gbe_fork/overlay_experimental/steam_overlay.cpp
2024-03-08 18:13:29 +02:00

1632 lines
68 KiB
C++

#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 "overlay/notification.h"
#include "overlay/steam_overlay_translations.h"
#include <thread>
#include <string>
#include <sstream>
#include <cctype>
#include "InGameOverlay/ImGui/imgui.h"
#include "dll/dll.h"
#include "dll/settings_parser.h"
#include "InGameOverlay/RendererDetector.h"
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 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"
};
#define URL_WINDOW_NAME "URL Window"
ImFontAtlas fonts_atlas{};
ImFont *font_default{};
ImFont *font_notif{};
std::recursive_mutex overlay_mutex{};
std::atomic<bool> setup_overlay_called = false;
int find_free_id(std::vector<int> & 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, friend_window_state, Friend_Less> &friend_windows)
{
std::vector<int> ids{};
ids.reserve(friend_windows.size());
std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair<Friend const, friend_window_state> const& i)
{
ids.emplace_back(i.second.id);
});
return find_free_id(ids, base_friend_window_id);
}
int find_free_notification_id(std::vector<Notification> const& notifications)
{
std::vector<int> 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);
}
char *notif_achievement_wav_custom;
char *notif_invite_wav_custom;
bool notif_achievement_wav_custom_inuse = false;
bool notif_invite_wav_custom_inuse = false;
void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
{
PRINT_DEBUG("overlay_run_every_runcb %p\n", object);
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->RunCallbacks();
}
void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg)
{
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->Callback(msg);
}
Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) :
settings(settings),
callback_results(callback_results),
callbacks(callbacks),
run_every_runcb(run_every_runcb),
network(network),
show_overlay(false),
is_ready(false),
notif_position(ENotificationPosition::k_EPositionBottomLeft),
h_inset(0),
v_inset(0),
overlay_state_changed(false),
i_have_lobby(false),
show_achievements(false),
show_settings(false),
_renderer(nullptr)
{
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_forced_setting =
!settings->disable_overlay_warning_any && !settings->disable_overlay_warning_forced_setting && settings->overlay_warn_forced_setting;
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;
this->disable_user_input = this->warn_forced_setting;
current_language = 0;
const char *language = settings->get_language();
int i = 0;
for (auto &lang : valid_languages) {
if (strcmp(lang, language) == 0) {
current_language = i;
break;
}
++i;
}
run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this);
}
Steam_Overlay::~Steam_Overlay()
{
run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
UnSetupOverlay();
}
bool Steam_Overlay::Ready() const
{
return is_ready;
}
bool Steam_Overlay::NeedPresent() const
{
PRINT_DEBUG("Steam_Overlay::NeedPresent\n");
return !settings->disable_overlay;
}
void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
{
PRINT_DEBUG("TODO Steam_Overlay::SetNotificationPosition %i\n", (int)eNotificationPosition);
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
notif_position = eNotificationPosition;
}
void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
{
PRINT_DEBUG("TODO Steam_Overlay::SetNotificationInset x=%i y=%i\n", nHorizontalInset, nVerticalInset);
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
h_inset = nHorizontalInset;
v_inset = nVerticalInset;
}
void Steam_Overlay::renderer_hook_init_thread()
{
if (settings->overlay_hook_delay_sec > 0) {
// give games some time to init their renderer (DirectX, OpenGL, etc...)
