User must now accept invite
parent
156bee1564
commit
8fe7c2267a
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@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg)
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PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
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//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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// Then we will handle it !
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overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id());
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overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id());
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//GameLobbyJoinRequested_t data;
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//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg)
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PRINT_DEBUG("Steam_Friends Got Game Invite\n");
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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// Then we will handle it !
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overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str());
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overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str());
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//std::string const& connect_str = msg->friend_messages().connect_str();
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//GameRichPresenceJoinRequested_t data = {};
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@ -95,7 +95,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu
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notif_position(ENotificationPosition::k_EPositionBottomLeft),
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h_inset(0),
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v_inset(0),
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friend_action(friend_action_none),
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overlay_state_changed(false)
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{
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run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
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@ -231,28 +230,34 @@ void Steam_Overlay::ShowOverlay(bool state)
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overlay_state_changed = true;
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}
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void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId)
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void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId)
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{
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invitation invite;
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invite.type = invitation_type_lobby;
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invite.friendId = friendId;
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invite.lobbyId = lobbyId;
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invitations.push_back(invite);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto i = friends.find(friendId);
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if (i != friends.end())
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{
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auto& frd = i->second;
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frd.lobbyId = lobbyId;
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frd.window_state |= window_state_lobby_invite;
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}
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}
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void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str)
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void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str)
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{
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invitation invite;
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invite.type = invitation_type_rich;
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invite.friendId = friendId;
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strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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invitations.push_back(invite);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto i = friends.find(friendId);
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if (i != friends.end())
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{
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auto& frd = i->second;
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strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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frd.window_state |= window_state_rich_invite;
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}
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}
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void Steam_Overlay::FriendConnect(Friend _friend)
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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friends[_friend] = false;
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friends[_friend].window_state = window_state_none;
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}
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void Steam_Overlay::FriendDisconnect(Friend _friend)
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@ -296,29 +301,46 @@ void Steam_Overlay::OverlayProc( int width, int height )
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{
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if (ImGui::Button("Invite"))
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{
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this->friend_action |= friend_action_invite;
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this->friend_to_action = i.first.id();
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i.second.window_state |= window_state_invite;
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this->has_friend_action.push(i.first);
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}
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if (ImGui::Button("Join"))
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{
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this->friend_action |= friend_action_join;
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this->friend_to_action = i.first.id();
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i.second.window_state |= window_state_join;
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this->has_friend_action.push(i.first);
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}
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ImGui::EndPopup();
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}
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//else if (ImGui::IsMouseDoubleClicked(0))
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else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
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{
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i.second = true;
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i.second.window_state |= window_state_show;
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}
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ImGui::PopID();
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if (i.second)
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if (i.second.window_state & window_state_show)
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{
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if (ImGui::Begin(i.first.name().c_str(), &i.second))
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bool show = true;
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if (ImGui::Begin(i.first.name().c_str(), &show))
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{
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// Fill this with the chat box and maybe the invitation
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if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite))
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{
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ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str());
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ImGui::SameLine();
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if (ImGui::Button("Accept"))
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{
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this->has_friend_action.push(i.first);
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}
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ImGui::SameLine();
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if (ImGui::Button("Refuse"))
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{
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i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
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}
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}
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}
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// User closed the friend window
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if( !show )
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i.second.window_state &= ~window_state_show;
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ImGui::End();
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}
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});
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@ -351,35 +373,65 @@ void Steam_Overlay::RunCallbacks()
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
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if (friend_action & friend_action_invite)
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while (!has_friend_action.empty())
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{
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std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
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if (connect.length() > 0)
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steamFriends->InviteUserToGame(friend_to_action, connect.c_str());
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else if(settings->get_lobby().IsValid())
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steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action);
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friend_action &= ~friend_action_invite;
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}
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if (friend_action & friend_action_join)
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{
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std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
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if (connect.length() > 0)
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auto friend_info = friends.find(has_friend_action.front());
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if (friend_info != friends.end())
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_to_action);
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strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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else
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{
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
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if(friend_info.m_steamIDLobby.IsValid())
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steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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uint64 friend_id = friend_info->first.id();
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// The user clicked on "Invite"
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if (friend_info->second.window_state & window_state_invite)
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{
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std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
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if (connect.length() > 0)
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steamFriends->InviteUserToGame(friend_id, connect.c_str());
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else if (settings->get_lobby().IsValid())
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steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
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friend_action &= ~friend_action_join;
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friend_info->second.window_state &= ~window_state_invite;
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}
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// The user clicked on "Join"
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if (friend_info->second.window_state & window_state_join)
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{
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std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
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if (connect.length() > 0)
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_id);
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strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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else
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{
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FriendGameInfo_t friend_game_info = {};
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steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid())
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steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
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}
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friend_info->second.window_state &= ~window_state_join;
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}
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// The user got a lobby invite and accepeted it
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if (friend_info->second.window_state & window_state_lobby_invite)
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{
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GameLobbyJoinRequested_t data;
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data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
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data.m_steamIDFriend.SetFromUint64(friend_id);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_lobby_invite;
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}
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// The user got a rich presence invite and accepeted it
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if (friend_info->second.window_state & window_state_rich_invite)
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_id);
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strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_rich_invite;
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}
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}
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has_friend_action.pop();
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}
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}
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@ -4,25 +4,21 @@
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#include "../dll/base.h"
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#include "Hook_Manager.h"
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#include <map>
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#include <vector>
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#include <queue>
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enum friend_action
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enum window_state
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{
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friend_action_none = 0,
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friend_action_invite = 1<<0,
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friend_action_join = 1<<1
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window_state_none = 0,
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window_state_show = 1<<0,
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window_state_invite = 1<<1,
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window_state_join = 1<<2,
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window_state_lobby_invite = 1<<3,
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window_state_rich_invite = 1<<4
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};
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enum invitation_type
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struct friend_window_state
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{
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invitation_type_lobby,
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invitation_type_rich
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};
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struct invitation
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{
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uint8 type;
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uint64 friendId;
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uint8 window_state;
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union
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{
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uint64 lobbyId;
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@ -47,7 +43,7 @@ class Steam_Overlay
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Networking* network;
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// friend id, show client window (to chat and accept invite maybe)
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std::map<Friend, bool, Friend_Less> friends;
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std::map<Friend, friend_window_state, Friend_Less> friends;
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HWND game_hwnd;
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WNDPROC game_hwnd_proc;
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@ -57,11 +53,8 @@ class Steam_Overlay
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ENotificationPosition notif_position;
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int h_inset, v_inset;
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std::vector<invitation> invitations;
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// Callback infos
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uint64 friend_to_action;
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int friend_action;
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std::queue<Friend> has_friend_action;
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bool overlay_state_changed;
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Steam_Overlay(Steam_Overlay const&) = delete;
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@ -104,8 +97,8 @@ public:
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void ShowOverlay(bool state);
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void AddLobbyInvite(uint64 friendId, uint64 lobbyId);
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void AddRichInvite(uint64 friendId, const char* connect_str);
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void AddLobbyInvite(Friend friendId, uint64 lobbyId);
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void AddRichInvite(Friend friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
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void FriendDisconnect(Friend _friend);
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