mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
Basic & Ugly implementation of overlay.
Overlay still WIP, don't look too much into the code. I will do it better soon.
This commit is contained in:
parent
631bcf9edf
commit
e6826d8ead
5 changed files with 586 additions and 393 deletions
|
@ -27,12 +27,12 @@
|
|||
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
//#define IMGUI_DISABLE_METRICS_WINDOW
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
#define IMGUI_DISABLE_METRICS_WINDOW
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
|
@ -91,3 +91,6 @@ namespace ImGui
|
|||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
}
|
||||
*/
|
||||
|
||||
#define GLEW_STATIC
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
|
@ -303,7 +303,7 @@ Steam_Client::Steam_Client()
|
|||
|
||||
PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port);
|
||||
|
||||
steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb);
|
||||
steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network);
|
||||
|
||||
steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client);
|
||||
steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay);
|
||||
|
|
|
@ -15,7 +15,11 @@
|
|||
License along with the Goldberg Emulator; if not, see
|
||||
<http://www.gnu.org/licenses/>. */
|
||||
|
||||
#ifndef __INCLUDED_STEAM_FRIENDS_H__
|
||||
#define __INCLUDED_STEAM_FRIENDS_H__
|
||||
|
||||
#include "base.h"
|
||||
#include "../overlay_experimental/steam_overlay.h"
|
||||
|
||||
#define SEND_FRIEND_RATE 4.0
|
||||
|
||||
|
@ -113,6 +117,8 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac
|
|||
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
|
||||
this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this);
|
||||
modified = false;
|
||||
|
||||
overlay->SetupFriends(&friends);
|
||||
}
|
||||
|
||||
~Steam_Friends()
|
||||
|
@ -491,6 +497,7 @@ void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking )
|
|||
void ActivateGameOverlay( const char *pchDialog )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog);
|
||||
overlay->OpenOverlay(pchDialog);
|
||||
}
|
||||
|
||||
|
||||
|
@ -547,7 +554,7 @@ void SetPlayedWith( CSteamID steamIDUserPlayedWith )
|
|||
void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n");
|
||||
// TODO: Here open the overlay
|
||||
overlay->OpenOverlayInvite(steamIDLobby);
|
||||
}
|
||||
|
||||
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
|
@ -1048,3 +1055,5 @@ void Callback(Common_Message *msg)
|
|||
}
|
||||
|
||||
};
|
||||
|
||||
#endif//__INCLUDED_STEAM_FRIENDS_H__
|
528
overlay_experimental/steam_overlay.cpp
Normal file
528
overlay_experimental/steam_overlay.cpp
Normal file
|
@ -0,0 +1,528 @@
|
|||
#include "steam_overlay.h"
|
||||
|
||||
#include <thread>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <imgui.h>
|
||||
#include <impls/imgui_impl_win32.h>
|
||||
|
||||
#include <numeric> // iota
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
|
||||
static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
|
||||
|
||||
LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Is the event is a key press
|
||||
if (uMsg == WM_KEYDOWN)
|
||||
{
|
||||
// Tab is pressed and was not pressed before
|
||||
if (wParam == VK_TAB && !(lParam & (1 << 30)))
|
||||
{
|
||||
// If Left Shift is pressed
|
||||
if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
|
||||
ShowOverlay(!show_overlay);
|
||||
}
|
||||
|
||||
}
|
||||
// If we should show the overlay
|
||||
if (show_overlay)
|
||||
{
|
||||
// Call the overlay window procedure
|
||||
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
|
||||
return true;
|
||||
}
|
||||
// Else call the game window procedure
|
||||
return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
|
||||
{
|
||||
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 WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageA(lpMsg);
|
||||
}
|
||||
|
||||
LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageW(lpMsg);
|
||||
}
|
||||
|
||||
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),
|
||||
game_hwnd(NULL),
|
||||
game_hwnd_proc(nullptr),
|
||||
show_overlay(false),
|
||||
is_ready(false),
|
||||
notif_position(ENotificationPosition::k_EPositionBottomLeft),
|
||||
h_inset(0),
|
||||
v_inset(0),
|
||||
friend_action(friend_action_none),
|
||||
overlay_state_changed(false)
|
||||
{
|
||||
run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
|
||||
}
|
||||
|
||||
Steam_Overlay::~Steam_Overlay()
|
||||
{
|
||||
run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool Steam_Overlay::Ready() const
|
||||
{
|
||||
return is_ready;
|
||||
}
|
||||
|
||||
bool Steam_Overlay::NeedPresent() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
|
||||
{
|
||||
notif_position = eNotificationPosition;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
|
||||
{
|
||||
h_inset = nHorizontalInset;
|
||||
v_inset = nVerticalInset;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetupOverlay()
|
||||
{
|
||||
Hook_Manager::Inst().HookRenderer(this);
|
||||
}
|
||||
|
||||
void Steam_Overlay::HookReady(void* hWnd)
|
||||
{
|
||||
if (game_hwnd != hWnd)
|
||||
{
|
||||
if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse.
