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goldberg_emulator/overlay_experimental/steam_overlay.cpp
Nemirtingas 86fa3ab47a Comments
Explains what I could use to get steam's info. Its in plain http, could use a simple socket to read the json.
2019-08-12 16:04:14 +02:00

588 lines
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19 KiB
C++

#include "steam_overlay.h"
#include <thread>
#include <string>
#include <sstream>
#include <cctype>
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include "../dll/dll.h"
// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/
// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI
// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=27FB0BB1A97A95244C5E08B170A54F96&appid=218620
/*
{
"game" : {
"gameName" : "<name>",
"availableGameStats" : {
"achievements" : {
("<id>" : {
"name" : "achievement_name",
"displayName" : "achievement name on screen",
"hidden" : (0|1),
"description" : "<desc>",
"icon" : "<url to icon when achievement is earned>",
"icongray" : "<url to icon when achievement is not earned>"
},
...)
}
}
}
}
*/
// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620
/*
"appid" : {
"success" : (true|false),
(success == true "data" : {
...
"name" : "<name>",
"steam_appid" : <appid>,
(OPT "dlc" : [<dlc id>, <dlc id>]),
"header_image" : "<miniature url>" <-- Use this in the overlay ?
(OPT "achievements" : {
"total" : <num of achievements>
}),
"background" : "<background url>" <-- Use this as the overlay background ?
(OPT "packages" : [<package id>, <package id>])
})
}
*/
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool Steam_Overlay::IgnoreMsg(UINT uMsg)
{
switch (uMsg)
{
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:
return true;
}
return false;
}
LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
// 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))
_this->ShowOverlay(!_this->show_overlay);
}
}
if (_this->show_overlay)
{
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
if (_this->IgnoreMsg(uMsg))
return 0;
}
// Call the overlay window procedure
return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam);
}
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),
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),
overlay_state_changed(false)
{
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);
}
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 directinput and xinput, 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::HookWndProc);
}
}
// 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::OpenOverlayInvite(CSteamID lobbyId)
{
ShowOverlay(true);
}
void Steam_Overlay::OpenOverlay(const char* pchDialog)
{
// TODO: Show pages depending on pchDialog
ShowOverlay(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::SetLobbyInvite(Friend friendId, uint64 lobbyId)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
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;
}
}
void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
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;
}
}
void Steam_Overlay::FriendConnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
friends[_friend].window_state = window_state_none;
memset(friends[_friend].chat_input, 0, max_chat_len);
}
void Steam_Overlay::FriendDisconnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = friends.find(_friend);
if (it != friends.end())
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))
{
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 (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();
}
}
void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state)
{
if (!(state.window_state & window_state_show))
return;
bool show = true;
bool send_chat_msg = false;
if (ImGui::Begin(frd.name().c_str(), &show))
{
// 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", "%s invited you to join the game.", frd.name().c_str());
ImGui::SameLine();
if (ImGui::Button("Accept"))
{
this->has_friend_action.push(frd);
}
ImGui::SameLine();
if (ImGui::Button("Refuse"))
{
state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
}
}
ImGui::PushItemWidth(-1.0f);
ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
ImGui::PopItemWidth();
if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue))
{
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))
{
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();
}
void Steam_Overlay::OverlayProc( int width, int height )
{
if (!show_overlay)
return;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
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) });
ImGui::SetNextWindowBgAlpha(0.50);
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0;
if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
{
ImGui::LabelText("##label", "Username: %s(%llu) playing %u",
settings->get_local_name(),
settings->get_local_steam_id().ConvertToUint64(),
settings->get_local_game_id().AppID());
ImGui::Spacing();
ImGui::LabelText("##label", "Friends");
ImGui::ListBoxHeader("##label", friend_size);
std::for_each(friends.begin(), friends.end(), [this]( auto& i)
{
ImGui::PushID(i.first.id());
ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
BuildContextMenu(i.first, i.second);
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
{
i.second.window_state |= window_state_show;
}
ImGui::PopID();
BuildFriendWindow(i.first, i.second);
});
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();
}
void Steam_Overlay::Callback(Common_Message *msg)
{
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("\x1", 1).append("00FFFFFF", 8).append(steam_message.message()).append("\n", 1);
}
}
}
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;
}
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
while (!has_friend_action.empty())
{
auto friend_info = friends.find(has_friend_action.front());
if (friend_info != friends.end())
{
uint64 friend_id = 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("\x1", 1).append("00FF00FF", 8).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"
if (friend_info->second.window_state & window_state_invite)
{
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
if (connect.length() > 0)
steamFriends->InviteUserToGame(friend_id, connect.c_str());
else if (settings->get_lobby().IsValid())
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
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");
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));
}
else
{
FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid())
steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
}
friend_info->second.window_state &= ~window_state_join;
}
// 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;
}
// 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;
}
}
has_friend_action.pop();
}
}