std::this_thread::sleep_for(std::chrono::seconds(settings->overlay_hook_delay_sec));
}
// early exit before we get a chance to do anything
if (!setup_overlay_called) {
PRINT_DEBUG("Steam_Overlay::renderer_hook_init early exit before renderer detection\n");
return;
}
// request renderer detection
auto future_renderer = InGameOverlay::DetectRenderer();
PRINT_DEBUG("Steam_Overlay::renderer_hook_init requested renderer detector/hook\n");
int polling_time_ms = 500;
int timeout_ctr = 10 /*seconds*/ * 1000 /*milli per second*/ / polling_time_ms;
while (timeout_ctr > 0 && setup_overlay_called && future_renderer.wait_for(std::chrono::milliseconds(polling_time_ms)) != std::future_status::ready) {
--timeout_ctr;
}
// free detector resources and check for failure
InGameOverlay::StopRendererDetection();
InGameOverlay::FreeDetector();
// exit on failure
if (timeout_ctr <= 0 || !setup_overlay_called || !future_renderer.valid()) {
PRINT_DEBUG("Steam_Overlay::renderer_hook_init failed to detect renderer\n");
return;
}
// do a one time initialization
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
_renderer = future_renderer.get();
PRINT_DEBUG("Steam_Overlay::renderer_hook_init got renderer %p\n", _renderer);
create_fonts();
load_audio();
// setup renderer callbacks
const static std::set<InGameOverlay::ToggleKey> overlay_toggle_keys = {
InGameOverlay::ToggleKey::SHIFT, InGameOverlay::ToggleKey::TAB
};
auto overlay_toggle_callback = [this]() { open_overlay_hook(true); };
_renderer->OverlayProc = [this]() { overlay_proc(); };
_renderer->OverlayHookReady = [this](InGameOverlay::OverlayHookState state) {
PRINT_DEBUG("Steam_Overlay hook state changed to <%i>\n", (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("Steam_Overlay::renderer_hook_init tried to start renderer hook (result=%u)\n", started);
}
void Steam_Overlay::SetupOverlay()
{
PRINT_DEBUG("Steam_Overlay::SetupOverlay\n");
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
bool not_called_yet = false;
if (setup_overlay_called.compare_exchange_weak(not_called_yet, true)) {
std::thread([this]() { renderer_hook_init_thread(); }).detach();
}
}
void Steam_Overlay::UnSetupOverlay()
{
PRINT_DEBUG("Steam_Overlay::UnSetupOverlay\n");
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
bool already_called = true;
if (setup_overlay_called.compare_exchange_weak(already_called, false)) {
is_ready = false;
// allow the future_renderer thread to exit if needed
std::this_thread::sleep_for(std::chrono::milliseconds(500 + 50));
if (_renderer) {
for (auto &ach : achievements) {
if (!ach.icon.expired()) _renderer->ReleaseImageResource(ach.icon);
if (!ach.icon_gray.expired()) _renderer->ReleaseImageResource(ach.icon_gray);
}
_renderer = nullptr;
PRINT_DEBUG("Steam_Overlay::UnSetupOverlay freed all images\n");
}
}
}
// called initially and when window size is updated
void Steam_Overlay::overlay_state_hook(bool ready)
{
PRINT_DEBUG("Steam_Overlay::overlay_state_hook %i\n", (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
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!setup_overlay_called) return;
is_ready = ready;
static bool initialized_imgui = false;
// Antichamber crashes here because ImGui Context was null!
// no idea why
if (ready && !initialized_imgui && ImGui::GetCurrentContext()) {
initialized_imgui = true;
PRINT_DEBUG("Steam_Overlay::overlay_state_hook initializing ImGui config\n");
ImGuiIO &io = ImGui::GetIO();
ImGuiStyle &style = ImGui::GetStyle();
// disable loading the default ini file
io.IniFilename = NULL;
// Disable round window
style.WindowRounding = 0.0;
// TODO: Uncomment this and draw our own cursor (cosmetics)
//io.WantSetMousePos = false;
//io.MouseDrawCursor = false;
//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
}
}
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
{
PRINT_DEBUG("TODO Steam_Overlay::OpenOverlayInvite %llu\n", lobbyId.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return;
ShowOverlay(true);
}
void Steam_Overlay::OpenOverlay(const char* pchDialog)
{
PRINT_DEBUG("TODO Steam_Overlay::OpenOverlay '%s'\n", pchDialog);
std::lock_guard<std::recursive_mutex> 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("Steam_Overlay won't open overlay's friends list because some friends are defined in the auto accept list\n");
add_auto_accept_invite_notification();
} else {
ShowOverlay(true);
}
}
void Steam_Overlay::OpenOverlayWebpage(const char* pchURL)
{