|
||||
{
|
||||
window_hooks.BeginHook();
|
||||
|
||||
window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
|
||||
std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)
|
||||
// Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on
|
||||
);
|
||||
|
||||
window_hooks.EndHook();
|
||||
|
||||
is_ready = true;
|
||||
}
|
||||
|
||||
if (game_hwnd)
|
||||
SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
|
||||
|
||||
game_hwnd = (HWND)hWnd;
|
||||
game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
|
||||
}
|
||||
}
|
||||
|
||||
// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/
|
||||
// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook
|
||||
// https://github.com/unknownv2/LinuxDetours
|
||||
|
||||
void Steam_Overlay::SetupFriends(const std::vector<Friend>* friends)
|
||||
{
|
||||
this->friends = friends;
|
||||
}
|
||||
|
||||
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
|
||||
{
|
||||
//this->lobbyId = lobbyId;
|
||||
show_overlay = true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::OpenOverlay(const char* pchDialog)
|
||||
{
|
||||
// TODO: Show pages depending on pchDialog
|
||||
show_overlay = true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::ShowOverlay(bool state)
|
||||
{
|
||||
static RECT old_clip;
|
||||
|
||||
if (show_overlay == state)
|
||||
return;
|
||||
|
||||
show_overlay = state;
|
||||
if (show_overlay)
|
||||
{
|
||||
RECT cliRect, wndRect, clipRect;
|
||||
|
||||
GetClipCursor(&old_clip);
|
||||
// The window rectangle has borders and menus counted in the size
|
||||
GetWindowRect(game_hwnd, &wndRect);
|
||||
// The client rectangle is the window without borders
|
||||
GetClientRect(game_hwnd, &cliRect);
|
||||
|
||||
clipRect = wndRect; // Init clip rectangle
|
||||
|
||||
// Get Window width with borders
|
||||
wndRect.right -= wndRect.left;
|
||||
// Get Window height with borders & menus
|
||||
wndRect.bottom -= wndRect.top;
|
||||
// Compute the border width
|
||||
int borderWidth = (wndRect.right - cliRect.right) / 2;
|
||||
// Client top clip is the menu bar width minus bottom border
|
||||
clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
|
||||
// Client left clip is the left border minus border width
|
||||
clipRect.left += borderWidth;
|
||||
// Here goes the same for right and bottom
|
||||
clipRect.right -= borderWidth;
|
||||
clipRect.bottom -= borderWidth;
|
||||
|
||||
ClipCursor(&clipRect);
|
||||
|
||||
ImGui::GetIO().MouseDrawCursor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
ClipCursor(&old_clip);
|
||||
ImGui::GetIO().MouseDrawCursor = false;
|
||||
}
|
||||
overlay_state_changed = true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::OverlayProc( int width, int height )
|
||||
{
|
||||
if (!show_overlay)
|
||||
return;
|
||||
|
||||
int friend_size = friends->size();
|
||||
|
||||
// Set the overlay windows to the size of the game window
|
||||
ImGui::SetNextWindowPos({ 0,0 });
|
||||
ImGui::SetNextWindowSize({ static_cast<float>(width),
|
||||
static_cast<float>(height) });
|
||||
|
||||
bool close = false;
|
||||
if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse))
|
||||
{
|
||||
ImGui::LabelText("", "Username: %s(%llu) playing %u",
|
||||
settings->get_local_name(),
|
||||
settings->get_local_steam_id().ConvertToUint64(),
|
||||
settings->get_local_game_id().AppID());
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
ImGui::ListBoxHeader("Friends", friend_size);
|
||||
if (friend_size)
|
||||
{
|
||||
for (int i = 0; i < friend_size; ++i)
|
||||
{
|
||||
ImGui::PushID(i);
|
||||
ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
||||
if (ImGui::BeginPopupContextItem("Friends", 1))
|
||||
{
|
||||
if (ImGui::Button("Invite"))
|
||||
{
|
||||
friend_action |= friend_action_invite;
|
||||
friend_to_action = friends->at(i).id();
|
||||
}
|
||||
if (ImGui::Button("Join"))
|
||||
{
|
||||
friend_action |= friend_action_join;
|
||||
friend_to_action = friends->at(i).id();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
else if (ImGui::IsMouseDoubleClicked(0))
|
||||
{
|
||||
// Here handle the chat with the user friends->at(i).id()
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
ImGui::ListBoxFooter();
|
||||
|
||||
//RECT rect;
|
||||
//GetWindowRect(game_hwnd, &rect);
|
||||
//auto pos = ImGui::GetMousePos();
|
||||
//ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom);
|
||||
//ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y);
|
||||
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//ImGui::ShowDemoWindow();
|
||||
}
|
||||
|
||||
#include "../dll/dll.h"
|
||||
|
||||
void Steam_Overlay::RunCallbacks()
|
||||
{
|
||||
if (overlay_state_changed)
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = show_overlay;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
overlay_state_changed = false;
|
||||
}
|
||||
|
||||
if (friend_action & friend_action_invite)
|
||||
{
|
||||
Common_Message msg;
|
||||
Friend_Messages* friend_messages = new Friend_Messages();
|
||||
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
|
||||
friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64());
|
||||
msg.set_allocated_friend_messages(friend_messages);
|
||||
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(friend_to_action);
|
||||
network->sendTo(&msg, true);
|
||||
|
||||
friend_action &= ~friend_action_invite;
|
||||
}
|
||||
|
||||
if (friend_action & friend_action_join)
|
||||
{
|
||||
FriendGameInfo_t friend_info = {};
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
|
||||
//get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
|
||||
const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_to_action);
|
||||
strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
|
||||
friend_action &= ~friend_action_join;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
switchstr(args[0])
|
||||
{
|
||||
casestr("get"):
|
||||
sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_id") :
|
||||
sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_server_id") :
|
||||
sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_lobby") :
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("list_friends") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
break;
|
||||
casestr("list_games") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (friend_info.m_steamIDLobby != k_steamIDNil)
|
||||
{
|
||||
connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("invite_user") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
if (_this->lobbyID.IsValid())
|
||||
{
|
||||
if (args.size() == 2)
|
||||
{
|
||||
std::string& friendName = args[1];
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
if (friendName == name)
|
||||
{
|
||||
Common_Message msg;
|
||||
Friend_Messages* friend_messages = new Friend_Messages();
|
||||
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
|
||||
friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
|
||||
msg.set_allocated_friend_messages(friend_messages);
|
||||
msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(id.ConvertToUint64());
|
||||
_this->_client->network->sendTo(&msg, true);
|
||||
|
||||
sstr << "Invite sent" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_game") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_user") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (args[1] == name )
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
|
@ -1,17 +1,16 @@
|
|||
#pragma once
|
||||
#ifndef __INCLUDED_STEAM_OVERLAY_H__
|
||||
#define __INCLUDED_STEAM_OVERLAY_H__
|
||||
|
||||
#include <thread>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <imgui.h>
|
||||
#include <impls/imgui_impl_win32.h>
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
#include "base.h"
|
||||
#include "../dll/base.h"
|
||||
#include "Hook_Manager.h"
|
||||
#include <vector>
|
||||
|
||||
static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
|
||||
static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
|
||||
enum friend_action
|
||||
{
|
||||
friend_action_none = 0,
|
||||
friend_action_invite = 1<<0,
|
||||
friend_action_join = 1<<1
|
||||
};
|
||||
|
||||
class Steam_Overlay
|
||||
{
|
||||
|
@ -19,6 +18,9 @@ class Steam_Overlay
|
|||
SteamCallResults* callback_results;
|
||||
SteamCallBacks* callbacks;
|
||||
RunEveryRunCB* run_every_runcb;
|
||||
Networking* network;
|
||||
|
||||
