diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index cfff132..ea82e4d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -284,7 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); - item.has_lobby = false; + item.joinable = false; } else PRINT_DEBUG("No more free id to create a friend window\n"); @@ -351,16 +351,16 @@ void Steam_Overlay::AddInviteNotification(std::pair &f) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; - if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 ) + if( std::string(steamFriends->GetFriendRichPresence(f.first.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()) + steamFriends->GetFriendGamePlayed(f.first.id(), &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) return true; return false; @@ -398,7 +398,7 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta has_friend_action.push(frd); close_popup = true; } - if (state.has_lobby && ImGui::Button("Join###PopupJoin")) + if (state.joinable && ImGui::Button("Join###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -447,6 +447,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::SameLine(); if (ImGui::Button("Accept")) { + state.window_state |= window_state_join; this->has_friend_action.push(frd); } ImGui::SameLine(); @@ -567,6 +568,7 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::TextWrapped("%s", it->message.c_str()); if (ImGui::Button("Join")) { + it->frd->second.window_state |= window_state_join; friend_actions_temp.push(it->frd->first); it->start_time = std::chrono::seconds(0); } @@ -724,7 +726,7 @@ void Steam_Overlay::RunCallbacks() std::lock_guard lock(overlay_mutex); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - i.second.has_lobby = FriendHasLobby(i.first.id()); + i.second.joinable = FriendJoinable(i); }); while (!has_friend_action.empty()) @@ -774,51 +776,35 @@ void Steam_Overlay::RunCallbacks() if (friend_info->second.window_state & window_state_join) { std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect"); - if (connect.length() > 0) + // 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; + } else + // 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; + } else 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()) - { - // TODO: Look if thats really JoinLobby ? - // I saw on steamdev that overlay sends a GameLobbyJoinRequested_t - //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)); - 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(); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index ef6fbbd..d3b301e 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -32,7 +32,7 @@ struct friend_window_state std::string chat_history; char chat_input[max_chat_len]; - bool has_lobby; + bool joinable; }; struct Friend_Less @@ -110,7 +110,7 @@ class Steam_Overlay void Callback(Common_Message* msg); void RunCallbacks(); - bool FriendHasLobby(uint64 friend_id); + bool FriendJoinable(std::pair &f); bool IHaveLobby(); void NotifyUser(friend_window_state& friend_state);