PRINT_DEBUG("TODO Steam_Overlay::OpenOverlayWebpage '%s'\n", pchURL);
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return;
show_url = pchURL;
ShowOverlay(true);
}
bool Steam_Overlay::ShowOverlay() const
{
return show_overlay;
}
// called when the user presses SHIFT + TAB
bool Steam_Overlay::open_overlay_hook(bool toggle)
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (toggle) {
ShowOverlay(!show_overlay);
}
return show_overlay;
}
void Steam_Overlay::allow_renderer_frame_processing(bool state)
{
// this is very important internally it calls the necessary fuctions
// to properly update ImGui window size on the next overlay_proc() call
if (state) {
// clip the cursor
_renderer->HideAppInputs(true);
// allow internal frmae processing
_renderer->HideOverlayInputs(false);
PRINT_DEBUG("Steam_Overlay::allow_renderer_frame_processing enabled frame processing\n");
} else if (notifications.empty() && !show_overlay) {
// don't clip the cursor
_renderer->HideAppInputs(false);
// only stop internal frame processing when our state flag == false, and we don't have notifications
_renderer->HideOverlayInputs(true);
PRINT_DEBUG("Steam_Overlay::allow_renderer_frame_processing disabled frame processing\n");
} else {
PRINT_DEBUG("Steam_Overlay::allow_renderer_frame_processing will not disable frame processing, notifications count=%zu, show overlay=%i\n", notifications.size(), (int)show_overlay);
}
}
void Steam_Overlay::ShowOverlay(bool state)
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready() || show_overlay == state) return;
show_overlay = state;
overlay_state_changed = true;
PRINT_DEBUG("Steam_Overlay::ShowOverlay %i\n", (int)state);
ImGuiIO &io = ImGui::GetIO();
// force draw the cursor, otherwise games like Truberbrook will not have an overlay cursor
io.MouseDrawCursor = state;
Steam_Overlay::allow_renderer_frame_processing(state);
}
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) || !show_overlay)
{
friend_state.window_state |= window_state_need_attention;
#ifdef __WINDOWS__
if (notif_invite_wav_custom_inuse) {
PlaySoundA((LPCSTR)notif_invite_wav_custom, 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;
if (!show_overlay)
{
#ifdef __WINDOWS__
if (notif_achievement_wav_custom_inuse) {
PlaySoundA((LPCSTR)notif_achievement_wav_custom, NULL, SND_ASYNC | SND_MEMORY);
}
#endif
}
}
void Steam_Overlay::notify_sound_auto_accept_friend_invite()
{
#ifdef __WINDOWS__
if (notif_achievement_wav_custom_inuse) {
PlaySoundA((LPCSTR)notif_achievement_wav_custom, NULL, SND_ASYNC | SND_MEMORY);
} else {
PlaySoundA((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
}
#endif
}
void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
{
PRINT_DEBUG("Steam_Overlay::SetLobbyInvite " "%" PRIu64 " %llu\n", friendId.id(), lobbyId);
std::lock_guard<std::recursive_mutex> 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;
AddInviteNotification(*i);
notify_sound_user_invite(i->second);
}
}
void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
{
PRINT_DEBUG("Steam_Overlay::SetRichInvite " "%" PRIu64 " '%s'\n", friendId.id(), connect_str);
std::lock_guard<std::recursive_mutex> 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;
AddInviteNotification(*i);
notify_sound_user_invite(i->second);
}
}
void Steam_Overlay::FriendConnect(Friend _friend)
{
PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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("Steam_Overlay::FriendConnect error no free id to create a friend window\n");
}
}
void Steam_Overlay::FriendDisconnect(Friend _friend)
{
PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return;
auto it = friends.find(_friend);
if (it != friends.end())
friends.erase(it);
}
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)
{
PRINT_DEBUG("Steam_Overlay::submit_notification %i '%s'\n", (int)type, msg.c_str());
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return false;
int id = find_free_notification_id(notifications);
if (id == 0) {
PRINT_DEBUG("Steam_Overlay::submit_notification error no free id to create a notification window\n");
return false;
}
Notification notif{};
notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
notif.id = id;
notif.type = type;
notif.message = msg;
notif.frd = frd;
notif.icon = icon;
notifications.emplace_back(notif);
PRINT_DEBUG("Steam_Overlay::submit_notification enabling frame processing to show notification\n");
Steam_Overlay::allow_renderer_frame_processing(true);
