diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6d77f4b..d95754b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -14,9 +14,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; -LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) { - return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + 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: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; } LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) @@ -44,27 +62,9 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); } -bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { - if (lpMsg->hwnd == game_hwnd && show_overlay) - { - switch (lpMsg->message) - { - 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: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } - } - return false; + return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) @@ -83,6 +83,18 @@ LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) return _DispatchMessageW(lpMsg); } +void Steam_Overlay::steam_overlay_run_every_runcb(void* object) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->RunCallbacks(); +} + +void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) +{ + Steam_Overlay* _this = reinterpret_cast(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), @@ -107,18 +119,6 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } -void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->Callback(msg); -} - -void Steam_Overlay::steam_overlay_run_every_runcb(void* object) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->RunCallbacks(); -} - HWND Steam_Overlay::GetGameHwnd() const { return game_hwnd; @@ -182,7 +182,6 @@ void Steam_Overlay::HookReady(void* hWnd) void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { - //this->lobbyId = lobbyId; ShowOverlay(true); } @@ -227,7 +226,6 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; } else @@ -281,20 +279,62 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) 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)) { - if (ImGui::Button("Invite")) + 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 (ImGui::Button("Join")) + 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(); } } @@ -305,6 +345,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st return; bool show = true; + bool send_chat_msg = false; if (ImGui::Begin(frd.name().c_str(), &show)) { @@ -330,16 +371,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { - if (!(state.window_state & window_state_send_message)) - { - has_friend_action.push(frd); - state.window_state |= window_state_send_message; - } + 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)) { @@ -351,6 +393,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // User closed the friend window if (!show) state.window_state &= ~window_state_show; + ImGui::End(); } @@ -443,7 +486,7 @@ void Steam_Overlay::RunCallbacks() if (friend_info != friends.end()) { uint64 friend_id = friend_info->first.id(); - // The user clicken on "Send" + // The user clicked on "Send" if (friend_info->second.window_state & window_state_send_message) { char* input = friend_info->second.chat_input; @@ -451,6 +494,7 @@ void Steam_Overlay::RunCallbacks() 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 @@ -500,7 +544,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_join; } - // The user got a lobby invite and accepeted it + // The user got a lobby invite and accepted it if (friend_info->second.window_state & window_state_lobby_invite) { GameLobbyJoinRequested_t data; @@ -510,7 +554,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_lobby_invite; } - // The user got a rich presence invite and accepeted it + // The user got a rich presence invite and accepted it if (friend_info->second.window_state & window_state_rich_invite) { GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 376ed67..dbfd877 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -80,6 +80,9 @@ class Steam_Overlay void Callback(Common_Message* msg); void RunCallbacks(); + bool FriendHasLobby(uint64 friend_id); + bool IHaveLobby(); + // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend