#ifdef EMU_OVERLAY // if you're wondering about text like: ##PopupAcceptInvite // these are unique labels (keys) for each button/label/text,etc... // ImGui uses the labels as keys, adding a suffic like "My Text##SomeKey" // avoids confusing ImGui when another label has the same text "MyText" #include "overlay/steam_overlay.h" #include #include #include #include #include #include "InGameOverlay/RendererDetector.h" #include "dll/dll.h" #include "dll/settings_parser.h" // translation #include "overlay/steam_overlay_translations.h" // fonts #include "fonts/unifont.hpp" // builtin audio #include "overlay/notification.h" #define URL_WINDOW_NAME "URL Window" static constexpr int max_window_id = 10000; static constexpr int base_notif_window_id = 0 * max_window_id; static constexpr int base_friend_window_id = 1 * max_window_id; static constexpr int base_friend_item_id = 2 * max_window_id; static const std::set overlay_toggle_keys = { InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB }; // look for the column 'API language code' here: https://partner.steamgames.com/doc/store/localization/languages static constexpr const char* valid_languages[] = { "english", "arabic", "bulgarian", "schinese", "tchinese", "czech", "danish", "dutch", "finnish", "french", "german", "greek", "hungarian", "italian", "japanese", "koreana", "norwegian", "polish", "portuguese", "brazilian", "romanian", "russian", "spanish", "latam", "swedish", "thai", "turkish", "ukrainian", "vietnamese", "croatian", "indonesian", }; // ListBoxHeader() is deprecated and inlined inside // Helper to calculate size from items_count and height_in_items static inline bool ImGuiHelper_BeginListBox(const char* label, int items_count) { int min_items = items_count < 7 ? items_count : 7; float height = ImGui::GetTextLineHeightWithSpacing() * (min_items + 0.25f) + ImGui::GetStyle().FramePadding.y * 2.0f; return ImGui::BeginListBox(label, ImVec2(0.0f, height)); } void Steam_Overlay::overlay_run_callback(void* object) { // PRINT_DEBUG_ENTRY(); Steam_Overlay* _this = reinterpret_cast(object); // bail immediately if we can't lock the overlay mutex, deadlock scenario: // 1. ** the background thread locks the global mutex // 2. -- the user opens the overlay // 3. -- the overlay proc is triggered the next frame, locking the overlay mutex // 4. ** the background thread locks the global mutex and runs this callback // 5. ** this callback (already having the global mutex) attempts to lock the overlay mutex (already locked before) // 6. ** this callback, and the background thread, are now blocked, note that the global mutex is still locked // 7. -- in the same frame, some code in the overlay proc attempts to call a steam API which usually locks the global mutex // sice the global mutex is still locked, the overlay proc is also blocked, // and now both the background thread and the overlay proc and locked // even worse, the global mutex is locked forever now if (!_this->overlay_mutex.try_lock()) return; _this->steam_run_callback(); _this->overlay_mutex.unlock(); } void Steam_Overlay::overlay_networking_callback(void* object, Common_Message* msg) { Steam_Overlay* _this = reinterpret_cast(object); _this->networking_msg_received(msg); } Steam_Overlay::Steam_Overlay(Settings* settings, Local_Storage *local_storage, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) : settings(settings), local_storage(local_storage), callback_results(callback_results), callbacks(callbacks), run_every_runcb(run_every_runcb), network(network) { // don't even bother initializing the overlay if (settings->disable_overlay) return; renderer_hook_init_thread = common_helpers::KillableWorker( [this](void *){ return renderer_hook_proc(); }, std::chrono::milliseconds(0), std::chrono::milliseconds(renderer_detector_polling_ms), [this] { return !setup_overlay_called; } ); renderer_detector_delay_thread = common_helpers::KillableWorker( [this](void *){ request_renderer_detector(); set_renderer_hook_timeout(); renderer_hook_init_thread.start(); return true; }, std::chrono::milliseconds(settings->overlay_hook_delay_sec * 1000), std::chrono::milliseconds(0), [this] { return !setup_overlay_called; } ); strncpy(username_text, settings->get_local_name(), sizeof(username_text)); // we need these copies to show the warning only once, then disable the flag // avoid manipulating settings->xxx this->warn_local_save = !settings->disable_overlay_warning_any && !settings->disable_overlay_warning_local_save && settings->overlay_warn_local_save; this->warn_bad_appid = !settings->disable_overlay_warning_any && !settings->disable_overlay_warning_bad_appid && settings->get_local_game_id().AppID() == 0; current_language = 0; const char *language = settings->get_language(); int i = 0; for (auto &lang : valid_languages) { if (common_helpers::str_cmp_insensitive(lang, language)) { current_language = i; break; } ++i; } this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::overlay_networking_callback, this); this->run_every_runcb->add(&Steam_Overlay::overlay_run_callback, this); } Steam_Overlay::~Steam_Overlay() { if (settings->disable_overlay) return; UnSetupOverlay(); this->network->rmCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::overlay_networking_callback, this); this->run_every_runcb->remove(&Steam_Overlay::overlay_run_callback, this); } void Steam_Overlay::request_renderer_detector() { PRINT_DEBUG_ENTRY(); // request renderer detection future_renderer = InGameOverlay::DetectRenderer(); } void Steam_Overlay::set_renderer_hook_timeout() { renderer_hook_timeout_ctr = settings->overlay_renderer_detector_timeout_sec /*seconds*/ * 1000 /*milli per second*/ / renderer_detector_polling_ms; } void Steam_Overlay::cleanup_renderer_hook() { InGameOverlay::StopRendererDetection(); InGameOverlay::FreeDetector(); } bool Steam_Overlay::renderer_hook_proc() { if (renderer_hook_timeout_ctr > 0 && future_renderer.wait_for(std::chrono::milliseconds(renderer_detector_polling_ms)) != std::future_status::ready) { return false; } // free detector resources and check for failure cleanup_renderer_hook(); // exit on failure bool final_chance = future_renderer.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready; // again check for 'setup_overlay_called' to be extra sure that the overlay wasn't deinitialized if (!setup_overlay_called || !final_chance || renderer_hook_timeout_ctr <= 0) { PRINT_DEBUG("failed to detect renderer, ctr=%i, overlay was set up=%i", renderer_hook_timeout_ctr, (int)setup_overlay_called ); return true; } // do a one time initialization // std::lock_guard lock(overlay_mutex); _renderer = future_renderer.get(); if (!_renderer) { // is this even possible? PRINT_DEBUG("renderer hook was null!"); return true; } PRINT_DEBUG("got renderer hook %p for '%s'", _renderer, _renderer->GetLibraryName().c_str()); // note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing load_achievements_data(); load_audio(); create_fonts(); // setup renderer callbacks auto overlay_toggle_callback = [this]() { open_overlay_hook(true); }; _renderer->OverlayProc = [this]() { overlay_render_proc(); }; _renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) { PRINT_DEBUG("hook state changed to <%i>", (int)state); overlay_state_hook(state == InGameOverlay::OverlayHookState::Ready || state == InGameOverlay::OverlayHookState::Reset); }; bool started = _renderer->StartHook(overlay_toggle_callback, overlay_toggle_keys, &fonts_atlas); PRINT_DEBUG("started renderer hook (result=%i)", (int)started); return true; } // note: make sure to load all relevant strings before creating the font(s), otherwise some glyphs ranges will be missing void Steam_Overlay::create_fonts() { PRINT_DEBUG_ENTRY(); // disable rounding the texture height to the next power of two // see this: https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#4-font-atlas-texture-fails-to-upload-to-gpu fonts_atlas.