return true;
}
void Steam_Overlay::add_chat_message_notification(std::string const &message)
{
PRINT_DEBUG("Steam_Overlay::add_chat_message_notification '%s'\n", message.c_str());
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (settings->disable_overlay_friend_notification) return;
submit_notification(notification_type_message, message);
}
// show a notification when the user unlocks an achievement
void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
{
PRINT_DEBUG("Steam_Overlay::AddAchievementNotification\n");
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
{
std::lock_guard<std::recursive_mutex> lock2(global_mutex);
std::string ach_name = ach.value("name", std::string());
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;
}
}
}
if (!settings->disable_overlay_achievement_notification) {
// Load achievement image
std::weak_ptr<uint64_t> icon_rsrc{};
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/" + icon_path;
file_size = file_size_(file_path);
}
if (file_size) {
std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
if (img.length() > 0) {
icon_rsrc = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
}
}
}
submit_notification(
notification_type_achievement,
ach.value("displayName", std::string()) + "\n" + ach.value("description", std::string()),
{},
icon_rsrc
);
notify_sound_user_achievement();
}
}
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;
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::add_auto_accept_invite_notification()
{
PRINT_DEBUG("Steam_Overlay::add_auto_accept_invite_notification\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]);
submit_notification(notification_type_auto_accept_invite, tmp);
notify_sound_auto_accept_friend_invite();
}
bool Steam_Overlay::is_friend_joinable(std::pair<const Friend, friend_window_state> &f)
{
PRINT_DEBUG("Steam_Overlay::is_friend_joinable " "%" 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{};
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;
return false;
}
bool Steam_Overlay::got_lobby()
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
if (std::string(steamFriends->GetFriendRichPresence(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::RunCallbacks()
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<float>::max() , std::numeric_limits<float>::max() });
// 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();
}
// set the position of the next notification
void Steam_Overlay::set_next_notification_pos(float width, float height, float font_size, notification_type type, struct NotificationsIndexes &idx)
{
// 0 on the y-axis is top, 0 on the x-axis is left
// get the required position
Overlay_Appearance::NotificationPosition pos = Overlay_Appearance::default_pos;
switch (type) {
case notification_type::notification_type_achievement: pos = settings->overlay_appearance.ach_earned_pos; break;
case notification_type::notification_type_invite: pos = settings->overlay_appearance.invite_pos; break;
case notification_type::notification_type_message: pos = settings->overlay_appearance.chat_msg_pos; break;
default: /* satisfy compiler warning */ break;
}
float x = 0.0f;
float y = 0.0f;
const float noti_width = width * Notification::width_percent;
const float noti_height = Notification::height * font_size;
switch (pos) {
// top
case Overlay_Appearance::NotificationPosition::top_left:
x = 0.0f;
y = noti_height * idx.top_left;
++idx.top_left;
break;
case Overlay_Appearance::NotificationPosition::top_center:
x = (width / 2) - (noti_width / 2);
y = noti_height * idx.top_center;
++idx.top_center;
break;
case Overlay_Appearance::NotificationPosition::top_right:
x = width - noti_width;
y = noti_height * idx.top_right;
++idx.top_right;
break;
// bot
case Overlay_Appearance::NotificationPosition::bot_left:
x = 0.0f;
y = height - noti_height * (idx.bot_left + 1);
++idx.bot_left;
break;
case Overlay_Appearance::NotificationPosition::bot_center:
x = (width / 2) - (noti_width / 2);
y = height - noti_height * (idx.bot_center + 1);
++idx.bot_center;
break;
case Overlay_Appearance::NotificationPosition::bot_right:
x = width - noti_width;
y = height - noti_height * (idx.bot_right + 1);
++idx.bot_right;
break;
default: /* satisfy compiler warning */ break;
}
ImGui::SetNextWindowPos(ImVec2( x, y ));
}
void Steam_Overlay::build_notifications(int width, int height)
{
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{};
NotificationsIndexes idx{};
