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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to app data in Steam
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//
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//=============================================================================
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#ifndef ISTEAMAPPS_H |
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#define ISTEAMAPPS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "steam_api_common.h" |
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const int k_cubAppProofOfPurchaseKeyMax = 240; // max supported length of a legacy cd key
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//-----------------------------------------------------------------------------
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// Purpose: interface to app data
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//-----------------------------------------------------------------------------
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class ISteamApps |
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{ |
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public: |
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virtual bool BIsSubscribed() = 0; |
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virtual bool BIsLowViolence() = 0; |
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virtual bool BIsCybercafe() = 0; |
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virtual bool BIsVACBanned() = 0; |
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virtual const char *GetCurrentGameLanguage() = 0; |
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virtual const char *GetAvailableGameLanguages() = 0; |
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0; |
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0; |
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// returns the Unix time of the purchase of the app
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virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; |
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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virtual bool BIsSubscribedFromFreeWeekend() = 0; |
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// Returns the number of DLC pieces for the running app
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virtual int GetDLCCount() = 0; |
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; |
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// Install/Uninstall control for optional DLC
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virtual void InstallDLC( AppId_t nAppID ) = 0; |
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virtual void UninstallDLC( AppId_t nAppID ) = 0; |
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// Request legacy cd-key for yourself or owned DLC. If you are interested in this
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// data then make sure you provide us with a list of valid keys to be distributed
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// to users when they purchase the game, before the game ships.
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// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0; |
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virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
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virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
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virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
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// returns current app install folder for AppID, returns folder name length
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virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0; |
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virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
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// returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),
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// the user has a temporary license borrowed via Family Sharing
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virtual CSteamID GetAppOwner() = 0;
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1¶m2=value2¶m3=value3 etc.
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// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
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// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
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// but it is advised that you not param names beginning with an underscore for your own features.
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// Check for new launch parameters on callback NewUrlLaunchParameters_t
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virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
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// get download progress for optional DLC
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virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
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// return the buildid of this app, may change at any time based on backend updates to the game
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virtual int GetAppBuildId() = 0; |
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// Request all proof of purchase keys for the calling appid and asociated DLC.
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// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
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// appropriate appid values, ending with a final callback where the m_nAppId
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// member is k_uAppIdInvalid (zero).
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virtual void RequestAllProofOfPurchaseKeys() = 0; |
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STEAM_CALL_RESULT( FileDetailsResult_t ) |
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virtual SteamAPICall_t GetFileDetails( const char* pszFileName ) = 0; |
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// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
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// This method of passing a connect string (used when joining via rich presence, accepting an
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// invite, etc) is preferable to passing the connect string on the operating system command
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// line, which is a security risk. In order for rich presence joins to go through this
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// path and not be placed on the OS command line, you must set a value in your app's
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// configuration on Steam. Ask Valve for help with this.
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//
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// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
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virtual int GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine ) = 0; |
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// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
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virtual bool BIsSubscribedFromFamilySharing() = 0; |
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// check if game is a timed trial with limited playtime
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virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0;
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// set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions
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virtual bool SetDlcContext( AppId_t nAppID ) = 0;
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}; |
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#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008" |
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// Global interface accessor
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inline ISteamApps *SteamApps(); |
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamApps *, SteamApps, STEAMAPPS_INTERFACE_VERSION ); |
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL ) |
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#pragma pack( push, 4 ) |
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#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
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#pragma pack( push, 8 ) |
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#else |
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
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#endif |
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//-----------------------------------------------------------------------------
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// Purpose: posted after the user gains ownership of DLC & that DLC is installed
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//-----------------------------------------------------------------------------
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struct DlcInstalled_t |
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{ |
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enum { k_iCallback = k_iSteamAppsCallbacks + 5 }; |
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AppId_t m_nAppID; // AppID of the DLC
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}; |
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//---------------------------------------------------------------------------------
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// Purpose: posted after the user gains executes a Steam URL with command line or query parameters
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// such as steam://run/<appid>//-commandline/?param1=value1¶m2=value2¶m3=value3 etc
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// while the game is already running. The new params can be queried
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// with GetLaunchQueryParam and GetLaunchCommandLine
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//---------------------------------------------------------------------------------
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struct NewUrlLaunchParameters_t |
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{ |
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enum { k_iCallback = k_iSteamAppsCallbacks + 14 }; |
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}; |
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//-----------------------------------------------------------------------------
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// Purpose: response to RequestAppProofOfPurchaseKey/RequestAllProofOfPurchaseKeys
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// for supporting third-party CD keys, or other proof-of-purchase systems.
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//-----------------------------------------------------------------------------
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struct AppProofOfPurchaseKeyResponse_t |
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{ |
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enum { k_iCallback = k_iSteamAppsCallbacks + 21 }; |
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EResult m_eResult; |
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uint32 m_nAppID; |
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uint32 m_cchKeyLength; |
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char m_rgchKey[k_cubAppProofOfPurchaseKeyMax]; |
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}; |
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//-----------------------------------------------------------------------------
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// Purpose: response to GetFileDetails
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//-----------------------------------------------------------------------------
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struct FileDetailsResult_t |
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{ |
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enum { k_iCallback = k_iSteamAppsCallbacks + 23 }; |
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EResult m_eResult; |
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uint64 m_ulFileSize; // original file size in bytes
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uint8 m_FileSHA[20]; // original file SHA1 hash
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uint32 m_unFlags; //
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}; |
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//-----------------------------------------------------------------------------
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// Purpose: called for games in Timed Trial mode
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//-----------------------------------------------------------------------------
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struct TimedTrialStatus_t |
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{ |
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enum { k_iCallback = k_iSteamAppsCallbacks + 30 }; |
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AppId_t m_unAppID; // appID
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bool m_bIsOffline; // if true, time allowed / played refers to offline time, not total time
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uint32 m_unSecondsAllowed; // how many seconds the app can be played in total
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uint32 m_unSecondsPlayed; // how many seconds the app was already played
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}; |
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#pragma pack( pop ) |
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#endif // ISTEAMAPPS_H
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//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: a private, but well versioned, interface to get at critical bits
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// of a steam3 appticket - consumed by the simple drm wrapper to let it
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// ask about ownership with greater confidence.
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//
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//=============================================================================
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#ifndef ISTEAMAPPTICKET_H |
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#define ISTEAMAPPTICKET_H |
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#pragma once |
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//-----------------------------------------------------------------------------
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// Purpose: hand out a reasonable "future proof" view of an app ownership ticket
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// the raw (signed) buffer, and indices into that buffer where the appid and
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// steamid are located. the sizes of the appid and steamid are implicit in
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// (each version of) the interface - currently uin32 appid and uint64 steamid
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//-----------------------------------------------------------------------------
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class ISteamAppTicket |
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{ |
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public: |
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virtual uint32 GetAppOwnershipTicketData( uint32 nAppID, void *pvBuffer, uint32 cbBufferLength, uint32 *piAppId, uint32 *piSteamId, uint32 *piSignature, uint32 *pcbSignature ) = 0; |
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}; |
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#define STEAMAPPTICKET_INTERFACE_VERSION "STEAMAPPTICKET_INTERFACE_VERSION001" |
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#endif // ISTEAMAPPTICKET_H
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//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
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// Note: The older ISteamController interface has been deprecated in favor of ISteamInput - this interface
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// was updated in this SDK but will be removed from future SDK's. The Steam Client will retain
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// compatibility with the older interfaces so your any existing integrations should be unaffected.
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//
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// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
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// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
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// For more info including a getting started guide for developers
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// please visit: https://partner.steamgames.com/doc/features/steam_controller
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//
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//=============================================================================
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#ifndef ISTEAMCONTROLLER_H |
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#define ISTEAMCONTROLLER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "steam_api_common.h" |
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#include "isteaminput.h" |
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#define STEAM_CONTROLLER_MAX_COUNT 16 |
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 24 |
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#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 256 |
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#define STEAM_CONTROLLER_MAX_ORIGINS 8 |
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#define STEAM_CONTROLLER_MAX_ACTIVE_LAYERS 16 |
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// When sending an option to a specific controller handle, you can send to all controllers via this command
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#define STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS UINT64_MAX |
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#define STEAM_CONTROLLER_MIN_ANALOG_ACTION_DATA -1.0f |
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTION_DATA 1.0f |
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#ifndef ISTEAMINPUT_H |
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enum ESteamControllerPad |
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{ |
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k_ESteamControllerPad_Left, |
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k_ESteamControllerPad_Right |
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}; |
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#endif |
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// Note: Please do not use action origins as a way to identify controller types. There is no
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// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead
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// Versions of Steam that add new controller types in the future will extend this enum if you're
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// using a lookup table please check the bounds of any origins returned by Steam.
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enum EControllerActionOrigin |
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{ |
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// Steam Controller
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k_EControllerActionOrigin_None, |
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k_EControllerActionOrigin_A, |
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k_EControllerActionOrigin_B, |
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k_EControllerActionOrigin_X, |
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k_EControllerActionOrigin_Y, |
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k_EControllerActionOrigin_LeftBumper, |
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k_EControllerActionOrigin_RightBumper, |
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k_EControllerActionOrigin_LeftGrip, |
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k_EControllerActionOrigin_RightGrip, |
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k_EControllerActionOrigin_Start, |
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k_EControllerActionOrigin_Back, |
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k_EControllerActionOrigin_LeftPad_Touch, |
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k_EControllerActionOrigin_LeftPad_Swipe, |
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k_EControllerActionOrigin_LeftPad_Click, |
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k_EControllerActionOrigin_LeftPad_DPadNorth, |
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k_EControllerActionOrigin_LeftPad_DPadSouth, |
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k_EControllerActionOrigin_LeftPad_DPadWest, |
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k_EControllerActionOrigin_LeftPad_DPadEast, |
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k_EControllerActionOrigin_RightPad_Touch, |
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k_EControllerActionOrigin_RightPad_Swipe, |
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k_EControllerActionOrigin_RightPad_Click, |
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k_EControllerActionOrigin_RightPad_DPadNorth, |
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k_EControllerActionOrigin_RightPad_DPadSouth, |
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k_EControllerActionOrigin_RightPad_DPadWest, |
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k_EControllerActionOrigin_RightPad_DPadEast, |
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k_EControllerActionOrigin_LeftTrigger_Pull, |
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k_EControllerActionOrigin_LeftTrigger_Click, |
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k_EControllerActionOrigin_RightTrigger_Pull, |
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k_EControllerActionOrigin_RightTrigger_Click, |
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k_EControllerActionOrigin_LeftStick_Move, |
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k_EControllerActionOrigin_LeftStick_Click, |
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k_EControllerActionOrigin_LeftStick_DPadNorth, |
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k_EControllerActionOrigin_LeftStick_DPadSouth, |
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k_EControllerActionOrigin_LeftStick_DPadWest, |
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k_EControllerActionOrigin_LeftStick_DPadEast, |
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k_EControllerActionOrigin_Gyro_Move, |
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k_EControllerActionOrigin_Gyro_Pitch, |
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k_EControllerActionOrigin_Gyro_Yaw, |
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k_EControllerActionOrigin_Gyro_Roll, |
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// PS4 Dual Shock
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k_EControllerActionOrigin_PS4_X, |
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k_EControllerActionOrigin_PS4_Circle, |
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k_EControllerActionOrigin_PS4_Triangle, |
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k_EControllerActionOrigin_PS4_Square, |
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k_EControllerActionOrigin_PS4_LeftBumper, |
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k_EControllerActionOrigin_PS4_RightBumper, |
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k_EControllerActionOrigin_PS4_Options, //Start
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k_EControllerActionOrigin_PS4_Share, //Back
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k_EControllerActionOrigin_PS4_LeftPad_Touch, |
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k_EControllerActionOrigin_PS4_LeftPad_Swipe, |
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k_EControllerActionOrigin_PS4_LeftPad_Click, |
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k_EControllerActionOrigin_PS4_LeftPad_DPadNorth, |
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k_EControllerActionOrigin_PS4_LeftPad_DPadSouth, |
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k_EControllerActionOrigin_PS4_LeftPad_DPadWest, |
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k_EControllerActionOrigin_PS4_LeftPad_DPadEast, |
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k_EControllerActionOrigin_PS4_RightPad_Touch, |
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k_EControllerActionOrigin_PS4_RightPad_Swipe, |
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k_EControllerActionOrigin_PS4_RightPad_Click, |
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k_EControllerActionOrigin_PS4_RightPad_DPadNorth, |
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k_EControllerActionOrigin_PS4_RightPad_DPadSouth, |
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k_EControllerActionOrigin_PS4_RightPad_DPadWest, |
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k_EControllerActionOrigin_PS4_RightPad_DPadEast, |
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k_EControllerActionOrigin_PS4_CenterPad_Touch, |
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k_EControllerActionOrigin_PS4_CenterPad_Swipe, |
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k_EControllerActionOrigin_PS4_CenterPad_Click, |
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k_EControllerActionOrigin_PS4_CenterPad_DPadNorth, |
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k_EControllerActionOrigin_PS4_CenterPad_DPadSouth, |
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k_EControllerActionOrigin_PS4_CenterPad_DPadWest, |
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k_EControllerActionOrigin_PS4_CenterPad_DPadEast, |
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k_EControllerActionOrigin_PS4_LeftTrigger_Pull, |
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k_EControllerActionOrigin_PS4_LeftTrigger_Click, |
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k_EControllerActionOrigin_PS4_RightTrigger_Pull, |
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k_EControllerActionOrigin_PS4_RightTrigger_Click, |
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k_EControllerActionOrigin_PS4_LeftStick_Move, |
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k_EControllerActionOrigin_PS4_LeftStick_Click, |
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k_EControllerActionOrigin_PS4_LeftStick_DPadNorth, |
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k_EControllerActionOrigin_PS4_LeftStick_DPadSouth, |
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k_EControllerActionOrigin_PS4_LeftStick_DPadWest, |
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k_EControllerActionOrigin_PS4_LeftStick_DPadEast, |
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k_EControllerActionOrigin_PS4_RightStick_Move, |
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k_EControllerActionOrigin_PS4_RightStick_Click, |
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k_EControllerActionOrigin_PS4_RightStick_DPadNorth, |
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k_EControllerActionOrigin_PS4_RightStick_DPadSouth, |
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k_EControllerActionOrigin_PS4_RightStick_DPadWest, |
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k_EControllerActionOrigin_PS4_RightStick_DPadEast, |
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k_EControllerActionOrigin_PS4_DPad_North, |
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k_EControllerActionOrigin_PS4_DPad_South, |
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k_EControllerActionOrigin_PS4_DPad_West, |
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k_EControllerActionOrigin_PS4_DPad_East, |
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k_EControllerActionOrigin_PS4_Gyro_Move, |
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k_EControllerActionOrigin_PS4_Gyro_Pitch, |
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k_EControllerActionOrigin_PS4_Gyro_Yaw, |
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k_EControllerActionOrigin_PS4_Gyro_Roll, |
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// XBox One
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k_EControllerActionOrigin_XBoxOne_A, |
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k_EControllerActionOrigin_XBoxOne_B, |
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k_EControllerActionOrigin_XBoxOne_X, |
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k_EControllerActionOrigin_XBoxOne_Y, |
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k_EControllerActionOrigin_XBoxOne_LeftBumper, |
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k_EControllerActionOrigin_XBoxOne_RightBumper, |
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k_EControllerActionOrigin_XBoxOne_Menu, //Start
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k_EControllerActionOrigin_XBoxOne_View, //Back
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k_EControllerActionOrigin_XBoxOne_LeftTrigger_Pull, |
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k_EControllerActionOrigin_XBoxOne_LeftTrigger_Click, |
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k_EControllerActionOrigin_XBoxOne_RightTrigger_Pull, |
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k_EControllerActionOrigin_XBoxOne_RightTrigger_Click, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_Move, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_Click, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadNorth, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadSouth, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadWest, |
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadEast, |
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k_EControllerActionOrigin_XBoxOne_RightStick_Move, |
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k_EControllerActionOrigin_XBoxOne_RightStick_Click, |
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadNorth, |
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadSouth, |
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadWest, |
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadEast, |
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k_EControllerActionOrigin_XBoxOne_DPad_North, |
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k_EControllerActionOrigin_XBoxOne_DPad_South, |
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k_EControllerActionOrigin_XBoxOne_DPad_West, |
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k_EControllerActionOrigin_XBoxOne_DPad_East, |
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// XBox 360
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k_EControllerActionOrigin_XBox360_A, |
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k_EControllerActionOrigin_XBox360_B, |
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k_EControllerActionOrigin_XBox360_X, |
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k_EControllerActionOrigin_XBox360_Y, |
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k_EControllerActionOrigin_XBox360_LeftBumper, |
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k_EControllerActionOrigin_XBox360_RightBumper, |
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k_EControllerActionOrigin_XBox360_Start, //Start
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k_EControllerActionOrigin_XBox360_Back, //Back
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k_EControllerActionOrigin_XBox360_LeftTrigger_Pull, |
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k_EControllerActionOrigin_XBox360_LeftTrigger_Click, |
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k_EControllerActionOrigin_XBox360_RightTrigger_Pull, |
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k_EControllerActionOrigin_XBox360_RightTrigger_Click, |
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k_EControllerActionOrigin_XBox360_LeftStick_Move, |
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k_EControllerActionOrigin_XBox360_LeftStick_Click, |
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k_EControllerActionOrigin_XBox360_LeftStick_DPadNorth, |
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k_EControllerActionOrigin_XBox360_LeftStick_DPadSouth, |
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k_EControllerActionOrigin_XBox360_LeftStick_DPadWest, |
||||
k_EControllerActionOrigin_XBox360_LeftStick_DPadEast, |
||||
k_EControllerActionOrigin_XBox360_RightStick_Move, |
||||
k_EControllerActionOrigin_XBox360_RightStick_Click, |
||||
k_EControllerActionOrigin_XBox360_RightStick_DPadNorth, |
||||
k_EControllerActionOrigin_XBox360_RightStick_DPadSouth, |
||||
k_EControllerActionOrigin_XBox360_RightStick_DPadWest, |
||||
k_EControllerActionOrigin_XBox360_RightStick_DPadEast, |
||||
k_EControllerActionOrigin_XBox360_DPad_North, |
||||
k_EControllerActionOrigin_XBox360_DPad_South, |
||||
k_EControllerActionOrigin_XBox360_DPad_West, |
||||
k_EControllerActionOrigin_XBox360_DPad_East,
|
||||
|
||||
// SteamController V2
|
||||
k_EControllerActionOrigin_SteamV2_A, |
||||
k_EControllerActionOrigin_SteamV2_B, |
||||
k_EControllerActionOrigin_SteamV2_X, |
||||
k_EControllerActionOrigin_SteamV2_Y, |
||||
k_EControllerActionOrigin_SteamV2_LeftBumper, |
||||
k_EControllerActionOrigin_SteamV2_RightBumper, |
||||
k_EControllerActionOrigin_SteamV2_LeftGrip_Lower, |
||||
k_EControllerActionOrigin_SteamV2_LeftGrip_Upper, |
||||
k_EControllerActionOrigin_SteamV2_RightGrip_Lower, |
||||
k_EControllerActionOrigin_SteamV2_RightGrip_Upper, |
||||
k_EControllerActionOrigin_SteamV2_LeftBumper_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_RightBumper_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_LeftGrip_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_RightGrip_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_LeftGrip_Upper_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_RightGrip_Upper_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_Start, |
||||
k_EControllerActionOrigin_SteamV2_Back, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_Touch, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_Swipe, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_Click, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_DPadNorth, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_DPadSouth, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_DPadWest, |
||||
k_EControllerActionOrigin_SteamV2_LeftPad_DPadEast, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_Touch, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_Swipe, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_Click, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_Pressure, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_DPadNorth, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_DPadSouth, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_DPadWest, |
||||
k_EControllerActionOrigin_SteamV2_RightPad_DPadEast, |
||||
k_EControllerActionOrigin_SteamV2_LeftTrigger_Pull, |
||||
k_EControllerActionOrigin_SteamV2_LeftTrigger_Click, |
||||
k_EControllerActionOrigin_SteamV2_RightTrigger_Pull, |
||||
k_EControllerActionOrigin_SteamV2_RightTrigger_Click, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_Move, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_Click, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_DPadNorth, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_DPadSouth, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_DPadWest, |
||||
k_EControllerActionOrigin_SteamV2_LeftStick_DPadEast, |
||||
k_EControllerActionOrigin_SteamV2_Gyro_Move, |
||||
k_EControllerActionOrigin_SteamV2_Gyro_Pitch, |
||||
k_EControllerActionOrigin_SteamV2_Gyro_Yaw, |
||||
k_EControllerActionOrigin_SteamV2_Gyro_Roll, |
||||
|
||||
// Switch - Pro or Joycons used as a single input device.
