mirror of
https://github.com/Detanup01/gbe_fork.git
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152 lines
4.0 KiB
C++
152 lines
4.0 KiB
C++
#ifndef __INCLUDED_STEAM_OVERLAY_H__
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#define __INCLUDED_STEAM_OVERLAY_H__
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#include "../dll/base.h"
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#include <map>
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#include <queue>
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static constexpr size_t max_chat_len = 768;
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enum window_state
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{
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window_state_none = 0,
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window_state_show = 1<<0,
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window_state_invite = 1<<1,
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window_state_join = 1<<2,
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window_state_lobby_invite = 1<<3,
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window_state_rich_invite = 1<<4,
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window_state_send_message = 1<<5,
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window_state_need_attention = 1<<6,
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};
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struct friend_window_state
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{
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uint8 window_state;
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union // The invitation (if any)
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{
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uint64 lobbyId;
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char connect[k_cchMaxRichPresenceValueLength];
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};
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std::string chat_history;
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char chat_input[max_chat_len];
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};
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struct Friend_Less
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{
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bool operator()(const Friend& lhs, const Friend& rhs) const
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{
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return lhs.id() < rhs.id();
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}
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};
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#ifndef NO_OVERLAY
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class Steam_Overlay
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{
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Settings* settings;
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SteamCallResults* callback_results;
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SteamCallBacks* callbacks;
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RunEveryRunCB* run_every_runcb;
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Networking* network;
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// friend id, show client window (to chat and accept invite maybe)
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std::map<Friend, friend_window_state, Friend_Less> friends;
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bool setup_overlay_called;
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bool is_ready;
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bool show_overlay;
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ENotificationPosition notif_position;
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int h_inset, v_inset;
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// Callback infos
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std::queue<Friend> has_friend_action;
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bool overlay_state_changed;
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Steam_Overlay(Steam_Overlay const&) = delete;
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Steam_Overlay(Steam_Overlay&&) = delete;
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Steam_Overlay& operator=(Steam_Overlay const&) = delete;
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Steam_Overlay& operator=(Steam_Overlay&&) = delete;
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static void steam_overlay_run_every_runcb(void* object);
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static void steam_overlay_callback(void* object, Common_Message* msg);
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void Callback(Common_Message* msg);
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void RunCallbacks();
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bool FriendHasLobby(uint64 friend_id);
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bool IHaveLobby();
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// Right click on friend
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void BuildContextMenu(Friend const& frd, friend_window_state &state);
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// Double click on friend
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void BuildFriendWindow(Friend const& frd, friend_window_state &state);
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// Notifications like achievements, chat and invitations
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void BuildNotifications();
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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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~Steam_Overlay();
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bool Ready() const;
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bool NeedPresent() const;
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void SetNotificationPosition(ENotificationPosition eNotificationPosition);
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void SetNotificationInset(int nHorizontalInset, int nVerticalInset);
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void SetupOverlay();
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void HookReady();
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void OverlayProc(int width, int height);
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void OpenOverlayInvite(CSteamID lobbyId);
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void OpenOverlay(const char* pchDialog);
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bool ShowOverlay() const;
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void ShowOverlay(bool state);
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void SetLobbyInvite(Friend friendId, uint64 lobbyId);
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void SetRichInvite(Friend friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
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void FriendDisconnect(Friend _friend);
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};
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#else
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class Steam_Overlay
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{
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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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~Steam_Overlay() {}
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bool Ready() const { return false; }
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bool NeedPresent() const { return false; }
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void SetNotificationPosition(ENotificationPosition eNotificationPosition) {}
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void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {}
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void SetupOverlay() {}
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void HookReady(void* hWnd) {}
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void OverlayProc(int width, int height) {}
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void OpenOverlayInvite(CSteamID lobbyId) {}
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void OpenOverlay(const char* pchDialog) {}
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void ShowOverlay(bool state) {}
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void SetLobbyInvite(Friend friendId, uint64 lobbyId) {}
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void SetRichInvite(Friend friendId, const char* connect_str) {}
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void FriendConnect(Friend _friend) {}
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void FriendDisconnect(Friend _friend) {}
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};
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#endif
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#endif//__INCLUDED_STEAM_OVERLAY_H__
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