for (auto it = notifications.begin(); it != notifications.end(); ++it) {
auto elapsed_notif = now - it->start_time;
set_next_notification_pos(width, height, font_size, (notification_type)it->type, idx);
ImGui::SetNextWindowSize(ImVec2( width * Notification::width_percent, Notification::height * font_size ));
if ( elapsed_notif < Notification::fade_in) { // still appearing (fading in)
float alpha = settings->overlay_appearance.notification_a * (elapsed_notif.count() / static_cast<float>(Notification::fade_in.count()));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, alpha));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
} else if ( elapsed_notif > Notification::fade_out_start) { // fading out
float alpha = settings->overlay_appearance.notification_a * ((Notification::show_time - elapsed_notif).count() / static_cast<float>(Notification::fade_out.count()));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, alpha));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
} else { // still in the visible time limit
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, settings->overlay_appearance.notification_a));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(settings->overlay_appearance.notification_r, settings->overlay_appearance.notification_g, settings->overlay_appearance.notification_b, settings->overlay_appearance.notification_a));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, settings->overlay_appearance.notification_a*2));
}
std::string wnd_name = "NotiPopupShow" + std::to_string(it->id);
ImGui::Begin(wnd_name.c_str(), nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
switch (it->type) {
case notification_type_achievement: {
if (!it->icon.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)*it->icon.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());
}
}
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);
it->start_time = std::chrono::seconds(0);
}
}
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;
}
ImGui::End();
ImGui::PopStyleColor(3);
}
// erase all notifications whose visible time exceeded the max
notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) {
return (now - item.start_time) > Notification::show_time;
}), 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::create_fonts()
{
static std::atomic<bool> create_fonts_called = false;
bool not_created_yet = false;
if (!create_fonts_called.compare_exchange_weak(not_created_yet, true)) return;
float font_size = settings->overlay_appearance.font_size;
static ImFontConfig fontcfg{};
fontcfg.PixelSnapH = true;
fontcfg.OversampleH = 1;
fontcfg.OversampleV = 1;
fontcfg.SizePixels = font_size;
static ImFontGlyphRangesBuilder font_builder{};
font_builder.AddRanges(fonts_atlas.GetGlyphRangesDefault());
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]);
}
static ImVector<ImWchar> ranges{};
font_builder.BuildRanges(&ranges);
fontcfg.GlyphRanges = ranges.Data;
ImFont *font = fonts_atlas.AddFontDefault(&fontcfg);
font_notif = font_default = font;
fonts_atlas.Build();
reset_LastError();
}
void Steam_Overlay::load_audio()
{
std::string file_path{};
std::string file_name{};
unsigned long long file_size;
for (int i = 0; i < 2; i++) {
if (i == 0) file_name = "overlay_achievement_notification.wav";
if (i == 1) file_name = "overlay_friend_notification.wav";
file_path = Local_Storage::get_game_settings_path() + file_name;
file_size = file_size_(file_path);
if (!file_size) {
if (settings->local_save.length() > 0) {
file_path = settings->local_save + "/settings/" + file_name;
} else {
file_path = Local_Storage::get_user_appdata_path() + "/settings/" + file_name;
}
file_size = file_size_(file_path);
}
if (file_size) {
std::ifstream myfile;
myfile.open(utf8_decode(file_path), std::ios::binary | std::ios::in);
if (myfile.is_open()) {
myfile.seekg (0, myfile.end);
int length = myfile.tellg();
myfile.seekg (0, myfile.beg);
if (i == 0) {
notif_achievement_wav_custom = new char [length];
myfile.read (notif_achievement_wav_custom, length);
notif_achievement_wav_custom_inuse = true;
}
if (i == 1) {
notif_invite_wav_custom = new char [length];
myfile.read (notif_invite_wav_custom, length);
notif_invite_wav_custom_inuse = true;
}
myfile.close();
}
}
}
}
// ListBoxHeader() is deprecated and inlined inside <imgui.h>
// 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));
}
// Try to make this function as short as possible or it might affect game's fps.