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; float font_size = settings->overlay_appearance.font_size; font_cfg.FontDataOwnedByAtlas = false; // https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#loading-font-data-from-memory font_cfg.PixelSnapH = true; font_cfg.OversampleH = 1; font_cfg.OversampleV = 1; font_cfg.SizePixels = font_size; // non-latin characters look ugly and squeezed without this horizontal spacing font_cfg.GlyphExtraSpacing.x = settings->overlay_appearance.font_glyph_extra_spacing_x; font_cfg.GlyphExtraSpacing.y = settings->overlay_appearance.font_glyph_extra_spacing_y; for (const auto &ach : achievements) { font_builder.AddText(ach.title.c_str()); font_builder.AddText(ach.description.c_str()); } for (int i = 0; i < TRANSLATION_NUMBER_OF_LANGUAGES; i++) { font_builder.AddText(translationChat[i]); font_builder.AddText(translationCopyId[i]); font_builder.AddText(translationTestAchievement[i]); font_builder.AddText(translationInvite[i]); font_builder.AddText(translationInviteAll[i]); font_builder.AddText(translationJoin[i]); font_builder.AddText(translationInvitedYouToJoinTheGame[i]); font_builder.AddText(translationAccept[i]); font_builder.AddText(translationRefuse[i]); font_builder.AddText(translationSend[i]); font_builder.AddText(translationUserPlaying[i]); font_builder.AddText(translationRenderer[i]); font_builder.AddText(translationShowAchievements[i]); font_builder.AddText(translationSettings[i]); font_builder.AddText(translationFriends[i]); font_builder.AddText(translationAchievementWindow[i]); font_builder.AddText(translationListOfAchievements[i]); font_builder.AddText(translationAchievements[i]); font_builder.AddText(translationHiddenAchievement[i]); font_builder.AddText(translationAchievedOn[i]); font_builder.AddText(translationNotAchieved[i]); font_builder.AddText(translationGlobalSettingsWindow[i]); font_builder.AddText(translationGlobalSettingsWindowDescription[i]); font_builder.AddText(translationUsername[i]); font_builder.AddText(translationLanguage[i]); font_builder.AddText(translationSelectedLanguage[i]); font_builder.AddText(translationRestartTheGameToApply[i]); font_builder.AddText(translationSave[i]); font_builder.AddText(translationWarning[i]); font_builder.AddText(translationWarningDescription_badAppid[i]); font_builder.AddText(translationWarningDescription_localSave[i]); font_builder.AddText(translationSteamOverlayURL[i]); font_builder.AddText(translationClose[i]); font_builder.AddText(translationPlaying[i]); font_builder.AddText(translationAutoAcceptFriendInvite[i]); } font_builder.AddRanges(fonts_atlas.GetGlyphRangesDefault()); font_builder.BuildRanges(&ranges); font_cfg.GlyphRanges = ranges.Data; if (settings->overlay_appearance.font_override.size()) { fonts_atlas.AddFontFromFileTTF(settings->overlay_appearance.font_override.c_str(), font_size, &font_cfg); font_cfg.MergeMode = true; // merge next fonts into the first one, as if they were all just 1 font file } // note: base85 compressed arrays caused a compiler heap allocation error, regular compression is more guaranteed ImFont *font = fonts_atlas.AddFontFromMemoryCompressedTTF(unifont_compressed_data, unifont_compressed_size, font_size, &font_cfg); font_notif = font_default = font; bool res = fonts_atlas.Build(); PRINT_DEBUG("created fonts atlas (result=%i)", (int)res); reset_LastError(); } void Steam_Overlay::load_audio() { PRINT_DEBUG_ENTRY(); for (auto &kv : wav_files) { std::string file_path{}; unsigned int file_size{}; // try local location first, then try global location for (const auto &settings_path : { Local_Storage::get_game_settings_path(), local_storage->get_global_settings_path() }) { file_path = settings_path + Steam_Overlay::ACH_SOUNDS_FOLDER + PATH_SEPARATOR + kv.first; file_size = file_size_(file_path); if (file_size) break; } kv.second.clear(); if (file_size) { kv.second.assign(file_size + 1, 0); // +1 because this will be treated as a null-terminated string later int read = Local_Storage::get_file_data(file_path, (char *)&kv.second[0], file_size); if (read <= 0) kv.second.clear(); PRINT_DEBUG("loaded '%s' (read %i/%u bytes)", file_path.c_str(), read, file_size); } } } void Steam_Overlay::load_achievements_data() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats; uint32 achievements_num = steamUserStats->GetNumAchievements(); for (uint32 i = 0; i < achievements_num; ++i) { Overlay_Achievement ach{}; ach.name = steamUserStats->GetAchievementName(i); ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name"); ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc"); const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden"); ach.hidden = hidden && hidden[0] == '1'; bool achieved = false; uint32 unlock_time = 0; if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) { ach.achieved = achieved; ach.unlock_time = unlock_time; } else { ach.achieved = false; ach.unlock_time = 0; } float pnMinProgress = 0, pnMaxProgress = 0; if (steamUserStats->GetAchievementProgressLimits(ach.name.c_str(), &pnMinProgress, &pnMaxProgress)) { ach.progress = (uint32)pnMinProgress; ach.max_progress = (uint32)pnMaxProgress; } achievements.emplace_back(ach); if (!setup_overlay_called) return; } PRINT_DEBUG("count=%u, loaded=%zu", achievements_num, achievements.size()); } // called initially and when window size is updated void Steam_Overlay::overlay_state_hook(bool ready) { PRINT_DEBUG("%i", (int)ready); // NOTE usage of local objects here cause an exception when this is called with false state // the reason is that by the time this hook is called, the object may have been already destructed // this is why we use global mutex // TODO this also doesn't seem right, no idea why it happens though // NOTE after initializing the renderer detector on another thread this was solved std::lock_guard lock(overlay_mutex); if (!setup_overlay_called) return; is_ready = ready; if (ready) { // Antichamber may crash here because ImGui Context is null!, no idea why bool not_yet = false; if (ImGui::GetCurrentContext() && late_init_imgui.compare_exchange_weak(not_yet, true)) { PRINT_DEBUG("late init ImGui"); ImGuiIO &io = ImGui::GetIO(); // disable loading the default ini file io.IniFilename = NULL; ImGuiStyle &style = ImGui::GetStyle(); // Disable round window style.WindowRounding = 0.0; } } } // called when the user presses SHIFT + TAB bool Steam_Overlay::open_overlay_hook(bool toggle) { std::lock_guard lock(overlay_mutex); if (toggle) { ShowOverlay(!show_overlay); } return show_overlay; } void Steam_Overlay::allow_renderer_frame_processing(bool state, bool cleaning_up_overlay) { // this is very important internally it calls the necessary fuctions // to properly update ImGui window size on the next overlay_render_proc() call if (state) { auto new_val = ++renderer_frame_processing_requests; if (new_val == 1) { // only take an action on first request // allow internal frmae processing _renderer->HideOverlayInputs(false); PRINT_DEBUG("enabled frame processing (count=%u)", new_val); } } else { if (renderer_frame_processing_requests > 0) { auto new_val = --renderer_frame_processing_requests; if (!new_val || cleaning_up_overlay) { // only take an action when the requests reach 0 or by force _renderer->HideOverlayInputs(true); PRINT_DEBUG("disabled frame processing (count=%u, force=%i)", new_val, (int)cleaning_up_overlay); } } } } void Steam_Overlay::obscure_game_input(bool state) { if (state) { auto new_val = ++obscure_cursor_requests; if (new_val == 1) { // only take an action on first request ImGuiIO &io = ImGui::GetIO(); // force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor io.MouseDrawCursor = state; // not necessary, just to be sure io.WantCaptureMouse = state; // not necessary, just to be sure io.WantCaptureKeyboard = state; // clip the cursor _renderer->HideAppInputs(true); PRINT_DEBUG("obscured app input (count=%u)", new_val); } } else { if (obscure_cursor_requests > 0) { auto new_val = --obscure_cursor_requests; if (!new_val) { // only take an action when the requests reach 0 ImGuiIO &io = ImGui::GetIO(); // force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor io.MouseDrawCursor = state; // not necessary, just to be sure io.WantCaptureMouse = state; // not necessary, just to be sure io.WantCaptureKeyboard = state; // restore the old cursor _renderer->HideAppInputs(false); PRINT_DEBUG("restored app input (count=%u)", new_val); } } } } void Steam_Overlay::notify_sound_user_invite(friend_window_state& friend_state) { if (settings->disable_overlay_friend_notification) return; if (!