui config\n");
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ImGuiIO &io = ImGui::GetIO();
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ImGuiStyle &style = ImGui::GetStyle();
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@ -276,13 +339,19 @@ void Steam_Overlay::HookReady(bool ready)
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void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
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{
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PRINT_DEBUG("TODO Steam_Overlay::OpenOverlayInvite %llu\n", lobbyId.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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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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PRINT_DEBUG("TODO Steam_Overlay::OpenOverlay '%s'\n", pchDialog);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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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("Steam_Overlay won't open overlay's friends list because some friends are defined in the auto accept list\n");
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@ -294,7 +363,10 @@ 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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PRINT_DEBUG("TODO Steam_Overlay::OpenOverlayWebpage '%s'\n", pchURL);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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show_url = pchURL;
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ShowOverlay(true);
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}
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@ -318,8 +390,7 @@ 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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if (!Ready() || show_overlay == state) return;
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show_overlay = state;
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overlay_state_changed = true;
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@ -331,20 +402,21 @@ void Steam_Overlay::ShowOverlay(bool state)
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// this is very important internally it calls the necessary fuctions
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// to properly update ImGui window size on the next OverlayProc() call
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if (state) {
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// force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor
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io.MouseDrawCursor = true;
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// clip the cursor
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_renderer->HideAppInputs(true);
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// allow internal frmae processing
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_renderer->HideOverlayInputs(false);
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// force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor
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io.MouseDrawCursor = true;
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} else {
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io.MouseDrawCursor = false;
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// don't clip the cursor
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_renderer->HideAppInputs(false);
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// only stop internal frame processing when our state flag == false, and we don't have notifications
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if (notifications.empty()) {
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_renderer->HideOverlayInputs(true);
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PRINT_DEBUG("Steam_Overlay::ShowOverlay didn't find any notifications, disabling frame processing\n", (int)state);
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}
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io.MouseDrawCursor = false;
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}
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}
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@ -390,9 +462,9 @@ void Steam_Overlay::NotifySoundAutoAcceptFriendInvite()
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void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
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{
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PRINT_DEBUG("Steam_Overlay::SetLobbyInvite " "%" PRIu64 " %llu\n", friendId.id(), lobbyId);
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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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if (!Ready()) return;
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auto i = friends.find(friendId);
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if (i != friends.end())
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@ -409,9 +481,9 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
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void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
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{
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PRINT_DEBUG("Steam_Overlay::SetRichInvite " "%" PRIu64 " '%s'\n", friendId.id(), connect_str);