void Steam_Overlay::overlay_proc()
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (!Ready()) return;
ImGuiIO& io = ImGui::GetIO();
// Set the overlay windows to the size of the game window
// only if we have a reason (full overlay or just some notification)
if (show_overlay || notifications.size()) {
ImGui::SetNextWindowPos({ 0,0 });
ImGui::SetNextWindowSize({ io.DisplaySize.x, io.DisplaySize.y });
ImGui::SetNextWindowBgAlpha(0.55);
}
if (notifications.size()) {
ImGui::PushFont(font_notif);
build_notifications(io.DisplaySize.x, io.DisplaySize.y);
ImGui::PopFont();
// after showing all notifications, and if we won't show the overlay
// then disable frame rendering
if (notifications.empty() && !show_overlay) {
PRINT_DEBUG("Steam_Overlay::overlay_proc disabled frame processing (no request to show overlay and 0 notifications)\n");
Steam_Overlay::allow_renderer_frame_processing(false);
}
}
// ******************** exit early if we shouldn't show the overlay
if (!show_overlay) {
return;
}
// ********************
//ImGui::SetNextWindowFocus();
ImGui::PushFont(font_default);
bool show = true;
char tmp[TRANSLATION_BUFFER_SIZE]{};
snprintf(tmp, sizeof(tmp), translationRenderer[current_language], (_renderer == nullptr ? "Unknown" : _renderer->GetLibraryName().c_str()));
std::string windowTitle;
windowTitle.append(translationSteamOverlay[current_language]);
windowTitle.append(" (");
windowTitle.append(tmp);
windowTitle.append(")");
if ((settings->overlay_appearance.background_r != -1.0) && (settings->overlay_appearance.background_g != -1.0) && (settings->overlay_appearance.background_b != -1.0) && (settings->overlay_appearance.background_a != -1.0)) {
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);
}
if ((settings->overlay_appearance.element_r != -1.0) && (settings->overlay_appearance.element_g != -1.0) && (settings->overlay_appearance.element_b != -1.0) && (settings->overlay_appearance.element_a != -1.0)) {
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);
}
if ((settings->overlay_appearance.element_hovered_r != -1.0) && (settings->overlay_appearance.element_hovered_g != -1.0) && (settings->overlay_appearance.element_hovered_b != -1.0) && (settings->overlay_appearance.element_hovered_a != -1.0)) {
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);
}
if ((settings->overlay_appearance.element_active_r != -1.0) && (settings->overlay_appearance.element_active_g != -1.0) && (settings->overlay_appearance.element_active_b != -1.0) && (settings->overlay_appearance.element_active_a != -1.0)) {
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);
}
if (ImGui::Begin(windowTitle.c_str(), &show,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
{
ImGui::LabelText("##playinglabel", translationUserPlaying[current_language],
settings->get_local_name(),
settings->get_local_steam_id().ConvertToUint64(),
settings->get_local_game_id().AppID());
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;
}
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::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", friends.size())) {
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &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();
}
}
if (show_achievements && achievements.size()) { // display achievements list when the button "show achievements" is pressed
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192));
bool show = show_achievements;
if (ImGui::Begin(translationAchievementWindow[current_language], &show)) {
ImGui::Text("%s", translationListOfAchievements[current_language]);
ImGui::BeginChild(translationAchievements[current_language]);
for (auto & x : achievements) {
bool achieved = x.achieved;
bool hidden = x.hidden && !achieved;
if (x.icon.expired() && x.icon_load_trials) {
--x.icon_load_trials;
std::string file_path = Local_Storage::get_game_settings_path() + x.icon_name;
unsigned long long file_size = file_size_(file_path);
if (!file_size) {
file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_name;
file_size = file_size_(file_path);
}
if (file_size) {
std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
if (img.length() > 0) {
if (_renderer) x.icon = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
if (!x.icon.expired()) x.icon_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
}
}
}
if (x.icon_gray.expired() && x.icon_gray_load_trials) {
--x.icon_gray_load_trials;
std::string file_path = Local_Storage::get_game_settings_path() + x.icon_gray_name;
unsigned long long file_size = file_size_(file_path);
if (!file_size) {
file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_gray_name;
file_size = file_size_(file_path);
}
if (file_size) {
std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
if (img.length() > 0) {
if (_renderer) x.icon_gray = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
if (!x.icon_gray.expired()) x.icon_gray_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
}
}
}
ImGui::Separator();