const std::vector<Friend>* friends;
|
||||
|
||||
HWND game_hwnd;
|
||||
WNDPROC game_hwnd_proc;
|
||||
|
@ -28,401 +30,52 @@ class Steam_Overlay
|
|||
ENotificationPosition notif_position;
|
||||
int h_inset, v_inset;
|
||||
|
||||
// Callback infos
|
||||
uint64 friend_to_action;
|
||||
int friend_action;
|
||||
bool overlay_state_changed;
|
||||
|
||||
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 LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); }
|
||||
bool IgnoreMsg(const MSG* lpMsg);
|
||||
LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Is the event is a key press
|
||||
if (uMsg == WM_KEYDOWN)
|
||||
{
|
||||
// Tab is pressed and was not pressed before
|
||||
if (wParam == VK_TAB && !(lParam & (1 << 30)))
|
||||
{
|
||||
static RECT old_clip;
|
||||
// If Left Shift is pressed
|
||||
if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1)))
|
||||
{
|
||||
show_overlay = !show_overlay;
|
||||
}
|
||||
static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg);
|
||||
static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg);
|
||||
|
||||
if (show_overlay)
|
||||
{
|
||||
RECT cliRect, wndRect, clipRect;
|
||||
|
||||
GetClipCursor(&old_clip);
|
||||
// The window rectangle has borders and menus counted in the size
|
||||
GetWindowRect(hWnd, &wndRect);
|
||||
// The client rectangle is the window without borders
|
||||
GetClientRect(hWnd, &cliRect);
|
||||
|
||||
clipRect = wndRect; // Init clip rectangle
|
||||
|
||||
// Get Window width with borders
|
||||
wndRect.right -= wndRect.left;
|
||||
// Get Window height with borders & menus
|
||||
wndRect.bottom -= wndRect.top;
|
||||
// Compute the border width
|
||||
int borderWidth = (wndRect.right - cliRect.right) / 2;
|
||||
// Client top clip is the menu bar width minus bottom border
|
||||
clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
|
||||
// Client left clip is the left border minus border width
|
||||
clipRect.left += borderWidth;
|
||||
// Here goes the same for right and bottom
|
||||
clipRect.right -= borderWidth;
|
||||
clipRect.bottom -= borderWidth;
|
||||
|
||||
ClipCursor(&clipRect);
|
||||
|
||||
ImGui::GetIO().MouseDrawCursor = true;
|
||||
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = true;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ClipCursor(&old_clip);
|
||||
ImGui::GetIO().MouseDrawCursor = false;
|
||||
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = false;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// If we should show the overlay
|
||||
if (show_overlay)
|
||||
{
|
||||
// Call the overlay window procedure
|
||||
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
|
||||
return true;
|
||||
}
|
||||
// Else call the game window procedure
|
||||
return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
bool IgnoreMsg(const MSG* lpMsg)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageA(lpMsg);
|
||||
}
|
||||
|
||||
static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg)
|
||||
{
|
||||
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
|
||||
if (_this->IgnoreMsg(lpMsg))
|
||||
return 0;
|
||||
return _DispatchMessageW(lpMsg);
|
||||
}
|
||||
static void steam_overlay_run_every_runcb(void* object);
|
||||
void RunCallbacks();
|
||||
|
||||
public:
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) :
|
||||
settings(settings),
|
||||
callback_results(callback_results),
|
||||
callbacks(callbacks),
|
||||
run_every_runcb(run_every_runcb),
|
||||
game_hwnd(NULL),
|
||||
game_hwnd_proc(nullptr),
|
||||
show_overlay(false),
|
||||
is_ready(false)
|
||||
{}
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
|
||||
|
||||
~Steam_Overlay()
|
||||
{}
|
||||
~Steam_Overlay();
|
||||
|
||||
bool Ready() const { return is_ready; }
|
||||
bool NeedPresent() const { return true; }
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; }
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; }
|
||||
void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); }
|
||||
HWND GetGameHwnd() const;
|
||||
|
||||
void HookReady(void* hWnd)
|
||||
{
|
||||
if (game_hwnd != hWnd)
|
||||
{
|
||||
if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse.
