goldberg_emulator/overlay_experimental/steam_overlay.cpp
Nemirtingas 5b0306dccc Moved window hooks to its own class
Every class has a job. Overlay is to show an overlay not to hook windows functions.
Hook_Manager's job is to manage hooks and should not contain a reference to the overlay. (It should not contains any reference to directX or OpenGL either but I'll see that later... Maybe)
This makes the overlay code much cleaner and "could" be used in Linux as well.
2019-08-18 16:22:07 +02:00

550 lines
18 KiB
C++

#include "steam_overlay.h"
#ifndef NO_OVERLAY
#include <thread>
#include <string>
#include <sstream>
#include <cctype>
#include <imgui.h>
#include "../dll/dll.h"
#include "Hook_Manager.h"
#include "Windows_Hook.h"
// Look here for info on how to hook on linux
// https://github.com/AimTuxOfficial/AimTux/
#include "notification.h"
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),
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);
}
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();
}
void Steam_Overlay::HookReady()
{
if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse.
{
// TODO: Uncomment this and draw our own cursor (cosmetics)
//ImGuiIO &io = ImGui::GetIO();
//io.WantSetMousePos = false;
//io.MouseDrawCursor = false;
//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
is_ready = true;
}
}
// 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);
}
bool Steam_Overlay::ShowOverlay() const
{
return show_overlay;
}
void Steam_Overlay::ShowOverlay(bool state)
{
static RECT old_clip;
if (!Ready() || show_overlay == state)
return;
show_overlay = state;
if (show_overlay)
{
HWND game_hwnd = Windows_Hook::Inst().GetGameHwnd();
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)
{
if (!Ready())
return;
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;
if (!(frd.window_state & window_state_show))
{
frd.window_state |= window_state_need_attention;
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
}
}
}
void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
{
if (!Ready())
return;
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;
if (!(frd.window_state & window_state_show))
{
frd.window_state |= window_state_need_attention;
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
}
}
}
void Steam_Overlay::FriendConnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto& item = friends[_friend];
item.window_state = window_state_none;
memset(item.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))
{
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
{
state.window_state &= ~window_state_need_attention;
}
// 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); // Make the chat history widget fill the window
ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
ImGui::PopItemWidth();
// TODO: Fix the layout of the chat line + send button.
// It should be like this: chat input should fill the window size minus send button size (button size is fixed)
// |------------------------------|
// | /--------------------------\ |
// | | | |
// | | chat history | |
// | | | |
// | \--------------------------/ |
// | [____chat line______] [send] |
// |------------------------------|
//
// And it is like this
// |------------------------------|
// | /--------------------------\ |
// | | | |
// | | chat history | |
// | | | |
// | \--------------------------/ |
// | [__chat line__] [send] |
// |------------------------------|
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();
}
// Try to make this function as short as possible or it might affect game's fps.
void Steam_Overlay::OverlayProc( int width, int height )
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!Ready())
return;
if (show_overlay)
{
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; // Disable round window
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");
if (!friends.empty())
{
ImGui::ListBoxHeader("##label", friend_size);
std::for_each(friends.begin(), friends.end(), [this](auto& i)
{
ImGui::PushID(i.first.id());
/* TODO: Do something with this to notify the user something happened with this friend (invite or chat)
* i.second.window_state & window_state_need_attention
*/
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();
}
}
ImGui::End();
}// if(show_overlay)
}
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""00FFFFFF", 9).append(steam_message.message()).append("\n", 1);
if (!(friend_info->second.window_state & window_state_show))
{
friend_info->second.window_state |= window_state_need_attention;
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
}
}
}
}
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""00FF00FF", 9).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();
}
}
#endif