(friend_state.window_state & window_state_show)) { friend_state.window_state |= window_state_need_attention; #ifdef __WINDOWS__ auto wav_data = wav_files.find("overlay_friend_notification.wav"); if (wav_files.end() != wav_data && wav_data->second.size()) { PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY); } else { PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } #endif } } void Steam_Overlay::notify_sound_user_achievement() { if (settings->disable_overlay_achievement_notification) return; #ifdef __WINDOWS__ auto wav_data = wav_files.find("overlay_achievement_notification.wav"); if (wav_files.end() != wav_data && wav_data->second.size()) { PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY); } #endif } void Steam_Overlay::notify_sound_auto_accept_friend_invite() { #ifdef __WINDOWS__ auto wav_data = wav_files.find("overlay_friend_notification.wav"); if (wav_files.end() != wav_data && wav_data->second.size()) { PlaySoundA((LPCSTR)&wav_data->second[0], NULL, SND_ASYNC | SND_MEMORY); } else { PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } #endif } int find_free_id(std::vector &ids, int base) { std::sort(ids.begin(), ids.end()); int id = base; for (auto i : ids) { if (id < i) break; id = i + 1; } return id > (base+max_window_id) ? 0 : id; } int find_free_friend_id(const std::map &friend_windows) { std::vector ids{}; ids.reserve(friend_windows.size()); std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair const& i) { ids.emplace_back(i.second.id); }); return find_free_id(ids, base_friend_window_id); } int find_free_notification_id(std::vector const& notifications) { std::vector ids{}; ids.reserve(notifications.size()); std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i) { ids.emplace_back(i.id); }); return find_free_id(ids, base_friend_window_id); } bool Steam_Overlay::submit_notification( notification_type type, const std::string &msg, std::pair *frd, Overlay_Achievement *ach) { PRINT_DEBUG("%i", (int)type); std::lock_guard lock(overlay_mutex); if (!Ready()) return false; int id = find_free_notification_id(notifications); if (id == 0) { PRINT_DEBUG("error no free id to create a notification window"); return false; } Notification notif{}; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notif.id = id; notif.type = (uint8)type; notif.message = msg; notif.frd = frd; if (ach) notif.ach = *ach; notifications.emplace_back(notif); allow_renderer_frame_processing(true); // uncomment this block to obscure cursor input and steal focus for these specific notifications switch (type) { // we want to steal focus for these ones case notification_type::invite: obscure_game_input(true); break; // not effective case notification_type::achievement_progress: case notification_type::achievement: case notification_type::auto_accept_invite: case notification_type::message: // nothing break; default: PRINT_DEBUG("error unhandled type %i", (int)type); break; } return true; } void Steam_Overlay::add_chat_message_notification(std::string const &message) { if (settings->disable_overlay_friend_notification) return; PRINT_DEBUG("'%s'", message.c_str()); std::lock_guard lock(overlay_mutex); submit_notification(notification_type::message, message); } void Steam_Overlay::show_test_achievement() { PRINT_DEBUG_ENTRY(); Overlay_Achievement ach{}; ach.title = translationTestAchievement[current_language]; ach.description = "~~~ " + ach.title + " ~~~"; ach.achieved = true; if (achievements.size()) { size_t rand_idx = common_helpers::rand_number(achievements.size() - 1); auto &rand_ach = achievements[rand_idx]; bool achieved = rand_idx < (achievements.size() / 2); try_load_ach_icon(rand_ach, achieved); ach.icon = achieved ? rand_ach.icon : rand_ach.icon_gray; } bool for_progress = false; // randomly add progress if (common_helpers::rand_number(1000) % 2) { for_progress = true; uint32 progress = (uint32)(common_helpers::rand_number(500) / 10 + 50); // [50, 100] ach.max_progress = 100; ach.progress = progress; ach.achieved = false; } post_achievement_notification(ach, for_progress); // here we always play the sound for testing notify_sound_user_achievement(); } bool Steam_Overlay::is_friend_joinable(std::pair &f) { PRINT_DEBUG("%" PRIu64 "", f.first.id()); std::lock_guard lock(global_mutex); Steam_Friends* steamFriends = get_steam_client()->steam_friends; if (std::string(steamFriends->get_friend_rich_presence_silent((uint64)f.first.id(), "connect")).length() > 0 ) { PRINT_DEBUG("%" PRIu64 " true (connect string)", f.first.id()); return true; } 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)) { PRINT_DEBUG("%" PRIu64 " true (friend in a game)", f.first.id()); return true; } PRINT_DEBUG("%" PRIu64 " false", f.first.id()); return false; } bool Steam_Overlay::got_lobby() { std::lock_guard lock(global_mutex); Steam_Friends* steamFriends = get_steam_client()->steam_friends; if (std::string(steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect")).length() > 0) return true; if (settings->get_lobby().IsValid()) return true; return false; } void Steam_Overlay::build_friend_context_menu(Friend const& frd, friend_window_state& state) { if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) { // this is set to true if any button was clicked // otherwise, after clicking any button, the menu will be persistent bool close_popup = false; // user clicked on "chat" if (ImGui::Button(translationChat[current_language])) { close_popup = true; state.window_state |= window_state_show; } // user clicked on "copy id" on a friend if (ImGui::Button(translationCopyId[current_language])) { close_popup = true; auto friend_id_str = std::to_string(frd.id()); ImGui::SetClipboardText(friend_id_str.c_str()); } // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { // user clicked on "invite to game" std::string translationInvite_tmp(translationInvite[current_language]); translationInvite_tmp.append("##PopupInviteToGame"); if (i_have_lobby && ImGui::Button(translationInvite_tmp.c_str())) { close_popup = true; state.window_state |= window_state_invite; has_friend_action.push(frd); } // user clicked on "accept game invite" std::string translationJoin_tmp(translationJoin[current_language]); translationJoin_tmp.append("##PopupAcceptInvite"); if (state.joinable && ImGui::Button(translationJoin_tmp.c_str())) { close_popup = true; // don't bother adding this friend if the button "invite all" was clicked // we will send them the invitation later in Steam_Overlay::steam_run_callback() if (!invite_all_friends_clicked) { state.window_state |= window_state_join; has_friend_action.push(frd); } } } if (close_popup || invite_all_friends_clicked) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } void Steam_Overlay::build_friend_window(Friend const& frd, friend_window_state& state) { if (!