if (!x.icon.expired() && !x.icon_gray.expired()) {
ImGui::BeginTable(x.title.c_str(), 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);
if (achieved) {
ImGui::Image((ImTextureID)*x.icon.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size));
} else {
ImGui::Image((ImTextureID)*x.icon_gray.lock().get(), ImVec2(settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size));
}
ImGui::TableSetColumnIndex(1);
ImGui::Text("%s", x.title.c_str());
} else {
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;
std::strftime(buffer, 80, "%Y-%m-%d at %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]);
}
if (!x.icon.expired() && !x.icon_gray.expired()) ImGui::EndTable();
ImGui::Separator();
}
ImGui::EndChild();
}
ImGui::End();
show_achievements = show;
}
if (show_settings) {
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), disable_user_input ? ImGuiInputTextFlags_ReadOnly : 0);
ImGui::Separator();
ImGui::Text("%s", translationLanguage[current_language]);
ImGui::ListBox("##language", &current_language, valid_languages, sizeof(valid_languages) / sizeof(valid_languages[0]), 7);
ImGui::Text(translationSelectedLanguage[current_language], valid_languages[current_language]);
ImGui::Separator();
if (!disable_user_input) {
ImGui::Text("%s", translationRestartTheGameToApply[current_language]);
if (ImGui::Button(translationSave[current_language])) {
save_settings = true;
show_settings = false;
}
} else {
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
ImGui::TextWrapped("%s", translationWarningDescription1[current_language]);
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
}
}
ImGui::End();
}
std::string url = show_url;
if (url.size()) {
bool show = true;
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_forced_setting || warn_bad_appid;
if (show_warning) {
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192));
ImGui::SetNextWindowFocus();
if (ImGui::Begin(translationWarning[current_language], &show_warning)) {
if (warn_bad_appid) {
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
ImGui::TextWrapped("%s", translationWarningDescription2[current_language]);
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
}
if (warn_local_save) {
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
ImGui::TextWrapped("%s", translationWarningDescription3[current_language]);
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
}
if (warn_forced_setting) {
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
ImGui::TextWrapped("%s", translationWarningDescription4[current_language]);
ImGui::TextColored(ImVec4(255, 0, 0, 255), "%s", translationWarningWarningWarning[current_language]);
}
}
ImGui::End();
if (!show_warning) {
warn_local_save = warn_forced_setting = false;
}
}
}
ImGui::End();
ImGui::PopFont();
if (!show)
ShowOverlay(false);
}
void Steam_Overlay::Callback(Common_Message *msg)
{
std::lock_guard<std::recursive_mutex> 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::RunCallbacks()
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
std::lock_guard<std::recursive_mutex> lock2(global_mutex);
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();
if (achievements_num) {
PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS\n");
for (unsigned 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");
if (hidden && hidden[0] == '1') {
ach.hidden = true;
} else {
ach.hidden = false;
}
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;
}
ach.icon_name = steamUserStats->get_achievement_icon_name(ach.name.c_str(), true);
ach.icon_gray_name = steamUserStats->get_achievement_icon_name(ach.name.c_str(), false);
achievements.push_back(ach);
}
// don't punish successfull attempts
if (achievements.size()) {
++load_achievements_trials;
}
PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS DONE\n");
}
}
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) {
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();
save_settings = false;
}
i_have_lobby = got_lobby();
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &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->GetFriendRichPresence(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\n", friends.size());
uint32 current_appid = settings->get_local_game_id().AppID();
for (auto &fr : friends) {
if (fr.first.appid() == current_appid) { // friend is playing the same game
uint64 friend_id = (uint64)fr.first.id();
invite_friend(friend_id, steamFriends, steamMatchmaking);
}
}
}
}
void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking)
{
std::string connect_str = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
if (connect_str.length() > 0) {
steamFriends->InviteUserToGame(friend_id, connect_str.c_str());
PRINT_DEBUG("Steam_Overlay sent game invitation to friend with id = %llu\n", friend_id);
} else if (settings->get_lobby().IsValid()) {
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
PRINT_DEBUG("Steam_Overlay sent lobby invitation to friend with id = %llu\n", friend_id);
}
}
#endif