#include "steam_overlay.h" #ifndef NO_OVERLAY #include #include #include #include #include #include "../dll/dll.h" #include "Renderer_Detector.h" static constexpr int max_window_id = 10000; static constexpr int base_notif_window_id = 0 * max_window_id; static constexpr int base_friend_window_id = 1 * max_window_id; static constexpr int base_friend_item_id = 2 * max_window_id; int find_free_id(std::vector & ids, int base) { std::sort(ids.begin(), ids.end()); int id = base; for (auto i : ids) { if (id < i) break; id = i + 1; } return id > (base+max_window_id) ? 0 : id; } int find_free_friend_id(std::map const& friend_windows) { std::vector ids; ids.reserve(friend_windows.size()); std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair const& i) { ids.emplace_back(i.second.id); }); return find_free_id(ids, base_friend_window_id); } int find_free_notification_id(std::vector const& notifications) { std::vector ids; ids.reserve(notifications.size()); std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i) { ids.emplace_back(i.id); }); return find_free_id(ids, base_friend_window_id); } #ifdef __WINDOWS__ #include "windows/Windows_Hook.h" #endif #include "notification.h" 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), callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), setup_overlay_called(false), 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() { std::lock_guard lock(global_mutex); if (!setup_overlay_called) { setup_overlay_called = true; Renderer_Detector::Inst().find_renderer(); } } void Steam_Overlay::HookReady() { if (!is_ready) { // 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; } } 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) { if (!Ready() || show_overlay == state) return; #ifdef __WINDOWS__ static RECT old_clip; if (state) { 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; } #else #endif show_overlay = state; overlay_state_changed = true; } void Steam_Overlay::NotifyUser(friend_window_state& friend_state) { if (!(friend_state.window_state & window_state_show) || !show_overlay) { friend_state.window_state |= window_state_need_attention; #ifdef __WINDOWS__ PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); #endif } } void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { if (!Ready()) return; std::lock_guard 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; AddInviteNotification(*i); NotifyUser(i->second); } } void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { if (!Ready()) return; std::lock_guard 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; AddInviteNotification(*i); NotifyUser(i->second); } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); int id = find_free_friend_id(friends); if (id != 0) { auto& item = friends[_friend]; item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); } else PRINT_DEBUG("No more free id to create a friend window\n"); } void Steam_Overlay::FriendDisconnect(Friend _friend) { std::lock_guard lock(global_mutex); auto it = friends.find(_friend); if (it != friends.end()) friends.erase(it); } void Steam_Overlay::AddMessageNotification(std::string const& message) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_message; notif.message = message; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); } else PRINT_DEBUG("No more free id to create a notification window\n"); } void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_achievement; // Load achievement image notif.message = ach["displayName"].get() + "\n" + ach["description"].get(); notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); } else PRINT_DEBUG("No more free id to create a notification window\n"); } void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; notif.type = notification_type_invite; notif.frd = &wnd_state; notif.message = wnd_state.first.name() + " invited you to join a game"; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); } else PRINT_DEBUG("No more free id to create a notification window\n"); } 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_ContextMenu", 1)) { bool close_popup = false; if (ImGui::Button("Chat")) { state.window_state |= window_state_show; close_popup = true; } // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { if (IHaveLobby() && ImGui::Button("Invite###PopupInvite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); close_popup = true; } if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin")) { 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; float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { state.window_state &= ~window_state_need_attention; } ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 }, ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); // Window id is after the ###, the window title is the friend name std::string friend_window_id = std::move("###" + std::to_string(state.id)); if (ImGui::Begin((state.window_title + friend_window_id).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::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); // 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] | // |------------------------------| float wnd_width = ImGui::GetWindowContentRegionWidth(); ImGuiStyle &style = ImGui::GetStyle(); wnd_width -= ImGui::CalcTextSize("Send").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; ImGui::PushItemWidth(wnd_width); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; } ImGui::PopItemWidth(); 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(); } ImFont *font_default; ImFont *font_notif; void Steam_Overlay::BuildNotifications(int width, int height) { auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); int i = 0; int font_size = ImGui::GetFontSize(); for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { auto elapsed_notif = now - it->start_time; if ( elapsed_notif < Notification::fade_in) { float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); } else if ( elapsed_notif > Notification::fade_out_start) { float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); } else { ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); } ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); switch (it->type) { case notification_type_achievement: ImGui::TextWrapped("%s", it->message.c_str()); break; case notification_type_invite: { ImGui::TextWrapped("%s", it->message.c_str()); if (ImGui::Button("Join")) { has_friend_action.push(it->frd->first); it->start_time = std::chrono::seconds(0); } } break; case notification_type_message: ImGui::TextWrapped("%s", it->message.c_str()); break; } ImGui::End(); ImGui::PopStyleColor(3); } notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { return (now - item.start_time) > Notification::show_time; }), notifications.end()); } void Steam_Overlay::CreateFonts() { ImGuiIO& io = ImGui::GetIO(); ImFontConfig fontcfg; fontcfg.OversampleH = fontcfg.OversampleV = 1; fontcfg.PixelSnapH = true; fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault(); fontcfg.SizePixels = std::round(io.DisplaySize.y / 68); font_default = io.Fonts->AddFontDefault(&fontcfg); fontcfg.SizePixels = std::round(io.DisplaySize.y / 60); font_notif = io.Fonts->AddFontDefault(&fontcfg); ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 0.0; // Disable round window } // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc() { std::lock_guard lock(global_mutex); if (!Ready()) return; ImGuiIO& io = ImGui::GetIO(); ImGui::PushFont(font_notif); BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); ImGui::PopFont(); 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(io.DisplaySize.x), static_cast(io.DisplaySize.y) }); ImGui::SetNextWindowBgAlpha(0.50); ImGui::PushFont(font_default); bool show = true; if (ImGui::Begin("SteamOverlay", &show, 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::SameLine(); Base_Hook* hook = Renderer_Detector::Inst().get_renderer(); ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); ImGui::LabelText("##label", "Friends"); if (!friends.empty()) { ImGui::ListBoxHeader("##label", friend_size); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); ImGui::Selectable(i.second.window_title.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(); ImGui::PopFont(); if (!show) ShowOverlay(false); }// 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; } AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message()); NotifyUser(friend_info->second); } } } 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