(state.window_state & window_state_show)) return; bool show = true; bool send_chat_msg = false; float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { state.window_state &= ~window_state_need_attention; } ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 }, ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); ImGui::SetNextWindowBgAlpha(1.0f); // Window id is after the ###, the window title is the friend name std::string friend_window_id = std::move("###" + std::to_string(state.id)); if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { state.window_state &= ~window_state_need_attention; } // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { ImGui::LabelText("##label", translationInvitedYouToJoinTheGame[current_language], frd.name().c_str(), frd.appid()); ImGui::SameLine(); if (ImGui::Button(translationAccept[current_language])) { state.window_state |= window_state_join; this->has_friend_action.push(frd); } ImGui::SameLine(); if (ImGui::Button(translationRefuse[current_language])) { state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); } } ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, -2.0f * ImGui::GetFontSize() }, ImGuiInputTextFlags_ReadOnly); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| // | /--------------------------\ | // | | | | // | | chat history | | // | | | | // | \--------------------------/ | // | [____chat line______] [send] | // |------------------------------| // // And it is like this // |------------------------------| // | /--------------------------\ | // | | | | // | | chat history | | // | | | | // | \--------------------------/ | // | [__chat line__] [send] | // |------------------------------| float wnd_width = ImGui::GetContentRegionAvail().x; ImGuiStyle &style = ImGui::GetStyle(); wnd_width -= ImGui::CalcTextSize(translationSend[current_language]).x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; uint64_t frd_id = frd.id(); ImGui::PushID((const char *)&frd_id, (const char *)&frd_id + sizeof(frd_id)); ImGui::PushItemWidth(wnd_width); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; ImGui::SetKeyboardFocusHere(-1); } ImGui::PopItemWidth(); ImGui::PopID(); ImGui::SameLine(); if (ImGui::Button(translationSend[current_language])) { send_chat_msg = true; } if (send_chat_msg) { if (!(state.window_state & window_state_send_message)) { has_friend_action.push(frd); state.window_state |= window_state_send_message; } } } // User closed the friend window if (!show) state.window_state &= ~window_state_show; ImGui::End(); } std::chrono::milliseconds Steam_Overlay::get_notification_duration(notification_type type) { switch (type) { case notification_type::message: return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_chat); case notification_type::invite: return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_invitation); case notification_type::achievement: return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_achievement); case notification_type::achievement_progress: return std::chrono::milliseconds(settings->overlay_appearance.notification_duration_progress); case notification_type::auto_accept_invite: return Notification::default_show_time; } PRINT_DEBUG("ERROR unhandled type %i", (int)type); return Notification::default_show_time; } // set the position of the next notification void Steam_Overlay::set_next_notification_pos(std::pair scrn_size, std::chrono::milliseconds elapsed, std::chrono::milliseconds duration, const Notification ¬i, struct NotificationsCoords &coords) { const float scrn_width = scrn_size.first; const float scrn_height = scrn_size.second; auto &global_style = ImGui::GetStyle(); const float padding_all_sides = 2 * (global_style.WindowPadding.y + global_style.WindowPadding.x); const float noti_width = scrn_width * Notification::width_percent; const float msg_height = ImGui::CalcTextSize( noti.message.c_str(), noti.message.c_str() + noti.message.size(), false, noti_width - padding_all_sides - global_style.ItemSpacing.x ).y; float noti_height = msg_height; // get the required position Overlay_Appearance::NotificationPosition pos = Overlay_Appearance::default_pos; switch ((notification_type)noti.type) { case notification_type::achievement_progress: case notification_type::achievement: { pos = settings->overlay_appearance.ach_earned_pos; const float new_msg_height = ImGui::CalcTextSize( noti.message.c_str(), noti.message.c_str() + noti.message.size(), false, noti_width - padding_all_sides - global_style.ItemSpacing.x - settings->overlay_appearance.icon_size ).y; const float new_noti_height = new_msg_height; float biggest_noti_height = settings->overlay_appearance.icon_size; if (biggest_noti_height < new_noti_height) biggest_noti_height = new_noti_height; noti_height = biggest_noti_height; if ((notification_type)noti.type == notification_type::achievement_progress) { if (!noti.ach.value().achieved && noti.ach.value().max_progress > 0) { noti_height += settings->overlay_appearance.font_size + global_style.WindowPadding.y; } } } break; case notification_type::invite: pos = settings->overlay_appearance.invite_pos; break; case notification_type::message: pos = settings->overlay_appearance.chat_msg_pos; break; default: PRINT_DEBUG("ERROR: unhandled notification type %i", (int)noti.type); break; } // add some y padding for niceness noti_height += 2 * global_style.WindowPadding.y; // 0 on the y-axis is top, 0 on the x-axis is left float x = 0.0f; float y = 0.0f; float animate_size = 0.0f; const float margin_y = settings->overlay_appearance.notification_margin_y; const float margin_x = settings->overlay_appearance.notification_margin_x; switch (pos) { // top case Overlay_Appearance::NotificationPosition::top_left: animate_size = animate_factor(elapsed, duration) * noti_width; x = margin_x - animate_size; y = coords.top_left.second + margin_y; coords.top_left.second = y + noti_height; break; case Overlay_Appearance::NotificationPosition::top_center: animate_size = animate_factor(elapsed, duration) * noti_height; x = (scrn_width / 2) - (noti_width / 2); y = coords.top_center.second + margin_y - animate_size; coords.top_center.second = y + noti_height; break; case Overlay_Appearance::NotificationPosition::top_right: animate_size = animate_factor(elapsed, duration) * noti_width; x = (scrn_width - noti_width - margin_x) + animate_size; y = coords.top_right.second + margin_y; coords.top_right.second = y + noti_height; break; // bot case Overlay_Appearance::NotificationPosition::bot_left: animate_size = animate_factor(elapsed, duration) * noti_width; x = margin_x - animate_size; y = scrn_height - coords.bot_left.second - margin_y - noti_height; coords.bot_left.second = scrn_height - y; break; case Overlay_Appearance::NotificationPosition::bot_center: animate_size = animate_factor(elapsed, duration) * noti_height; x = (scrn_width / 2) - (noti_width / 2); y = scrn_height - coords.bot_center.second - margin_y - noti_height + animate_size; coords.bot_center.second = scrn_height - y; break; case Overlay_Appearance::NotificationPosition::bot_right: animate_size = animate_factor(elapsed, duration) * noti_width; x = (scrn_width - noti_width - margin_x) + animate_size; y = scrn_height - coords.bot_right.second - margin_y - noti_height; coords.bot_right.second = scrn_height - y; break; default: /* satisfy compiler warning */ break; } ImGui::SetNextWindowPos(ImVec2( x, y )); ImGui::SetNextWindowSize(ImVec2(noti_width, noti_height)); } float Steam_Overlay::animate_factor(std::chrono::milliseconds elapsed, std::chrono::milliseconds duration) { if (settings->overlay_appearance.notification_animation <= 0) return 0.0f; // no animation std::chrono::milliseconds animation_duration(settings->overlay_appearance.notification_animation); // PRINT_DEBUG("ELAPSED %u/%u/%u", (uint32)elapsed.count(), (uint32)duration.count(), (uint32)animation_duration.count()); float factor = 0.0f; if (elapsed < animation_duration) { // sliding in factor = 1.0f - (static_cast(elapsed.count()) / animation_duration.count()); // PRINT_DEBUG("SHOW FACTOR %f", factor); } else { // time between sliding in/out animation // here we add the animation duration because we want to count after the animation // if we have 1 sec animation & 2 sec show time: // the duration will start at < 1 sec during the initial animation // after the animation (1 sec), the duration