|
||||
{
|
||||
window_hooks.BeginHook();
|
||||
bool Ready() const;
|
||||
|
||||
window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
|
||||
std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW));
|
||||
bool NeedPresent() const;
|
||||
|
||||
window_hooks.EndHook();
|
||||
}
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition);
|
||||
|
||||
is_ready = true;
|
||||
if (game_hwnd)
|
||||
SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset);
|
||||
void SetupOverlay();
|
||||
|
||||
game_hwnd = (HWND)hWnd;
|
||||
game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
|
||||
}
|
||||
}
|
||||
void HookReady(void* hWnd);
|
||||
|
||||
// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/
|
||||
// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook
|
||||
void OverlayProc(int width, int height);
|
||||
|
||||
void OverlayProc( int width, int height )
|
||||
{
|
||||
static int item = -1;
|
||||
static const char* strs[] = {
|
||||
"test1",
|
||||
"test2",
|
||||
"test3",
|
||||
void SetupFriends(const std::vector<Friend>* friends);
|
||||
|
||||
void OpenOverlayInvite(CSteamID lobbyId);
|
||||
void OpenOverlay(const char* pchDialog);
|
||||
|
||||
void ShowOverlay(bool state);
|
||||
};
|
||||
|
||||
if (!show_overlay)
|
||||
return;
|
||||
|
||||
// Set the overlay windows to the size of the game window
|
||||
ImGui::SetNextWindowPos({ 0,0 });
|
||||
ImGui::SetNextWindowSize({ static_cast<float>(width),
|
||||
static_cast<float>(height) });
|
||||
|
||||
ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
|
||||
ImGui::LabelText("", "Username: %s(%llu) playing %u",
|
||||
settings->get_local_name(),
|
||||
settings->get_local_steam_id().ConvertToUint64(),
|
||||
settings->get_local_game_id().AppID());
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
//ImGui::ListBoxHeader("");
|
||||
ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs)));
|
||||
//ImGui::ListBoxFooter();
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
RECT rect;
|
||||
|
||||
GetWindowRect(game_hwnd, &rect);
|
||||
|
||||
auto pos = ImGui::GetMousePos();
|
||||
|
||||
|
||||
ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom);
|
||||
ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y);
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
switchstr(args[0])
|
||||
{
|
||||
casestr("get"):
|
||||
sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_id") :
|
||||
sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_server_id") :
|
||||
sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("get_lobby") :
|
||||
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
break;
|
||||
|
||||
casestr("list_friends") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
break;
|
||||
casestr("list_games") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (friend_info.m_steamIDLobby != k_steamIDNil)
|
||||
{
|
||||
connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("invite_user") :
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
|
||||
if (_this->lobbyID.IsValid())
|
||||
{
|
||||
if (args.size() == 2)
|
||||
{
|
||||
std::string& friendName = args[1];
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
if (friendName == name)
|
||||
{
|
||||
Common_Message msg;
|
||||
Friend_Messages* friend_messages = new Friend_Messages();
|
||||
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
|
||||
friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
|
||||
msg.set_allocated_friend_messages(friend_messages);
|
||||
msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(id.ConvertToUint64());
|
||||
_this->_client->network->sendTo(&msg, true);
|
||||
|
||||
sstr << "Invite sent" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
|
||||
ovlay.write(sstr.str());
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_game") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
casestr("join_user") :
|
||||
if (args.size() == 2)
|
||||
{
|
||||
ovlay.write(str + "\n");
|
||||
int cnt = steamFriends->GetFriendCount(0);
|
||||
for (int i = 0; i < cnt; ++i)
|
||||
{
|
||||
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
|
||||
const char* name = steamFriends->GetFriendPersonaName(id);
|
||||
|
||||
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
|
||||
FriendGameInfo_t friend_info = {};
|
||||
steamFriends->GetFriendGamePlayed(id, &friend_info);
|
||||
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
}
|
||||
else if (args[1] == name )
|
||||
{
|
||||
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
|
||||
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
|
||||
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
|
||||
}
|
||||
ovlay.write(sstr.str());
|
||||
sstr.str("");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
};
|
||||
#endif//__INCLUDED_STEAM_OVERLAY_H__
|
||||
|
|
Loading…
Reference in a new issue