|
||||
// This does not apply to a single joycon
|
||||
k_EControllerActionOrigin_Switch_A, |
||||
k_EControllerActionOrigin_Switch_B, |
||||
k_EControllerActionOrigin_Switch_X, |
||||
k_EControllerActionOrigin_Switch_Y, |
||||
k_EControllerActionOrigin_Switch_LeftBumper, |
||||
k_EControllerActionOrigin_Switch_RightBumper, |
||||
k_EControllerActionOrigin_Switch_Plus, //Start
|
||||
k_EControllerActionOrigin_Switch_Minus, //Back
|
||||
k_EControllerActionOrigin_Switch_Capture, |
||||
k_EControllerActionOrigin_Switch_LeftTrigger_Pull, |
||||
k_EControllerActionOrigin_Switch_LeftTrigger_Click, |
||||
k_EControllerActionOrigin_Switch_RightTrigger_Pull, |
||||
k_EControllerActionOrigin_Switch_RightTrigger_Click, |
||||
k_EControllerActionOrigin_Switch_LeftStick_Move, |
||||
k_EControllerActionOrigin_Switch_LeftStick_Click, |
||||
k_EControllerActionOrigin_Switch_LeftStick_DPadNorth, |
||||
k_EControllerActionOrigin_Switch_LeftStick_DPadSouth, |
||||
k_EControllerActionOrigin_Switch_LeftStick_DPadWest, |
||||
k_EControllerActionOrigin_Switch_LeftStick_DPadEast, |
||||
k_EControllerActionOrigin_Switch_RightStick_Move, |
||||
k_EControllerActionOrigin_Switch_RightStick_Click, |
||||
k_EControllerActionOrigin_Switch_RightStick_DPadNorth, |
||||
k_EControllerActionOrigin_Switch_RightStick_DPadSouth, |
||||
k_EControllerActionOrigin_Switch_RightStick_DPadWest, |
||||
k_EControllerActionOrigin_Switch_RightStick_DPadEast, |
||||
k_EControllerActionOrigin_Switch_DPad_North, |
||||
k_EControllerActionOrigin_Switch_DPad_South, |
||||
k_EControllerActionOrigin_Switch_DPad_West, |
||||
k_EControllerActionOrigin_Switch_DPad_East, |
||||
k_EControllerActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EControllerActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EControllerActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EControllerActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
// Switch JoyCon Specific
|
||||
k_EControllerActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EControllerActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EControllerActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EControllerActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EControllerActionOrigin_Switch_LeftGyro_Move, |
||||
k_EControllerActionOrigin_Switch_LeftGyro_Pitch, |
||||
k_EControllerActionOrigin_Switch_LeftGyro_Yaw, |
||||
k_EControllerActionOrigin_Switch_LeftGyro_Roll, |
||||
k_EControllerActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
|
||||
k_EControllerActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
|
||||
k_EControllerActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
|
||||
k_EControllerActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
|
||||
|
||||
// Added in SDK 1.45
|
||||
k_EControllerActionOrigin_PS4_DPad_Move, |
||||
k_EControllerActionOrigin_XBoxOne_DPad_Move, |
||||
k_EControllerActionOrigin_XBox360_DPad_Move, |
||||
k_EControllerActionOrigin_Switch_DPad_Move, |
||||
|
||||
// Added in SDK 1.51
|
||||
k_EControllerActionOrigin_PS5_X, |
||||
k_EControllerActionOrigin_PS5_Circle, |
||||
k_EControllerActionOrigin_PS5_Triangle, |
||||
k_EControllerActionOrigin_PS5_Square, |
||||
k_EControllerActionOrigin_PS5_LeftBumper, |
||||
k_EControllerActionOrigin_PS5_RightBumper, |
||||
k_EControllerActionOrigin_PS5_Option, //Start
|
||||
k_EControllerActionOrigin_PS5_Create, //Back
|
||||
k_EControllerActionOrigin_PS5_Mute, |
||||
k_EControllerActionOrigin_PS5_LeftPad_Touch, |
||||
k_EControllerActionOrigin_PS5_LeftPad_Swipe, |
||||
k_EControllerActionOrigin_PS5_LeftPad_Click, |
||||
k_EControllerActionOrigin_PS5_LeftPad_DPadNorth, |
||||
k_EControllerActionOrigin_PS5_LeftPad_DPadSouth, |
||||
k_EControllerActionOrigin_PS5_LeftPad_DPadWest, |
||||
k_EControllerActionOrigin_PS5_LeftPad_DPadEast, |
||||
k_EControllerActionOrigin_PS5_RightPad_Touch, |
||||
k_EControllerActionOrigin_PS5_RightPad_Swipe, |
||||
k_EControllerActionOrigin_PS5_RightPad_Click, |
||||
k_EControllerActionOrigin_PS5_RightPad_DPadNorth, |
||||
k_EControllerActionOrigin_PS5_RightPad_DPadSouth, |
||||
k_EControllerActionOrigin_PS5_RightPad_DPadWest, |
||||
k_EControllerActionOrigin_PS5_RightPad_DPadEast, |
||||
k_EControllerActionOrigin_PS5_CenterPad_Touch, |
||||
k_EControllerActionOrigin_PS5_CenterPad_Swipe, |
||||
k_EControllerActionOrigin_PS5_CenterPad_Click, |
||||
k_EControllerActionOrigin_PS5_CenterPad_DPadNorth, |
||||
k_EControllerActionOrigin_PS5_CenterPad_DPadSouth, |
||||
k_EControllerActionOrigin_PS5_CenterPad_DPadWest, |
||||
k_EControllerActionOrigin_PS5_CenterPad_DPadEast, |
||||
k_EControllerActionOrigin_PS5_LeftTrigger_Pull, |
||||
k_EControllerActionOrigin_PS5_LeftTrigger_Click, |
||||
k_EControllerActionOrigin_PS5_RightTrigger_Pull, |
||||
k_EControllerActionOrigin_PS5_RightTrigger_Click, |
||||
k_EControllerActionOrigin_PS5_LeftStick_Move, |
||||
k_EControllerActionOrigin_PS5_LeftStick_Click, |
||||
k_EControllerActionOrigin_PS5_LeftStick_DPadNorth, |
||||
k_EControllerActionOrigin_PS5_LeftStick_DPadSouth, |
||||
k_EControllerActionOrigin_PS5_LeftStick_DPadWest, |
||||
k_EControllerActionOrigin_PS5_LeftStick_DPadEast, |
||||
k_EControllerActionOrigin_PS5_RightStick_Move, |
||||
k_EControllerActionOrigin_PS5_RightStick_Click, |
||||
k_EControllerActionOrigin_PS5_RightStick_DPadNorth, |
||||
k_EControllerActionOrigin_PS5_RightStick_DPadSouth, |
||||
k_EControllerActionOrigin_PS5_RightStick_DPadWest, |
||||
k_EControllerActionOrigin_PS5_RightStick_DPadEast, |
||||
k_EControllerActionOrigin_PS5_DPad_Move, |
||||
k_EControllerActionOrigin_PS5_DPad_North, |
||||
k_EControllerActionOrigin_PS5_DPad_South, |
||||
k_EControllerActionOrigin_PS5_DPad_West, |
||||
k_EControllerActionOrigin_PS5_DPad_East, |
||||
k_EControllerActionOrigin_PS5_Gyro_Move, |
||||
k_EControllerActionOrigin_PS5_Gyro_Pitch, |
||||
k_EControllerActionOrigin_PS5_Gyro_Yaw, |
||||
k_EControllerActionOrigin_PS5_Gyro_Roll, |
||||
|
||||
k_EControllerActionOrigin_XBoxOne_LeftGrip_Lower,
|
||||
k_EControllerActionOrigin_XBoxOne_LeftGrip_Upper,
|
||||
k_EControllerActionOrigin_XBoxOne_RightGrip_Lower, |
||||
k_EControllerActionOrigin_XBoxOne_RightGrip_Upper, |
||||
k_EControllerActionOrigin_XBoxOne_Share, |
||||
|
||||
// Added in SDK 1.53
|
||||
k_EControllerActionOrigin_SteamDeck_A, |
||||
k_EControllerActionOrigin_SteamDeck_B, |
||||
k_EControllerActionOrigin_SteamDeck_X, |
||||
k_EControllerActionOrigin_SteamDeck_Y, |
||||
k_EControllerActionOrigin_SteamDeck_L1, |
||||
k_EControllerActionOrigin_SteamDeck_R1, |
||||
k_EControllerActionOrigin_SteamDeck_Menu, |
||||
k_EControllerActionOrigin_SteamDeck_View, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_Touch, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_Swipe, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_Click, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_DPadNorth, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_DPadSouth, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_DPadWest, |
||||
k_EControllerActionOrigin_SteamDeck_LeftPad_DPadEast, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_Touch, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_Swipe, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_Click, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_DPadNorth, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_DPadSouth, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_DPadWest, |
||||
k_EControllerActionOrigin_SteamDeck_RightPad_DPadEast, |
||||
k_EControllerActionOrigin_SteamDeck_L2_SoftPull, |
||||
k_EControllerActionOrigin_SteamDeck_L2, |
||||
k_EControllerActionOrigin_SteamDeck_R2_SoftPull, |
||||
k_EControllerActionOrigin_SteamDeck_R2, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_Move, |
||||
k_EControllerActionOrigin_SteamDeck_L3, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_DPadNorth, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_DPadSouth, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_DPadWest, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_DPadEast, |
||||
k_EControllerActionOrigin_SteamDeck_LeftStick_Touch, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_Move, |
||||
k_EControllerActionOrigin_SteamDeck_R3, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_DPadNorth, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_DPadSouth, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_DPadWest, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_DPadEast, |
||||
k_EControllerActionOrigin_SteamDeck_RightStick_Touch, |
||||
k_EControllerActionOrigin_SteamDeck_L4, |
||||
k_EControllerActionOrigin_SteamDeck_R4, |
||||
k_EControllerActionOrigin_SteamDeck_L5, |
||||
k_EControllerActionOrigin_SteamDeck_R5, |
||||
k_EControllerActionOrigin_SteamDeck_DPad_Move, |
||||
k_EControllerActionOrigin_SteamDeck_DPad_North, |
||||
k_EControllerActionOrigin_SteamDeck_DPad_South, |
||||
k_EControllerActionOrigin_SteamDeck_DPad_West, |
||||
k_EControllerActionOrigin_SteamDeck_DPad_East, |
||||
k_EControllerActionOrigin_SteamDeck_Gyro_Move, |
||||
k_EControllerActionOrigin_SteamDeck_Gyro_Pitch, |
||||
k_EControllerActionOrigin_SteamDeck_Gyro_Yaw, |
||||
k_EControllerActionOrigin_SteamDeck_Gyro_Roll, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved1, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved2, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved3, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved4, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved5, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved6, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved7, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved8, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved9, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved10, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved11, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved12, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved13, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved14, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved15, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved16, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved17, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved18, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved19, |
||||
k_EControllerActionOrigin_SteamDeck_Reserved20, |
||||
|
||||
k_EControllerActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical
|
||||
k_EControllerActionOrigin_Switch_JoyConButton_E, // X
|
||||
k_EControllerActionOrigin_Switch_JoyConButton_S, // A
|
||||
k_EControllerActionOrigin_Switch_JoyConButton_W, // B
|
||||
|
||||
k_EControllerActionOrigin_PS5_LeftGrip, |
||||
k_EControllerActionOrigin_PS5_RightGrip, |
||||
k_EControllerActionOrigin_PS5_LeftFn, |
||||
k_EControllerActionOrigin_PS5_RightFn, |
||||
|
||||
k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
|
||||
k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
|
||||
}; |
||||
|
||||
#ifndef ISTEAMINPUT_H |
||||
enum EXboxOrigin |
||||
{ |
||||
k_EXboxOrigin_A, |
||||
k_EXboxOrigin_B, |
||||
k_EXboxOrigin_X, |
||||
k_EXboxOrigin_Y, |
||||
k_EXboxOrigin_LeftBumper, |
||||
k_EXboxOrigin_RightBumper, |
||||
k_EXboxOrigin_Menu, //Start
|
||||
k_EXboxOrigin_View, //Back
|
||||
k_EXboxOrigin_LeftTrigger_Pull, |
||||
k_EXboxOrigin_LeftTrigger_Click, |
||||
k_EXboxOrigin_RightTrigger_Pull, |
||||
k_EXboxOrigin_RightTrigger_Click, |
||||
k_EXboxOrigin_LeftStick_Move, |
||||
k_EXboxOrigin_LeftStick_Click, |
||||
k_EXboxOrigin_LeftStick_DPadNorth, |
||||
k_EXboxOrigin_LeftStick_DPadSouth, |
||||
k_EXboxOrigin_LeftStick_DPadWest, |
||||
k_EXboxOrigin_LeftStick_DPadEast, |
||||
k_EXboxOrigin_RightStick_Move, |
||||
k_EXboxOrigin_RightStick_Click, |
||||
k_EXboxOrigin_RightStick_DPadNorth, |
||||
k_EXboxOrigin_RightStick_DPadSouth, |
||||
k_EXboxOrigin_RightStick_DPadWest, |
||||
k_EXboxOrigin_RightStick_DPadEast, |
||||
k_EXboxOrigin_DPad_North, |
||||
k_EXboxOrigin_DPad_South, |
||||
k_EXboxOrigin_DPad_West, |
||||
k_EXboxOrigin_DPad_East, |
||||
}; |
||||
|
||||
enum ESteamInputType |
||||
{ |
||||
k_ESteamInputType_Unknown, |
||||
k_ESteamInputType_SteamController, |
||||
k_ESteamInputType_XBox360Controller, |
||||
k_ESteamInputType_XBoxOneController, |
||||
k_ESteamInputType_GenericGamepad, // DirectInput controllers
|
||||
k_ESteamInputType_PS4Controller, |
||||
k_ESteamInputType_AppleMFiController, // Unused
|
||||
k_ESteamInputType_AndroidController, // Unused
|
||||
k_ESteamInputType_SwitchJoyConPair, // Unused
|
||||
k_ESteamInputType_SwitchJoyConSingle, // Unused
|
||||
k_ESteamInputType_SwitchProController, |
||||
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
|
||||
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
|
||||
k_ESteamInputType_PS5Controller, // Added in SDK 151
|
||||
k_ESteamInputType_Count, |
||||
k_ESteamInputType_MaximumPossibleValue = 255, |
||||
}; |
||||
#endif |
||||
|
||||
enum ESteamControllerLEDFlag |
||||
{ |
||||
k_ESteamControllerLEDFlag_SetColor, |
||||
k_ESteamControllerLEDFlag_RestoreUserDefault |
||||
}; |
||||
|
||||
// ControllerHandle_t is used to refer to a specific controller.
|
||||
// This handle will consistently identify a controller, even if it is disconnected and re-connected
|
||||
typedef uint64 ControllerHandle_t; |
||||
|
||||
|
||||
// These handles are used to refer to a specific in-game action or action set
|
||||
// All action handles should be queried during initialization for performance reasons
|
||||
typedef uint64 ControllerActionSetHandle_t; |
||||
typedef uint64 ControllerDigitalActionHandle_t; |
||||
typedef uint64 ControllerAnalogActionHandle_t; |
||||
|
||||
#pragma pack( push, 1 ) |
||||
|
||||
#ifdef ISTEAMINPUT_H |
||||
#define ControllerAnalogActionData_t InputAnalogActionData_t |
||||
#define ControllerDigitalActionData_t InputDigitalActionData_t |
||||
#define ControllerMotionData_t InputMotionData_t |
||||
#else |
||||
struct ControllerAnalogActionData_t |
||||
{ |
||||
// Type of data coming from this action, this will match what got specified in the action set
|
||||
EControllerSourceMode eMode; |
||||
|
||||
// The current state of this action; will be delta updates for mouse actions
|
||||
float x, y; |
||||
|
||||
// Whether or not this action is currently available to be bound in the active action set
|
||||
bool bActive; |
||||
}; |
||||
|
||||
struct ControllerDigitalActionData_t |
||||
{ |
||||
// The current state of this action; will be true if currently pressed
|
||||
bool bState; |
||||
|
||||
// Whether or not this action is currently available to be bound in the active action set
|
||||
bool bActive; |
||||
}; |
||||
|
||||
struct ControllerMotionData_t |
||||
{ |
||||
// Sensor-fused absolute rotation; will drift in heading
|
||||
float rotQuatX; |
||||
float rotQuatY; |
||||
float rotQuatZ; |
||||
float rotQuatW; |
||||
|
||||
// Positional acceleration
|
||||
float posAccelX; |
||||
float posAccelY; |
||||
float posAccelZ; |
||||
|
||||
// Angular velocity
|
||||
float rotVelX; |
||||
float rotVelY; |
||||
float rotVelZ; |
||||
}; |
||||
#endif |
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Input API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamController |
||||
{ |
||||
public: |
||||
|
||||
// Init and Shutdown must be called when starting/ending use of this interface
|
||||
virtual bool Init() = 0; |
||||
virtual bool Shutdown() = 0; |
||||
|
||||
// Synchronize API state with the latest Steam Controller inputs available. This
|
||||
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
|
||||
// possible latency, you call this directly before reading controller state. This must
|
||||
// be called from somewhere before GetConnectedControllers will return any handles
|
||||
virtual void RunFrame() = 0; |
||||
|
||||
// Enumerate currently connected controllers
|
||||
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
|
||||
// Returns the number of handles written to handlesOut
|
||||
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ACTION SETS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; |
||||
|
||||
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
|
||||
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
|
||||
// your state loops, instead of trying to place it in all of your state transitions.
|
||||
virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0; |
||||
virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0; |
||||
|
||||
// ACTION SET LAYERS
|
||||
virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; |
||||
virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; |
||||
virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0; |
||||
// Enumerate currently active layers
|
||||
// handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.
|
||||
// Returns the number of handles written to handlesOut
|
||||
virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ACTIONS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; |
||||
|
||||
// Returns the current state of the supplied digital game action
|
||||
virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0; |
||||
|
||||
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
|
||||
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
|
||||
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
||||
virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0; |
||||
|
||||
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; |
||||
|
||||
// Returns the current state of these supplied analog game action
|
||||
virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0; |
||||
|
||||
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
|
||||
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
|
||||
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
||||
virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0; |
||||
|
||||
// Get a local path to art for on-screen glyph for a particular origin - this call is cheap
|
||||
virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized
|
||||
virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0; |
||||
|
||||
virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0; |
||||
|
||||
// Returns raw motion data from the specified controller
|
||||
virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// OUTPUTS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Trigger a haptic pulse on a controller
|
||||
virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; |
||||
|
||||
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
|
||||
// nFlags is currently unused and reserved for future use.
|
||||
virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; |
||||
|
||||
// Trigger a vibration event on supported controllers.
|
||||
virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; |
||||
|
||||
// Set the controller LED color on supported controllers.
|
||||
virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Utility functions available without using the rest of Steam Input API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
|
||||
// If the user is not in Big Picture Mode it will open up the binding in a new window
|
||||
virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0; |
||||
|
||||
// Returns the input type for a particular handle - unlike EControllerActionOrigin which update with Steam and may return unrecognized values
|
||||
// ESteamInputType will remain static and only return valid values from your SDK version
|
||||
virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0; |
||||
|
||||
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
|
||||
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
|
||||
virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; |
||||
|
||||
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
|
||||
virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
|
||||
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Get a local path to art for on-screen glyph for a particular Xbox controller origin.
|
||||
virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
|
||||
// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
|
||||
virtual EControllerActionOrigin GetActionOriginFromXboxOrigin( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None
|
||||
virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0; |
||||
|
||||
// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
|
||||
virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0; |
||||
}; |
||||
|
||||
#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController008" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamController *SteamController(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamController *, SteamController, STEAMCONTROLLER_INTERFACE_VERSION ); |
||||
|
||||
#endif // ISTEAMCONTROLLER_H
|
@ -0,0 +1,169 @@ |
||||
/* SIE CONFIDENTIAL
|
||||
* $PSLibId$ |
||||
* Copyright (C) 2019 Sony Interactive Entertainment Inc. |
||||
* All Rights Reserved. |
||||
*/ |
||||
|
||||
|
||||
#ifndef _SCE_PAD_TRIGGER_EFFECT_H |
||||
#define _SCE_PAD_TRIGGER_EFFECT_H |
||||
|
||||
|
||||
#define SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_L2 0x01 |
||||
#define SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_R2 0x02 |
||||
|
||||
#define SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_L2 0 |
||||
#define SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 1 |
||||
|
||||
#define SCE_PAD_TRIGGER_EFFECT_TRIGGER_NUM 2 |
||||
|
||||
/* Definition of control point num */ |
||||
#define SCE_PAD_TRIGGER_EFFECT_CONTROL_POINT_NUM 10 |
||||
|
||||
typedef enum ScePadTriggerEffectMode{ |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_OFF, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_FEEDBACK, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_WEAPON, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_VIBRATION, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_MULTIPLE_POSITION_FEEDBACK, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_SLOPE_FEEDBACK, |
||||
SCE_PAD_TRIGGER_EFFECT_MODE_MULTIPLE_POSITION_VIBRATION, |
||||
} ScePadTriggerEffectMode; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to off mode. |
||||
* Off Mode: Stop trigger effect. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectOffParam{ |
||||
uint8_t padding[48]; |
||||
} ScePadTriggerEffectOffParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to Feedback mode. |
||||
* Feedback Mode: The motor arm pushes back trigger. |
||||
* Trigger obtains stiffness at specified position. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectFeedbackParam{ |
||||
uint8_t position; /*E position where the strength of target trigger start changing(0~9). */ |
||||
uint8_t strength; /*E strength that the motor arm pushes back target trigger(0~8 (0: Same as Off mode)). */ |
||||
uint8_t padding[46]; |
||||
} ScePadTriggerEffectFeedbackParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to Weapon mode. |
||||
* Weapon Mode: Emulate weapon like gun trigger. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectWeaponParam{ |
||||
uint8_t startPosition; /*E position where the stiffness of trigger start changing(2~7). */ |
||||
uint8_t endPosition; /*E position where the stiffness of trigger finish changing(startPosition+1~8). */ |
||||
uint8_t strength; /*E strength of gun trigger(0~8 (0: Same as Off mode)). */ |
||||
uint8_t padding[45]; |
||||
} ScePadTriggerEffectWeaponParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to Vibration mode. |
||||
* Vibration Mode: Vibrates motor arm around specified position. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectVibrationParam{ |
||||
uint8_t position; /*E position where the motor arm start vibrating(0~9). */ |
||||
uint8_t amplitude; /*E vibration amplitude(0~8 (0: Same as Off mode)). */ |
||||
uint8_t frequency; /*E vibration frequency(0~255[Hz] (0: Same as Off mode)). */ |
||||
uint8_t padding[45]; |
||||
} ScePadTriggerEffectVibrationParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to ScePadTriggerEffectMultiplePositionFeedbackParam mode. |
||||
* Multi Position Feedback Mode: The motor arm pushes back trigger. |
||||
* Trigger obtains specified stiffness at each control point. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectMultiplePositionFeedbackParam{ |
||||
uint8_t strength[SCE_PAD_TRIGGER_EFFECT_CONTROL_POINT_NUM]; /*E strength that the motor arm pushes back target trigger at position(0~8 (0: Same as Off mode)).
|
||||
* strength[0] means strength of motor arm at position0. |
||||
* strength[1] means strength of motor arm at position1. |
||||
* ... |
||||
* */ |
||||
uint8_t padding[38]; |
||||
} ScePadTriggerEffectMultiplePositionFeedbackParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to Feedback3 mode. |
||||
* Slope Feedback Mode: The motor arm pushes back trigger between two spedified control points. |
||||
* Stiffness of the trigger is changing depending on the set place. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectSlopeFeedbackParam{ |
||||
|
||||
uint8_t startPosition; /*E position where the strength of target trigger start changing(0~endPosition). */ |
||||
uint8_t endPosition; /*E position where the strength of target trigger finish changing(startPosition+1~9). */ |
||||
uint8_t startStrength; /*E strength when trigger's position is startPosition(1~8) */ |
||||
uint8_t endStrength; /*E strength when trigger's position is endPosition(1~8) */ |
||||
uint8_t padding[44]; |
||||
} ScePadTriggerEffectSlopeFeedbackParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect to Vibration2 mode. |
||||
* Multi Position Vibration Mode: Vibrates motor arm around specified control point. |
||||
* Trigger vibrates specified amplitude at each control point. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectMultiplePositionVibrationParam{ |
||||
uint8_t frequency; /*E vibration frequency(0~255 (0: Same as Off mode)) */ |
||||
uint8_t amplitude[SCE_PAD_TRIGGER_EFFECT_CONTROL_POINT_NUM]; /*E vibration amplitude at position(0~8 (0: Same as Off mode)).
|
||||
* amplitude[0] means amplitude of vibration at position0. |
||||
* amplitude[1] means amplitude of vibration at position1. |
||||
* ... |
||||
* */ |
||||
uint8_t padding[37]; |
||||
} ScePadTriggerEffectMultiplePositionVibrationParam; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect mode. |
||||
**/ |
||||
typedef union ScePadTriggerEffectCommandData{ |
||||
ScePadTriggerEffectOffParam offParam; |
||||
ScePadTriggerEffectFeedbackParam feedbackParam; |
||||
ScePadTriggerEffectWeaponParam weaponParam; |
||||
ScePadTriggerEffectVibrationParam vibrationParam; |
||||
ScePadTriggerEffectMultiplePositionFeedbackParam multiplePositionFeedbackParam; |
||||
ScePadTriggerEffectSlopeFeedbackParam slopeFeedbackParam; |
||||
ScePadTriggerEffectMultiplePositionVibrationParam multiplePositionVibrationParam; |
||||
} ScePadTriggerEffectCommandData; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for setting the trigger effect. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectCommand{ |
||||
ScePadTriggerEffectMode mode; |
||||
uint8_t padding[4]; |
||||
ScePadTriggerEffectCommandData commandData; |
||||
} ScePadTriggerEffectCommand; |
||||
|
||||
/**
|
||||
*E
|
||||
* @brief parameter for the scePadSetTriggerEffect function. |
||||
**/ |
||||
typedef struct ScePadTriggerEffectParam{ |
||||
|
||||
uint8_t triggerMask; /*E Set trigger mask to activate trigger effect commands.
|
||||
* SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_L2 : 0x01 |
||||
* SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_R2 : 0x02 |
||||
* */ |
||||
uint8_t padding[7]; |
||||
|
||||
ScePadTriggerEffectCommand command[SCE_PAD_TRIGGER_EFFECT_TRIGGER_NUM]; /*E command[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_L2] is for L2 trigger setting
|
||||
* and param[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2] is for R2 trgger setting. |
||||
* */ |
||||
} ScePadTriggerEffectParam; |
||||
|
||||
#if defined(__cplusplus) && __cplusplus >= 201103L |
||||
static_assert( sizeof( ScePadTriggerEffectParam ) == 120, "ScePadTriggerEffectParam has incorrect size" ); |
||||
#endif |
||||
|
||||
#endif /* _SCE_PAD_TRIGGER_EFFECT_H */ |
@ -0,0 +1,757 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Purpose: interface to both friends list data and general information about users
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMFRIENDS_H |
||||
#define ISTEAMFRIENDS_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: set of relationships to other users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendRelationship |
||||
{ |
||||
k_EFriendRelationshipNone = 0, |
||||
k_EFriendRelationshipBlocked = 1, // this doesn't get stored; the user has just done an Ignore on an friendship invite
|
||||
k_EFriendRelationshipRequestRecipient = 2, |
||||
k_EFriendRelationshipFriend = 3, |
||||
k_EFriendRelationshipRequestInitiator = 4, |
||||
k_EFriendRelationshipIgnored = 5, // this is stored; the user has explicit blocked this other user from comments/chat/etc
|
||||
k_EFriendRelationshipIgnoredFriend = 6, |
||||
k_EFriendRelationshipSuggested_DEPRECATED = 7, // was used by the original implementation of the facebook linking feature, but now unused.
|
||||
|
||||
// keep this updated
|
||||
k_EFriendRelationshipMax = 8, |
||||
}; |
||||
|
||||
// maximum length of friend group name (not including terminating nul!)
|
||||
const int k_cchMaxFriendsGroupName = 64; |
||||
|
||||
// maximum number of groups a single user is allowed
|
||||
const int k_cFriendsGroupLimit = 100; |
||||
|
||||
// friends group identifier type
|
||||
typedef int16 FriendsGroupID_t; |
||||
|
||||
// invalid friends group identifier constant
|
||||
const FriendsGroupID_t k_FriendsGroupID_Invalid = -1; |
||||
|
||||
const int k_cEnumerateFollowersMax = 50; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: list of states a friend can be in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EPersonaState |
||||
{ |
||||
k_EPersonaStateOffline = 0, // friend is not currently logged on
|
||||
k_EPersonaStateOnline = 1, // friend is logged on
|
||||
k_EPersonaStateBusy = 2, // user is on, but busy
|
||||
k_EPersonaStateAway = 3, // auto-away feature
|
||||
k_EPersonaStateSnooze = 4, // auto-away for a long time
|
||||
k_EPersonaStateLookingToTrade = 5, // Online, trading
|
||||
k_EPersonaStateLookingToPlay = 6, // Online, wanting to play
|
||||
k_EPersonaStateInvisible = 7, // Online, but appears offline to friends. This status is never published to clients.
|
||||
k_EPersonaStateMax, |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendFlags |
||||
{ |
||||
k_EFriendFlagNone = 0x00, |
||||
k_EFriendFlagBlocked = 0x01, |
||||
k_EFriendFlagFriendshipRequested = 0x02, |
||||
k_EFriendFlagImmediate = 0x04, // "regular" friend
|
||||
k_EFriendFlagClanMember = 0x08, |
||||
k_EFriendFlagOnGameServer = 0x10,
|
||||
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
|
||||
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
|
||||
k_EFriendFlagRequestingFriendship = 0x80, |
||||
k_EFriendFlagRequestingInfo = 0x100, |
||||
k_EFriendFlagIgnored = 0x200, |
||||
k_EFriendFlagIgnoredFriend = 0x400, |
||||
// k_EFriendFlagSuggested = 0x800, // not used
|
||||
k_EFriendFlagChatMember = 0x1000, |
||||
k_EFriendFlagAll = 0xFFFF, |
||||
}; |
||||
|
||||
|
||||
// friend game played information
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
struct FriendGameInfo_t |
||||
{ |
||||
CGameID m_gameID; |
||||
uint32 m_unGameIP; |
||||
uint16 m_usGamePort; |
||||
uint16 m_usQueryPort; |
||||
CSteamID m_steamIDLobby; |
||||
}; |
||||
#pragma pack( pop ) |
||||
|
||||
// special values for FriendGameInfo_t::m_usQueryPort
|
||||
const uint16 k_usFriendGameInfoQueryPort_NotInitialized = 0xFFFF; // We haven't asked the GS for this query port's actual value yet. Was #define QUERY_PORT_NOT_INITIALIZED in older versions of Steamworks SDK.
|
||||
const uint16 k_usFriendGameInfoQueryPort_Error = 0xFFFE; // We were unable to get the query port for this server. Was #define QUERY_PORT_ERROR in older versions of Steamworks SDK.
|
||||
|
||||
// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
|
||||
// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
|
||||
// in UTF-8.
|
||||
enum |
||||
{ |
||||
k_cchPersonaNameMax = 128, |
||||
k_cwchPersonaNameMax = 32, |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: user restriction flags
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EUserRestriction |
||||
{ |
||||
k_nUserRestrictionNone = 0, // no known chat/content restriction
|
||||
k_nUserRestrictionUnknown = 1, // we don't know yet (user offline)
|
||||
k_nUserRestrictionAnyChat = 2, // user is not allowed to (or can't) send/recv any chat
|
||||
k_nUserRestrictionVoiceChat = 4, // user is not allowed to (or can't) send/recv voice chat
|
||||
k_nUserRestrictionGroupChat = 8, // user is not allowed to (or can't) send/recv group chat
|
||||
k_nUserRestrictionRating = 16, // user is too young according to rating in current region
|
||||
k_nUserRestrictionGameInvites = 32, // user cannot send or recv game invites (e.g. mobile)
|
||||
k_nUserRestrictionTrading = 64, // user cannot participate in trading (console, mobile)
|
||||
}; |
||||
|
||||
// size limit on chat room or member metadata
|
||||
const uint32 k_cubChatMetadataMax = 8192; |
||||
|
||||
// size limits on Rich Presence data
|
||||
enum { k_cchMaxRichPresenceKeys = 30 }; |
||||
enum { k_cchMaxRichPresenceKeyLength = 64 }; |
||||
enum { k_cchMaxRichPresenceValueLength = 256 }; |
||||
|
||||
// These values are passed as parameters to the store
|
||||
enum EOverlayToStoreFlag |
||||
{ |
||||
k_EOverlayToStoreFlag_None = 0, |
||||
k_EOverlayToStoreFlag_AddToCart = 1, |
||||
k_EOverlayToStoreFlag_AddToCartAndShow = 2, |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Tells Steam where to place the browser window inside the overlay
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EActivateGameOverlayToWebPageMode |
||||
{ |
||||
k_EActivateGameOverlayToWebPageMode_Default = 0, // Browser will open next to all other windows that the user has open in the overlay.
|
||||
// The window will remain open, even if the user closes then re-opens the overlay.
|
||||
|
||||
k_EActivateGameOverlayToWebPageMode_Modal = 1 // Browser will be opened in a special overlay configuration which hides all other windows
|
||||
// that the user has open in the overlay. When the user closes the overlay, the browser window
|
||||
// will also close. When the user closes the browser window, the overlay will automatically close.