will be >= 1 sec // but since we want 2 sec show time, the duration must last 3 sec auto steady_time = animation_duration + duration; if (elapsed > steady_time) { factor = static_cast((elapsed - steady_time).count()) / animation_duration.count(); // PRINT_DEBUG("HIDE FACTOR %f", factor); } } return factor; } void Steam_Overlay::add_ach_progressbar(const Overlay_Achievement &ach) { if (!ach.achieved && ach.max_progress > 0) { char buf[32]{}; sprintf(buf, "%u/%u", ach.progress, ach.max_progress); ImGui::ProgressBar((float)ach.progress / ach.max_progress, { -1 , settings->overlay_appearance.font_size }, buf); } } ImVec4 Steam_Overlay::get_notification_bg_rgba_safe() { if (settings->overlay_appearance.notification_r >= 0 && settings->overlay_appearance.notification_g >= 0 && settings->overlay_appearance.notification_b >= 0 && settings->overlay_appearance.notification_a >= 0) { return ImVec4( settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, settings->overlay_appearance.notification_a ); } // fallback to dark-gray background return ImVec4( 0.12f, 0.14f, 0.21f, 1.0f ); } void Steam_Overlay::build_notifications(float width, float height) { auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); std::queue friend_actions_temp{}; ImGui::PushFont(font_notif); // Add window rounding ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, settings->overlay_appearance.notification_rounding); NotificationsCoords coords{}; for (auto it = notifications.begin(); it != notifications.end(); ++it) { auto noti_duration = get_notification_duration((notification_type)it->type); if (noti_duration.count() <= 0) { it->expired = true; continue; } // *2 for sliding in & out animation auto total_allowed_duration = noti_duration + std::chrono::milliseconds(settings->overlay_appearance.notification_animation * 2); auto elapsed_notif = now - it->start_time; if (elapsed_notif > total_allowed_duration) { it->expired = true; continue; } float settings_noti_alpha = settings->overlay_appearance.notification_a >= 0.0f && settings->overlay_appearance.notification_a <= 1.0f ? settings->overlay_appearance.notification_a : 1.0f; ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, settings_noti_alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, get_notification_bg_rgba_safe()); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, settings_noti_alpha * 2)); // some extra window flags for each notification type ImGuiWindowFlags extra_flags = ImGuiWindowFlags_NoFocusOnAppearing; switch ((notification_type)it->type) { // games like "Mafia Definitive Edition" will pause the entire game/scene if focus was stolen // be less intrusive for notifications that do not require interaction case notification_type::achievement_progress: case notification_type::achievement: case notification_type::auto_accept_invite: case notification_type::message: extra_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoInputs; break; case notification_type::invite: // nothing break; default: PRINT_DEBUG("error unhandled flags for type %i", (int)it->type); break; } std::string wnd_name = "NotiPopupShow" + std::to_string(it->id); set_next_notification_pos({width, height}, elapsed_notif, noti_duration, *it, coords); if (ImGui::Begin(wnd_name.c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize | extra_flags)) { switch ((notification_type)it->type) { case notification_type::achievement_progress: case notification_type::achievement: { const auto &ach = it->ach.value(); auto& [icon_rsrc, _] = (notification_type)it->type == notification_type::achievement ? ach.icon : ach.icon_gray; if (!icon_rsrc.expired() && ImGui::BeginTable("imgui_table", 2)) { ImGui::TableSetupColumn("imgui_table_image", ImGuiTableColumnFlags_WidthFixed, settings->overlay_appearance.icon_size); ImGui::TableSetupColumn("imgui_table_text"); ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size); ImGui::TableSetColumnIndex(0); ImGui::Image((ImTextureID)*icon_rsrc.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size)); ImGui::TableSetColumnIndex(1); ImGui::TextWrapped("%s", it->message.c_str()); ImGui::EndTable(); } else { ImGui::TextWrapped("%s", it->message.c_str()); } if ((notification_type)it->type == notification_type::achievement_progress) { add_ach_progressbar(ach); } } break; case notification_type::invite: { ImGui::TextWrapped("%s", it->message.c_str()); if (ImGui::Button(translationJoin[current_language])) { it->frd->second.window_state |= window_state_join; friend_actions_temp.push(it->frd->first); // when we click "accept game invite" from someone else, we want to remove this notification immediately since it's no longer relevant // this assignment will make the notification elapsed time insanely large it->start_time = {}; } } break; case notification_type::message: ImGui::TextWrapped("%s", it->message.c_str()); break; case notification_type::auto_accept_invite: ImGui::TextWrapped("%s", it->message.c_str()); break; default: PRINT_DEBUG("error unhandled notification for type %i", (int)it->type); break; } } ImGui::End(); ImGui::PopStyleColor(3); } ImGui::PopStyleVar(); ImGui::PopFont(); // erase all notifications whose visible time exceeded the max notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [this](const Notification &item) { if (item.expired) { PRINT_DEBUG("removing a notification"); allow_renderer_frame_processing(false); // uncomment this block to restore app input focus switch ((notification_type)item.type) { // we want to restore focus for these ones case notification_type::invite: obscure_game_input(false); break; // not effective case notification_type::achievement_progress: case notification_type::achievement: case notification_type::auto_accept_invite: case notification_type::message: // nothing break; default: PRINT_DEBUG("error unhandled remove for type %i", (int)item.type); break; } return true; } return false; }), notifications.end()); if (!friend_actions_temp.empty()) { while (!friend_actions_temp.empty()) { has_friend_action.push(friend_actions_temp.front()); friend_actions_temp.pop(); } } } void Steam_Overlay::add_auto_accept_invite_notification() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(overlay_mutex); if (!Ready()) return; char tmp[TRANSLATION_BUFFER_SIZE]{}; snprintf(tmp, sizeof(tmp), "%s", translationAutoAcceptFriendInvite[current_language]); submit_notification(notification_type::auto_accept_invite, tmp); notify_sound_auto_accept_friend_invite(); } void Steam_Overlay::add_invite_notification(std::pair& wnd_state) { if (settings->disable_overlay_friend_notification) return; PRINT_DEBUG_ENTRY(); std::lock_guard lock(overlay_mutex); if (!Ready()) return; char tmp[TRANSLATION_BUFFER_SIZE]{}; auto &first_friend = wnd_state.first; auto &name = first_friend.name(); snprintf(tmp, sizeof(tmp), translationInvitedYouToJoinTheGame[current_language], name.c_str(), (uint64)first_friend.id()); submit_notification(notification_type::invite, tmp, &wnd_state); } void Steam_Overlay::post_achievement_notification(Overlay_Achievement &ach, bool for_progress) { if (settings->disable_overlay_achievement_notification) return; PRINT_DEBUG_ENTRY(); std::lock_guard lock(overlay_mutex); if (!Ready()) return; try_load_ach_icon(ach, !for_progress); // for progress notifications we want to load the gray icon submit_notification( for_progress ? notification_type::achievement_progress : notification_type::achievement, ach.title + "\n" + ach.description, {}, &ach ); } void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking) { std::string connect_str = steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect"); if (connect_str.length() > 0) { steamFriends->InviteUserToGame(friend_id, connect_str.c_str()); PRINT_DEBUG("sent game invitation to friend with id = %llu", friend_id); } else if (settings->get_lobby().IsValid()) { steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id); PRINT_DEBUG("sent lobby invitation to friend with id = %llu", friend_id); } } bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved) { if (!