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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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if (!Ready()) return;
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auto i = friends.find(friendId);
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if (i != friends.end())
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@ -428,24 +500,29 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
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void Steam_Overlay::FriendConnect(Friend _friend)
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{
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PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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int id = find_free_friend_id(friends);
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if (id != 0)
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{
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if (id != 0) {
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auto& item = friends[_friend];
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item.window_title = std::move(_friend.name() + translationPlaying[current_language] + std::to_string(_friend.appid()));
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item.window_state = window_state_none;
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item.id = id;
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memset(item.chat_input, 0, max_chat_len);
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item.joinable = false;
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} else {
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PRINT_DEBUG("Steam_Overlay::FriendConnect error no free id to create a friend window\n");
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}
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else
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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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{
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PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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auto it = friends.find(_friend);
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if (it != friends.end())
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friends.erase(it);
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@ -453,19 +530,16 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
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bool Steam_Overlay::submit_notification(notification_type type, const std::string &msg, std::pair<const Friend, friend_window_state> *frd, const std::weak_ptr<uint64_t> &icon)
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{
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PRINT_DEBUG("Steam_Overlay::submit_notification %i '%s'\n", (int)type, msg.c_str());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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PRINT_DEBUG("Steam_Overlay::submit_notification %i, '%s'\n", (int)type, msg.c_str());
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if (!Ready()) return false;
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int id = find_free_notification_id(notifications);
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if (id == 0) {
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PRINT_DEBUG("Steam_Overlay::submit_notification error no free id to create a notification window\n");
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return false;
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}
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// this is very important, internally it calls the necessary fuctions to properly update
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// ImGui window size, change it here since we want the next OverlayProc to have a full window size
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// otherwise notification position will relative to an outdated window size
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_renderer->HideOverlayInputs(false);
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Notification notif{};
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notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
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notif.id = id;
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@ -476,11 +550,18 @@ bool Steam_Overlay::submit_notification(notification_type type, const std::strin
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notifications.emplace_back(notif);
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// this is very important, internally it calls the necessary fuctions to properly update
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// ImGui window size, change it here since we want the next OverlayProc to have a full window size
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// otherwise notification position will relative to an outdated window size
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PRINT_DEBUG("Steam_Overlay::submit_notification enabling frame processing to show notification\n");
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_renderer->HideOverlayInputs(false);
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return true;
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}
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void Steam_Overlay::AddChatMessageNotification(std::string const &message)