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: See GetProfileItemPropertyString and GetProfileItemPropertyUint
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ECommunityProfileItemType |
||||
{ |
||||
k_ECommunityProfileItemType_AnimatedAvatar = 0, |
||||
k_ECommunityProfileItemType_AvatarFrame = 1, |
||||
k_ECommunityProfileItemType_ProfileModifier = 2, |
||||
k_ECommunityProfileItemType_ProfileBackground = 3, |
||||
k_ECommunityProfileItemType_MiniProfileBackground = 4, |
||||
}; |
||||
enum ECommunityProfileItemProperty |
||||
{ |
||||
k_ECommunityProfileItemProperty_ImageSmall = 0, // string
|
||||
k_ECommunityProfileItemProperty_ImageLarge = 1, // string
|
||||
k_ECommunityProfileItemProperty_InternalName = 2, // string
|
||||
k_ECommunityProfileItemProperty_Title = 3, // string
|
||||
k_ECommunityProfileItemProperty_Description = 4, // string
|
||||
k_ECommunityProfileItemProperty_AppID = 5, // uint32
|
||||
k_ECommunityProfileItemProperty_TypeID = 6, // uint32
|
||||
k_ECommunityProfileItemProperty_Class = 7, // uint32
|
||||
k_ECommunityProfileItemProperty_MovieWebM = 8, // string
|
||||
k_ECommunityProfileItemProperty_MovieMP4 = 9, // string
|
||||
k_ECommunityProfileItemProperty_MovieWebMSmall = 10, // string
|
||||
k_ECommunityProfileItemProperty_MovieMP4Small = 11, // string
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to accessing information about individual users,
|
||||
// that can be a friend, in a group, on a game server or in a lobby with the local user
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamFriends |
||||
{ |
||||
public: |
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0; |
||||
|
||||
// Sets the player name, stores it on the server and publishes the changes to all friends who are online.
|
||||
// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
|
||||
//
|
||||
// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
|
||||
//
|
||||
// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
|
||||
// to change the name back, in addition to the SetPersonaNameResponse_t callback.
|
||||
STEAM_CALL_RESULT( SetPersonaNameResponse_t ) |
||||
virtual SteamAPICall_t SetPersonaName( const char *pchPersonaName ) = 0; |
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0; |
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0; |
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0; |
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo ) = 0; |
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0; |
||||
// friends steam level
|
||||
virtual int GetFriendSteamLevel( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
|
||||
// DEPRECATED: GetPersonaName follows the Steam nickname preferences, so apps shouldn't need to care about nicknames explicitly.
|
||||
virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0; |
||||
|
||||
// friend grouping (tag) apis
|
||||
// returns the number of friends groups
|
||||
virtual int GetFriendsGroupCount() = 0; |
||||
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
|
||||
virtual FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ) = 0; |
||||
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
|
||||
virtual const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ) = 0; |
||||
// returns the number of members in a given friends group
|
||||
virtual int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ) = 0; |
||||
// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
|
||||
virtual void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ) = 0; |
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0; |
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0; |
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0; |
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0; |
||||
virtual const char *GetClanTag( CSteamID steamIDClan ) = 0; |
||||
// returns the most recent information we have about what's happening in a clan
|
||||
virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0; |
||||
|
||||
// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
|
||||
STEAM_CALL_RESULT( DownloadClanActivityCountsResult_t ) |
||||
virtual SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 0; |
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0; |
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0; |
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0; |
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0; |
||||
|
||||
// activates the game overlay, with an optional dialog to open
|
||||
// valid options include "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements",
|
||||
// "chatroomgroup/nnnn"
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0; |
||||
|
||||
// activates game overlay to a specific place
|
||||
// valid options are
|
||||
// "steamid" - opens the overlay web browser to the specified user or groups profile
|
||||
// "chat" - opens a chat window to the specified user, or joins the group chat
|
||||
// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
|
||||
// "stats" - opens the overlay web browser to the specified user's stats
|
||||
// "achievements" - opens the overlay web browser to the specified user's achievements
|
||||
// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
|
||||
// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
|
||||
// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
|
||||
// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
|
||||
virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0; |
||||
|
||||
// activates game overlay web browser directly to the specified URL
|
||||
// full address with protocol type is required, e.g. http://www.steamgames.com/
|
||||
virtual void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ) = 0; |
||||
|
||||
// activates game overlay to store page for app
|
||||
virtual void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag ) = 0; |
||||
|
||||
// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
|
||||
// in game
|
||||
virtual void SetPlayedWith( CSteamID steamIDUserPlayedWith ) = 0; |
||||
|
||||
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
|
||||
virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0; |
||||
|
||||
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
|
||||
virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// requests information about a user - persona name & avatar
|
||||
// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
|
||||
// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
|
||||
// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
|
||||
// if returns false, it means that we already have all the details about that user, and functions can be called immediately
|
||||
virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0; |
||||
|
||||
// requests information about a clan officer list
|
||||
// when complete, data is returned in ClanOfficerListResponse_t call result
|
||||
// this makes available the calls below
|
||||
// you can only ask about clans that a user is a member of
|
||||
// note that this won't download avatars automatically; if you get an officer,
|
||||
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
|
||||
STEAM_CALL_RESULT( ClanOfficerListResponse_t ) |
||||
virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0; |
||||
|
||||
// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
|
||||
|
||||
// returns the steamID of the clan owner
|
||||
virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0; |
||||
// returns the number of officers in a clan (including the owner)
|
||||
virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0; |
||||
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
|
||||
virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0; |
||||
// if current user is chat restricted, he can't send or receive any text/voice chat messages.
|
||||
// the user can't see custom avatars. But the user can be online and send/recv game invites.
|
||||
// a chat restricted user can't add friends or join any groups.
|
||||
virtual uint32 GetUserRestrictions() = 0; |
||||
|
||||
// Rich Presence data is automatically shared between friends who are in the same game
|
||||
// Each user has a set of Key/Value pairs
|
||||
// Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
|
||||
// There are five magic keys:
|
||||
// "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
|
||||
// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
|
||||
// "steam_display" - Names a rich presence localization token that will be displayed in the viewing user's selected language
|
||||
// in the Steam client UI. For more info: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization
|
||||
// "steam_player_group" - When set, indicates to the Steam client that the player is a member of a particular group. Players in the same group
|
||||
// may be organized together in various places in the Steam UI.
|
||||
// "steam_player_group_size" - When set, indicates the total number of players in the steam_player_group. The Steam client may use this number to
|
||||
// display additional information about a group when all of the members are not part of a user's friends list.
|
||||
// GetFriendRichPresence() returns an empty string "" if no value is set
|
||||
// SetRichPresence() to a NULL or an empty string deletes the key
|
||||
// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
|
||||
// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
|
||||
virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0; |
||||
virtual void ClearRichPresence() = 0; |
||||
virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0; |
||||
virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0; |
||||
virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0; |
||||
// Requests rich presence for a specific user.
|
||||
virtual void RequestFriendRichPresence( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// Rich invite support.
|
||||
// If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string.
|
||||
// (Or you can configure your game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.)
|
||||
virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0; |
||||
|
||||
// recently-played-with friends iteration
|
||||
// this iterates the entire list of users recently played with, across games
|
||||
// GetFriendCoplayTime() returns as a unix time
|
||||
virtual int GetCoplayFriendCount() = 0; |
||||
virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0; |
||||
virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0; |
||||
virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0; |
||||
|
||||
// chat interface for games
|
||||
// this allows in-game access to group (clan) chats from in the game
|
||||
// the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
|
||||
// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
|
||||
STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t ) |
||||
virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0; |
||||
virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0; |
||||
virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0; |
||||
virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0; |
||||
virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0; |
||||
virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter ) = 0; |
||||
virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0; |
||||
|
||||
// interact with the Steam (game overlay / desktop)
|
||||
virtual bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ) = 0; |
||||
virtual bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0; |
||||
virtual bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0; |
||||
|
||||
// peer-to-peer chat interception
|
||||
// this is so you can show P2P chats inline in the game
|
||||
virtual bool SetListenForFriendsMessages( bool bInterceptEnabled ) = 0; |
||||
virtual bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ) = 0; |
||||
virtual int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; |
||||
|
||||
// following apis
|
||||
STEAM_CALL_RESULT( FriendsGetFollowerCount_t ) |
||||
virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0; |
||||
STEAM_CALL_RESULT( FriendsIsFollowing_t ) |
||||
virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0; |
||||
STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t ) |
||||
virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0; |
||||
|
||||
virtual bool IsClanPublic( CSteamID steamIDClan ) = 0; |
||||
virtual bool IsClanOfficialGameGroup( CSteamID steamIDClan ) = 0; |
||||
|
||||
/// Return the number of chats (friends or chat rooms) with unread messages.
|
||||
/// A "priority" message is one that would generate some sort of toast or
|
||||
/// notification, and depends on user settings.
|
||||
///
|
||||
/// You can register for UnreadChatMessagesChanged_t callbacks to know when this
|
||||
/// has potentially changed.
|
||||
virtual int GetNumChatsWithUnreadPriorityMessages() = 0; |
||||
|
||||
// activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together
|
||||
virtual void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) = 0; |
||||
|
||||
// Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations
|
||||
// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
|
||||
// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
|
||||
virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0; |
||||
|
||||
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
|
||||
virtual void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) = 0; |
||||
|
||||
// Steam Community items equipped by a user on their profile
|
||||
// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items
|
||||
STEAM_CALL_RESULT( EquippedProfileItems_t ) |
||||
virtual SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID ) = 0; |
||||
virtual bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType ) = 0; |
||||
virtual const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) = 0; |
||||
virtual uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) = 0; |
||||
}; |
||||
|
||||
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamFriends *SteamFriends(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamFriends *, SteamFriends, STEAMFRIENDS_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a friends' status changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PersonaStateChange_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 }; |
||||
|
||||
uint64 m_ulSteamID; // steamID of the friend who changed
|
||||
int m_nChangeFlags; // what's changed
|
||||
}; |
||||
|
||||
|
||||
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
||||
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
||||
enum EPersonaChange |
||||
{ |
||||
k_EPersonaChangeName = 0x0001, |
||||
k_EPersonaChangeStatus = 0x0002, |
||||
k_EPersonaChangeComeOnline = 0x0004, |
||||
k_EPersonaChangeGoneOffline = 0x0008, |
||||
k_EPersonaChangeGamePlayed = 0x0010, |
||||
k_EPersonaChangeGameServer = 0x0020, |
||||
k_EPersonaChangeAvatar = 0x0040, |
||||
k_EPersonaChangeJoinedSource= 0x0080, |
||||
k_EPersonaChangeLeftSource = 0x0100, |
||||
k_EPersonaChangeRelationshipChanged = 0x0200, |
||||
k_EPersonaChangeNameFirstSet = 0x0400, |
||||
k_EPersonaChangeBroadcast = 0x0800, |
||||
k_EPersonaChangeNickname = 0x1000, |
||||
k_EPersonaChangeSteamLevel = 0x2000, |
||||
k_EPersonaChangeRichPresence = 0x4000, |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 }; |
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
bool m_bUserInitiated; // true if the user asked for the overlay to be activated/deactivated
|
||||
AppId_t m_nAppID; // the appID of the game (should always be the current game)
|
||||
uint32 m_dwOverlayPID; // used internally
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a different game server from their friends list
|
||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 }; |
||||
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
||||
char m_rgchPassword[64]; // server password, if any
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a lobby from their friends list
|
||||
// game client should attempt to connect to specified lobby when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameLobbyJoinRequested_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 33 }; |
||||
CSteamID m_steamIDLobby; |
||||
|
||||
// The friend they did the join via (will be invalid if not directly via a friend)
|
||||
//
|
||||
// On PS3, the friend will be invalid if this was triggered by a PSN invite via the XMB, but
|
||||
// the account type will be console user so you can tell at least that this was from a PSN friend
|
||||
// rather than a Steam friend.
|
||||
CSteamID m_steamIDFriend;
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when an avatar is loaded in from a previous GetLargeFriendAvatar() call
|
||||
// if the image wasn't already available
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AvatarImageLoaded_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 34 }; |
||||
CSteamID m_steamID; // steamid the avatar has been loaded for
|
||||
int m_iImage; // the image index of the now loaded image
|
||||
int m_iWide; // width of the loaded image
|
||||
int m_iTall; // height of the loaded image
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: marks the return of a request officer list call
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ClanOfficerListResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 35 }; |
||||
CSteamID m_steamIDClan; |
||||
int m_cOfficers; |
||||
uint8 m_bSuccess; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: callback indicating updated data about friends rich presence information
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FriendRichPresenceUpdate_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 36 }; |
||||
CSteamID m_steamIDFriend; // friend who's rich presence has changed
|
||||
AppId_t m_nAppID; // the appID of the game (should always be the current game)
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a game from their friends list
|
||||
// rich presence will have been set with the "connect" key which is set here
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameRichPresenceJoinRequested_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 37 }; |
||||
CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
|
||||
char m_rgchConnect[k_cchMaxRichPresenceValueLength]; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a chat message has been received for a clan chat the game has joined
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameConnectedClanChatMsg_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 38 }; |
||||
CSteamID m_steamIDClanChat; |
||||
CSteamID m_steamIDUser; |
||||
int m_iMessageID; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a user has joined a clan chat
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameConnectedChatJoin_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 39 }; |
||||
CSteamID m_steamIDClanChat; |
||||
CSteamID m_steamIDUser; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a user has left the chat we're in
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameConnectedChatLeave_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 40 }; |
||||
CSteamID m_steamIDClanChat; |
||||
CSteamID m_steamIDUser; |
||||
bool m_bKicked; // true if admin kicked
|
||||
bool m_bDropped; // true if Steam connection dropped
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a DownloadClanActivityCounts() call has finished
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DownloadClanActivityCountsResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 41 }; |
||||
bool m_bSuccess; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a JoinClanChatRoom() call has finished
|
||||
//-----------------------------------------------------------------------------
|
||||
struct JoinClanChatRoomCompletionResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 42 }; |
||||
CSteamID m_steamIDClanChat; |
||||
EChatRoomEnterResponse m_eChatRoomEnterResponse; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a chat message has been received from a user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameConnectedFriendChatMsg_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 43 }; |
||||
CSteamID m_steamIDUser; |
||||
int m_iMessageID; |
||||
}; |
||||
|
||||
|
||||
struct FriendsGetFollowerCount_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 44 }; |
||||
EResult m_eResult; |
||||
CSteamID m_steamID; |
||||
int m_nCount; |
||||
}; |
||||
|
||||
|
||||
struct FriendsIsFollowing_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 45 }; |
||||
EResult m_eResult; |
||||
CSteamID m_steamID; |
||||
bool m_bIsFollowing; |
||||
}; |
||||
|
||||
|
||||
struct FriendsEnumerateFollowingList_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 46 }; |
||||
EResult m_eResult; |
||||
CSteamID m_rgSteamID[ k_cEnumerateFollowersMax ]; |
||||
int32 m_nResultsReturned; |
||||
int32 m_nTotalResultCount; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: reports the result of an attempt to change the user's persona name
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SetPersonaNameResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 47 }; |
||||
|
||||
bool m_bSuccess; // true if name change succeeded completely.
|
||||
bool m_bLocalSuccess; // true if name change was retained locally. (We might not have been able to communicate with Steam)
|
||||
EResult m_result; // detailed result code
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Invoked when the status of unread messages changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UnreadChatMessagesChanged_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 48 }; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Dispatched when an overlay browser instance is navigated to a protocol/scheme registered by RegisterProtocolInOverlayBrowser()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct OverlayBrowserProtocolNavigation_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 49 }; |
||||
char rgchURI[ 1024 ]; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A user's equipped profile items have changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct EquippedProfileItemsChanged_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 50 }; |
||||
CSteamID m_steamID; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
struct EquippedProfileItems_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 51 }; |
||||
EResult m_eResult; |
||||
CSteamID m_steamID; |
||||
bool m_bHasAnimatedAvatar; |
||||
bool m_bHasAvatarFrame; |
||||
bool m_bHasProfileModifier; |
||||
bool m_bHasProfileBackground; |
||||
bool m_bHasMiniProfileBackground; |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMFRIENDS_H
|
@ -0,0 +1,74 @@ |
||||
//====== Copyright ©, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to the game coordinator for this application
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMECOORDINATOR |
||||
#define ISTEAMGAMECOORDINATOR |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
|
||||
// list of possible return values from the ISteamGameCoordinator API
|
||||
enum EGCResults |
||||
{ |
||||
k_EGCResultOK = 0, |
||||
k_EGCResultNoMessage = 1, // There is no message in the queue
|
||||
k_EGCResultBufferTooSmall = 2, // The buffer is too small for the requested message
|
||||
k_EGCResultNotLoggedOn = 3, // The client is not logged onto Steam
|
||||
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for sending and receiving messages from the Game Coordinator
|
||||
// for this application
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameCoordinator |
||||
{ |
||||
public: |
||||
|
||||
// sends a message to the Game Coordinator
|
||||
virtual EGCResults SendMessage( uint32 unMsgType, const void *pubData, uint32 cubData ) = 0; |
||||
|
||||
// returns true if there is a message waiting from the game coordinator
|
||||
virtual bool IsMessageAvailable( uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
|
||||
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
|
||||
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
|
||||
// and the message remains at the head of the queue.
|
||||
virtual EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
}; |
||||
#define STEAMGAMECOORDINATOR_INTERFACE_VERSION "SteamGameCoordinator001" |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
// callback notification - A new message is available for reading from the message queue
|
||||
struct GCMessageAvailable_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 1 }; |
||||
uint32 m_nMessageSize; |
||||
}; |
||||
|
||||
// callback notification - A message failed to make it to the GC. It may be down temporarily
|
||||
struct GCMessageFailed_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 2 }; |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMGAMECOORDINATOR
|
@ -0,0 +1,394 @@ |
||||
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H |
||||
#define ISTEAMGAMESERVER_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer |
||||
{ |
||||
public: |
||||
|
||||
//
|
||||
// Basic server data. These properties, if set, must be set before before calling LogOn. They
|
||||
// may not be changed after logged in.
|
||||
//
|
||||
|
||||
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
|
||||
STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; ) |
||||
|
||||
/// Game product identifier. This is currently used by the master server for version checking purposes.
|
||||
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
|
||||
virtual void SetProduct( const char *pszProduct ) = 0; |
||||
|
||||
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
|
||||
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
|
||||
virtual void SetGameDescription( const char *pszGameDescription ) = 0; |
||||
|
||||
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
|
||||
/// this application is the original game, not a mod.
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameDir
|
||||
virtual void SetModDir( const char *pszModDir ) = 0; |
||||
|
||||
/// Is this is a dedicated server? The default value is false.
|
||||
virtual void SetDedicatedServer( bool bDedicated ) = 0; |
||||
|
||||
//
|
||||
// Login
|
||||
//
|
||||
|
||||
/// Begin process to login to a persistent game server account
|
||||
///
|
||||
/// You need to register for callbacks to determine the result of this operation.
|
||||
/// @see SteamServersConnected_t
|
||||
/// @see SteamServerConnectFailure_t
|
||||
/// @see SteamServersDisconnected_t
|
||||
virtual void LogOn( const char *pszToken ) = 0; |
||||
|
||||
/// Login to a generic, anonymous account.
|
||||
///
|
||||
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
|
||||
/// but this is no longer the case.
|
||||
virtual void LogOnAnonymous() = 0; |
||||
|
||||
/// Begin process of logging game server out of steam
|
||||
virtual void LogOff() = 0; |
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0; |
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0; |
||||
|
||||
/// Returns true if the master server has requested a restart.
|
||||
/// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0; |
||||
|
||||
//
|
||||
// Server state. These properties may be changed at any time.
|
||||
//
|
||||
|
||||
/// Max player count that will be reported to server browser and client queries
|
||||
virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; |
||||
|
||||
/// Number of bots. Default value is zero
|
||||
virtual void SetBotPlayerCount( int cBotplayers ) = 0; |
||||
|
||||
/// Set the name of server as it will appear in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetServerName( const char *pszServerName ) = 0; |
||||
|
||||
/// Set name of map to report in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetMapName( const char *pszMapName ) = 0; |
||||
|
||||
/// Let people know if your server will require a password
|
||||
virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; |
||||
|
||||
/// Spectator server port to advertise. The default value is zero, meaning the
|
||||
/// service is not used. If your server receives any info requests on the LAN,
|
||||
/// this is the value that will be placed into the reply for such local queries.
|
||||
///
|
||||
/// This is also the value that will be advertised by the master server.
|
||||
/// The only exception is if your server is using a FakeIP. Then then the second
|
||||
/// fake port number (index 1) assigned to your server will be listed on the master
|
||||
/// server as the spectator port, if you set this value to any nonzero value.
|
||||
///
|
||||
/// This function merely controls the values that are advertised -- it's up to you to
|
||||
/// configure the server to actually listen on this port and handle any spectator traffic
|
||||
virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; |
||||
|
||||
/// Name of the spectator server. (Only used if spectator port is nonzero.)
