mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 18:34:18 +08:00
dd530e80b1
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay. Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device. Updated VTables for DX12.
151 lines
3.9 KiB
C++
151 lines
3.9 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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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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