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{
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PRINT_DEBUG("Steam_Overlay::AddChatMessageNotification '%s'\n", 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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@ -490,16 +571,35 @@ void Steam_Overlay::AddChatMessageNotification(std::string const &message)
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// show a notification when the user unlocks an achievement
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void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
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{
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PRINT_DEBUG("Steam_Overlay::AddAchievementNotification\n");
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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{
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std::lock_guard<std::recursive_mutex> lock2(global_mutex);
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std::string ach_name = ach.value("name", std::string());
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for (auto &a : achievements) {
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if (a.name == ach_name) {
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bool achieved = false;
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uint32 unlock_time = 0;
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get_steam_client()->steam_user_stats->GetAchievementAndUnlockTime(a.name.c_str(), &achieved, &unlock_time);
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a.achieved = achieved;
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a.unlock_time = unlock_time;
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}
|
||||
}
|
||||
}
|
||||
|
||||
if (!settings->disable_overlay_achievement_notification) {
|
||||
// Load achievement image
|
||||
std::weak_ptr<uint64_t> icon_rsrc{};
|
||||
if (_renderer) {
|
||||
std::string file_path = Local_Storage::get_game_settings_path() + ach["icon"].get<std::string>();
|
||||
unsigned long long file_size = file_size_(file_path);
|
||||
std::string icon_path = ach.value("icon", std::string());
|
||||
if (icon_path.size()) {
|
||||
std::string file_path{};
|
||||
unsigned long long file_size = 0;
|
||||
file_path = Local_Storage::get_game_settings_path() + icon_path;
|
||||
file_size = file_size_(file_path);
|
||||
if (!file_size) {
|
||||
file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + ach["icon"].get<std::string>();
|
||||
file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + icon_path;
|
||||
file_size = file_size_(file_path);
|
||||
}
|
||||
if (file_size) {
|
||||
@ -512,29 +612,20 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
|
||||
|
||||
submit_notification(
|
||||
notification_type_achievement,
|
||||
ach["displayName"].get<std::string>() + "\n" + ach["description"].get<std::string>(),
|
||||
ach.value("displayName", std::string()) + "\n" + ach.value("description", std::string()),
|
||||
{},
|
||||
icon_rsrc
|
||||
);
|
||||
NotifySoundUserAchievement();
|
||||
}
|
||||
|
||||
std::string ach_name = ach.value("name", "");
|
||||
for (auto &a : achievements) {
|
||||
if (a.name == ach_name) {
|
||||
bool achieved = false;
|
||||
uint32 unlock_time = 0;
|
||||
get_steam_client()->steam_user_stats->GetAchievementAndUnlockTime(a.name.c_str(), &achieved, &unlock_time);
|
||||
a.achieved = achieved;
|
||||
a.unlock_time = unlock_time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_state>& wnd_state)
|
||||
{
|
||||
PRINT_DEBUG("Steam_Overlay::AddInviteNotification\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
if (settings->disable_overlay_friend_notification) return;
|
||||
if (!Ready()) return;
|
||||
|
||||
char tmp[TRANSLATION_BUFFER_SIZE]{};
|
||||
auto &first_friend = wnd_state.first;
|
||||
@ -546,7 +637,9 @@ void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_
|
||||
|
||||
void Steam_Overlay::AddAutoAcceptInviteNotification()
|
||||
{
|
||||
PRINT_DEBUG("Steam_Overlay::AddAutoAcceptInviteNotification\n");
|
||||
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]);
|
||||
@ -557,13 +650,14 @@ void Steam_Overlay::AddAutoAcceptInviteNotification()
|
||||
|
||||
bool Steam_Overlay::FriendJoinable(std::pair<const Friend, friend_window_state> &f)
|
||||
{
|
||||
PRINT_DEBUG("Steam_Overlay::FriendJoinable " "%" PRIu64 "\n", f.first.id());
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
|
||||
if( std::string(steamFriends->GetFriendRichPresence((uint64)f.first.id(), "connect")).length() > 0 )
|
||||
return true;
|
||||
|
||||
FriendGameInfo_t friend_game_info = {};
|
||||
FriendGameInfo_t friend_game_info{};
|
||||
steamFriends->GetFriendGamePlayed((uint64)f.first.id(), &friend_game_info);
|
||||
if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite))
|
||||
return true;
|
||||
@ -800,7 +894,6 @@ void Steam_Overlay::SetNextNotificationPos(float width, float height, float font
|
||||
|
||||
void Steam_Overlay::BuildNotifications(int width, int height)
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
float font_size = ImGui::GetFontSize();
|
||||
std::queue<Friend> friend_actions_temp{};
|
||||
@ -893,19 +986,70 @@ void Steam_Overlay::BuildNotifications(int width, int height)
|
||||
|
||||
void Steam_Overlay::CreateFonts()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
static bool configured_font = false;
|
||||
|
||||
if (configured_font) return;