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; |
||||
|
||||
/// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0; |
||||
|
||||
/// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; |
||||
|
||||
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerTags
|
||||
virtual void SetGameTags( const char *pchGameTags ) = 0; |
||||
|
||||
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameData
|
||||
virtual void SetGameData( const char *pchGameData ) = 0; |
||||
|
||||
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
|
||||
virtual void SetRegion( const char *pszRegion ) = 0; |
||||
|
||||
/// Indicate whether you wish to be listed on the master server list
|
||||
/// and/or respond to server browser / LAN discovery packets.
|
||||
/// The server starts with this value set to false. You should set all
|
||||
/// relevant server parameters before enabling advertisement on the server.
|
||||
///
|
||||
/// (This function used to be named EnableHeartbeats, so if you are wondering
|
||||
/// where that function went, it's right here. It does the same thing as before,
|
||||
/// the old name was just confusing.)
|
||||
virtual void SetAdvertiseServerActive( bool bActive ) = 0; |
||||
|
||||
//
|
||||
// Player list management / authentication.
|
||||
//
|
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
|
||||
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ) = 0; |
||||
|
||||
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
|
||||
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
|
||||
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; |
||||
|
||||
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
||||
virtual void EndAuthSession( CSteamID steamID ) = 0; |
||||
|
||||
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
||||
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; |
||||
|
||||
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
|
||||
// to determine if the user owns downloadable content specified by the provided AppID.
|
||||
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; |
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; |
||||
|
||||
|
||||
// these two functions s are deprecated, and will not return results
|
||||
// they will be removed in a future version of the SDK
|
||||
virtual void GetGameplayStats( ) = 0; |
||||
STEAM_CALL_RESULT( GSReputation_t ) |
||||
virtual SteamAPICall_t GetServerReputation() = 0; |
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual SteamIPAddress_t GetPublicIP() = 0; |
||||
|
||||
// Server browser related query packet processing for shared socket mode. These are used
|
||||
// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init.
|
||||
// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; |
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; |
||||
|
||||
//
|
||||
// Server clan association
|
||||
//
|
||||
|
||||
// associate this game server with this clan for the purposes of computing player compat
|
||||
STEAM_CALL_RESULT( AssociateWithClanResult_t ) |
||||
virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; |
||||
|
||||
// ask if any of the current players dont want to play with this new player - or vice versa
|
||||
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) |
||||
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; |
||||
|
||||
|
||||
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; |
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call EndAuthSession()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0; |
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0; |
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; |
||||
|
||||
// Deprecated functions. These will be removed in a future version of the SDK.
|
||||
// If you really need these, please contact us and help us understand what you are
|
||||
// using them for.
|
||||
|
||||
STEAM_PRIVATE_API( |
||||
virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0; |
||||
virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0; |
||||
) |
||||
}; |
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015" |
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServer *SteamGameServer(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServer *, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 }; |
||||
CSteamID m_SteamID; // SteamID of approved player
|
||||
CSteamID m_OwnerSteamID; // SteamID of original owner for game license
|
||||
}; |
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 }; |
||||
CSteamID m_SteamID; |
||||
EDenyReason m_eDenyReason; |
||||
char m_rgchOptionalText[128]; |
||||
}; |
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 }; |
||||
CSteamID m_SteamID; |
||||
EDenyReason m_eDenyReason; |
||||
}; |
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 }; |
||||
uint64 m_SteamID; |
||||
char m_pchAchievement[128]; |
||||
bool m_bUnlocked; |
||||
}; |
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 }; |
||||
uint8 m_bSecure; |
||||
}; |
||||
|
||||
// GS gameplay stats info
|
||||
struct GSGameplayStats_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 7 }; |
||||
EResult m_eResult; // Result of the call
|
||||
int32 m_nRank; // Overall rank of the server (0-based)
|
||||
uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
|
||||
uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
|
||||
}; |
||||
|
||||
// send as a reply to RequestUserGroupStatus()
|
||||
struct GSClientGroupStatus_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 8 }; |
||||
CSteamID m_SteamIDUser; |
||||
CSteamID m_SteamIDGroup; |
||||
bool m_bMember; |
||||
bool m_bOfficer; |
||||
}; |
||||
|
||||
// Sent as a reply to GetServerReputation()
|
||||
struct GSReputation_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 9 }; |
||||
EResult m_eResult; // Result of the call;
|
||||
uint32 m_unReputationScore; // The reputation score for the game server
|
||||
bool m_bBanned; // True if the server is banned from the Steam
|
||||
// master servers
|
||||
|
||||
// The following members are only filled out if m_bBanned is true. They will all
|
||||
// be set to zero otherwise. Master server bans are by IP so it is possible to be
|
||||
// banned even when the score is good high if there is a bad server on another port.
|
||||
// This information can be used to determine which server is bad.
|
||||
|
||||
uint32 m_unBannedIP; // The IP of the banned server
|
||||
uint16 m_usBannedPort; // The port of the banned server
|
||||
uint64 m_ulBannedGameID; // The game ID the banned server is serving
|
||||
uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
|
||||
}; |
||||
|
||||
// Sent as a reply to AssociateWithClan()
|
||||
struct AssociateWithClanResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 10 }; |
||||
EResult m_eResult; // Result of the call;
|
||||
}; |
||||
|
||||
// Sent as a reply to ComputeNewPlayerCompatibility()
|
||||
struct ComputeNewPlayerCompatibilityResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 11 }; |
||||
EResult m_eResult; // Result of the call;
|
||||
int m_cPlayersThatDontLikeCandidate; |
||||
int m_cPlayersThatCandidateDoesntLike; |
||||
int m_cClanPlayersThatDontLikeCandidate; |
||||
CSteamID m_SteamIDCandidate; |
||||
}; |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
@ -0,0 +1,114 @@ |
||||
//====== Copyright © Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface for game servers to steam stats and achievements
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVERSTATS_H |
||||
#define ISTEAMGAMESERVERSTATS_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServerStats |
||||
{ |
||||
public: |
||||
// downloads stats for the user
|
||||
// returns a GSStatsReceived_t callback when completed
|
||||
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats will only be auto-updated for clients playing on the server. For other
|
||||
// users you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT( GSStatsReceived_t ) |
||||
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0; |
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
STEAM_FLAT_NAME( GetUserStatInt32 ) |
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0; |
||||
|
||||
STEAM_FLAT_NAME( GetUserStatFloat ) |
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0; |
||||
|
||||
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0; |
||||
|
||||
// Set / update stats and achievements.
|
||||
// Note: These updates will work only on stats game servers are allowed to edit and only for
|
||||
// game servers that have been declared as officially controlled by the game creators.
|
||||
// Set the IP range of your official servers on the Steamworks page
|
||||
|
||||
STEAM_FLAT_NAME( SetUserStatInt32 ) |
||||
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0; |
||||
|
||||
STEAM_FLAT_NAME( SetUserStatFloat ) |
||||
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0; |
||||
|
||||
virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0; |
||||
|
||||
virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0; |
||||
virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0; |
||||
|
||||
// Store the current data on the server, will get a GSStatsStored_t callback when set.
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
STEAM_CALL_RESULT( GSStatsStored_t ) |
||||
virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0; |
||||
}; |
||||
#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001" |
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServerStats *SteamGameServerStats(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServerStats *, SteamGameServerStats, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); |
||||
|
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsReceived_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks }; |
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsStored_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 }; |
||||
EResult m_eResult; // success / error
|
||||
CSteamID m_steamIDUser; // The user for whom the stats were stored
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||||
// Call RequestUserStats again to access stats for this user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsUnloaded_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 }; |
||||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // ISTEAMGAMESERVERSTATS_H
|
@ -0,0 +1,479 @@ |
||||
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to display html pages in a texture
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTMLSURFACE_H |
||||
#define ISTEAMHTMLSURFACE_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
typedef uint32 HHTMLBrowser; |
||||
const uint32 INVALID_HTMLBROWSER = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for displaying HTML pages and interacting with them
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTMLSurface |
||||
{ |
||||
public: |
||||
virtual ~ISteamHTMLSurface() {} |
||||
|
||||
// Must call init and shutdown when starting/ending use of the interface
|
||||
virtual bool Init() = 0; |
||||
virtual bool Shutdown() = 0; |
||||
|
||||
// Create a browser object for display of a html page, when creation is complete the call handle
|
||||
// will return a HTML_BrowserReady_t callback for the HHTMLBrowser of your new browser.
|
||||
// The user agent string is a substring to be added to the general user agent string so you can
|
||||
// identify your client on web servers.
|
||||
// The userCSS string lets you apply a CSS style sheet to every displayed page, leave null if
|
||||
// you do not require this functionality.
|
||||
//
|
||||
// YOU MUST HAVE IMPLEMENTED HANDLERS FOR HTML_BrowserReady_t, HTML_StartRequest_t,
|
||||
// HTML_JSAlert_t, HTML_JSConfirm_t, and HTML_FileOpenDialog_t! See the CALLBACKS
|
||||
// section of this interface (AllowStartRequest, etc) for more details. If you do
|
||||
// not implement these callback handlers, the browser may appear to hang instead of
|
||||
// navigating to new pages or triggering javascript popups.
|
||||
//
|
||||
STEAM_CALL_RESULT( HTML_BrowserReady_t ) |
||||
virtual SteamAPICall_t CreateBrowser( const char *pchUserAgent, const char *pchUserCSS ) = 0; |
||||
|
||||
// Call this when you are done with a html surface, this lets us free the resources being used by it
|
||||
virtual void RemoveBrowser( HHTMLBrowser unBrowserHandle ) = 0; |
||||
|
||||
// Navigate to this URL, results in a HTML_StartRequest_t as the request commences
|
||||
virtual void LoadURL( HHTMLBrowser unBrowserHandle, const char *pchURL, const char *pchPostData ) = 0; |
||||
|
||||
// Tells the surface the size in pixels to display the surface
|
||||
virtual void SetSize( HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight ) = 0; |
||||
|
||||
// Stop the load of the current html page
|
||||
virtual void StopLoad( HHTMLBrowser unBrowserHandle ) = 0; |
||||
// Reload (most likely from local cache) the current page
|
||||
virtual void Reload( HHTMLBrowser unBrowserHandle ) = 0; |
||||
// navigate back in the page history
|
||||
virtual void GoBack( HHTMLBrowser unBrowserHandle ) = 0; |
||||
// navigate forward in the page history
|
||||
virtual void GoForward( HHTMLBrowser unBrowserHandle ) = 0; |
||||
|
||||
// add this header to any url requests from this browser
|
||||
virtual void AddHeader( HHTMLBrowser unBrowserHandle, const char *pchKey, const char *pchValue ) = 0; |
||||
// run this javascript script in the currently loaded page
|
||||
virtual void ExecuteJavascript( HHTMLBrowser unBrowserHandle, const char *pchScript ) = 0; |
||||
|
||||
enum EHTMLMouseButton |
||||
{ |
||||
eHTMLMouseButton_Left = 0, |
||||
eHTMLMouseButton_Right = 1, |
||||
eHTMLMouseButton_Middle = 2, |
||||
}; |
||||
|
||||
// Mouse click and mouse movement commands
|
||||
virtual void MouseUp( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0; |
||||
virtual void MouseDown( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0; |
||||
virtual void MouseDoubleClick( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0; |
||||
// x and y are relative to the HTML bounds
|
||||
virtual void MouseMove( HHTMLBrowser unBrowserHandle, int x, int y ) = 0; |
||||
// nDelta is pixels of scroll
|
||||
virtual void MouseWheel( HHTMLBrowser unBrowserHandle, int32 nDelta ) = 0; |
||||
|
||||
enum EMouseCursor |
||||
{ |
||||
dc_user = 0, |
||||
dc_none, |
||||
dc_arrow, |
||||
dc_ibeam, |
||||
dc_hourglass, |
||||
dc_waitarrow, |
||||
dc_crosshair, |
||||
dc_up, |
||||
dc_sizenw, |
||||
dc_sizese, |
||||
dc_sizene, |
||||
dc_sizesw, |
||||
dc_sizew, |
||||
dc_sizee, |
||||
dc_sizen, |
||||
dc_sizes, |
||||
dc_sizewe, |
||||
dc_sizens, |
||||
dc_sizeall, |
||||
dc_no, |
||||
dc_hand, |
||||
dc_blank, // don't show any custom cursor, just use your default
|
||||
dc_middle_pan, |
||||
dc_north_pan, |
||||
dc_north_east_pan, |
||||
dc_east_pan, |
||||
dc_south_east_pan, |
||||
dc_south_pan, |
||||
dc_south_west_pan, |
||||
dc_west_pan, |
||||
dc_north_west_pan, |
||||
dc_alias, |
||||
dc_cell, |
||||
dc_colresize, |
||||
dc_copycur, |
||||
dc_verticaltext, |
||||
dc_rowresize, |
||||
dc_zoomin, |
||||
dc_zoomout, |
||||
dc_help, |
||||
dc_custom, |
||||
|
||||
dc_last, // custom cursors start from this value and up
|
||||
}; |
||||
|
||||
enum EHTMLKeyModifiers |
||||
{ |
||||
k_eHTMLKeyModifier_None = 0, |
||||
k_eHTMLKeyModifier_AltDown = 1 << 0, |
||||
k_eHTMLKeyModifier_CtrlDown = 1 << 1, |
||||
k_eHTMLKeyModifier_ShiftDown = 1 << 2, |
||||
}; |
||||
|
||||
// keyboard interactions, native keycode is the virtual key code value from your OS, system key flags the key to not
|
||||
// be sent as a typed character as well as a key down
|
||||
virtual void KeyDown( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey = false ) = 0; |
||||
virtual void KeyUp( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0; |
||||
// cUnicodeChar is the unicode character point for this keypress (and potentially multiple chars per press)
|
||||
virtual void KeyChar( HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0; |
||||
|
||||
// programmatically scroll this many pixels on the page
|
||||
virtual void SetHorizontalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0; |
||||
virtual void SetVerticalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0; |
||||
|
||||
// tell the html control if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things
|
||||
virtual void SetKeyFocus( HHTMLBrowser unBrowserHandle, bool bHasKeyFocus ) = 0; |
||||
|
||||
// open the current pages html code in the local editor of choice, used for debugging
|
||||
virtual void ViewSource( HHTMLBrowser unBrowserHandle ) = 0; |
||||
// copy the currently selected text on the html page to the local clipboard
|
||||
virtual void CopyToClipboard( HHTMLBrowser unBrowserHandle ) = 0; |
||||
// paste from the local clipboard to the current html page
|
||||
virtual void PasteFromClipboard( HHTMLBrowser unBrowserHandle ) = 0; |
||||
|
||||
// find this string in the browser, if bCurrentlyInFind is true then instead cycle to the next matching element
|
||||
virtual void Find( HHTMLBrowser unBrowserHandle, const char *pchSearchStr, bool bCurrentlyInFind, bool bReverse ) = 0; |
||||
// cancel a currently running find
|
||||
virtual void StopFind( HHTMLBrowser unBrowserHandle ) = 0; |
||||
|
||||
// return details about the link at position x,y on the current page
|
||||
virtual void GetLinkAtPosition( HHTMLBrowser unBrowserHandle, int x, int y ) = 0; |
||||
|
||||
// set a webcookie for the hostname in question
|
||||
virtual void SetCookie( const char *pchHostname, const char *pchKey, const char *pchValue, const char *pchPath = "/", RTime32 nExpires = 0, bool bSecure = false, bool bHTTPOnly = false ) = 0; |
||||
|
||||
// Zoom the current page by flZoom ( from 0.0 to 2.0, so to zoom to 120% use 1.2 ), zooming around point X,Y in the page (use 0,0 if you don't care)
|
||||
virtual void SetPageScaleFactor( HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY ) = 0; |
||||
|
||||
// Enable/disable low-resource background mode, where javascript and repaint timers are throttled, resources are
|
||||
// more aggressively purged from memory, and audio/video elements are paused. When background mode is enabled,
|
||||
// all HTML5 video and audio objects will execute ".pause()" and gain the property "._steam_background_paused = 1".
|
||||
// When background mode is disabled, any video or audio objects with that property will resume with ".play()".
|
||||
virtual void SetBackgroundMode( HHTMLBrowser unBrowserHandle, bool bBackgroundMode ) = 0; |
||||
|
||||
// Scale the output display space by this factor, this is useful when displaying content on high dpi devices.
|
||||
// Specifies the ratio between physical and logical pixels.
|
||||
virtual void SetDPIScalingFactor( HHTMLBrowser unBrowserHandle, float flDPIScaling ) = 0; |
||||
|
||||
// Open HTML/JS developer tools
|
||||
virtual void OpenDeveloperTools( HHTMLBrowser unBrowserHandle ) = 0; |
||||
|
||||
// CALLBACKS
|
||||
//
|
||||
// These set of functions are used as responses to callback requests
|
||||
//
|
||||
|
||||
// You MUST call this in response to a HTML_StartRequest_t callback
|
||||
// Set bAllowed to true to allow this navigation, false to cancel it and stay
|
||||
// on the current page. You can use this feature to limit the valid pages
|
||||
// allowed in your HTML surface.
|
||||
virtual void AllowStartRequest( HHTMLBrowser unBrowserHandle, bool bAllowed ) = 0; |
||||
|
||||
// You MUST call this in response to a HTML_JSAlert_t or HTML_JSConfirm_t callback
|
||||
// Set bResult to true for the OK option of a confirm, use false otherwise
|
||||
virtual void JSDialogResponse( HHTMLBrowser unBrowserHandle, bool bResult ) = 0; |
||||
|
||||
// You MUST call this in response to a HTML_FileOpenDialog_t callback
|
||||
virtual void FileLoadDialogResponse( HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles ) = 0; |
||||
}; |
||||
|
||||
#define STEAMHTMLSURFACE_INTERFACE_VERSION "STEAMHTMLSURFACE_INTERFACE_VERSION_005" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTMLSurface *SteamHTMLSurface(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamHTMLSurface *, SteamHTMLSurface, STEAMHTMLSURFACE_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser is ready for use
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_BrowserReady_t, k_iSteamHTMLSurfaceCallbacks + 1 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // this browser is now fully created and ready to navigate to pages
|
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser has a pending paint
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_NeedsPaint_t, k_iSteamHTMLSurfaceCallbacks + 2) |
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the browser that needs the paint
|
||||
STEAM_CALLBACK_MEMBER(1, const char *, pBGRA ) // a pointer to the B8G8R8A8 data for this surface, valid until SteamAPI_RunCallbacks is next called
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unWide) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(3, uint32, unTall) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(4, uint32, unUpdateX) // the offset in X for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unUpdateY) // the offset in Y for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(6, uint32, unUpdateWide) // the width of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(7, uint32, unUpdateTall) // the height of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(8, uint32, unScrollX) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(9, uint32, unScrollY) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(10, float, flPageScale) // the page scale factor on this page when rendered
|
||||
STEAM_CALLBACK_MEMBER(11, uint32, unPageSerial) // incremented on each new page load, you can use this to reject draws while navigating to new pages
|
||||
STEAM_CALLBACK_END(12) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser wanted to navigate to a new page
|
||||
// NOTE - you MUST call AllowStartRequest in response to this callback
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_StartRequest_t, k_iSteamHTMLSurfaceCallbacks + 3) |
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER(1, const char *, pchURL) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER(2, const char *, pchTarget) // the html link target type (i.e _blank, _self, _parent, _top )
|
||||
STEAM_CALLBACK_MEMBER(3, const char *, pchPostData ) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bIsRedirect) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_END(5) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has been requested to close due to user interaction (usually from a javascript window.close() call)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_CloseBrowser_t, k_iSteamHTMLSurfaceCallbacks + 4) |
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser is navigating to a new url
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_URLChanged_t, k_iSteamHTMLSurfaceCallbacks + 5 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchPostData ) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER( 3, bool, bIsRedirect ) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_MEMBER( 4, const char *, pchPageTitle ) // the title of the page
|
||||
STEAM_CALLBACK_MEMBER( 5, bool, bNewNavigation ) // true if this was from a fresh tab and not a click on an existing page
|
||||
STEAM_CALLBACK_END(6) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A page is finished loading
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_FinishedRequest_t, k_iSteamHTMLSurfaceCallbacks + 6 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchPageTitle ) //
|
||||
STEAM_CALLBACK_END(3) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a request to load this url in a new tab
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_OpenLinkInNewTab_t, k_iSteamHTMLSurfaceCallbacks + 7 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the page has a new title now
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_ChangedTitle_t, k_iSteamHTMLSurfaceCallbacks + 8 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchTitle ) //
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: results from a search
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_SearchResults_t, k_iSteamHTMLSurfaceCallbacks + 9 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unResults ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unCurrentMatch ) //
|
||||
STEAM_CALLBACK_END(3) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: page history status changed on the ability to go backwards and forward
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_CanGoBackAndForward_t, k_iSteamHTMLSurfaceCallbacks + 10 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, bool, bCanGoBack ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, bool, bCanGoForward ) //
|
||||
STEAM_CALLBACK_END(3) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the horizontal scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_HorizontalScroll_t, k_iSteamHTMLSurfaceCallbacks + 11 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
|
||||
STEAM_CALLBACK_MEMBER( 3, float, flPageScale ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool , bVisible ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unPageSize ) //
|
||||
STEAM_CALLBACK_END(6) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the vertical scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_VerticalScroll_t, k_iSteamHTMLSurfaceCallbacks + 12 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
|
||||
STEAM_CALLBACK_MEMBER( 3, float, flPageScale ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool, bVisible ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unPageSize ) //
|
||||
STEAM_CALLBACK_END(6) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to GetLinkAtPosition call
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_LinkAtPosition_t, k_iSteamHTMLSurfaceCallbacks + 13 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, x ) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, y ) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER( 3, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool, bInput ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, bool, bLiveLink ) //
|
||||
STEAM_CALLBACK_END(6) |
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript alert dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_JSAlert_t, k_iSteamHTMLSurfaceCallbacks + 14 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMessage ) //
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript confirmation dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_JSConfirm_t, k_iSteamHTMLSurfaceCallbacks + 15 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMessage ) //
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: when received show a file open dialog
|
||||
// then call FileLoadDialogResponse with the file(s) the user selected.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_FileOpenDialog_t, k_iSteamHTMLSurfaceCallbacks + 16 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchTitle ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchInitialFile ) //
|
||||
STEAM_CALLBACK_END(3) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a new html window is being created.
|
||||
//
|
||||
// IMPORTANT NOTE: at this time, the API does not allow you to acknowledge or
|
||||
// render the contents of this new window, so the new window is always destroyed
|
||||
// immediately. The URL and other parameters of the new window are passed here
|
||||
// to give your application the opportunity to call CreateBrowser and set up
|
||||
// a new browser in response to the attempted popup, if you wish to do so.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_NewWindow_t, k_iSteamHTMLSurfaceCallbacks + 21 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the current surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) // the page to load
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unX ) // the x pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER( 3, uint32, unY ) // the y pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER( 4, uint32, unWide ) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unTall ) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER( 6, HHTMLBrowser, unNewWindow_BrowserHandle_IGNORE ) |
||||
STEAM_CALLBACK_END(7) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: change the cursor to display
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_SetCursor_t, k_iSteamHTMLSurfaceCallbacks + 22 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, eMouseCursor ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: informational message from the browser
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_StatusText_t, k_iSteamHTMLSurfaceCallbacks + 23 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_ShowToolTip_t, k_iSteamHTMLSurfaceCallbacks + 24 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: update the text of an existing tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_UpdateToolTip_t, k_iSteamHTMLSurfaceCallbacks + 25 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: hide the tooltip you are showing
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_HideToolTip_t, k_iSteamHTMLSurfaceCallbacks + 26 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has restarted due to an internal failure, use this new handle value
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_BrowserRestarted_t, k_iSteamHTMLSurfaceCallbacks + 27 ) |
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // this is the new browser handle after the restart
|
||||
STEAM_CALLBACK_MEMBER( 1, HHTMLBrowser, unOldBrowserHandle ) // the handle for the browser before the restart, if your handle was this then switch to using unBrowserHandle for API calls
|
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // ISTEAMHTMLSURFACE_H
|
@ -0,0 +1,219 @@ |
||||
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to http client
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTTP_H |
||||
#define ISTEAMHTTP_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
#include "steamhttpenums.h" |
||||
|
||||
// Handle to a HTTP Request handle
|
||||
typedef uint32 HTTPRequestHandle; |
||||
#define INVALID_HTTPREQUEST_HANDLE 0 |
||||
|
||||
typedef uint32 HTTPCookieContainerHandle; |
||||
#define INVALID_HTTPCOOKIE_HANDLE 0 |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to http client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTTP |
||||
{ |
||||
public: |
||||
|
||||
// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
|
||||
// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
|
||||
// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
|
||||
// or such.
|
||||
virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0; |
||||
|
||||
// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
|
||||
// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
|
||||
virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0; |
||||
|
||||
// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
|
||||
// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
|
||||
// has already been sent.
|
||||
virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0; |
||||
|
||||
// Set a request header value for the request, must be called prior to sending the request. Will
|
||||
// return false if the handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0; |
||||
|
||||
// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
|
||||
// when creating the request. Must be called prior to sending the request. Will return false if the
|
||||
// handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0; |
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback.
|
||||
//
|
||||
// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
|
||||
// header and only do a local cache lookup rather than sending any actual remote request.
|
||||
virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; |
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
|
||||
// HTTPRequestDataReceived_t callbacks while streaming.
|
||||
virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; |
||||
|
||||
// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0; |
||||
|
||||
// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0; |
||||
|
||||
// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
|
||||
// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
|
||||
// GetHTTPResponseHeaderValue.
|
||||
virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0; |
||||
|
||||
// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// header is not present or if your buffer is too small to contain it's value. You should first call
|
||||
// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
|
||||
virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0; |
||||
|
||||
// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid.
|
||||
virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0; |
||||
|
||||
// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
|
||||
// the correct buffer size to use.
