Use windows fonts in overlay if present.

This commit is contained in:
Mr_Goldberg 2022-08-13 14:35:59 -04:00
parent 743a810463
commit 0a80b60b6c
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GPG Key ID: 8597D87419DEF278

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@ -213,6 +213,7 @@ void Steam_Overlay::UnSetupOverlay()
void Steam_Overlay::HookReady(bool ready)
{
PRINT_DEBUG("%s %u\n", __FUNCTION__, ready);
{
// TODO: Uncomment this and draw our own cursor (cosmetics)
ImGuiIO &io = ImGui::GetIO();
@ -223,9 +224,6 @@ void Steam_Overlay::HookReady(bool ready)
io.IniFilename = NULL;
is_ready = ready;
if (is_ready) {
CreateFonts();
}
}
}
@ -710,18 +708,64 @@ void Steam_Overlay::BuildNotifications(int width, int height)
void Steam_Overlay::CreateFonts()
{
//TODO: remove from dx_whatever hook
if(ImGui::GetCurrentContext() == nullptr)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
ImFontConfig fontcfg;
float font_size = 16.0;
fontcfg.OversampleH = fontcfg.OversampleV = 1;
fontcfg.PixelSnapH = true;
fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault();
fontcfg.SizePixels = font_size;
font_default = io.Fonts->AddFontDefault(&fontcfg);
font_notif = io.Fonts->AddFontDefault(&fontcfg);
ImFontGlyphRangesBuilder font_builder;
for (auto & x : achievements) {
font_builder.AddText(x.title.c_str());
font_builder.AddText(x.description.c_str());
}
font_builder.AddRanges(io.Fonts->GetGlyphRangesDefault());
ImVector<ImWchar> ranges;
font_builder.BuildRanges(&ranges);
bool need_extra_fonts = false;
for (auto &x : ranges) {
if (x > 0xFF) {
need_extra_fonts = true;
break;
}
}
fontcfg.GlyphRanges = ranges.Data;
ImFont *font = NULL;
#if defined(__WINDOWS__)
font = io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\micross.ttf", font_size, &fontcfg);
#endif
if (!font) {
font = io.Fonts->AddFontDefault(&fontcfg);
}
font_notif = font_default = font;
if (need_extra_fonts) {
PRINT_DEBUG("loading extra fonts\n");
fontcfg.MergeMode = true;
#if defined(__WINDOWS__)
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\simsun.ttc", font_size, &fontcfg);
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\malgun.ttf", font_size, &fontcfg);
#endif
}
io.Fonts->Build();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0; // Disable round window
reset_LastError();
}
// Try to make this function as short as possible or it might affect game's fps.
@ -893,7 +937,7 @@ void Steam_Overlay::OverlayProc()
bool show_warning = local_save || warning_forced || appid == 0;
if (show_warning) {
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 64, ImGui::GetFontSize() * 64), ImVec2(8192, 8192));
ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192));
ImGui::SetNextWindowFocus();
if (ImGui::Begin("WARNING", &show_warning)) {
if (appid == 0) {
@ -955,10 +999,45 @@ void Steam_Overlay::Callback(Common_Message *msg)
void Steam_Overlay::RunCallbacks()
{
if (!achievements.size()) {
Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
uint32 achievements_num = steamUserStats->GetNumAchievements();
if (achievements_num) {
PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS\n");
for (unsigned i = 0; i < achievements_num; ++i) {
Overlay_Achievement ach;
ach.name = steamUserStats->GetAchievementName(i);
ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name");
ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc");
const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden");
if (strlen(hidden) && hidden[0] == '1') {
ach.hidden = true;
} else {
ach.hidden = false;
}
bool achieved = false;
uint32 unlock_time = 0;
if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) {
ach.achieved = achieved;
ach.unlock_time = unlock_time;
} else {
ach.achieved = false;
ach.unlock_time = 0;
}
achievements.push_back(ach);
}
PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS DONE\n");
}
}
if (!Ready() && future_renderer.valid()) {
if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) {
_renderer = future_renderer.get();
PRINT_DEBUG("got renderer %p\n", _renderer);
CreateFonts();
}
}
@ -1095,40 +1174,6 @@ void Steam_Overlay::RunCallbacks()
}
has_friend_action.pop();
}
if (!achievements.size()) {
Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats;
uint32 achievements_num = steamUserStats->GetNumAchievements();
if (achievements_num) {
PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS\n");
for (unsigned i = 0; i < achievements_num; ++i) {
Overlay_Achievement ach;
ach.name = steamUserStats->GetAchievementName(i);
ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name");
ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc");
const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden");
if (strlen(hidden) && hidden[0] == '1') {
ach.hidden = true;
} else {
ach.hidden = false;
}
bool achieved = false;
uint32 unlock_time = 0;
if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) {
ach.achieved = achieved;
ach.unlock_time = unlock_time;
} else {
ach.achieved = false;
ach.unlock_time = 0;
}
achievements.push_back(ach);
}
PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS DONE\n");
}
}
}
#endif