|
||||
configured_font = true;
|
||||
|
||||
ImFontConfig fontcfg{};
|
||||
|
||||
float font_size = settings->overlay_appearance.font_size;
|
||||
fontcfg.OversampleH = fontcfg.OversampleV = 1;
|
||||
|
||||
ImFontConfig fontcfg{};
|
||||
fontcfg.PixelSnapH = true;
|
||||
fontcfg.OversampleH = 1;
|
||||
fontcfg.OversampleV = 1;
|
||||
fontcfg.SizePixels = font_size;
|
||||
fontcfg.GlyphRanges = fonts_atlas.GetGlyphRangesDefault();
|
||||
|
||||
ImFontGlyphRangesBuilder font_builder{};
|
||||
for (auto &x : achievements) {
|
||||
font_builder.AddText(x.title.c_str());
|
||||
font_builder.AddText(x.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(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(translationSteamOverlay[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(translationWarningWarningWarning[i]);
|
||||
font_builder.AddText(translationWarningDescription1[i]);
|
||||
font_builder.AddText(translationWarningDescription2[i]);
|
||||
font_builder.AddText(translationWarningDescription3[i]);
|
||||
font_builder.AddText(translationWarningDescription4[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());
|
||||
|
||||
ImVector<ImWchar> ranges{};
|
||||
font_builder.BuildRanges(&ranges);
|
||||
|
||||
fontcfg.GlyphRanges = ranges.Data;
|
||||
|
||||
ImFont *font = fonts_atlas.AddFontDefault(&fontcfg);
|
||||
|
||||
@ -918,9 +1062,8 @@ void Steam_Overlay::CreateFonts()
|
||||
|
||||
void Steam_Overlay::LoadAudio()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
std::string file_path;
|
||||
std::string file_name;
|
||||
std::string file_path{};
|
||||
std::string file_name{};
|
||||
unsigned long long file_size;
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
@ -974,8 +1117,7 @@ static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count)
|
||||
void Steam_Overlay::OverlayProc()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
if (!Ready())
|
||||
return;
|
||||
if (!Ready()) return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
@ -984,7 +1126,7 @@ void Steam_Overlay::OverlayProc()
|
||||
if (show_overlay || notifications.size()) {
|
||||
ImGui::SetNextWindowPos({ 0,0 });
|
||||
ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y });
|
||||
ImGui::SetNextWindowBgAlpha(0.60);
|
||||
ImGui::SetNextWindowBgAlpha(0.55);
|
||||
}
|
||||
|
||||
if (notifications.size()) {
|
||||
@ -996,7 +1138,7 @@ void Steam_Overlay::OverlayProc()
|
||||
// then disable frame rendering
|
||||
if (notifications.empty() && !show_overlay) {
|
||||
_renderer->HideOverlayInputs(true);
|
||||
PRINT_DEBUG("Steam_Overlay::OverlayProc disabled frame processing since it won't show overlay and has 0 notifications\n");
|
||||
PRINT_DEBUG("Steam_Overlay::OverlayProc disabled frame processing (no request to show overlay and 0 notifications)\n");
|
||||
}
|
||||
}
|
||||
|
||||
@ -1054,11 +1196,13 @@ void Steam_Overlay::OverlayProc()
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::Spacing();
|
||||
// user clicked on "show achievements"
|
||||
if (ImGui::Button(translationShowAchievements[current_language])) {
|
||||
show_achievements = true;
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
// user clicked on "settings"
|
||||
if (ImGui::Button(translationSettings[current_language])) {
|
||||
show_settings = true;
|
||||
}
|
||||
@ -1070,10 +1214,8 @@ void Steam_Overlay::OverlayProc()
|
||||
ImGui::SetClipboardText(friend_id_str.c_str());
|
||||
}
|
||||
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Spacing();
|
||||
|
||||
ImGui::LabelText("##label", "%s", translationFriends[current_language]);
|
||||
|
||||
if (!friends.empty()) {
|
||||
@ -1303,7 +1445,8 @@ void Steam_Overlay::RunCallbacks()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
std::lock_guard<std::recursive_mutex> lock2(global_mutex);
|
||||
if (Ready() && !achievements.size() && load_achievements_trials > 0) {
|
||||
|
||||
if (!achievements.size() && load_achievements_trials > 0) {
|
||||
--load_achievements_trials;
|
||||
Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
|
||||
uint32 achievements_num = steamUserStats->GetNumAchievements();
|
||||
@ -1315,7 +1458,7 @@ void Steam_Overlay::RunCallbacks()
|
||||
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");
|
||||
if (strlen(hidden) && hidden[0] == '1') {
|
||||
if (hidden && hidden[0] == '1') {
|
||||
ach.hidden = true;
|
||||
} else {
|
||||
ach.hidden = false;
|
||||
@ -1345,33 +1488,7 @@ void Steam_Overlay::RunCallbacks()
|
||||
}
|
||||
}
|
||||
|
||||
// if the detector has finished its job, and the overlay was still not ready
|
||||
// then get the renderer hook instance
|
||||
if (!Ready() && future_renderer.valid()) {
|
||||
if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) {
|
||||
_renderer = future_renderer.get();
|
||||
InGameOverlay::StopRendererDetection();
|
||||
InGameOverlay::FreeDetector();
|
||||
PRINT_DEBUG("Steam_Overlay got renderer %p\n", _renderer);
|
||||
CreateFonts();
|
||||
LoadAudio();
|
||||
}
|
||||
}
|
||||
|
||||
// if we have a renderer hook instance but it wasn't started yet
|
||||
if (!Ready() && _renderer && !_renderer->IsStarted()) {
|
||||
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);
|
||||
HookReady(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset);
|
||||
};
|
||||
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);
|
||||
}
|
||||
if (!Ready()) return;
|
||||
|
||||
if (overlay_state_changed) {
|
||||
overlay_state_changed = false;
|
||||
|
Loading…
Reference in New Issue
Block a user