|
||||
virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; |
||||
|
||||
// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
|
||||
// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
|
||||
// do not match the size and offset sent in HTTPRequestDataReceived_t.
|
||||
virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; |
||||
|
||||
// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
|
||||
// callback and finishing using the response.
|
||||
virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0; |
||||
|
||||
// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
|
||||
// received which included a content-length field. For responses that contain no content-length it will report
|
||||
// zero for the duration of the request as the size is unknown until the connection closes.
|
||||
virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0; |
||||
|
||||
// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
|
||||
// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
|
||||
// parameter will set the content-type header for the request so the server may know how to interpret the body.
|
||||
virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0; |
||||
|
||||
// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
|
||||
// than any response to your requests using this cookie container may add new cookies which may be transmitted with
|
||||
// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
|
||||
// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
|
||||
// repeat executions of your process.
|
||||
virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0; |
||||
|
||||
// Release a cookie container you are finished using, freeing it's memory
|
||||
virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0; |
||||
|
||||
// Adds a cookie to the specified cookie container that will be used with future requests.
|
||||
virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0; |
||||
|
||||
// Set the cookie container to use for a HTTP request
|
||||
virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0; |
||||
|
||||
// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
|
||||
virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0; |
||||
|
||||
// Disable or re-enable verification of SSL/TLS certificates.
|
||||
// By default, certificates are checked for all HTTPS requests.
|
||||
virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0; |
||||
|
||||
// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
|
||||
// which can bump everytime we get more data
|
||||
virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0; |
||||
|
||||
// Check if the reason the request failed was because we timed it out (rather than some harder failure)
|
||||
virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0; |
||||
}; |
||||
|
||||
#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION003" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTTP *SteamHTTP(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamHTTP *, SteamHTTP, STEAMHTTP_INTERFACE_VERSION ); |
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamHTTP *SteamGameServerHTTP(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamHTTP *, SteamGameServerHTTP, STEAMHTTP_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
struct HTTPRequestCompleted_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamHTTPCallbacks + 1 }; |
||||
|
||||
// Handle value for the request that has completed.
|
||||
HTTPRequestHandle m_hRequest; |
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue; |
||||
|
||||
// This will be true if we actually got any sort of response from the server (even an error).
|
||||
// It will be false if we failed due to an internal error or client side network failure.
|
||||
bool m_bRequestSuccessful; |
||||
|
||||
// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
|
||||
// OK response, if you get something else you probably need to treat it as a failure.
|
||||
EHTTPStatusCode m_eStatusCode; |
||||
|
||||
uint32 m_unBodySize; // Same as GetHTTPResponseBodySize()
|
||||
}; |
||||
|
||||
|
||||
struct HTTPRequestHeadersReceived_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamHTTPCallbacks + 2 }; |
||||
|
||||
// Handle value for the request that has received headers.
|
||||
HTTPRequestHandle m_hRequest; |
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue; |
||||
}; |
||||
|
||||
struct HTTPRequestDataReceived_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamHTTPCallbacks + 3 }; |
||||
|
||||
// Handle value for the request that has received data.
|
||||
HTTPRequestHandle m_hRequest; |
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue; |
||||
|
||||
|
||||
// Offset to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cOffset; |
||||
|
||||
// Size to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cBytesReceived; |
||||
}; |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMHTTP_H
|
@ -0,0 +1,982 @@ |
||||
//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
|
||||
// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
|
||||
// For more info including a getting started guide for developers
|
||||
// please visit: https://partner.steamgames.com/doc/features/steam_controller
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMINPUT_H |
||||
#define ISTEAMINPUT_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
#define STEAM_INPUT_MAX_COUNT 16 |
||||
|
||||
#define STEAM_INPUT_MAX_ANALOG_ACTIONS 24 |
||||
|
||||
#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 256 |
||||
|
||||
#define STEAM_INPUT_MAX_ORIGINS 8 |
||||
|
||||
#define STEAM_INPUT_MAX_ACTIVE_LAYERS 16 |
||||
|
||||
// When sending an option to a specific controller handle, you can send to all devices via this command
|
||||
#define STEAM_INPUT_HANDLE_ALL_CONTROLLERS UINT64_MAX |
||||
|
||||
#define STEAM_INPUT_MIN_ANALOG_ACTION_DATA -1.0f |
||||
#define STEAM_INPUT_MAX_ANALOG_ACTION_DATA 1.0f |
||||
|
||||
enum EInputSourceMode |
||||
{ |
||||
k_EInputSourceMode_None, |
||||
k_EInputSourceMode_Dpad, |
||||
k_EInputSourceMode_Buttons, |
||||
k_EInputSourceMode_FourButtons, |
||||
k_EInputSourceMode_AbsoluteMouse, |
||||
k_EInputSourceMode_RelativeMouse, |
||||
k_EInputSourceMode_JoystickMove, |
||||
k_EInputSourceMode_JoystickMouse, |
||||
k_EInputSourceMode_JoystickCamera, |
||||
k_EInputSourceMode_ScrollWheel, |
||||
k_EInputSourceMode_Trigger, |
||||
k_EInputSourceMode_TouchMenu, |
||||
k_EInputSourceMode_MouseJoystick, |
||||
k_EInputSourceMode_MouseRegion, |
||||
k_EInputSourceMode_RadialMenu, |
||||
k_EInputSourceMode_SingleButton, |
||||
k_EInputSourceMode_Switches |
||||
}; |
||||
|
||||
// Note: Please do not use action origins as a way to identify controller types. There is no
|
||||
// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead.
|
||||
// Versions of Steam that add new controller types in the future will extend this enum so if you're
|
||||
// using a lookup table please check the bounds of any origins returned by Steam.
|
||||
enum EInputActionOrigin |
||||
{ |
||||
// Steam Controller
|
||||
k_EInputActionOrigin_None, |
||||
k_EInputActionOrigin_SteamController_A, |
||||
k_EInputActionOrigin_SteamController_B, |
||||
k_EInputActionOrigin_SteamController_X, |
||||
k_EInputActionOrigin_SteamController_Y, |
||||
k_EInputActionOrigin_SteamController_LeftBumper, |
||||
k_EInputActionOrigin_SteamController_RightBumper, |
||||
k_EInputActionOrigin_SteamController_LeftGrip, |
||||
k_EInputActionOrigin_SteamController_RightGrip, |
||||
k_EInputActionOrigin_SteamController_Start, |
||||
k_EInputActionOrigin_SteamController_Back, |
||||
k_EInputActionOrigin_SteamController_LeftPad_Touch, |
||||
k_EInputActionOrigin_SteamController_LeftPad_Swipe, |
||||
k_EInputActionOrigin_SteamController_LeftPad_Click, |
||||
k_EInputActionOrigin_SteamController_LeftPad_DPadNorth, |
||||
k_EInputActionOrigin_SteamController_LeftPad_DPadSouth, |
||||
k_EInputActionOrigin_SteamController_LeftPad_DPadWest, |
||||
k_EInputActionOrigin_SteamController_LeftPad_DPadEast, |
||||
k_EInputActionOrigin_SteamController_RightPad_Touch, |
||||
k_EInputActionOrigin_SteamController_RightPad_Swipe, |
||||
k_EInputActionOrigin_SteamController_RightPad_Click, |
||||
k_EInputActionOrigin_SteamController_RightPad_DPadNorth, |
||||
k_EInputActionOrigin_SteamController_RightPad_DPadSouth, |
||||
k_EInputActionOrigin_SteamController_RightPad_DPadWest, |
||||
k_EInputActionOrigin_SteamController_RightPad_DPadEast, |
||||
k_EInputActionOrigin_SteamController_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_SteamController_LeftTrigger_Click, |
||||
k_EInputActionOrigin_SteamController_RightTrigger_Pull, |
||||
k_EInputActionOrigin_SteamController_RightTrigger_Click, |
||||
k_EInputActionOrigin_SteamController_LeftStick_Move, |
||||
k_EInputActionOrigin_SteamController_LeftStick_Click, |
||||
k_EInputActionOrigin_SteamController_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_SteamController_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_SteamController_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_SteamController_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_SteamController_Gyro_Move, |
||||
k_EInputActionOrigin_SteamController_Gyro_Pitch, |
||||
k_EInputActionOrigin_SteamController_Gyro_Yaw, |
||||
k_EInputActionOrigin_SteamController_Gyro_Roll, |
||||
k_EInputActionOrigin_SteamController_Reserved0, |
||||
k_EInputActionOrigin_SteamController_Reserved1, |
||||
k_EInputActionOrigin_SteamController_Reserved2, |
||||
k_EInputActionOrigin_SteamController_Reserved3, |
||||
k_EInputActionOrigin_SteamController_Reserved4, |
||||
k_EInputActionOrigin_SteamController_Reserved5, |
||||
k_EInputActionOrigin_SteamController_Reserved6, |
||||
k_EInputActionOrigin_SteamController_Reserved7, |
||||
k_EInputActionOrigin_SteamController_Reserved8, |
||||
k_EInputActionOrigin_SteamController_Reserved9, |
||||
k_EInputActionOrigin_SteamController_Reserved10, |
||||
|
||||
// PS4 Dual Shock
|
||||
k_EInputActionOrigin_PS4_X, |
||||
k_EInputActionOrigin_PS4_Circle, |
||||
k_EInputActionOrigin_PS4_Triangle, |
||||
k_EInputActionOrigin_PS4_Square, |
||||
k_EInputActionOrigin_PS4_LeftBumper, |
||||
k_EInputActionOrigin_PS4_RightBumper, |
||||
k_EInputActionOrigin_PS4_Options, //Start
|
||||
k_EInputActionOrigin_PS4_Share, //Back
|
||||
k_EInputActionOrigin_PS4_LeftPad_Touch, |
||||
k_EInputActionOrigin_PS4_LeftPad_Swipe, |
||||
k_EInputActionOrigin_PS4_LeftPad_Click, |
||||
k_EInputActionOrigin_PS4_LeftPad_DPadNorth, |
||||
k_EInputActionOrigin_PS4_LeftPad_DPadSouth, |
||||
k_EInputActionOrigin_PS4_LeftPad_DPadWest, |
||||
k_EInputActionOrigin_PS4_LeftPad_DPadEast, |
||||
k_EInputActionOrigin_PS4_RightPad_Touch, |
||||
k_EInputActionOrigin_PS4_RightPad_Swipe, |
||||
k_EInputActionOrigin_PS4_RightPad_Click, |
||||
k_EInputActionOrigin_PS4_RightPad_DPadNorth, |
||||
k_EInputActionOrigin_PS4_RightPad_DPadSouth, |
||||
k_EInputActionOrigin_PS4_RightPad_DPadWest, |
||||
k_EInputActionOrigin_PS4_RightPad_DPadEast, |
||||
k_EInputActionOrigin_PS4_CenterPad_Touch, |
||||
k_EInputActionOrigin_PS4_CenterPad_Swipe, |
||||
k_EInputActionOrigin_PS4_CenterPad_Click, |
||||
k_EInputActionOrigin_PS4_CenterPad_DPadNorth, |
||||
k_EInputActionOrigin_PS4_CenterPad_DPadSouth, |
||||
k_EInputActionOrigin_PS4_CenterPad_DPadWest, |
||||
k_EInputActionOrigin_PS4_CenterPad_DPadEast, |
||||
k_EInputActionOrigin_PS4_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_PS4_LeftTrigger_Click, |
||||
k_EInputActionOrigin_PS4_RightTrigger_Pull, |
||||
k_EInputActionOrigin_PS4_RightTrigger_Click, |
||||
k_EInputActionOrigin_PS4_LeftStick_Move, |
||||
k_EInputActionOrigin_PS4_LeftStick_Click, |
||||
k_EInputActionOrigin_PS4_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_PS4_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_PS4_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_PS4_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_PS4_RightStick_Move, |
||||
k_EInputActionOrigin_PS4_RightStick_Click, |
||||
k_EInputActionOrigin_PS4_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_PS4_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_PS4_RightStick_DPadWest, |
||||
k_EInputActionOrigin_PS4_RightStick_DPadEast, |
||||
k_EInputActionOrigin_PS4_DPad_North, |
||||
k_EInputActionOrigin_PS4_DPad_South, |
||||
k_EInputActionOrigin_PS4_DPad_West, |
||||
k_EInputActionOrigin_PS4_DPad_East, |
||||
k_EInputActionOrigin_PS4_Gyro_Move, |
||||
k_EInputActionOrigin_PS4_Gyro_Pitch, |
||||
k_EInputActionOrigin_PS4_Gyro_Yaw, |
||||
k_EInputActionOrigin_PS4_Gyro_Roll, |
||||
k_EInputActionOrigin_PS4_DPad_Move, |
||||
k_EInputActionOrigin_PS4_Reserved1, |
||||
k_EInputActionOrigin_PS4_Reserved2, |
||||
k_EInputActionOrigin_PS4_Reserved3, |
||||
k_EInputActionOrigin_PS4_Reserved4, |
||||
k_EInputActionOrigin_PS4_Reserved5, |
||||
k_EInputActionOrigin_PS4_Reserved6, |
||||
k_EInputActionOrigin_PS4_Reserved7, |
||||
k_EInputActionOrigin_PS4_Reserved8, |
||||
k_EInputActionOrigin_PS4_Reserved9, |
||||
k_EInputActionOrigin_PS4_Reserved10, |
||||
|
||||
// XBox One
|
||||
k_EInputActionOrigin_XBoxOne_A, |
||||
k_EInputActionOrigin_XBoxOne_B, |
||||
k_EInputActionOrigin_XBoxOne_X, |
||||
k_EInputActionOrigin_XBoxOne_Y, |
||||
k_EInputActionOrigin_XBoxOne_LeftBumper, |
||||
k_EInputActionOrigin_XBoxOne_RightBumper, |
||||
k_EInputActionOrigin_XBoxOne_Menu, //Start
|
||||
k_EInputActionOrigin_XBoxOne_View, //Back
|
||||
k_EInputActionOrigin_XBoxOne_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_XBoxOne_LeftTrigger_Click, |
||||
k_EInputActionOrigin_XBoxOne_RightTrigger_Pull, |
||||
k_EInputActionOrigin_XBoxOne_RightTrigger_Click, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_Move, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_Click, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_XBoxOne_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_Move, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_Click, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_DPadWest, |
||||
k_EInputActionOrigin_XBoxOne_RightStick_DPadEast, |
||||
k_EInputActionOrigin_XBoxOne_DPad_North, |
||||
k_EInputActionOrigin_XBoxOne_DPad_South, |
||||
k_EInputActionOrigin_XBoxOne_DPad_West, |
||||
k_EInputActionOrigin_XBoxOne_DPad_East, |
||||
k_EInputActionOrigin_XBoxOne_DPad_Move, |
||||
k_EInputActionOrigin_XBoxOne_LeftGrip_Lower, |
||||
k_EInputActionOrigin_XBoxOne_LeftGrip_Upper, |
||||
k_EInputActionOrigin_XBoxOne_RightGrip_Lower, |
||||
k_EInputActionOrigin_XBoxOne_RightGrip_Upper, |
||||
k_EInputActionOrigin_XBoxOne_Share, // Xbox Series X controllers only
|
||||
k_EInputActionOrigin_XBoxOne_Reserved6, |
||||
k_EInputActionOrigin_XBoxOne_Reserved7, |
||||
k_EInputActionOrigin_XBoxOne_Reserved8, |
||||
k_EInputActionOrigin_XBoxOne_Reserved9, |
||||
k_EInputActionOrigin_XBoxOne_Reserved10, |
||||
|
||||
// XBox 360
|
||||
k_EInputActionOrigin_XBox360_A, |
||||
k_EInputActionOrigin_XBox360_B, |
||||
k_EInputActionOrigin_XBox360_X, |
||||
k_EInputActionOrigin_XBox360_Y, |
||||
k_EInputActionOrigin_XBox360_LeftBumper, |
||||
k_EInputActionOrigin_XBox360_RightBumper, |
||||
k_EInputActionOrigin_XBox360_Start, //Start
|
||||
k_EInputActionOrigin_XBox360_Back, //Back
|
||||
k_EInputActionOrigin_XBox360_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_XBox360_LeftTrigger_Click, |
||||
k_EInputActionOrigin_XBox360_RightTrigger_Pull, |
||||
k_EInputActionOrigin_XBox360_RightTrigger_Click, |
||||
k_EInputActionOrigin_XBox360_LeftStick_Move, |
||||
k_EInputActionOrigin_XBox360_LeftStick_Click, |
||||
k_EInputActionOrigin_XBox360_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_XBox360_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_XBox360_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_XBox360_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_XBox360_RightStick_Move, |
||||
k_EInputActionOrigin_XBox360_RightStick_Click, |
||||
k_EInputActionOrigin_XBox360_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_XBox360_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_XBox360_RightStick_DPadWest, |
||||
k_EInputActionOrigin_XBox360_RightStick_DPadEast, |
||||
k_EInputActionOrigin_XBox360_DPad_North, |
||||
k_EInputActionOrigin_XBox360_DPad_South, |
||||
k_EInputActionOrigin_XBox360_DPad_West, |
||||
k_EInputActionOrigin_XBox360_DPad_East,
|
||||
k_EInputActionOrigin_XBox360_DPad_Move, |
||||
k_EInputActionOrigin_XBox360_Reserved1, |
||||
k_EInputActionOrigin_XBox360_Reserved2, |
||||
k_EInputActionOrigin_XBox360_Reserved3, |
||||
k_EInputActionOrigin_XBox360_Reserved4, |
||||
k_EInputActionOrigin_XBox360_Reserved5, |
||||
k_EInputActionOrigin_XBox360_Reserved6, |
||||
k_EInputActionOrigin_XBox360_Reserved7, |
||||
k_EInputActionOrigin_XBox360_Reserved8, |
||||
k_EInputActionOrigin_XBox360_Reserved9, |
||||
k_EInputActionOrigin_XBox360_Reserved10, |
||||
|
||||
|
||||
// Switch - Pro or Joycons used as a single input device.
|
||||
// This does not apply to a single joycon
|
||||
k_EInputActionOrigin_Switch_A, |
||||
k_EInputActionOrigin_Switch_B, |
||||
k_EInputActionOrigin_Switch_X, |
||||
k_EInputActionOrigin_Switch_Y, |
||||
k_EInputActionOrigin_Switch_LeftBumper, |
||||
k_EInputActionOrigin_Switch_RightBumper, |
||||
k_EInputActionOrigin_Switch_Plus, //Start
|
||||
k_EInputActionOrigin_Switch_Minus, //Back
|
||||
k_EInputActionOrigin_Switch_Capture, |
||||
k_EInputActionOrigin_Switch_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_Switch_LeftTrigger_Click, |
||||
k_EInputActionOrigin_Switch_RightTrigger_Pull, |
||||
k_EInputActionOrigin_Switch_RightTrigger_Click, |
||||
k_EInputActionOrigin_Switch_LeftStick_Move, |
||||
k_EInputActionOrigin_Switch_LeftStick_Click, |
||||
k_EInputActionOrigin_Switch_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_Switch_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_Switch_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_Switch_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_Switch_RightStick_Move, |
||||
k_EInputActionOrigin_Switch_RightStick_Click, |
||||
k_EInputActionOrigin_Switch_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_Switch_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_Switch_RightStick_DPadWest, |
||||
k_EInputActionOrigin_Switch_RightStick_DPadEast, |
||||
k_EInputActionOrigin_Switch_DPad_North, |
||||
k_EInputActionOrigin_Switch_DPad_South, |
||||
k_EInputActionOrigin_Switch_DPad_West, |
||||
k_EInputActionOrigin_Switch_DPad_East, |
||||
k_EInputActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EInputActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EInputActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EInputActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
|
||||
k_EInputActionOrigin_Switch_DPad_Move, |
||||
k_EInputActionOrigin_Switch_Reserved1, |
||||
k_EInputActionOrigin_Switch_Reserved2, |
||||
k_EInputActionOrigin_Switch_Reserved3, |
||||
k_EInputActionOrigin_Switch_Reserved4, |
||||
k_EInputActionOrigin_Switch_Reserved5, |
||||
k_EInputActionOrigin_Switch_Reserved6, |
||||
k_EInputActionOrigin_Switch_Reserved7, |
||||
k_EInputActionOrigin_Switch_Reserved8, |
||||
k_EInputActionOrigin_Switch_Reserved9, |
||||
k_EInputActionOrigin_Switch_Reserved10, |
||||
|
||||
// Switch JoyCon Specific
|
||||
k_EInputActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EInputActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EInputActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EInputActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
|
||||
k_EInputActionOrigin_Switch_LeftGyro_Move, |
||||
k_EInputActionOrigin_Switch_LeftGyro_Pitch, |
||||
k_EInputActionOrigin_Switch_LeftGyro_Yaw, |
||||
k_EInputActionOrigin_Switch_LeftGyro_Roll, |
||||
k_EInputActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
|
||||
k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
|
||||
k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
|
||||
k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
|
||||
k_EInputActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical
|
||||
k_EInputActionOrigin_Switch_JoyConButton_E, // X
|
||||
k_EInputActionOrigin_Switch_JoyConButton_S, // A
|
||||
k_EInputActionOrigin_Switch_JoyConButton_W, // B
|
||||
k_EInputActionOrigin_Switch_Reserved15, |
||||
k_EInputActionOrigin_Switch_Reserved16, |
||||
k_EInputActionOrigin_Switch_Reserved17, |
||||
k_EInputActionOrigin_Switch_Reserved18, |
||||
k_EInputActionOrigin_Switch_Reserved19, |
||||
k_EInputActionOrigin_Switch_Reserved20, |
||||
|
||||
// Added in SDK 1.51
|
||||
k_EInputActionOrigin_PS5_X, |
||||
k_EInputActionOrigin_PS5_Circle, |
||||
k_EInputActionOrigin_PS5_Triangle, |
||||
k_EInputActionOrigin_PS5_Square, |
||||
k_EInputActionOrigin_PS5_LeftBumper, |
||||
k_EInputActionOrigin_PS5_RightBumper, |
||||
k_EInputActionOrigin_PS5_Option, //Start
|
||||
k_EInputActionOrigin_PS5_Create, //Back
|
||||
k_EInputActionOrigin_PS5_Mute, |
||||
k_EInputActionOrigin_PS5_LeftPad_Touch, |
||||
k_EInputActionOrigin_PS5_LeftPad_Swipe, |
||||
k_EInputActionOrigin_PS5_LeftPad_Click, |
||||
k_EInputActionOrigin_PS5_LeftPad_DPadNorth, |
||||
k_EInputActionOrigin_PS5_LeftPad_DPadSouth, |
||||
k_EInputActionOrigin_PS5_LeftPad_DPadWest, |
||||
k_EInputActionOrigin_PS5_LeftPad_DPadEast, |
||||
k_EInputActionOrigin_PS5_RightPad_Touch, |
||||
k_EInputActionOrigin_PS5_RightPad_Swipe, |
||||
k_EInputActionOrigin_PS5_RightPad_Click, |
||||
k_EInputActionOrigin_PS5_RightPad_DPadNorth, |
||||
k_EInputActionOrigin_PS5_RightPad_DPadSouth, |
||||
k_EInputActionOrigin_PS5_RightPad_DPadWest, |
||||
k_EInputActionOrigin_PS5_RightPad_DPadEast, |
||||
k_EInputActionOrigin_PS5_CenterPad_Touch, |
||||
k_EInputActionOrigin_PS5_CenterPad_Swipe, |
||||
k_EInputActionOrigin_PS5_CenterPad_Click, |
||||
k_EInputActionOrigin_PS5_CenterPad_DPadNorth, |
||||
k_EInputActionOrigin_PS5_CenterPad_DPadSouth, |
||||
k_EInputActionOrigin_PS5_CenterPad_DPadWest, |
||||
k_EInputActionOrigin_PS5_CenterPad_DPadEast, |
||||
k_EInputActionOrigin_PS5_LeftTrigger_Pull, |
||||
k_EInputActionOrigin_PS5_LeftTrigger_Click, |
||||
k_EInputActionOrigin_PS5_RightTrigger_Pull, |
||||
k_EInputActionOrigin_PS5_RightTrigger_Click, |
||||
k_EInputActionOrigin_PS5_LeftStick_Move, |
||||
k_EInputActionOrigin_PS5_LeftStick_Click, |
||||
k_EInputActionOrigin_PS5_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_PS5_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_PS5_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_PS5_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_PS5_RightStick_Move, |
||||
k_EInputActionOrigin_PS5_RightStick_Click, |
||||
k_EInputActionOrigin_PS5_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_PS5_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_PS5_RightStick_DPadWest, |
||||
k_EInputActionOrigin_PS5_RightStick_DPadEast, |
||||
k_EInputActionOrigin_PS5_DPad_North, |
||||
k_EInputActionOrigin_PS5_DPad_South, |
||||
k_EInputActionOrigin_PS5_DPad_West, |
||||
k_EInputActionOrigin_PS5_DPad_East, |
||||
k_EInputActionOrigin_PS5_Gyro_Move, |
||||
k_EInputActionOrigin_PS5_Gyro_Pitch, |
||||
k_EInputActionOrigin_PS5_Gyro_Yaw, |
||||
k_EInputActionOrigin_PS5_Gyro_Roll, |
||||
k_EInputActionOrigin_PS5_DPad_Move, |
||||
k_EInputActionOrigin_PS5_LeftGrip, |
||||
k_EInputActionOrigin_PS5_RightGrip, |
||||
k_EInputActionOrigin_PS5_LeftFn, |
||||
k_EInputActionOrigin_PS5_RightFn, |
||||
k_EInputActionOrigin_PS5_Reserved5, |
||||
k_EInputActionOrigin_PS5_Reserved6, |
||||
k_EInputActionOrigin_PS5_Reserved7, |
||||
k_EInputActionOrigin_PS5_Reserved8, |
||||
k_EInputActionOrigin_PS5_Reserved9, |
||||
k_EInputActionOrigin_PS5_Reserved10, |
||||
k_EInputActionOrigin_PS5_Reserved11, |
||||
k_EInputActionOrigin_PS5_Reserved12, |
||||
k_EInputActionOrigin_PS5_Reserved13, |
||||
k_EInputActionOrigin_PS5_Reserved14, |
||||
k_EInputActionOrigin_PS5_Reserved15, |
||||
k_EInputActionOrigin_PS5_Reserved16, |
||||
k_EInputActionOrigin_PS5_Reserved17, |
||||
k_EInputActionOrigin_PS5_Reserved18, |
||||
k_EInputActionOrigin_PS5_Reserved19, |
||||
k_EInputActionOrigin_PS5_Reserved20, |
||||
|
||||
// Added in SDK 1.53
|
||||
k_EInputActionOrigin_SteamDeck_A, |
||||
k_EInputActionOrigin_SteamDeck_B, |
||||
k_EInputActionOrigin_SteamDeck_X, |
||||
k_EInputActionOrigin_SteamDeck_Y, |
||||
k_EInputActionOrigin_SteamDeck_L1, |
||||
k_EInputActionOrigin_SteamDeck_R1, |
||||
k_EInputActionOrigin_SteamDeck_Menu, |
||||
k_EInputActionOrigin_SteamDeck_View, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_Touch, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_Swipe, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_Click, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_DPadNorth, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_DPadSouth, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_DPadWest, |
||||
k_EInputActionOrigin_SteamDeck_LeftPad_DPadEast, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_Touch, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_Swipe, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_Click, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_DPadNorth, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_DPadSouth, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_DPadWest, |
||||
k_EInputActionOrigin_SteamDeck_RightPad_DPadEast, |
||||
k_EInputActionOrigin_SteamDeck_L2_SoftPull, |
||||
k_EInputActionOrigin_SteamDeck_L2, |
||||
k_EInputActionOrigin_SteamDeck_R2_SoftPull, |
||||
k_EInputActionOrigin_SteamDeck_R2, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_Move, |
||||
k_EInputActionOrigin_SteamDeck_L3, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_DPadNorth, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_DPadSouth, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_DPadWest, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_DPadEast, |
||||
k_EInputActionOrigin_SteamDeck_LeftStick_Touch, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_Move, |
||||
k_EInputActionOrigin_SteamDeck_R3, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_DPadNorth, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_DPadSouth, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_DPadWest, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_DPadEast, |
||||
k_EInputActionOrigin_SteamDeck_RightStick_Touch, |
||||
k_EInputActionOrigin_SteamDeck_L4, |
||||
k_EInputActionOrigin_SteamDeck_R4, |
||||
k_EInputActionOrigin_SteamDeck_L5, |
||||
k_EInputActionOrigin_SteamDeck_R5, |
||||
k_EInputActionOrigin_SteamDeck_DPad_Move, |
||||
k_EInputActionOrigin_SteamDeck_DPad_North, |
||||
k_EInputActionOrigin_SteamDeck_DPad_South, |
||||
k_EInputActionOrigin_SteamDeck_DPad_West, |
||||
k_EInputActionOrigin_SteamDeck_DPad_East, |
||||
k_EInputActionOrigin_SteamDeck_Gyro_Move, |
||||
k_EInputActionOrigin_SteamDeck_Gyro_Pitch, |
||||
k_EInputActionOrigin_SteamDeck_Gyro_Yaw, |
||||
k_EInputActionOrigin_SteamDeck_Gyro_Roll, |
||||
k_EInputActionOrigin_SteamDeck_Reserved1, |
||||
k_EInputActionOrigin_SteamDeck_Reserved2, |
||||
k_EInputActionOrigin_SteamDeck_Reserved3, |
||||
k_EInputActionOrigin_SteamDeck_Reserved4, |
||||
k_EInputActionOrigin_SteamDeck_Reserved5, |
||||
k_EInputActionOrigin_SteamDeck_Reserved6, |
||||
k_EInputActionOrigin_SteamDeck_Reserved7, |
||||
k_EInputActionOrigin_SteamDeck_Reserved8, |
||||
k_EInputActionOrigin_SteamDeck_Reserved9, |
||||
k_EInputActionOrigin_SteamDeck_Reserved10, |
||||
k_EInputActionOrigin_SteamDeck_Reserved11, |
||||
k_EInputActionOrigin_SteamDeck_Reserved12, |
||||
k_EInputActionOrigin_SteamDeck_Reserved13, |
||||
k_EInputActionOrigin_SteamDeck_Reserved14, |
||||
k_EInputActionOrigin_SteamDeck_Reserved15, |
||||
k_EInputActionOrigin_SteamDeck_Reserved16, |
||||
k_EInputActionOrigin_SteamDeck_Reserved17, |
||||
k_EInputActionOrigin_SteamDeck_Reserved18, |
||||
k_EInputActionOrigin_SteamDeck_Reserved19, |
||||
k_EInputActionOrigin_SteamDeck_Reserved20, |
||||
|
||||
k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
|
||||
k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
|
||||
}; |
||||
|
||||
enum EXboxOrigin |
||||
{ |
||||
k_EXboxOrigin_A, |
||||
k_EXboxOrigin_B, |
||||
k_EXboxOrigin_X, |
||||
k_EXboxOrigin_Y, |
||||
k_EXboxOrigin_LeftBumper, |
||||
k_EXboxOrigin_RightBumper, |
||||
k_EXboxOrigin_Menu, //Start
|
||||
k_EXboxOrigin_View, //Back
|
||||
k_EXboxOrigin_LeftTrigger_Pull, |
||||
k_EXboxOrigin_LeftTrigger_Click, |
||||
k_EXboxOrigin_RightTrigger_Pull, |
||||
k_EXboxOrigin_RightTrigger_Click, |
||||
k_EXboxOrigin_LeftStick_Move, |
||||
k_EXboxOrigin_LeftStick_Click, |
||||
k_EXboxOrigin_LeftStick_DPadNorth, |
||||
k_EXboxOrigin_LeftStick_DPadSouth, |
||||
k_EXboxOrigin_LeftStick_DPadWest, |
||||
k_EXboxOrigin_LeftStick_DPadEast, |
||||
k_EXboxOrigin_RightStick_Move, |
||||
k_EXboxOrigin_RightStick_Click, |
||||
k_EXboxOrigin_RightStick_DPadNorth, |
||||
k_EXboxOrigin_RightStick_DPadSouth, |
||||
k_EXboxOrigin_RightStick_DPadWest, |
||||
k_EXboxOrigin_RightStick_DPadEast, |
||||
k_EXboxOrigin_DPad_North, |
||||
k_EXboxOrigin_DPad_South, |
||||
k_EXboxOrigin_DPad_West, |
||||
k_EXboxOrigin_DPad_East, |
||||
k_EXboxOrigin_Count, |
||||
}; |
||||
|
||||
enum ESteamControllerPad |
||||
{ |
||||
k_ESteamControllerPad_Left, |
||||
k_ESteamControllerPad_Right |
||||
}; |
||||
|
||||
enum EControllerHapticLocation |
||||
{ |
||||
k_EControllerHapticLocation_Left = ( 1 << k_ESteamControllerPad_Left ), |
||||
k_EControllerHapticLocation_Right = ( 1 << k_ESteamControllerPad_Right ), |
||||
k_EControllerHapticLocation_Both = ( 1 << k_ESteamControllerPad_Left | 1 << k_ESteamControllerPad_Right ), |
||||
}; |
||||
|
||||
enum EControllerHapticType |
||||
{ |
||||
k_EControllerHapticType_Off, |
||||
k_EControllerHapticType_Tick, |
||||
k_EControllerHapticType_Click, |
||||
}; |
||||
|
||||
enum ESteamInputType |
||||
{ |
||||
k_ESteamInputType_Unknown, |
||||
k_ESteamInputType_SteamController, |
||||
k_ESteamInputType_XBox360Controller, |
||||
k_ESteamInputType_XBoxOneController, |
||||
k_ESteamInputType_GenericGamepad, // DirectInput controllers
|
||||
k_ESteamInputType_PS4Controller, |
||||
k_ESteamInputType_AppleMFiController, // Unused
|
||||
k_ESteamInputType_AndroidController, // Unused
|
||||
k_ESteamInputType_SwitchJoyConPair, // Unused
|
||||
k_ESteamInputType_SwitchJoyConSingle, // Unused
|
||||
k_ESteamInputType_SwitchProController, |
||||
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
|
||||
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
|
||||
k_ESteamInputType_PS5Controller, // Added in SDK 151
|
||||
k_ESteamInputType_SteamDeckController, // Added in SDK 153
|
||||
k_ESteamInputType_Count, |
||||
k_ESteamInputType_MaximumPossibleValue = 255, |
||||
}; |
||||
|
||||
// Individual values are used by the GetSessionInputConfigurationSettings bitmask
|
||||
enum ESteamInputConfigurationEnableType |
||||
{ |
||||
k_ESteamInputConfigurationEnableType_None = 0x0000, |
||||
k_ESteamInputConfigurationEnableType_Playstation = 0x0001, |
||||
k_ESteamInputConfigurationEnableType_Xbox = 0x0002, |
||||
k_ESteamInputConfigurationEnableType_Generic = 0x0004, |
||||
k_ESteamInputConfigurationEnableType_Switch = 0x0008, |
||||
}; |
||||
|
||||
// These values are passed into SetLEDColor
|
||||
enum ESteamInputLEDFlag |
||||
{ |
||||
k_ESteamInputLEDFlag_SetColor, |
||||
// Restore the LED color to the user's preference setting as set in the controller personalization menu.
|
||||
// This also happens automatically on exit of your game.
|
||||
k_ESteamInputLEDFlag_RestoreUserDefault
|
||||
}; |
||||
|
||||
// These values are passed into GetGlyphPNGForActionOrigin
|
||||
enum ESteamInputGlyphSize |
||||
{ |
||||
k_ESteamInputGlyphSize_Small, // 32x32 pixels
|
||||
k_ESteamInputGlyphSize_Medium, // 128x128 pixels
|
||||
k_ESteamInputGlyphSize_Large, // 256x256 pixels
|
||||
k_ESteamInputGlyphSize_Count, |
||||
}; |
||||
|
||||
enum ESteamInputGlyphStyle |
||||
{ |
||||
// Base-styles - cannot mix
|
||||
ESteamInputGlyphStyle_Knockout = 0x0, // Face buttons will have colored labels/outlines on a knocked out background
|
||||
// Rest of inputs will have white detail/borders on a knocked out background
|
||||
ESteamInputGlyphStyle_Light = 0x1, // Black detail/borders on a white background
|
||||
ESteamInputGlyphStyle_Dark = 0x2, // White detail/borders on a black background
|
||||
|
||||
// Modifiers
|
||||
// Default ABXY/PS equivalent glyphs have a solid fill w/ color matching the physical buttons on the device
|
||||
ESteamInputGlyphStyle_NeutralColorABXY = 0x10, // ABXY Buttons will match the base style color instead of their normal associated color
|
||||
ESteamInputGlyphStyle_SolidABXY = 0x20, // ABXY Buttons will have a solid fill
|
||||
}; |
||||
|
||||
enum ESteamInputActionEventType |
||||
{ |
||||
ESteamInputActionEventType_DigitalAction, |
||||
ESteamInputActionEventType_AnalogAction, |
||||
}; |
||||
|
||||
// InputHandle_t is used to refer to a specific controller.
|
||||
// This handle will consistently identify a controller, even if it is disconnected and re-connected
|
||||
typedef uint64 InputHandle_t; |
||||
|
||||
// These handles are used to refer to a specific in-game action or action set
|
||||
// All action handles should be queried during initialization for performance reasons
|
||||
typedef uint64 InputActionSetHandle_t; |
||||
typedef uint64 InputDigitalActionHandle_t; |
||||
typedef uint64 InputAnalogActionHandle_t; |
||||
|
||||
#pragma pack( push, 1 ) |
||||
|
||||
struct InputAnalogActionData_t |
||||
{ |
||||
// Type of data coming from this action, this will match what got specified in the action set
|
||||
EInputSourceMode eMode; |
||||
|
||||
// The current state of this action; will be delta updates for mouse actions
|
||||
float x, y; |
||||
|
||||
// Whether or not this action is currently available to be bound in the active action set
|
||||
bool bActive; |
||||
}; |
||||
|
||||
struct InputDigitalActionData_t |
||||
{ |
||||
// The current state of this action; will be true if currently pressed
|
||||
bool bState; |
||||
|
||||
// Whether or not this action is currently available to be bound in the active action set
|
||||
bool bActive; |
||||
}; |
||||
|
||||
struct InputMotionData_t |
||||
{ |
||||
// Sensor-fused absolute rotation; will drift in heading toward average
|
||||
float rotQuatX; |
||||
float rotQuatY; |
||||
float rotQuatZ; |
||||
float rotQuatW; |
||||
|
||||
// Positional acceleration
|
||||
float posAccelX; |
||||
float posAccelY; |
||||
float posAccelZ; |
||||
|
||||
// Angular velocity
|
||||
float rotVelX; |
||||
float rotVelY; |
||||
float rotVelZ; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: when callbacks are enabled this fires each time a controller action
|
||||
// state changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamInputActionEvent_t |
||||
{ |
||||
InputHandle_t controllerHandle; |
||||
ESteamInputActionEventType eEventType; |
||||
struct AnalogAction_t { |
||||
InputAnalogActionHandle_t actionHandle; |
||||
InputAnalogActionData_t analogActionData; |
||||
}; |
||||
struct DigitalAction_t { |
||||
InputDigitalActionHandle_t actionHandle; |
||||
InputDigitalActionData_t digitalActionData; |
||||
}; |
||||
union { |
||||
AnalogAction_t analogAction; |
||||
DigitalAction_t digitalAction; |
||||
}; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward declaration for ScePadTriggerEffectParam, defined in isteamdualsense.h
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ScePadTriggerEffectParam; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * ); |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Input API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamInput |
||||
{ |
||||
public: |
||||
|
||||
// Init and Shutdown must be called when starting/ending use of this interface.
|
||||
// if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame
|
||||
// each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
|
||||
virtual bool Init( bool bExplicitlyCallRunFrame ) = 0; |
||||
virtual bool Shutdown() = 0; |
||||
|
||||
// Set the absolute path to the Input Action Manifest file containing the in-game actions
|
||||
// and file paths to the official configurations. Used in games that bundle Steam Input
|
||||
// configurations inside of the game depot instead of using the Steam Workshop
|
||||
virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0; |
||||
|
||||
// Synchronize API state with the latest Steam Input action data available. This
|
||||
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
|
||||
// possible latency, you call this directly before reading controller state.
|
||||
// Note: This must be called from somewhere before GetConnectedControllers will
|
||||
// return any handles
|
||||
virtual void RunFrame( bool bReservedValue = true ) = 0; |
||||
|
||||
// Waits on an IPC event from Steam sent when there is new data to be fetched from
|
||||
// the data drop. Returns true when data was recievied before the timeout expires.
|
||||
// Useful for games with a dedicated input thread
|
||||
virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0; |
||||
|
||||
// Returns true if new data has been received since the last time action data was accessed
|
||||
// via GetDigitalActionData or GetAnalogActionData. The game will still need to call
|
||||
// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
|
||||
virtual bool BNewDataAvailable() = 0; |
||||
|
||||
// Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
|
||||
// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
|
||||
// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
|
||||
// Returns the number of handles written to handlesOut
|
||||
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CALLBACKS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Controller configuration loaded - these callbacks will always fire if you have
|
||||
// a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
|
||||
STEAM_CALL_BACK( SteamInputConfigurationLoaded_t ) |
||||
|
||||
// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
|
||||
// Each controller that is already connected will generate a device connected
|
||||
// callback when you enable them
|
||||
virtual void EnableDeviceCallbacks() = 0; |
||||
|
||||
// Controller Connected - provides info about a single newly connected controller
|
||||
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
|
||||
STEAM_CALL_BACK( SteamInputDeviceConnected_t ) |
||||
|
||||
// Controller Disconnected - provides info about a single disconnected controller
|
||||
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
|
||||
STEAM_CALL_BACK( SteamInputDeviceDisconnected_t ) |
||||
|
||||
// Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that
|
||||
// input is sent by the device. This callback will fire on first input for each device and when the
|
||||
// a user has manually changed the order via the Steam overlay. This also has the device type info
|
||||
// so that you can change out glyph sets without making additional API calls
|
||||
STEAM_CALL_BACK( SteamInputGamepadSlotChange_t ) |
||||
|
||||
// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
|
||||
// for lower latency than standard Steam callbacks. Supports one callback at a time.
|
||||
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
|
||||
virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ACTION SETS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; |
||||
|
||||
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
|
||||
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
|
||||
// your state loops, instead of trying to place it in all of your state transitions.
|
||||
virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0; |
||||
virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0; |
||||
|
||||
// ACTION SET LAYERS
|
||||
virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; |
||||
virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; |
||||
virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; |
||||
|
||||
// Enumerate currently active layers.
|
||||
// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles
|
||||
// Returns the number of handles written to handlesOut
|
||||
virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ACTIONS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; |
||||
|
||||
// Returns the current state of the supplied digital game action
|
||||
virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0; |
||||
|
||||
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
|
||||
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
|
||||
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
||||
virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
|
||||
virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0; |
||||
|
||||
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
||||
virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; |
||||
|
||||
// Returns the current state of these supplied analog game action
|
||||
virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0; |
||||
|
||||
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
|
||||
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
|
||||
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
||||
virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; |
||||
|
||||
// Get a local path to a PNG file for the provided origin's glyph.
|
||||
virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0; |
||||
|
||||
// Get a local path to a SVG file for the provided origin's glyph.
|
||||
virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0; |
||||
|
||||
// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
|
||||
virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the specified origin.
|
||||
virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
|
||||
virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0; |
||||
|
||||
// Stop analog momentum for the action if it is a mouse action in trackball mode
|
||||
virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; |
||||
|
||||
// Returns raw motion data from the specified device
|
||||
virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// OUTPUTS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
|
||||
virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; |
||||
|
||||
// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
|
||||
virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0; |
||||
|
||||
// Send a haptic pulse, works on Steam Deck and Steam Controller devices
|
||||
virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0; |
||||
|
||||
// Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle
|
||||
// the behavior on exit of your program so you don't need to try restore the default as you are shutting down
|
||||
virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; |
||||
|
||||
// Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
|
||||
// Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
|
||||
virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; |
||||
|
||||
// Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.
|
||||
// nFlags is currently unused and reserved for future use.
|
||||
virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Utility functions available without using the rest of Steam Input API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
|
||||
// If the user is not in Big Picture Mode it will open up the binding in a new window
|
||||
virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; |
||||
|
||||
// Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values
|
||||
// ESteamInputType will remain static and only return valid values from your SDK version
|
||||
virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; |
||||
|
||||
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
|
||||
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
|
||||
virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; |
||||
|
||||
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
|
||||
virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0; |
||||
|
||||
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
|
||||
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Get a local path to art for on-screen glyph for a particular Xbox controller origin
|
||||
virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
|
||||
// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
|
||||
virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0; |
||||
|
||||
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
|
||||
// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
|
||||
// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
|
||||
virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0; |
||||
|
||||
// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
|
||||
virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0; |
||||
|
||||
// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
|
||||
// See isteamremoteplay.h for more information on Steam Remote Play sessions
|
||||
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; |
||||
|
||||
// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.
|
||||
// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
|
||||
virtual uint16 GetSessionInputConfigurationSettings() = 0; |
||||
|
||||
// Set the trigger effect for a DualSense controller
|
||||
virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0; |
||||
}; |
||||
|
||||
#define STEAMINPUT_INTERFACE_VERSION "SteamInput006" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamInput *SteamInput(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION ); |
||||
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a new controller has been connected, will fire once
|
||||
// per controller if multiple new controllers connect in the same frame
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamInputDeviceConnected_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamControllerCallbacks + 1 }; |
||||
InputHandle_t m_ulConnectedDeviceHandle; // Handle for device
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a new controller has been connected, will fire once
|
||||
// per controller if multiple new controllers connect in the same frame
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamInputDeviceDisconnected_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamControllerCallbacks + 2 }; |
||||
InputHandle_t m_ulDisconnectedDeviceHandle; // Handle for device
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a controller configuration has been loaded, will fire once
|
||||
// per controller per focus change for Steam Input enabled controllers
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamInputConfigurationLoaded_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamControllerCallbacks + 3 }; |
||||
AppId_t m_unAppID; |
||||
InputHandle_t m_ulDeviceHandle; // Handle for device
|
||||
CSteamID m_ulMappingCreator; // May differ from local user when using
|
||||
// an unmodified community or official config
|
||||
uint32 m_unMajorRevision; // Binding revision from In-game Action File.
|
||||
// Same value as queried by GetDeviceBindingRevision
|
||||
uint32 m_unMinorRevision; |
||||
bool m_bUsesSteamInputAPI; // Does the configuration contain any Analog/Digital actions?
|
||||
bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings?
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when controller gamepad slots change - on Linux/macOS these
|
||||
// slots are shared for all running apps.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamInputGamepadSlotChange_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamControllerCallbacks + 4 }; |
||||
AppId_t m_unAppID; |
||||
InputHandle_t m_ulDeviceHandle; // Handle for device
|
||||
ESteamInputType m_eDeviceType; // Type of device
|
||||
int m_nOldGamepadSlot; // Previous GamepadSlot - can be -1 controller doesn't uses gamepad bindings
|
||||
int m_nNewGamepadSlot; // New Gamepad Slot - can be -1 controller doesn't uses gamepad bindings
|
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMINPUT_H
|
@ -0,0 +1,435 @@ |
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Inventory
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMINVENTORY_H |
||||
#define ISTEAMINVENTORY_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
// Every individual instance of an item has a globally-unique ItemInstanceID.
|
||||
// This ID is unique to the combination of (player, specific item instance)
|
||||
// and will not be transferred to another player or re-used for another item.
|
||||
typedef uint64 SteamItemInstanceID_t; |
||||
|
||||
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0; |
||||
|
||||
// Types of items in your game are identified by a 32-bit "item definition number".
|
||||
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
|
||||
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
|
||||
// reserved for internal Steam use.
|
||||
typedef int32 SteamItemDef_t; |
||||
|
||||
|
||||
enum ESteamItemFlags |
||||
{ |
||||
// Item status flags - these flags are permanently attached to specific item instances
|
||||
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
|
||||
|
||||
// Action confirmation flags - these flags are set one time only, as part of a result set
|
||||
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
|
||||
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
|
||||
|
||||
// All other flag bits are currently reserved for internal Steam use at this time.
|
||||
// Do not assume anything about the state of other flags which are not defined here.
|
||||
}; |
||||
|
||||
struct SteamItemDetails_t |
||||
{ |
||||
SteamItemInstanceID_t m_itemId; |
||||
SteamItemDef_t m_iDefinition; |
||||
uint16 m_unQuantity; |
||||
uint16 m_unFlags; // see ESteamItemFlags
|
||||
}; |
||||
|
||||
typedef int32 SteamInventoryResult_t; |
||||
|
||||
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1; |
||||
|
||||
typedef uint64 SteamInventoryUpdateHandle_t; |
||||
const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Inventory query and manipulation API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamInventory |
||||
{ |
||||
public: |
||||
|
||||
// INVENTORY ASYNC RESULT MANAGEMENT
|
||||
//
|
||||
// Asynchronous inventory queries always output a result handle which can be used with
|
||||
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
|
||||
// be triggered when the asynchronous result becomes ready (or fails).
|
||||
//
|
||||
|
||||
// Find out the status of an asynchronous inventory result handle. Possible values:
|
||||
// k_EResultPending - still in progress
|
||||
// k_EResultOK - done, result ready
|
||||
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
|
||||
// k_EResultInvalidParam - ERROR: invalid API call parameters
|
||||
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
|
||||
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
|
||||
// k_EResultFail - ERROR: unknown / generic error
|
||||
virtual EResult GetResultStatus( SteamInventoryResult_t resultHandle ) = 0; |
||||
|
||||
// Copies the contents of a result set into a flat array. The specific
|
||||
// contents of the result set depend on which query which was used.
|
||||
virtual bool GetResultItems( SteamInventoryResult_t resultHandle, |
||||
STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray, |
||||
uint32 *punOutItemsArraySize ) = 0; |
||||
|
||||
// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
|
||||
// dynamic string properties for a given item returned in the result set.
|
||||
//
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
//
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names.
|
||||
//
|
||||
// If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetResultItemProperty( SteamInventoryResult_t resultHandle,
|
||||
uint32 unItemIndex,
|
||||
const char *pchPropertyName, |
||||
STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0; |
||||
|
||||
// Returns the server time at which the result was generated. Compare against
|
||||
// the value of IClientUtils::GetServerRealTime() to determine age.