_renderer) return false; auto& [icon_rsrc, attempted] = achieved ? ach.icon : ach.icon_gray; if (attempted || !icon_rsrc.expired()) return true; const int icon_handle = get_steam_client()->steam_user_stats->get_achievement_icon_handle(ach.name, achieved); auto image_info = settings->get_image(icon_handle); if (image_info) { int icon_size = static_cast(settings->overlay_appearance.icon_size); icon_rsrc = _renderer->CreateImageResource( (void*)image_info->data.c_str(), icon_size, icon_size); PRINT_DEBUG("'%s' (result=%i)", ach.name.c_str(), (int)!icon_rsrc.expired()); } attempted = true; return !icon_rsrc.expired(); } // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::overlay_render_proc() { std::lock_guard lock(overlay_mutex); if (!Ready()) return; if (show_overlay) { render_main_window(); } if (notifications.size()) { ImGuiIO &io = ImGui::GetIO(); build_notifications(io.DisplaySize.x, io.DisplaySize.y); } } uint32 Steam_Overlay::apply_global_style_color() { uint32 style_color_stack = 0; if ((settings->overlay_appearance.background_r >= 0) && (settings->overlay_appearance.background_g >= 0) && (settings->overlay_appearance.background_b >= 0) && (settings->overlay_appearance.background_a >= 0)) { ImVec4 colorSet = ImVec4( settings->overlay_appearance.background_r, settings->overlay_appearance.background_g, settings->overlay_appearance.background_b, settings->overlay_appearance.background_a ); ImGui::PushStyleColor(ImGuiCol_WindowBg, colorSet); style_color_stack += 1; } if ((settings->overlay_appearance.element_r >= 0) && (settings->overlay_appearance.element_g >= 0) && (settings->overlay_appearance.element_b >= 0) && (settings->overlay_appearance.element_a >= 0)) { ImVec4 colorSet = ImVec4( settings->overlay_appearance.element_r, settings->overlay_appearance.element_g, settings->overlay_appearance.element_b, settings->overlay_appearance.element_a ); ImGui::PushStyleColor(ImGuiCol_TitleBgActive, colorSet); ImGui::PushStyleColor(ImGuiCol_Button, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBg, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGrip, colorSet); style_color_stack += 4; } if ((settings->overlay_appearance.element_hovered_r >= 0) && (settings->overlay_appearance.element_hovered_g >= 0) && (settings->overlay_appearance.element_hovered_b >= 0) && (settings->overlay_appearance.element_hovered_a >= 0)) { ImVec4 colorSet = ImVec4( settings->overlay_appearance.element_hovered_r, settings->overlay_appearance.element_hovered_g, settings->overlay_appearance.element_hovered_b, settings->overlay_appearance.element_hovered_a ); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGripHovered, colorSet); ImGui::PushStyleColor(ImGuiCol_HeaderHovered, colorSet); style_color_stack += 4; } if ((settings->overlay_appearance.element_active_r >= 0) && (settings->overlay_appearance.element_active_g >= 0) && (settings->overlay_appearance.element_active_b >= 0) && (settings->overlay_appearance.element_active_a >= 0)) { ImVec4 colorSet = ImVec4( settings->overlay_appearance.element_active_r, settings->overlay_appearance.element_active_g, settings->overlay_appearance.element_active_b, settings->overlay_appearance.element_active_a ); ImGui::PushStyleColor(ImGuiCol_ButtonActive, colorSet); ImGui::PushStyleColor(ImGuiCol_FrameBgActive, colorSet); ImGui::PushStyleColor(ImGuiCol_ResizeGripActive, colorSet); ImGui::PushStyleColor(ImGuiCol_Header, colorSet); ImGui::PushStyleColor(ImGuiCol_HeaderActive, colorSet); style_color_stack += 5; } return style_color_stack; } // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::render_main_window() { char tmp[TRANSLATION_BUFFER_SIZE]{}; snprintf(tmp, sizeof(tmp), translationRenderer[current_language], (_renderer == nullptr ? "Unknown" : _renderer->GetLibraryName().c_str())); std::string windowTitle{}; // Note: don't translate this, project and author names are nouns, they must be kept intact for proper referral // think of it as translating "Protobuf - Google" windowTitle.append("Ingame Overlay project - Nemirtingas (").append(tmp).append(")"); bool show = true; ImGuiIO &io = ImGui::GetIO(); ImGui::PushFont(font_default); uint32 style_color_stack = apply_global_style_color(); ImGui::SetNextWindowPos({ 0, 0 }); ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y }); if (ImGui::Begin(windowTitle.c_str(), &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { if (show_user_info) { ImGui::LabelText("##playinglabel", translationUserPlaying[current_language], settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); } ImGui::Spacing(); ImGui::SameLine(); // user clicked on "toggle user info" if (ImGui::Button(translationToggleUserInfo[current_language])) { show_user_info = !show_user_info; } ImGui::SameLine(); // user clicked on "show achievements" if (ImGui::Button(translationShowAchievements[current_language])) { show_achievements = !show_achievements; } ImGui::SameLine(); // user clicked on "test achievement" if (ImGui::Button(translationTestAchievement[current_language])) { show_test_achievement(); } ImGui::SameLine(); // user clicked on "copy id" on themselves if (ImGui::Button(translationCopyId[current_language])) { auto friend_id_str = std::to_string(settings->get_local_steam_id().ConvertToUint64()); ImGui::SetClipboardText(friend_id_str.c_str()); } ImGui::SameLine(); // user clicked on "settings" if (ImGui::Button(translationSettings[current_language])) { show_settings = !show_settings; } ImGui::Spacing(); ImGui::Spacing(); ImGui::LabelText("##label", "%s", translationFriends[current_language]); if (!friends.empty()) { if (i_have_lobby) { std::string inviteAll(translationInviteAll[current_language]); inviteAll.append("##PopupInviteAllFriends"); if (ImGui::Button(inviteAll.c_str())) { // if btn clicked invite_all_friends_clicked = true; } } if (ImGuiHelper_BeginListBox("##label", static_cast(friends.size()))) { std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); build_friend_context_menu(i.first, i.second); if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { i.second.window_state |= window_state_show; } ImGui::PopID(); build_friend_window(i.first, i.second); }); ImGui::EndListBox(); } } // user clicked on "show achievements" button if (show_achievements && achievements.size()) { ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); ImGui::SetNextWindowBgAlpha(1.0f); if (ImGui::Begin(translationAchievementWindow[current_language], &show_achievements)) { ImGui::Text("%s", translationListOfAchievements[current_language]); ImGui::BeginChild(translationAchievements[current_language]); for (auto & x : achievements) { bool achieved = x.achieved; bool hidden = x.hidden && !achieved; try_load_ach_icon(x, true); try_load_ach_icon(x, false); ImGui::Separator(); bool could_create_ach_table_entry = false; if (!x.icon.first.expired() || !x.icon_gray.first.expired()) { if (ImGui::BeginTable(x.title.c_str(), 2)) { could_create_ach_table_entry = true; ImGui::TableSetupColumn("imgui_table_image", ImGuiTableColumnFlags_WidthFixed, settings->overlay_appearance.icon_size); ImGui::TableSetupColumn("imgui_table_text"); ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size); ImGui::TableSetColumnIndex(0); auto& [icon_rsrc, _] = achieved ? x.icon : x.icon_gray; if (!icon_rsrc.expired()) { ImGui::Image( (ImTextureID)*icon_rsrc.