#ifndef __INCLUDED_STEAM_OVERLAY_H__ #define __INCLUDED_STEAM_OVERLAY_H__ #include "../dll/base.h" #include "Hook_Manager.h" #include #include enum friend_action { friend_action_none = 0, friend_action_invite = 1<<0, friend_action_join = 1<<1 }; enum invitation_type { invitation_type_lobby, invitation_type_rich }; struct invitation { uint8 type; uint64 friendId; union { uint64 lobbyId; char connect[k_cchMaxRichPresenceValueLength]; }; }; struct Friend_Less { bool operator()(const Friend& lhs, const Friend& rhs) const { return lhs.id() < rhs.id(); } }; class Steam_Overlay { Settings* settings; SteamCallResults* callback_results; SteamCallBacks* callbacks; RunEveryRunCB* run_every_runcb; Networking* network; // friend id, show client window (to chat and accept invite maybe) std::map friends; HWND game_hwnd; WNDPROC game_hwnd_proc; bool is_ready; bool show_overlay; Base_Hook window_hooks; ENotificationPosition notif_position; int h_inset, v_inset; std::vector invitations; // 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; bool IgnoreMsg(const MSG* lpMsg); LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); 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); 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, Networking *network); ~Steam_Overlay(); HWND GetGameHwnd() const; bool Ready() const; bool NeedPresent() const; void SetNotificationPosition(ENotificationPosition eNotificationPosition); void SetNotificationInset(int nHorizontalInset, int nVerticalInset); void SetupOverlay(); void HookReady(void* hWnd); void OverlayProc(int width, int height); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); void ShowOverlay(bool state); void AddLobbyInvite(uint64 friendId, uint64 lobbyId); void AddRichInvite(uint64 friendId, const char* connect_str); void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); }; #endif//__INCLUDED_STEAM_OVERLAY_H__