|
||||
virtual uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) = 0; |
||||
|
||||
// Returns true if the result belongs to the target steam ID, false if the
|
||||
// result does not. This is important when using DeserializeResult, to verify
|
||||
// that a remote player is not pretending to have a different user's inventory.
|
||||
virtual bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) = 0; |
||||
|
||||
// Destroys a result handle and frees all associated memory.
|
||||
virtual void DestroyResult( SteamInventoryResult_t resultHandle ) = 0; |
||||
|
||||
|
||||
// INVENTORY ASYNC QUERY
|
||||
//
|
||||
|
||||
// Captures the entire state of the current user's Steam inventory.
|
||||
// You must call DestroyResult on this handle when you are done with it.
|
||||
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
|
||||
// Note: calls to this function are subject to rate limits and may return
|
||||
// cached results if called too frequently. It is suggested that you call
|
||||
// this function only when you are about to display the user's full inventory,
|
||||
// or if you expect that the inventory may have changed.
|
||||
virtual bool GetAllItems( SteamInventoryResult_t *pResultHandle ) = 0; |
||||
|
||||
|
||||
// Captures the state of a subset of the current user's Steam inventory,
|
||||
// identified by an array of item instance IDs. The results from this call
|
||||
// can be serialized and passed to other players to "prove" that the current
|
||||
// user owns specific items, without exposing the user's entire inventory.
|
||||
// For example, you could call GetItemsByID with the IDs of the user's
|
||||
// currently equipped cosmetic items and serialize this to a buffer, and
|
||||
// then transmit this buffer to other players upon joining a game.
|
||||
virtual bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs ) = 0; |
||||
|
||||
|
||||
// RESULT SERIALIZATION AND AUTHENTICATION
|
||||
//
|
||||
// Serialized result sets contain a short signature which can't be forged
|
||||
// or replayed across different game sessions. A result set can be serialized
|
||||
// on the local client, transmitted to other players via your game networking,
|
||||
// and deserialized by the remote players. This is a secure way of preventing
|
||||
// hackers from lying about posessing rare/high-value items.
|
||||
|
||||
// Serializes a result set with signature bytes to an output buffer. Pass
|
||||
// NULL as an output buffer to get the required size via punOutBufferSize.
|
||||
// The size of a serialized result depends on the number items which are being
|
||||
// serialized. When securely transmitting items to other players, it is
|
||||
// recommended to use "GetItemsByID" first to create a minimal result set.
|
||||
// Results have a built-in timestamp which will be considered "expired" after
|
||||
// an hour has elapsed. See DeserializeResult for expiration handling.
|
||||
virtual bool SerializeResult( SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize ) = 0; |
||||
|
||||
// Deserializes a result set and verifies the signature bytes. Returns false
|
||||
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
|
||||
// Otherwise returns true and then delivers error codes via GetResultStatus.
|
||||
//
|
||||
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
|
||||
// be set to true by your game at this time.
|
||||
//
|
||||
// DeserializeResult has a potential soft-failure mode where the handle status
|
||||
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
|
||||
// The "expired" result could indicate that the data may be out of date - not
|
||||
// just due to timed expiration (one hour), but also because one of the items
|
||||
// in the result set may have been traded or consumed since the result set was
|
||||
// generated. You could compare the timestamp from GetResultTimestamp() to
|
||||
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
|
||||
// simply ignore the "expired" result code and continue as normal, or you
|
||||
// could challenge the player with expired data to send an updated result set.
|
||||
virtual bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) = 0; |
||||
|
||||
|
||||
// INVENTORY ASYNC MODIFICATION
|
||||
//
|
||||
|
||||
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
|
||||
// notification with a matching nCallbackContext parameter. This API is only intended
|
||||
// for prototyping - it is only usable by Steam accounts that belong to the publisher group
|
||||
// for your game.
|
||||
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
|
||||
// describe the quantity of each item to generate.
|
||||
virtual bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0; |
||||
|
||||
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
|
||||
// and grants the items (one time only). On success, the result set will include items which
|
||||
// were granted, if any. If no items were granted because the user isn't eligible for any
|
||||
// promotions, this is still considered a success.
|
||||
virtual bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) = 0; |
||||
|
||||
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
|
||||
// scanning for all eligible promotional items, the check is restricted to a single item
|
||||
// definition or set of item definitions. This can be useful if your game has custom UI for
|
||||
// showing a specific promo item to the user.
|
||||
virtual bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) = 0; |
||||
virtual bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) = 0; |
||||
|
||||
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
|
||||
// Not for the faint of heart - if your game implements item removal at all, a high-friction
|
||||
// UI confirmation process is highly recommended.
|
||||
virtual bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) = 0; |
||||
|
||||
// ExchangeItems() is an atomic combination of item generation and consumption.
|
||||
// It can be used to implement crafting recipes or transmutations, or items which unpack
|
||||
// themselves into other items (e.g., a chest).
|
||||
// Exchange recipes are defined in the ItemDef, and explicitly list the required item
|
||||
// types and resulting generated type.
|
||||
// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
|
||||
// components do not match the recipe, or do not contain sufficient quantity, the
|
||||
// exchange will fail.
|
||||
virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle, |
||||
STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength, |
||||
STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength ) = 0; |
||||
|
||||
|
||||
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
|
||||
// quantity greater than one). It can be used to split a stack into two, or to transfer
|
||||
// quantity from one stack into another stack of identical items. To split one stack into
|
||||
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
|
||||
virtual bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) = 0; |
||||
|
||||
|
||||
// TIMED DROPS AND PLAYTIME CREDIT
|
||||
//
|
||||
|
||||
// Deprecated. Calling this method is not required for proper playtime accounting.
|
||||
virtual void SendItemDropHeartbeat() = 0; |
||||
|
||||
// Playtime credit must be consumed and turned into item drops by your game. Only item
|
||||
// definitions which are marked as "playtime item generators" can be spawned. The call
|
||||
// will return an empty result set if there is not enough playtime credit for a drop.
|
||||
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
|
||||
// new items, such as between rounds or while the player is dead. Note that players who
|
||||
// hack their clients could modify the value of "dropListDefinition", so do not use it
|
||||
// to directly control rarity.
|
||||
// See your Steamworks configuration to set playtime drop rates for individual itemdefs.
|
||||
// The client library will suppress too-frequent calls to this method.
|
||||
virtual bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) = 0; |
||||
|
||||
|
||||
// Deprecated. This method is not supported.
|
||||
virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner, |
||||
STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength, |
||||
STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, STEAM_ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength ) = 0; |
||||
|
||||
|
||||
// ITEM DEFINITIONS
|
||||
//
|
||||
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
|
||||
// to a set of string properties. Some of these properties are required to display items
|
||||
// on the Steam community web site. Other properties can be defined by applications.
|
||||
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
|
||||
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
|
||||
// weapon mod = 55) and does not allow for adding new item types without a client patch.
|
||||
//
|
||||
|
||||
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
||||
// Every time new item definitions are available (eg, from the dynamic addition of new
|
||||
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
|
||||
// callback will be fired.
|
||||
virtual bool LoadItemDefinitions() = 0; |
||||
|
||||
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
|
||||
// defined via Steamworks configuration, and not necessarily contiguous integers).
|
||||
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
|
||||
// contain the total size necessary for a subsequent call. Otherwise, the call will
|
||||
// return false if and only if there is not enough space in the output array.
|
||||
virtual bool GetItemDefinitionIDs( |
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs, |
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0; |
||||
|
||||
// GetItemDefinitionProperty returns a string property from a given item definition.
|
||||
// Note that some properties (for example, "name") may be localized and will depend
|
||||
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName, |
||||
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0; |
||||
|
||||
// Request the list of "eligible" promo items that can be manually granted to the given
|
||||
// user. These are promo items of type "manual" that won't be granted automatically.
|
||||
// An example usage of this is an item that becomes available every week.
|
||||
STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t ) |
||||
virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) = 0; |
||||
|
||||
// After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this
|
||||
// function to pull out the list of item definition ids that the user can be
|
||||
// manually granted via the AddPromoItems() call.
|
||||
virtual bool GetEligiblePromoItemDefinitionIDs( |
||||
CSteamID steamID, |
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs, |
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0; |
||||
|
||||
// Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t
|
||||
// will be posted if Steam was able to initialize the transaction.
|
||||
//
|
||||
// Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t
|
||||
// will be posted.
|
||||
STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t ) |
||||
virtual SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0; |
||||
|
||||
// Request current prices for all applicable item definitions
|
||||
STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t ) |
||||
virtual SteamAPICall_t RequestPrices() = 0; |
||||
|
||||
// Returns the number of items with prices. Need to call RequestPrices() first.
|
||||
virtual uint32 GetNumItemsWithPrices() = 0; |
||||
|
||||
// Returns item definition ids and their prices in the user's local currency.
|
||||
// Need to call RequestPrices() first.
|
||||
virtual bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs, |
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices, |
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices, |
||||
uint32 unArrayLength ) = 0; |
||||
|
||||
// Retrieves the price for the item definition id
|
||||
// Returns false if there is no price stored for the item definition.
|
||||
virtual bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice ) = 0; |
||||
|
||||
// Create a request to update properties on items
|
||||
virtual SteamInventoryUpdateHandle_t StartUpdateProperties() = 0; |
||||
// Remove the property on the item
|
||||
virtual bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) = 0; |
||||
// Accessor methods to set properties on items
|
||||
|
||||
STEAM_FLAT_NAME( SetPropertyString ) |
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) = 0; |
||||
|
||||
STEAM_FLAT_NAME( SetPropertyBool ) |
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) = 0; |
||||
|
||||
STEAM_FLAT_NAME( SetPropertyInt64 ) |
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) = 0; |
||||
|
||||
STEAM_FLAT_NAME( SetPropertyFloat ) |
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) = 0; |
||||
|
||||
// Submit the update request by handle
|
||||
virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0; |
||||
|
||||
virtual bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken ) = 0; |
||||
}; |
||||
|
||||
#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamInventory *SteamInventory(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInventory *, SteamInventory, STEAMINVENTORY_INTERFACE_VERSION ); |
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamInventory *SteamGameServerInventory(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamInventory *, SteamGameServerInventory, STEAMINVENTORY_INTERFACE_VERSION ); |
||||
|
||||
// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
|
||||
// results transition from "Pending" to "OK" or an error state. There will
|
||||
// always be exactly one callback per handle.
|
||||
struct SteamInventoryResultReady_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 0 }; |
||||
SteamInventoryResult_t m_handle; |
||||
EResult m_result; |
||||
}; |
||||
|
||||
|
||||
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
|
||||
// successfully returns a result which is newer / fresher than the last
|
||||
// known result. (It will not trigger if the inventory hasn't changed,
|
||||
// or if results from two overlapping calls are reversed in flight and
|
||||
// the earlier result is already known to be stale/out-of-date.)
|
||||
// The normal ResultReady callback will still be triggered immediately
|
||||
// afterwards; this is an additional notification for your convenience.
|
||||
struct SteamInventoryFullUpdate_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 1 }; |
||||
SteamInventoryResult_t m_handle; |
||||
}; |
||||
|
||||
|
||||
// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
|
||||
// item definitions have been updated, which could be in response to
|
||||
// LoadItemDefinitions() or any other async request which required
|
||||
// a definition update in order to process results from the server.
|
||||
struct SteamInventoryDefinitionUpdate_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 2 }; |
||||
}; |
||||
|
||||
// Returned
|
||||
struct SteamInventoryEligiblePromoItemDefIDs_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 3 }; |
||||
EResult m_result; |
||||
CSteamID m_steamID; |
||||
int m_numEligiblePromoItemDefs; |
||||
bool m_bCachedData; // indicates that the data was retrieved from the cache and not the server
|
||||
}; |
||||
|
||||
// Triggered from StartPurchase call
|
||||
struct SteamInventoryStartPurchaseResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 4 }; |
||||
EResult m_result; |
||||
uint64 m_ulOrderID; |
||||
uint64 m_ulTransID; |
||||
}; |
||||
|
||||
|
||||
// Triggered from RequestPrices
|
||||
struct SteamInventoryRequestPricesResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 5 }; |
||||
EResult m_result; |
||||
char m_rgchCurrency[4]; |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // ISTEAMCONTROLLER_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,71 @@ |
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSIC_H |
||||
#define ISTEAMMUSIC_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
enum AudioPlayback_Status |
||||
{ |
||||
AudioPlayback_Undefined = 0,
|
||||
AudioPlayback_Playing = 1, |
||||
AudioPlayback_Paused = 2, |
||||
AudioPlayback_Idle = 3 |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to control music playback in the steam client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMusic |
||||
{ |
||||
public: |
||||
virtual bool BIsEnabled() = 0; |
||||
virtual bool BIsPlaying() = 0; |
||||
|
||||
virtual AudioPlayback_Status GetPlaybackStatus() = 0;
|
||||
|
||||
virtual void Play() = 0; |
||||
virtual void Pause() = 0; |
||||
virtual void PlayPrevious() = 0; |
||||
virtual void PlayNext() = 0; |
||||
|
||||
// volume is between 0.0 and 1.0
|
||||
virtual void SetVolume( float flVolume ) = 0; |
||||
virtual float GetVolume() = 0; |
||||
|
||||
}; |
||||
|
||||
#define STEAMMUSIC_INTERFACE_VERSION "STEAMMUSIC_INTERFACE_VERSION001" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusic *SteamMusic(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMusic *, SteamMusic, STEAMMUSIC_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( PlaybackStatusHasChanged_t, k_iSteamMusicCallbacks + 1 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( VolumeHasChanged_t, k_iSteamMusicCallbacks + 2 ) |
||||
STEAM_CALLBACK_MEMBER( 0, float, m_flNewVolume ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // #define ISTEAMMUSIC_H
|
@ -0,0 +1,133 @@ |
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSICREMOTE_H |
||||
#define ISTEAMMUSICREMOTE_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
#include "isteammusic.h" |
||||
|
||||
#define k_SteamMusicNameMaxLength 255 |
||||
#define k_SteamMusicPNGMaxLength 65535 |
||||
|
||||
|
||||
class ISteamMusicRemote |
||||
{ |
||||
public:
|
||||
// Service Definition
|
||||
virtual bool RegisterSteamMusicRemote( const char *pchName ) = 0; |
||||
virtual bool DeregisterSteamMusicRemote() = 0; |
||||
virtual bool BIsCurrentMusicRemote() = 0; |
||||
virtual bool BActivationSuccess( bool bValue ) = 0; |
||||
|
||||
virtual bool SetDisplayName( const char *pchDisplayName ) = 0; |
||||
virtual bool SetPNGIcon_64x64( void *pvBuffer, uint32 cbBufferLength ) = 0; |
||||
|
||||
// Abilities for the user interface
|
||||
virtual bool EnablePlayPrevious(bool bValue) = 0; |
||||
virtual bool EnablePlayNext( bool bValue ) = 0; |
||||
virtual bool EnableShuffled( bool bValue ) = 0; |
||||
virtual bool EnableLooped( bool bValue ) = 0; |
||||
virtual bool EnableQueue( bool bValue ) = 0; |
||||
virtual bool EnablePlaylists( bool bValue ) = 0; |
||||
|
||||
// Status
|
||||
virtual bool UpdatePlaybackStatus( AudioPlayback_Status nStatus ) = 0; |
||||
virtual bool UpdateShuffled( bool bValue ) = 0; |
||||
virtual bool UpdateLooped( bool bValue ) = 0; |
||||
virtual bool UpdateVolume( float flValue ) = 0; // volume is between 0.0 and 1.0
|
||||
|
||||
// Current Entry
|
||||
virtual bool CurrentEntryWillChange() = 0; |
||||
virtual bool CurrentEntryIsAvailable( bool bAvailable ) = 0; |
||||
virtual bool UpdateCurrentEntryText( const char *pchText ) = 0; |
||||
virtual bool UpdateCurrentEntryElapsedSeconds( int nValue ) = 0; |
||||
virtual bool UpdateCurrentEntryCoverArt( void *pvBuffer, uint32 cbBufferLength ) = 0; |
||||
virtual bool CurrentEntryDidChange() = 0; |
||||
|
||||
// Queue
|
||||
virtual bool QueueWillChange() = 0; |
||||
virtual bool ResetQueueEntries() = 0; |
||||
virtual bool SetQueueEntry( int nID, int nPosition, const char *pchEntryText ) = 0; |
||||
virtual bool SetCurrentQueueEntry( int nID ) = 0; |
||||
virtual bool QueueDidChange() = 0; |
||||
|
||||
// Playlist
|
||||
virtual bool PlaylistWillChange() = 0; |
||||
virtual bool ResetPlaylistEntries() = 0; |
||||
virtual bool SetPlaylistEntry( int nID, int nPosition, const char *pchEntryText ) = 0; |
||||
virtual bool SetCurrentPlaylistEntry( int nID ) = 0; |
||||
virtual bool PlaylistDidChange() = 0; |
||||
}; |
||||
|
||||
#define STEAMMUSICREMOTE_INTERFACE_VERSION "STEAMMUSICREMOTE_INTERFACE_VERSION001" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusicRemote *SteamMusicRemote(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMusicRemote *, SteamMusicRemote, STEAMMUSICREMOTE_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteWillActivate_t, k_iSteamMusicRemoteCallbacks + 1) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteWillDeactivate_t, k_iSteamMusicRemoteCallbacks + 2 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteToFront_t, k_iSteamMusicRemoteCallbacks + 3 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWillQuit_t, k_iSteamMusicRemoteCallbacks + 4 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlay_t, k_iSteamMusicRemoteCallbacks + 5 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPause_t, k_iSteamMusicRemoteCallbacks + 6 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayPrevious_t, k_iSteamMusicRemoteCallbacks + 7 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayNext_t, k_iSteamMusicRemoteCallbacks + 8 ) |
||||
STEAM_CALLBACK_END(0) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsShuffled_t, k_iSteamMusicRemoteCallbacks + 9 ) |
||||
STEAM_CALLBACK_MEMBER( 0, bool, m_bShuffled ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsLooped_t, k_iSteamMusicRemoteCallbacks + 10 ) |
||||
STEAM_CALLBACK_MEMBER(0, bool, m_bLooped ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsVolume_t, k_iSteamMusicCallbacks + 11 ) |
||||
STEAM_CALLBACK_MEMBER(0, float, m_flNewVolume) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerSelectsQueueEntry_t, k_iSteamMusicCallbacks + 12 ) |
||||
STEAM_CALLBACK_MEMBER(0, int, nID ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerSelectsPlaylistEntry_t, k_iSteamMusicCallbacks + 13 ) |
||||
STEAM_CALLBACK_MEMBER(0, int, nID ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayingRepeatStatus_t, k_iSteamMusicRemoteCallbacks + 14 ) |
||||
STEAM_CALLBACK_MEMBER(0, int, m_nPlayingRepeatStatus ) |
||||
STEAM_CALLBACK_END(1) |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
|
||||
#endif // #define ISTEAMMUSICREMOTE_H
|
@ -0,0 +1,343 @@ |
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING |
||||
#define ISTEAMNETWORKING |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
// list of possible errors returned by SendP2PPacket() API
|
||||
// these will be posted in the P2PSessionConnectFail_t callback
|
||||
enum EP2PSessionError |
||||
{ |
||||
k_EP2PSessionErrorNone = 0, |
||||
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
|
||||
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
|
||||
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
|
||||
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
|
||||
|
||||
// The following error codes were removed and will never be sent.
|
||||
// For privacy reasons, there is no reply if the user is offline or playing another game.
|
||||
k_EP2PSessionErrorNotRunningApp_DELETED = 1, |
||||
k_EP2PSessionErrorDestinationNotLoggedIn_DELETED = 3, |
||||
|
||||
k_EP2PSessionErrorMax = 5 |
||||
}; |
||||
|
||||
// SendP2PPacket() send types
|
||||
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
|
||||
enum EP2PSend |
||||
{ |
||||
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
|
||||
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
|
||||
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
|
||||
k_EP2PSendUnreliable = 0, |
||||
|
||||
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
|
||||
// packet sent to a remote host almost guarantees the packet will be dropped.
|
||||
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
|
||||
k_EP2PSendUnreliableNoDelay = 1, |
||||
|
||||
// Reliable message send. Can send up to 1MB of data in a single message.
|
||||
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
|
||||
k_EP2PSendReliable = 2, |
||||
|
||||
// As above, but applies the Nagle algorithm to the send - sends will accumulate
|
||||
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
|
||||
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
|
||||
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
|
||||
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
|
||||
k_EP2PSendReliableWithBuffering = 3, |
||||
|
||||
}; |
||||
|
||||
|
||||
// connection state to a specified user, returned by GetP2PSessionState()
|
||||
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
struct P2PSessionState_t |
||||
{ |
||||
uint8 m_bConnectionActive; // true if we've got an active open connection
|
||||
uint8 m_bConnecting; // true if we're currently trying to establish a connection
|
||||
uint8 m_eP2PSessionError; // last error recorded (see enum above)
|
||||
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
|
||||
int32 m_nBytesQueuedForSend; |
||||
int32 m_nPacketsQueuedForSend; |
||||
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
|
||||
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
|
||||
}; |
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
|
||||
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
|
||||
|
||||
// connection progress indicators, used by CreateP2PConnectionSocket()
|
||||
enum ESNetSocketState |
||||
{ |
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
}; |
||||
|
||||
// describes how the socket is currently connected
|
||||
enum ESNetSocketConnectionType |
||||
{ |
||||
k_ESNetSocketConnectionTypeNotConnected = 0, |
||||
k_ESNetSocketConnectionTypeUDP = 1, |
||||
k_ESNetSocketConnectionTypeUDPRelay = 2, |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//
|
||||
// NOTE: This interface is deprecated and may be removed in a future release of
|
||||
/// the Steamworks SDK. Please see ISteamNetworkingSockets and
|
||||
/// ISteamNetworkingMessages
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking |
||||
{ |
||||
public: |
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UDP-style (connectionless) networking interface. These functions send messages using
|
||||
// an API organized around the destination. Reliable and unreliable messages are supported.
|
||||
//
|
||||
// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
|
||||
// Both interface styles can send both reliable and unreliable messages.
|
||||
//
|
||||
// Automatically establishes NAT-traversing or Relay server connections
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingMessages.
|
||||
|
||||
// Sends a P2P packet to the specified user
|
||||
// UDP-like, unreliable and a max packet size of 1200 bytes
|
||||
// the first packet send may be delayed as the NAT-traversal code runs
|
||||
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
|
||||
// see EP2PSend enum above for the descriptions of the different ways of sending packets
|
||||
//
|
||||
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
|
||||
// with the same channel number in order to retrieve the data on the other end
|
||||
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
|
||||
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0; |
||||
|
||||
// returns true if any data is available for read, and the amount of data that will need to be read
|
||||
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0; |
||||
|
||||
// reads in a packet that has been sent from another user via SendP2PPacket()
|
||||
// returns the size of the message and the steamID of the user who sent it in the last two parameters
|
||||
// if the buffer passed in is too small, the message will be truncated
|
||||
// this call is not blocking, and will return false if no data is available
|
||||
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0; |
||||
|
||||
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
|
||||
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
|
||||
// if you don't want to talk to the user, just ignore the request
|
||||
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
|
||||
// this may be called multiple times for a single user
|
||||
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
|
||||
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0; |
||||
|
||||
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
|
||||
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
|
||||
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0; |
||||
|
||||
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
|
||||
// open channels to a user have been closed, the open session to the user will be closed and new data from this
|
||||
// user will trigger a P2PSessionRequest_t callback
|
||||
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0; |
||||
|
||||
// fills out P2PSessionState_t structure with details about the underlying connection to the user
|
||||
// should only needed for debugging purposes
|
||||
// returns false if no connection exists to the specified user
|
||||
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0; |
||||
|
||||
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
|
||||
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
|
||||
// or to existing connections that need to automatically reconnect after this value is set.
|
||||
//
|
||||
// P2P packet relay is allowed by default
|
||||
//
|
||||
// NOTE: This function is deprecated and may be removed in a future version of the SDK. For
|
||||
// security purposes, we may decide to relay the traffic to certain peers, even if you pass false
|
||||
// to this function, to prevent revealing the client's IP address top another peer.
|
||||
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0; |
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LISTEN / CONNECT connection-oriented interface functions
|
||||
//
|
||||
// These functions are more like a client-server TCP API. One side is the "server"
|
||||
// and "listens" for incoming connections, which then must be "accepted." The "client"
|
||||
// initiates a connection by "connecting." Sending and receiving is done through a
|
||||
// connection handle.
|
||||
//
|
||||
// For a more UDP-style interface, where you do not track connection handles but
|
||||
// simply send messages to a SteamID, use the UDP-style functions above.
|
||||
//
|
||||
// Both methods can send both reliable and unreliable methods.
