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goldberg_emulator/overlay_experimental/steam_overlay.h

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#ifndef __INCLUDED_STEAM_OVERLAY_H__
#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
{
window_state_none = 0,
window_state_show = 1<<0,
window_state_invite = 1<<1,
window_state_join = 1<<2,
window_state_lobby_invite = 1<<3,
window_state_rich_invite = 1<<4,
window_state_send_message = 1<<5,
window_state_need_attention = 1<<6,
};
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struct friend_window_state
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{
int id;
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uint8 window_state;
std::string window_title;
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union // The invitation (if any)
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{
uint64 lobbyId;
char connect[k_cchMaxRichPresenceValueLength];
};
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std::string chat_history;
char chat_input[max_chat_len];
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bool joinable;
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};
struct Friend_Less
{
bool operator()(const Friend& lhs, const Friend& rhs) const
{
return lhs.id() < rhs.id();
}
};
enum notification_type
{
notification_type_message = 0,
notification_type_invite,
notification_type_achievement,
};
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struct Notification
{
static constexpr float width = 0.25;
static constexpr float height = 5.0;
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static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out;
static constexpr std::chrono::milliseconds fade_out_start = show_time - fade_out;
static constexpr float r = 0.16;
static constexpr float g = 0.29;
static constexpr float b = 0.48;
static constexpr float max_alpha = 0.5f;
int id;
uint8 type;
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std::chrono::seconds start_time;
std::string message;
std::pair<const Friend, friend_window_state>* frd;
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};
struct Overlay_Achievement
{
std::string name;
std::string title;
std::string description;
bool hidden;
bool achieved;
uint32 unlock_time;
};
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#ifdef EMU_OVERLAY
#include <future>
#include "Renderer_Hook.h"
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class Steam_Overlay
{
Settings* settings;
SteamCallResults* callback_results;
SteamCallBacks* callbacks;
RunEveryRunCB* run_every_runcb;
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;
bool show_overlay;
ENotificationPosition notif_position;
int h_inset, v_inset;
std::string show_url;
std::vector<Overlay_Achievement> achievements;
bool show_achievements, show_settings;
void *fonts_atlas;
bool disable_forced, local_save, warning_forced;
uint32_t appid;
char username_text[256];
std::atomic_bool save_settings;
int current_language;
std::string warning_message;
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// Callback infos
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std::queue<Friend> has_friend_action;
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std::vector<Notification> notifications;
std::recursive_mutex notifications_mutex;
std::atomic<bool> have_notifications;
bool overlay_state_changed;
std::recursive_mutex overlay_mutex;
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std::atomic<bool> i_have_lobby;
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std::future<ingame_overlay::Renderer_Hook*> future_renderer;
ingame_overlay::Renderer_Hook* _renderer;
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Steam_Overlay(Steam_Overlay const&) = delete;
Steam_Overlay(Steam_Overlay&&) = delete;
Steam_Overlay& operator=(Steam_Overlay const&) = delete;
Steam_Overlay& operator=(Steam_Overlay&&) = delete;
static void steam_overlay_run_every_runcb(void* object);
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static void steam_overlay_callback(void* object, Common_Message* msg);
void Callback(Common_Message* msg);
void RunCallbacks();
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bool FriendJoinable(std::pair<const Friend, friend_window_state> &f);
bool IHaveLobby();
void NotifyUser(friend_window_state& friend_state);
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// Right click on friend
void BuildContextMenu(Friend const& frd, friend_window_state &state);
// Double click on friend
void BuildFriendWindow(Friend const& frd, friend_window_state &state);
// Notifications like achievements, chat and invitations
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void BuildNotifications(int width, int height);
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public:
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);
void SetupOverlay();
void UnSetupOverlay();
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void HookReady(bool ready);
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void CreateFonts();
void OverlayProc();
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void OpenOverlayInvite(CSteamID lobbyId);
void OpenOverlay(const char* pchDialog);
void OpenOverlayWebpage(const char* pchURL);
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bool ShowOverlay() const;
void ShowOverlay(bool state);
bool OpenOverlayHook(bool toggle);
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void SetLobbyInvite(Friend friendId, uint64 lobbyId);
void SetRichInvite(Friend friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
void FriendDisconnect(Friend _friend);
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void AddMessageNotification(std::string const& message);
void AddAchievementNotification(nlohmann::json const& ach);
void AddInviteNotification(std::pair<const Friend, friend_window_state> &wnd_state);
};
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#else
class Steam_Overlay
{
public:
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; }
void SetNotificationPosition(ENotificationPosition eNotificationPosition) {}
void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {}
void SetupOverlay() {}
void UnSetupOverlay() {}
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void HookReady(bool ready) {}
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void CreateFonts() {}
void OverlayProc() {}
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void OpenOverlayInvite(CSteamID lobbyId) {}
void OpenOverlay(const char* pchDialog) {}
void OpenOverlayWebpage(const char* pchURL) {}
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bool ShowOverlay() const {}
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void ShowOverlay(bool state) {}
bool OpenOverlayHook(bool toggle) {}
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void SetLobbyInvite(Friend friendId, uint64 lobbyId) {}
void SetRichInvite(Friend friendId, const char* connect_str) {}
void FriendConnect(Friend _friend) {}
void FriendDisconnect(Friend _friend) {}
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void AddMessageNotification(std::string const& message) {}
void AddAchievementNotification(nlohmann::json const& ach) {}
void AddInviteNotification(std::pair<const Friend, friend_window_state> &wnd_state) {}
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};
#endif
#endif//__INCLUDED_STEAM_OVERLAY_H__