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Added invite/join checks

Don't show "Invite" button if current user doesn't have a lobby.
Don't show "Join" button if friend doesn't have a lobby.
Added a button to open chat with a right click.
Close the popup when you click a button.
This commit is contained in:
Nemirtingas 2019-08-06 13:46:43 +02:00
parent 03d02b497b
commit d3ded5842d
2 changed files with 93 additions and 46 deletions

View file

@ -14,9 +14,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam
static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
{
return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
if (lpMsg->hwnd == game_hwnd && show_overlay)
{
switch (lpMsg->message)
{
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
case WM_KEYDOWN: case WM_KEYUP:
case WM_SYSKEYDOWN: case WM_SYSKEYUP:
case WM_CHAR:
// We ignore theses message in the game windows, but our overlay needs them.
HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
return true;
}
}
return false;
}
LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
@ -44,27 +62,9 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
}
bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (lpMsg->hwnd == game_hwnd && show_overlay)
{
switch (lpMsg->message)
{
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
case WM_KEYDOWN: case WM_KEYUP:
case WM_SYSKEYDOWN: case WM_SYSKEYUP:
case WM_CHAR:
// We ignore theses message in the game windows, but our overlay needs them.
HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
return true;
}
}
return false;
return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
}
LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
@ -83,6 +83,18 @@ LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
return _DispatchMessageW(lpMsg);
}
void Steam_Overlay::steam_overlay_run_every_runcb(void* 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),
@ -107,18 +119,6 @@ Steam_Overlay::~Steam_Overlay()
run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
}
void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg)
{
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->Callback(msg);
}
void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
{
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->RunCallbacks();
}
HWND Steam_Overlay::GetGameHwnd() const
{
return game_hwnd;
@ -182,7 +182,6 @@ void Steam_Overlay::HookReady(void* hWnd)
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
{
//this->lobbyId = lobbyId;
ShowOverlay(true);
}
@ -227,7 +226,6 @@ void Steam_Overlay::ShowOverlay(bool state)
clipRect.bottom -= borderWidth;
ClipCursor(&clipRect);
ImGui::GetIO().MouseDrawCursor = true;
}
else
@ -281,20 +279,62 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
friends.erase(it);
}
bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
{
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
return true;
FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid())
return true;
return false;
}
bool Steam_Overlay::IHaveLobby()
{
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::BuildContextMenu(Friend const& frd, friend_window_state& state)
{
if (ImGui::BeginPopupContextItem("Friends", 1))
{
if (ImGui::Button("Invite"))
bool close_popup = false;
if (ImGui::Button("Chat"))
{
state.window_state |= window_state_show;
close_popup = true;
}
if (IHaveLobby() && ImGui::Button("Invite"))
{
state.window_state |= window_state_invite;
has_friend_action.push(frd);
close_popup = true;
}
if (ImGui::Button("Join"))
if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
{
state.window_state |= window_state_join;
has_friend_action.push(frd);
close_popup = true;
}
if( close_popup)
{
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
@ -305,6 +345,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
return;
bool show = true;
bool send_chat_msg = false;
if (ImGui::Begin(frd.name().c_str(), &show))
{
@ -330,16 +371,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue))
{
if (!(state.window_state & window_state_send_message))
{
has_friend_action.push(frd);
state.window_state |= window_state_send_message;
}
send_chat_msg = true;
}
ImGui::SameLine();
if (ImGui::Button("Send"))
{
send_chat_msg = true;
}
if (send_chat_msg)
{
if (!(state.window_state & window_state_send_message))
{
@ -351,6 +393,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
// User closed the friend window
if (!show)
state.window_state &= ~window_state_show;
ImGui::End();
}
@ -443,7 +486,7 @@ void Steam_Overlay::RunCallbacks()
if (friend_info != friends.end())
{
uint64 friend_id = friend_info->first.id();
// The user clicken on "Send"
// The user clicked on "Send"
if (friend_info->second.window_state & window_state_send_message)
{
char* input = friend_info->second.chat_input;
@ -451,6 +494,7 @@ void Steam_Overlay::RunCallbacks()
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
@ -500,7 +544,7 @@ void Steam_Overlay::RunCallbacks()
friend_info->second.window_state &= ~window_state_join;
}
// The user got a lobby invite and accepeted it
// The user got a lobby invite and accepted it
if (friend_info->second.window_state & window_state_lobby_invite)
{
GameLobbyJoinRequested_t data;
@ -510,7 +554,7 @@ void Steam_Overlay::RunCallbacks()
friend_info->second.window_state &= ~window_state_lobby_invite;
}
// The user got a rich presence invite and accepeted it
// The user got a rich presence invite and accepted it
if (friend_info->second.window_state & window_state_rich_invite)
{
GameRichPresenceJoinRequested_t data = {};

View file

@ -80,6 +80,9 @@ class Steam_Overlay
void Callback(Common_Message* msg);
void RunCallbacks();
bool FriendHasLobby(uint64 friend_id);
bool IHaveLobby();
// Right click on friend
void BuildContextMenu(Friend const& frd, friend_window_state &state);
// Double click on friend