Add infos on friend game
Add friend appid and check if the game is compatible.merge-requests/28/head
parent
bce574dc43
commit
c006555b01
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@ -268,6 +268,7 @@ void Steam_Overlay::FriendConnect(Friend _friend)
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if (id != 0)
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if (id != 0)
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{
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{
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auto& item = friends[_friend];
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auto& item = friends[_friend];
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item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid()));
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item.window_state = window_state_none;
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item.window_state = window_state_none;
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item.id = id;
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item.id = id;
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memset(item.chat_input, 0, max_chat_len);
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memset(item.chat_input, 0, max_chat_len);
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@ -337,19 +338,22 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta
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state.window_state |= window_state_show;
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state.window_state |= window_state_show;
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close_popup = true;
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close_popup = true;
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}
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}
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if (IHaveLobby() && ImGui::Button("Invite"))
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// If we have the same appid, activate the invite/join buttons
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if (settings->get_local_game_id().AppID() == frd.appid())
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{
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{
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state.window_state |= window_state_invite;
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if (IHaveLobby() && ImGui::Button("Invite"))
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has_friend_action.push(frd);
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{
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close_popup = true;
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state.window_state |= window_state_invite;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
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{
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state.window_state |= window_state_join;
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has_friend_action.push(frd);
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close_popup = true;
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}
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}
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}
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if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
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{
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state.window_state |= window_state_join;
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has_friend_action.push(frd);
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close_popup = true;
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}
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if( close_popup)
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if( close_popup)
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{
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{
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ImGui::CloseCurrentPopup();
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ImGui::CloseCurrentPopup();
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@ -377,7 +381,8 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
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ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
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// Window id is after the ###, the window title is the friend name
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// Window id is after the ###, the window title is the friend name
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if (ImGui::Begin((frd.name()+"###"+std::to_string(state.id)).c_str(), &show))
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std::string friend_window_id = std::move("###" + std::to_string(state.id));
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if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show))
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{
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{
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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{
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{
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@ -575,7 +580,7 @@ void Steam_Overlay::OverlayProc()
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{
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{
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ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id);
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ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id);
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ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
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ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
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BuildContextMenu(i.first, i.second);
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BuildContextMenu(i.first, i.second);
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if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
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if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
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{
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{
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@ -23,6 +23,7 @@ struct friend_window_state
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{
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{
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int id;
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int id;
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uint8 window_state;
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uint8 window_state;
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std::string window_title;
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union // The invitation (if any)
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union // The invitation (if any)
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{
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{
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uint64 lobbyId;
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uint64 lobbyId;
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