Enable Keyboard input overlay when using Steam Big Picture. Enable Fullscreen automatically when using Steam Big Picture. Release Build 8394.
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@ -514,6 +514,10 @@
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="SteamKeyboardCallbackHandler.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="steam\isteamapps.h" />
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<ClInclude Include="steam\isteamappticket.h" />
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<ClInclude Include="steam\isteamclient.h" />
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@ -807,6 +811,10 @@
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="SteamKeyboardCallbackHandler.cpp">
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="SwordSlash.cpp">
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<SubType>
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</SubType>
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@ -621,6 +621,9 @@
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<ClInclude Include="steam\steamuniverse.h">
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<Filter>Header Files\steam</Filter>
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</ClInclude>
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<ClInclude Include="SteamKeyboardCallbackHandler.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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@ -989,6 +992,9 @@
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<ClCompile Include="SwordSlash.cpp">
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<Filter>Source Files\Effects</Filter>
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</ClCompile>
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<ClCompile Include="SteamKeyboardCallbackHandler.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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@ -79,6 +79,7 @@ All rights reserved.
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#include "GameSettings.h"
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#include "LoadingScreen.h"
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#include "Tutorial.h"
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#include "SteamKeyboardCallbackHandler.h"
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INCLUDE_EMITTER_LIST
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INCLUDE_ITEM_CATEGORIES
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@ -2660,7 +2661,11 @@ int main()
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windowPosConf={loadSystemFile["Window Pos"].GetInt(0),loadSystemFile["Window Pos"].GetInt(1)};
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}
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if(loadSystemFile.HasProperty("Window Size"))windowSizeConf={loadSystemFile["Window Size"].GetInt(0),loadSystemFile["Window Size"].GetInt(1)};
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size_t requiredSize;
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getenv_s( &requiredSize, NULL, 0, "SteamTenfoot");
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if(loadSystemFile.HasProperty("Fullscreen"))fullscreenConf=loadSystemFile["Fullscreen"].GetBool();
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if(requiredSize>0)fullscreenConf=true;
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}
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#pragma endregion
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@ -3791,6 +3796,9 @@ bool AiL::Steam_Init(){
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SteamUtils()->SetWarningMessageHook([](int severity,const char*message){
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std::cout<<std::format("STEAM[{}]: {}",severity,std::string(message))<<std::endl;
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});
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if(steamKeyboardCallbackListener==nullptr){
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steamKeyboardCallbackListener=new SteamKeyboardCallbackHandler();
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}
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}
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if(SteamInput()!=nullptr){
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SteamInput()->Init(false);
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@ -57,6 +57,9 @@ All rights reserved.
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#include "DynamicCounter.h"
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#include "UndefKeys.h"
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class SteamKeyboardCallbackHandler;
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#define CreateBullet(type) BULLET_LIST.push_back(std::make_unique<type>(type
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#define EndBullet ));
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@ -185,6 +188,7 @@ private:
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::discord::Result SetupDiscord();
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#endif
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Audio audioEngine;
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SteamKeyboardCallbackHandler*steamKeyboardCallbackListener=nullptr;
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public:
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AiL();
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bool OnUserCreate() override;
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@ -45,6 +45,9 @@ All rights reserved.
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#include "SaveFileNameButton.h"
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#include "TextEntryLabel.h"
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#include "Checkbox.h"
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#ifndef __EMSCRIPTEN__
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#include <isteamutils.h>
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#endif
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INCLUDE_game
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using A=Attribute;
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@ -68,6 +71,12 @@ void Menu::InitializeClassSelectionWindow(){
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Component<TextEntryLabel>(SAVE_FILE_NAME,"Save File Name Text Entry")->SetInput(std::string(SaveFile::GetSaveFileName()));
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game->TextEntryEnable(true);
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Menu::OpenMenu(SAVE_FILE_NAME);
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vf2d textboxWindowPos=data.component.lock()->rect.pos*game->GetPixelSize();
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vf2d textboxWindowSize=data.component.lock()->rect.size*game->GetPixelSize();
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if(SteamUtils()){
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SteamUtils()->ShowGamepadTextInput(k_EGamepadTextInputModeNormal,k_EGamepadTextInputLineModeSingleLine,"Character Name:",16U,std::string(SaveFile::GetSaveFileName()).c_str());
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}
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return true;
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},vf2d{2.f,2.f})END;
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55
Adventures in Lestoria/SteamKeyboardCallbackHandler.cpp
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55
Adventures in Lestoria/SteamKeyboardCallbackHandler.cpp
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@ -0,0 +1,55 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "SteamKeyboardCallbackHandler.h"
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void SteamKeyboardCallbackHandler::TextEntryComplete( GamepadTextInputDismissed_t* pCallback ){
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if(SteamUtils()){
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if(pCallback->m_bSubmitted){
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char enteredText[17];
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SteamUtils()->GetEnteredGamepadTextInput(enteredText,16);
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Component<TextEntryLabel>(SAVE_FILE_NAME,"Save File Name Text Entry")->SetInput(std::string(enteredText));
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if(std::string(enteredText).length()>0){
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Component<MenuComponent>(SAVE_FILE_NAME,"Continue Button")->SetGrayedOut(false);
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Component<MenuComponent>(SAVE_FILE_NAME,"Continue Button")->Click();
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}else{
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Component<MenuComponent>(SAVE_FILE_NAME,"Back Button")->Click();
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}
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}else Component<MenuComponent>(SAVE_FILE_NAME,"Back Button")->Click();
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}
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};
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Adventures in Lestoria/SteamKeyboardCallbackHandler.h
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47
Adventures in Lestoria/SteamKeyboardCallbackHandler.h
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@ -0,0 +1,47 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#ifndef __EMSCRIPTEN__
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#include <steam_api.h>
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#endif
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#include <string>
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#include "TextEntryLabel.h"
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class SteamKeyboardCallbackHandler{
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STEAM_CALLBACK(SteamKeyboardCallbackHandler,TextEntryComplete,GamepadTextInputDismissed_t);
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};
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Add in vsync system option
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Remove Unlock All Button
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Fix scaling on some UI equip windows.
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When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI.
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Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set)
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Sword attack should linger
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8369
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#define VERSION_BUILD 8394
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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