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size) ); } ImGui::TableSetColumnIndex(1); // the next column is the achievement text below } } // we want to display the ach text regardless the icons were displayed or not ImGui::Text("%s", x.title.c_str()); if (hidden) { ImGui::Text("%s", translationHiddenAchievement[current_language]); } else { ImGui::TextWrapped("%s", x.description.c_str()); } if (achieved) { char buffer[80]{}; time_t unlock_time = (time_t)x.unlock_time; size_t written = std::strftime(buffer, sizeof(buffer), settings->overlay_appearance.ach_unlock_datetime_format.c_str(), std::localtime(&unlock_time)); if (!written) { // count was reached before the entire string could be stored, keep it safe std::strftime(buffer, sizeof(buffer), "%Y/%m/%d - %H:%M:%S", std::localtime(&unlock_time)); } ImGui::TextColored(ImVec4(0, 255, 0, 255), translationAchievedOn[current_language], buffer); } else { ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationNotAchieved[current_language]); } add_ach_progressbar(x); if (could_create_ach_table_entry) ImGui::EndTable(); ImGui::Separator(); } ImGui::EndChild(); } ImGui::End(); } // user clicked on "settings" button if (show_settings) { ImGui::SetNextWindowBgAlpha(1.0f); if (ImGui::Begin(translationGlobalSettingsWindow[current_language], &show_settings)) { ImGui::Text("%s", translationGlobalSettingsWindowDescription[current_language]); ImGui::Separator(); ImGui::Text("%s", translationUsername[current_language]); ImGui::SameLine(); ImGui::InputText("##username", username_text, sizeof(username_text), 0); ImGui::Separator(); ImGui::Text("%s", translationLanguage[current_language]); ImGui::ListBox("##language", ¤t_language, valid_languages, sizeof(valid_languages) / sizeof(valid_languages[0]), 7); ImGui::Text(translationSelectedLanguage[current_language], valid_languages[current_language]); ImGui::Separator(); ImGui::Text("%s", translationRestartTheGameToApply[current_language]); if (ImGui::Button(translationSave[current_language])) { save_settings = true; show_settings = false; } } ImGui::End(); } // we have a url to open/display if (show_url.size()) { std::string url = show_url; bool show = true; ImGui::SetNextWindowBgAlpha(1.0f); if (ImGui::Begin(URL_WINDOW_NAME, &show)) { ImGui::Text("%s", translationSteamOverlayURL[current_language]); ImGui::Spacing(); ImGui::PushItemWidth(ImGui::CalcTextSize(url.c_str()).x + 20); ImGui::InputText("##url_copy", (char *)url.data(), url.size(), ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); ImGui::Spacing(); if (ImGui::Button(translationClose[current_language]) || !show) show_url = ""; // ImGui::SetWindowSize(ImVec2(ImGui::CalcTextSize(url.c_str()).x + 10, 0)); } ImGui::End(); } bool show_warning = warn_local_save || warn_bad_appid; if (show_warning) { ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); ImGui::SetNextWindowFocus(); ImGui::SetNextWindowBgAlpha(1.0f); if (ImGui::Begin(translationWarning[current_language], &show_warning)) { if (warn_bad_appid) { ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s %s %s", translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]); ImGui::TextWrapped("%s", translationWarningDescription_badAppid[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s %s %s", translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]); } if (warn_local_save) { ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s %s %s", translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]); ImGui::TextWrapped("%s", translationWarningDescription_localSave[current_language]); ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s %s %s", translationWarning[current_language], translationWarning[current_language], translationWarning[current_language]); } } ImGui::End(); // if button closed, don't show the warning again if (!show_warning) { warn_local_save = false; warn_bad_appid = false; } } } ImGui::End(); if (style_color_stack) ImGui::PopStyleColor(style_color_stack); ImGui::PopFont(); if (!show) ShowOverlay(false); } void Steam_Overlay::networking_msg_received(Common_Message *msg) { std::lock_guard lock(overlay_mutex); if (msg->has_steam_messages()) { Friend frd; frd.set_id(msg->source_id()); auto friend_info = friends.find(frd); if (friend_info != friends.end()) { Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend friend_info->second.chat_history.append(friend_info->first.name() + ": " + steam_message.message()).append("\n", 1); if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; } add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message()); notify_sound_user_invite(friend_info->second); } } } void Steam_Overlay::steam_run_callback() { if (!Ready()) return; if (overlay_state_changed) { overlay_state_changed = false; GameOverlayActivated_t data{}; data.m_bActive = show_overlay; data.m_bUserInitiated = true; data.m_dwOverlayPID = 123; data.m_nAppID = settings->get_local_game_id().AppID(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; if (save_settings) { save_settings = false; const char *language_text = valid_languages[current_language]; save_global_settings(get_steam_client()->local_storage, username_text, language_text); get_steam_client()->settings_client->set_local_name(username_text); get_steam_client()->settings_server->set_local_name(username_text); get_steam_client()->settings_client->set_language(language_text); get_steam_client()->settings_server->set_language(language_text); steamFriends->resend_friend_data(); } i_have_lobby = got_lobby(); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { i.second.joinable = is_friend_joinable(i); }); while (!has_friend_action.empty()) { auto friend_info = friends.find(has_friend_action.front()); if (friend_info != friends.end()) { uint64 friend_id = (uint64)friend_info->first.id(); // The user clicked on "Send" if (friend_info->second.window_state & window_state_send_message) { char* input = friend_info->second.chat_input; char* end_input = input + strlen(input); char* printable_char = std::find_if(input, end_input, [](char c) { return std::isgraph(c); }); // Check if the message contains something else than blanks if (printable_char != end_input) { // Handle chat send Common_Message msg; Steam_Messages* steam_messages = new Steam_Messages; steam_messages->set_type(Steam_Messages::FRIEND_CHAT); steam_messages->set_message(friend_info->second.chat_input); msg.set_allocated_steam_messages(steam_messages); msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(friend_id); network->sendTo(&msg, true); friend_info->second.chat_history.append(get_steam_client()->settings_client->get_local_name()).append(": ").append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; } // The user clicked on "Invite" (but invite all wasn't clicked) if (friend_info->second.window_state & window_state_invite) { invite_friend(friend_id, steamFriends, steamMatchmaking); friend_info->second.window_state &= ~window_state_invite; } // The user clicked on "Join" if (friend_info->second.window_state & window_state_join) { std::string connect = steamFriends->get_friend_rich_presence_silent(friend_id, "connect"); // The user got a lobby invite and accepted it if (friend_info->second.window_state & window_state_lobby_invite) { GameLobbyJoinRequested_t data; data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); data.m_steamIDFriend.SetFromUint64(friend_id); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); friend_info->second.window_state &= ~window_state_lobby_invite; } else { // The user got a rich presence invite and accepted it if (friend_info->second.window_state & window_state_rich_invite) { GameRichPresenceJoinRequested_t data = {}; data.m_steamIDFriend.SetFromUint64(friend_id); strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); friend_info->second.window_state &= ~window_state_rich_invite; } else if (connect.length() > 0) { GameRichPresenceJoinRequested_t data = {}; data.m_steamIDFriend.SetFromUint64(friend_id); strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } //Not sure about this but it fixes sonic racing transformed invites FriendGameInfo_t friend_game_info = {}; steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64(); if (lobby_id) { GameLobbyJoinRequested_t data; data.m_steamIDLobby.SetFromUint64(lobby_id); data.m_steamIDFriend.SetFromUint64(friend_id); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } friend_info->second.window_state &= ~window_state_join; } } has_friend_action.pop(); } // if variable == true, then set it to false and return true (because state was changed) in that case bool yes_clicked = true; if (invite_all_friends_clicked.compare_exchange_weak(yes_clicked, false)) { PRINT_DEBUG("Steam_Overlay will send invitations to [%zu] friends if they're using the same app", friends.size()); uint32 current_appid = settings->get_local_game_id().AppID(); for (auto &fr : friends) { if (fr.first.appid() == current_appid) { // friend is playing the same game uint64 friend_id = (uint64)fr.first.id(); invite_friend(friend_id, steamFriends, steamMatchmaking); } } } } void Steam_Overlay::SetupOverlay() { if (settings->disable_overlay) return; PRINT_DEBUG_ENTRY(); std::lock_guard lock(overlay_mutex); bool not_called_yet = false; if (setup_overlay_called.compare_exchange_weak(not_called_yet, true)) { if (settings->overlay_hook_delay_sec > 0) { PRINT_DEBUG("waiting %i seconds", settings->overlay_hook_delay_sec); renderer_detector_delay_thread.start(); } else { // "HITMAN 3" fails if the detector was started later (after a delay) // so request the renderer detector immediately (the old behavior) request_renderer_detector(); set_renderer_hook_timeout(); renderer_hook_init_thread.start(); } } } void Steam_Overlay::UnSetupOverlay() { if (settings->disable_overlay) return; PRINT_DEBUG_ENTRY(); std::lock_guard lock(overlay_mutex); bool already_called = true; if (setup_overlay_called.compare_exchange_weak(already_called, false)) { is_ready = false; renderer_hook_init_thread.kill(); renderer_detector_delay_thread.kill(); // stop internal frame processing & restore cursor if (_renderer) { // for some reason this gets triggered after the overlay instance has been destroyed // I assume because the game de-initializes DX later after closing Steam APIs // this hacky solution just sets it to an empty function _renderer->OverlayHookReady = [](InGameOverlay::OverlayHookState){}; _renderer->OverlayProc = [](){}; allow_renderer_frame_processing(false, true); obscure_game_input(false); PRINT_DEBUG("releasing any images resources"); for (auto &ach : achievements) { if (!ach.icon.first.expired()) { _renderer->ReleaseImageResource(ach.icon.first); ach.icon.first.reset(); } if (!ach.icon_gray.first.expired()) { _renderer->ReleaseImageResource(ach.icon_gray.first); ach.icon_gray.first.reset(); } } // manually calling this dtor looks bad, but it actually prevents a lot of crashes on exit, don't remove it! // many DX12 games will crash on exit if the hook wasn't manually removed (ex appid 2933080, 1583230) _renderer->~RendererHook_t(); _renderer = nullptr; } cleanup_renderer_hook(); } PRINT_DEBUG("done *********"); } bool Steam_Overlay::Ready() const { return !settings->disable_overlay && is_ready && late_init_imgui; } bool Steam_Overlay::NeedPresent() const { PRINT_DEBUG_ENTRY(); return !settings->disable_overlay; } void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition) { if (settings->disable_overlay) return; PRINT_DEBUG("TODO %i", (int)eNotificationPosition); std::lock_guard lock(overlay_mutex); notif_position = eNotificationPosition; } void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset) { if (settings->disable_overlay) return; PRINT_DEBUG("TODO x=%i y=%i", nHorizontalInset, nVerticalInset); std::lock_guard lock(overlay_mutex); h_inset = nHorizontalInset; v_inset = nVerticalInset; } void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { PRINT_DEBUG("TODO %llu", lobbyId.ConvertToUint64()); std::lock_guard lock(overlay_mutex); if (!Ready()) return; ShowOverlay(true); } void Steam_Overlay::OpenOverlay(const char* pchDialog) { PRINT_DEBUG("TODO '%s'", pchDialog); std::lock_guard lock(overlay_mutex); if (!Ready()) return; // TODO: Show pages depending on pchDialog if ((strncmp(pchDialog, "Friends", sizeof("Friends") - 1) == 0) && (settings->overlayAutoAcceptInvitesCount() > 0)) { PRINT_DEBUG("won't open overlay's friends list because some friends are defined in the auto accept list"); add_auto_accept_invite_notification(); } else { ShowOverlay(true); } } void Steam_Overlay::OpenOverlayWebpage(const char* pchURL) { PRINT_DEBUG("TODO '%s'", pchURL); std::lock_guard lock(overlay_mutex); if (!Ready()) return; show_url = pchURL; ShowOverlay(true); } bool Steam_Overlay::ShowOverlay() const { return show_overlay; } void Steam_Overlay::ShowOverlay(bool state) { std::lock_guard lock(overlay_mutex); if (!Ready() || show_overlay == state) return; show_overlay = state; overlay_state_changed = true; PRINT_DEBUG("%i", (int)state); Steam_Overlay::allow_renderer_frame_processing(state); Steam_Overlay::obscure_game_input(state); } void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { PRINT_DEBUG("%" PRIu64 " %llu", friendId.id(), lobbyId); std::lock_guard lock(overlay_mutex); if (!Ready()) return; auto i = friends.find(friendId); if (i != friends.end()) { auto& frd = i->second; frd.lobbyId = lobbyId; frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; add_invite_notification(*i); notify_sound_user_invite(i->second); } } void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { PRINT_DEBUG("%" PRIu64 " '%s'", friendId.id(), connect_str); std::lock_guard lock(overlay_mutex); if (!Ready()) return; auto i = friends.find(friendId); if (i != friends.end()) { auto& frd = i->second; strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; add_invite_notification(*i); notify_sound_user_invite(i->second); } } void Steam_Overlay::FriendConnect(Friend _friend) { if (settings->disable_overlay) return; PRINT_DEBUG("%" PRIu64 "", _friend.id()); std::lock_guard lock(overlay_mutex); // players connections might happen earlier before the overlay is ready // we don't want to miss them //if (!Ready()) return; int id = find_free_friend_id(friends); if (id != 0) { auto& item = friends[_friend]; item.window_title = std::move(_friend.name() + " " + translationPlaying[current_language] + " " + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); item.joinable = false; } else { PRINT_DEBUG("error no free id to create a friend window"); } } void Steam_Overlay::FriendDisconnect(Friend _friend) { if (settings->disable_overlay) return; PRINT_DEBUG("%" PRIu64 "", _friend.id()); std::lock_guard lock(overlay_mutex); // players connections might happen earlier before the overlay is ready // we don't want to miss them //if (!Ready()) return; auto it = friends.find(_friend); if (it != friends.end()) friends.erase(it); } // show a notification when the user unlocks an achievement void Steam_Overlay::AddAchievementNotification(const std::string &ach_name, nlohmann::json const &ach, bool for_progress) { if (settings->disable_overlay) return; PRINT_DEBUG("'%s' %i", ach_name.c_str(), (int)for_progress); std::lock_guard lock(overlay_mutex); if (!Ready()) return; // don't return early when disable_overlay_achievement_notification is true // otherwise when you open the achievements list/menu you won't see the new unlock status for (auto &a : achievements) { if (a.name == ach_name) { try { // lock to prevent modifications to this json object std::lock_guard lock2(global_mutex); a.achieved = ach.value("earned", false); a.unlock_time = ach.value("earned_time", static_cast(0)); a.progress = ach.value("progress", static_cast(0)); a.max_progress = ach.value("max_progress", static_cast(0)); } catch(...) {} if (a.achieved && !for_progress) { // here we don't show the progress indications post_achievement_notification(a, for_progress); notify_sound_user_achievement(); } else if (for_progress && !settings->disable_overlay_achievement_progress) { // progress indication is shown for locked achievements only // post notification if this isn't a progress, or a progress and the user didn't disable these notifications post_achievement_notification(a, for_progress); // don't play sound } break; } } } #endif