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingSockets.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0; |
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0; |
||||
virtual SNetSocket_t CreateConnectionSocket( SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) = 0; |
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0; |
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0; |
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0; |
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0; |
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0; |
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, SteamIPAddress_t *punIPRemote, uint16 *punPortRemote ) = 0; |
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, SteamIPAddress_t *pnIP, uint16 *pnPort ) = 0; |
||||
|
||||
// returns true to describe how the socket ended up connecting
|
||||
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0; |
||||
|
||||
// max packet size, in bytes
|
||||
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0; |
||||
}; |
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking006" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamNetworking *SteamNetworking(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamNetworking, STEAMNETWORKING_INTERFACE_VERSION ); |
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamNetworking *SteamGameServerNetworking(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamGameServerNetworking, STEAMNETWORKING_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
|
||||
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
|
||||
struct P2PSessionRequest_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 }; |
||||
CSteamID m_steamIDRemote; // user who wants to talk to us
|
||||
}; |
||||
|
||||
|
||||
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
|
||||
// all packets queued packets unsent at this point will be dropped
|
||||
// further attempts to send will retry making the connection (but will be dropped if we fail again)
|
||||
struct P2PSessionConnectFail_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 }; |
||||
CSteamID m_steamIDRemote; // user we were sending packets to
|
||||
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
|
||||
}; |
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
|
||||
struct SocketStatusCallback_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 }; |
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMNETWORKING
|
@ -0,0 +1,198 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGMESSAGES |
||||
#define ISTEAMNETWORKINGMESSAGES |
||||
#pragma once |
||||
|
||||
#include "steamnetworkingtypes.h" |
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// The non-connection-oriented interface to send and receive messages
|
||||
/// (whether they be "clients" or "servers").
|
||||
///
|
||||
/// ISteamNetworkingSockets is connection-oriented (like TCP), meaning you
|
||||
/// need to listen and connect, and then you send messages using a connection
|
||||
/// handle. ISteamNetworkingMessages is more like UDP, in that you can just send
|
||||
/// messages to arbitrary peers at any time. The underlying connections are
|
||||
/// established implicitly.
|
||||
///
|
||||
/// Under the hood ISteamNetworkingMessages works on top of the ISteamNetworkingSockets
|
||||
/// code, so you get the same routing and messaging efficiency. The difference is
|
||||
/// mainly in your responsibility to explicitly establish a connection and
|
||||
/// the type of feedback you get about the state of the connection. Both
|
||||
/// interfaces can do "P2P" communications, and both support both unreliable
|
||||
/// and reliable messages, fragmentation and reassembly.
|
||||
///
|
||||
/// The primary purpose of this interface is to be "like UDP", so that UDP-based code
|
||||
/// can be ported easily to take advantage of relayed connections. If you find
|
||||
/// yourself needing more low level information or control, or to be able to better
|
||||
/// handle failure, then you probably need to use ISteamNetworkingSockets directly.
|
||||
/// Also, note that if your main goal is to obtain a connection between two peers
|
||||
/// without concerning yourself with assigning roles of "client" and "server",
|
||||
/// you may find the symmetric connection mode of ISteamNetworkingSockets useful.
|
||||
/// (See k_ESteamNetworkingConfig_SymmetricConnect.)
|
||||
///
|
||||
class ISteamNetworkingMessages |
||||
{ |
||||
public: |
||||
/// Sends a message to the specified host. If we don't already have a session with that user,
|
||||
/// a session is implicitly created. There might be some handshaking that needs to happen
|
||||
/// before we can actually begin sending message data. If this handshaking fails and we can't
|
||||
/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
|
||||
/// There is no notification when the operation succeeds. (You should have the peer send a reply
|
||||
/// for this purpose.)
|
||||
///
|
||||
/// Sending a message to a host will also implicitly accept any incoming connection from that host.
|
||||
///
|
||||
/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
|
||||
///
|
||||
/// nRemoteChannel is a routing number you can use to help route message to different systems.
|
||||
/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
|
||||
/// the data on the other end.
|
||||
///
|
||||
/// Using different channels to talk to the same user will still use the same underlying
|
||||
/// connection, saving on resources. If you don't need this feature, use 0.
|
||||
/// Otherwise, small integers are the most efficient.
|
||||
///
|
||||
/// It is guaranteed that reliable messages to the same host on the same channel
|
||||
/// will be be received by the remote host (if they are received at all) exactly once,
|
||||
/// and in the same order that they were sent.
|
||||
///
|
||||
/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
|
||||
/// received out of order with respect to each other and with respect to reliable data,
|
||||
/// or may be received multiple times. Messages on different channels are *not* guaranteed
|
||||
/// to be received in the order they were sent.
|
||||
///
|
||||
/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
|
||||
/// opened multiple sockets: You might notice that there is only one channel, and with
|
||||
/// TCP/IP each endpoint has a port number. You can think of the channel number as the
|
||||
/// *destination* port. If you need each message to also include a "source port" (so the
|
||||
/// recipient can route the reply), then just put that in your message. That is essentially
|
||||
/// how UDP works!
|
||||
///
|
||||
/// Returns:
|
||||
/// - k_EREsultOK on success.
|
||||
/// - k_EResultNoConnection, if the session has failed or was closed by the peer and
|
||||
/// k_nSteamNetworkingSend_AutoRestartBrokenSession was not specified. (You can
|
||||
/// use GetSessionConnectionInfo to get the details.) In order to acknowledge the
|
||||
/// broken session and start a new one, you must call CloseSessionWithUser, or you may
|
||||
/// repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. See
|
||||
/// k_nSteamNetworkingSend_AutoRestartBrokenSession for more details.
|
||||
/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values
|
||||
virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0; |
||||
|
||||
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
|
||||
/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
|
||||
///
|
||||
/// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()!
|
||||
virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; |
||||
|
||||
/// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback.
|
||||
/// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message,
|
||||
/// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore
|
||||
/// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t
|
||||
/// callbacks will continue to be posted periodically.
|
||||
///
|
||||
/// Returns false if there is no session with the user pending or otherwise. If there is an
|
||||
/// existing active session, this function will return true, even if it is not pending.
|
||||
///
|
||||
/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
|
||||
virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; |
||||
|
||||
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
|
||||
/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t
|
||||
/// callback will be posted.
|
||||
///
|
||||
/// Note that sessions that go unused for a few minutes are automatically timed out.
|
||||
virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; |
||||
|
||||
/// Call this when you're done talking to a user on a specific channel. Once all
|
||||
/// open channels to a user have been closed, the open session to the user will be
|
||||
/// closed, and any new data from this user will trigger a
|
||||
/// SteamSteamNetworkingMessagesSessionRequest_t callback
|
||||
virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0; |
||||
|
||||
/// Returns information about the latest state of a connection, if any, with the given peer.
|
||||
/// Primarily intended for debugging purposes, but can also be used to get more detailed
|
||||
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)
|
||||
///
|
||||
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
|
||||
/// if no connection exists with specified peer. You may pass nullptr for either parameter if
|
||||
/// you do not need the corresponding details. Note that sessions time out after a while,
|
||||
/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait
|
||||
/// indefinitely to obtain the reason for failure.
|
||||
virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetConnectionRealTimeStatus_t *pQuickStatus ) = 0; |
||||
}; |
||||
#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002" |
||||
|
||||
//
|
||||
// Callbacks
|
||||
//
|
||||
|
||||
#pragma pack( push, 1 ) |
||||
|
||||
/// Posted when a remote host is sending us a message, and we do not already have a session with them
|
||||
struct SteamNetworkingMessagesSessionRequest_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 1 }; |
||||
SteamNetworkingIdentity m_identityRemote; // user who wants to talk to us
|
||||
}; |
||||
|
||||
/// Posted when we fail to establish a connection, or we detect that communications
|
||||
/// have been disrupted it an unusual way. There is no notification when a peer proactively
|
||||
/// closes the session. ("Closed by peer" is not a concept of UDP-style communications, and
|
||||
/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.)
|
||||
///
|
||||
/// Remember: callbacks are asynchronous. See notes on SendMessageToUser,
|
||||
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular.
|
||||
///
|
||||
/// Also, if a session times out due to inactivity, no callbacks will be posted. The only
|
||||
/// way to detect that this is happening is that querying the session state may return
|
||||
/// none, connecting, and findingroute again.
|
||||
struct SteamNetworkingMessagesSessionFailed_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 }; |
||||
|
||||
/// Detailed info about the session that failed.
|
||||
/// SteamNetConnectionInfo_t::m_identityRemote indicates who this session
|
||||
/// was with.
|
||||
SteamNetConnectionInfo_t m_info; |
||||
}; |
||||
|
||||
#pragma pack(pop) |
||||
|
||||
// Global accessors
|
||||
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB |
||||
|
||||
static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" ); |
||||
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2(); |
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); } |
||||
|
||||
// If running in context of steam, we also define a gameserver instance.
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2(); |
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); } |
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI |
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); } |
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); } |
||||
#endif |
||||
#endif |
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI |
||||
|
||||
// Steamworks SDK
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); |
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB |
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_SteamAPI(); } |
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); } |
||||
#endif |
||||
#endif |
||||
|
||||
#endif // ISTEAMNETWORKINGMESSAGES
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,500 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Purpose: misc networking utilities
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGUTILS |
||||
#define ISTEAMNETWORKINGUTILS |
||||
#pragma once |
||||
|
||||
#include "steamnetworkingtypes.h" |
||||
#include "steam_api_common.h" |
||||
|
||||
struct SteamDatagramRelayAuthTicket; |
||||
struct SteamRelayNetworkStatus_t; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// Misc networking utilities for checking the local networking environment
|
||||
/// and estimating pings.
|
||||
class ISteamNetworkingUtils |
||||
{ |
||||
public: |
||||
//
|
||||
// Efficient message sending
|
||||
//
|
||||
|
||||
/// Allocate and initialize a message object. Usually the reason
|
||||
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
|
||||
/// The returned object will have all of the relevant fields cleared to zero.
|
||||
///
|
||||
/// Optionally you can also request that this system allocate space to
|
||||
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
|
||||
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
|
||||
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
|
||||
/// size, and m_pfnFreeData will be set to the proper function to free up
|
||||
/// the buffer.
|
||||
///
|
||||
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
|
||||
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
|
||||
/// set each of these.
|
||||
virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0; |
||||
|
||||
//
|
||||
// Access to Steam Datagram Relay (SDR) network
|
||||
//
|
||||
|
||||
//
|
||||
// Initialization and status check
|
||||
//
|
||||
|
||||
/// If you know that you are going to be using the relay network (for example,
|
||||
/// because you anticipate making P2P connections), call this to initialize the
|
||||
/// relay network. If you do not call this, the initialization will
|
||||
/// be delayed until the first time you use a feature that requires access
|
||||
/// to the relay network, which will delay that first access.
|
||||
///
|
||||
/// You can also call this to force a retry if the previous attempt has failed.
|
||||
/// Performing any action that requires access to the relay network will also
|
||||
/// trigger a retry, and so calling this function is never strictly necessary,
|
||||
/// but it can be useful to call it a program launch time, if access to the
|
||||
/// relay network is anticipated.
|
||||
///
|
||||
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// callbacks to know when initialization has completed.
|
||||
/// Typically initialization completes in a few seconds.
|
||||
///
|
||||
/// Note: dedicated servers hosted in known data centers do *not* need
|
||||
/// to call this, since they do not make routing decisions. However, if
|
||||
/// the dedicated server will be using P2P functionality, it will act as
|
||||
/// a "client" and this should be called.
|
||||
inline void InitRelayNetworkAccess(); |
||||
|
||||
/// Fetch current status of the relay network.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
|
||||
/// both the user and gameserver interfaces any time the status changes, or
|
||||
/// ping measurement starts or stops.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
|
||||
/// more details, you can pass a non-NULL value.
|
||||
virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0; |
||||
|
||||
//
|
||||
// "Ping location" functions
|
||||
//
|
||||
// We use the ping times to the valve relays deployed worldwide to
|
||||
// generate a "marker" that describes the location of an Internet host.
|
||||
// Given two such markers, we can estimate the network latency between
|
||||
// two hosts, without sending any packets. The estimate is based on the
|
||||
// optimal route that is found through the Valve network. If you are
|
||||
// using the Valve network to carry the traffic, then this is precisely
|
||||
// the ping you want. If you are not, then the ping time will probably
|
||||
// still be a reasonable estimate.
|
||||
//
|
||||
// This is extremely useful to select peers for matchmaking!
|
||||
//
|
||||
// The markers can also be converted to a string, so they can be transmitted.
|
||||
// We have a separate library you can use on your app's matchmaking/coordinating
|
||||
// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
|
||||
|
||||
/// Return location info for the current host. Returns the approximate
|
||||
/// age of the data, in seconds, or -1 if no data is available.
|
||||
///
|
||||
/// It takes a few seconds to initialize access to the relay network. If
|
||||
/// you call this very soon after calling InitRelayNetworkAccess,
|
||||
/// the data may not be available yet.
|
||||
///
|
||||
/// This always return the most up-to-date information we have available
|
||||
/// right now, even if we are in the middle of re-calculating ping times.
|
||||
virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0; |
||||
|
||||
/// Estimate the round-trip latency between two arbitrary locations, in
|
||||
/// milliseconds. This is a conservative estimate, based on routing through
|
||||
/// the relay network. For most basic relayed connections, this ping time
|
||||
/// will be pretty accurate, since it will be based on the route likely to
|
||||
/// be actually used.
|
||||
///
|
||||
/// If a direct IP route is used (perhaps via NAT traversal), then the route
|
||||
/// will be different, and the ping time might be better. Or it might actually
|
||||
/// be a bit worse! Standard IP routing is frequently suboptimal!
|
||||
///
|
||||
/// But even in this case, the estimate obtained using this method is a
|
||||
/// reasonable upper bound on the ping time. (Also it has the advantage
|
||||
/// of returning immediately and not sending any packets.)
|
||||
///
|
||||
/// In a few cases we might not able to estimate the route. In this case
|
||||
/// a negative value is returned. k_nSteamNetworkingPing_Failed means
|
||||
/// the reason was because of some networking difficulty. (Failure to
|
||||
/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
|
||||
/// currently answer the question for some other reason.
|
||||
///
|
||||
/// Do you need to be able to do this from a backend/matchmaking server?
|
||||
/// You are looking for the "game coordinator" library.
|
||||
virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0; |
||||
|
||||
/// Same as EstimatePingTime, but assumes that one location is the local host.
|
||||
/// This is a bit faster, especially if you need to calculate a bunch of
|
||||
/// these in a loop to find the fastest one.
|
||||
///
|
||||
/// In rare cases this might return a slightly different estimate than combining
|
||||
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
|
||||
/// this function uses a slightly more complete set of information about what
|
||||
/// route would be taken.
|
||||
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0; |
||||
|
||||
/// Convert a ping location into a text format suitable for sending over the wire.
|
||||
/// The format is a compact and human readable. However, it is subject to change
|
||||
/// so please do not parse it yourself. Your buffer must be at least
|
||||
/// k_cchMaxSteamNetworkingPingLocationString bytes.
|
||||
virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0; |
||||
|
||||
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
|
||||
/// the string.
|
||||
virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0; |
||||
|
||||
/// Check if the ping data of sufficient recency is available, and if
|
||||
/// it's too old, start refreshing it.
|
||||
///
|
||||
/// Please only call this function when you *really* do need to force an
|
||||
/// immediate refresh of the data. (For example, in response to a specific
|
||||
/// user input to refresh this information.) Don't call it "just in case",
|
||||
/// before every connection, etc. That will cause extra traffic to be sent
|
||||
/// for no benefit. The library will automatically refresh the information
|
||||
/// as needed.
|
||||
///
|
||||
/// Returns true if sufficiently recent data is already available.
|
||||
///
|
||||
/// Returns false if sufficiently recent data is not available. In this
|
||||
/// case, ping measurement is initiated, if it is not already active.
|
||||
/// (You cannot restart a measurement already in progress.)
|
||||
///
|
||||
/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// to know when ping measurement completes.
|
||||
virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0; |
||||
|
||||
//
|
||||
// List of Valve data centers, and ping times to them. This might
|
||||
// be useful to you if you are use our hosting, or just need to measure
|
||||
// latency to a cloud data center where we are running relays.
|
||||
//
|
||||
|
||||
/// Fetch ping time of best available relayed route from this host to
|
||||
/// the specified data center.
|
||||
virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0; |
||||
|
||||
/// Get *direct* ping time to the relays at the data center.
|
||||
virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0; |
||||
|
||||
/// Get number of network points of presence in the config
|
||||
virtual int GetPOPCount() = 0; |
||||
|
||||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; |
||||
|
||||
//
|
||||
// Misc
|
||||
//
|
||||
|
||||
/// Fetch current timestamp. This timer has the following properties:
|
||||
///
|
||||
/// - Monotonicity is guaranteed.
|
||||
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
|
||||
/// 30 days worth of microseconds. In this way, the timestamp value of
|
||||
/// 0 will always be at least "30 days ago". Also, negative numbers
|
||||
/// will never be returned.
|
||||
/// - Wraparound / overflow is not a practical concern.
|
||||
///
|
||||
/// If you are running under the debugger and stop the process, the clock
|
||||
/// might not advance the full wall clock time that has elapsed between
|
||||
/// calls. If the process is not blocked from normal operation, the
|
||||
/// timestamp values will track wall clock time, even if you don't call
|
||||
/// the function frequently.
|
||||
///
|
||||
/// The value is only meaningful for this run of the process. Don't compare
|
||||
/// it to values obtained on another computer, or other runs of the same process.
|
||||
virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0; |
||||
|
||||
/// Set a function to receive network-related information that is useful for debugging.
|
||||
/// This can be very useful during development, but it can also be useful for troubleshooting
|
||||
/// problems with tech savvy end users. If you have a console or other log that customers
|
||||
/// can examine, these log messages can often be helpful to troubleshoot network issues.
|
||||
/// (Especially any warning/error messages.)
|
||||
///
|
||||
/// The detail level indicates what message to invoke your callback on. Lower numeric
|
||||
/// value means more important, and the value you pass is the lowest priority (highest
|
||||
/// numeric value) you wish to receive callbacks for.
|
||||
///
|
||||
/// The value here controls the detail level for most messages. You can control the
|
||||
/// detail level for various subsystems (perhaps only for certain connections) by
|
||||
/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
|
||||
///
|
||||
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
|
||||
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
|
||||
/// request a high detail level and then filter out messages in your callback. This incurs
|
||||
/// all of the expense of formatting the messages, which are then discarded. Setting a high
|
||||
/// priority value (low numeric value) here allows the library to avoid doing this work.
|
||||
///
|
||||
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
|
||||
/// Your output function must be threadsafe and fast! Do not make any other
|
||||
/// Steamworks calls from within the handler.
|
||||
virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0; |
||||
|
||||
//
|
||||
// Fake IP
|
||||
//
|
||||
// Useful for interfacing with code that assumes peers are identified using an IPv4 address
|
||||
//
|
||||
|
||||
/// Return true if an IPv4 address is one that might be used as a "fake" one.
|
||||
/// This function is fast; it just does some logical tests on the IP and does
|
||||
/// not need to do any lookup operations.
|
||||
inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; } |
||||
virtual ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 ) = 0; |
||||
|
||||
/// Get the real identity associated with a given FakeIP.
|
||||
///
|
||||
/// On failure, returns:
|
||||
/// - k_EResultInvalidParam: the IP is not a FakeIP.
|
||||
/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
|
||||
///
|
||||
/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
|
||||
/// will always work. FakeIPs for recently destroyed connections will continue to
|
||||
/// return results for a little while, but not forever. At some point, we will forget
|
||||
/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
|
||||
/// real identity of a connection very soon after it is destroyed. But do not wait
|
||||
/// indefinitely.
|
||||
virtual EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity ) = 0; |
||||
|
||||
//
|
||||
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
|
||||
//
|
||||
|
||||
// Shortcuts for common cases. (Implemented as inline functions below)
|
||||
bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ); |
||||
bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ); |
||||
bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ); |
||||
bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ); |
||||
bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); |
||||
bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); |
||||
bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); |
||||
|
||||
//
|
||||
// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
|
||||
// want to use the same callback on all (or most) listen sockets and connections, then
|
||||
// simply install these callbacks first thing, and you are good to go.
|
||||
// See ISteamNetworkingSockets::RunCallbacks
|
||||
//
|
||||
bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ); |
||||
bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ); |
||||
bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ); |
||||
bool SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ); |
||||
bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ); |
||||
bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ); |
||||
|
||||
/// Set a configuration value.
|
||||
/// - eValue: which value is being set
|
||||
/// - eScope: Onto what type of object are you applying the setting?
|
||||
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
|
||||
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
|
||||
/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
|
||||
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
|
||||
/// will reset any custom value and restore it to the system default.
|
||||
/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
|
||||
/// Your argument should be a pointer to a function pointer.
|
||||
virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, |
||||
ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0; |
||||
|
||||
/// Set a configuration value, using a struct to pass the value.
|
||||
/// (This is just a convenience shortcut; see below for the implementation and
|
||||
/// a little insight into how SteamNetworkingConfigValue_t is used when
|
||||
/// setting config options during listen socket and connection creation.)
|
||||
bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); |
||||
|
||||
/// Get a configuration value.
|
||||
/// - eValue: which value to fetch
|
||||
/// - eScopeType: query setting on what type of object
|
||||
/// - eScopeArg: the object to query the setting for
|
||||
/// - pOutDataType: If non-NULL, the data type of the value is returned.
|
||||
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
|
||||
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
|
||||
virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, |
||||
ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0; |
||||
|
||||
/// Get info about a configuration value. Returns the name of the value,
|
||||
/// or NULL if the value doesn't exist. Other output parameters can be NULL
|
||||
/// if you do not need them.
|
||||
virtual const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, |
||||
ESteamNetworkingConfigScope *pOutScope ) = 0; |
||||
|
||||
/// Iterate the list of all configuration values in the current environment that it might
|
||||
/// be possible to display or edit using a generic UI. To get the first iterable value,
|
||||
/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
|
||||
/// to signal end of list.
|
||||
///
|
||||
/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
|
||||
/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
|
||||
/// shown in a retail environment where a malicious local user might use this to cheat.
|
||||
virtual ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) = 0; |
||||
|
||||
//
|
||||
// String conversions. You'll usually access these using the respective
|
||||
// inline methods.
|
||||
//
|
||||
virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0; |
||||
virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0; |
||||
virtual ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr ) = 0; |
||||
virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0; |
||||
virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0; |
||||
|
||||
protected: |
||||
~ISteamNetworkingUtils(); // Silence some warnings
|
||||
}; |
||||
#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils004" |
||||
|
||||
// Global accessors
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB |
||||
|
||||
// Standalone lib
|
||||
static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '4', "Version mismatch" ); |
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV4(); |
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV4(); } |
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI |
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV4(); } |
||||
#endif |
||||
#endif |
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI |
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI, |
||||
/* Prefer user version of the interface. But if it isn't found, then use
|
||||
gameserver one. Yes, this is a completely terrible hack */ |
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ? |
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) : |
||||
SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ), |
||||
"global", |
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION |
||||
) |
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB |
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); } |
||||
#endif |
||||
#endif |
||||
|
||||
/// A struct used to describe our readiness to use the relay network.
|
||||
/// To do this we first need to fetch the network configuration,
|
||||
/// which describes what POPs are available.
|
||||
struct SteamRelayNetworkStatus_t |
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 }; |
||||
|
||||
/// Summary status. When this is "current", initialization has
|
||||
/// completed. Anything else means you are not ready yet, or
|
||||
/// there is a significant problem.
|
||||
ESteamNetworkingAvailability m_eAvail; |
||||
|
||||
/// Nonzero if latency measurement is in progress (or pending,
|
||||
/// awaiting a prerequisite).
|
||||
int m_bPingMeasurementInProgress; |
||||
|
||||
/// Status obtaining the network config. This is a prerequisite
|
||||
/// for relay network access.
|
||||
///
|
||||
/// Failure to obtain the network config almost always indicates
|
||||
/// a problem with the local internet connection.
|
||||
ESteamNetworkingAvailability m_eAvailNetworkConfig; |
||||
|
||||
/// Current ability to communicate with ANY relay. Note that
|
||||
/// the complete failure to communicate with any relays almost
|
||||
/// always indicates a problem with the local Internet connection.
|
||||
/// (However, just because you can reach a single relay doesn't
|
||||
/// mean that the local connection is in perfect health.)
|
||||
ESteamNetworkingAvailability m_eAvailAnyRelay; |
||||
|
||||
/// Non-localized English language status. For diagnostic/debugging
|
||||
/// purposes only.
|
||||
char m_debugMsg[ 256 ]; |
||||
}; |
||||
|
||||
#ifndef API_GEN |
||||
|
||||
/// Utility class for printing a SteamNetworkingIdentity.
|
||||
/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
|
||||
struct SteamNetworkingIdentityRender |
||||
{ |
||||
SteamNetworkingIdentityRender( const SteamNetworkingIdentity &x ) { x.ToString( buf, sizeof(buf) ); } |
||||
inline const char *c_str() const { return buf; } |
||||
private: |
||||
char buf[ SteamNetworkingIdentity::k_cchMaxString ]; |
||||
}; |
||||
|
||||
/// Utility class for printing a SteamNetworkingIPAddrRender.
|
||||
struct SteamNetworkingIPAddrRender |
||||
{ |
||||
SteamNetworkingIPAddrRender( const SteamNetworkingIPAddr &x, bool bWithPort = true ) { x.ToString( buf, sizeof(buf), bWithPort ); } |
||||
inline const char *c_str() const { return buf; } |
||||
private: |
||||
char buf[ SteamNetworkingIPAddr::k_cchMaxString ]; |
||||
}; |
||||
|
||||
#endif |
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Internal stuff
|
||||
|
||||
inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer.
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); } |
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); } |
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_FakeIPResult, (void*)fnCallback ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); } |
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); } |
||||
|
||||
inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) |
||||
{ |
||||
// Locate the argument. Strings are a special case, since the
|
||||
// "value" (the whole string buffer) doesn't fit in the struct
|
||||
// NOTE: for pointer values, we pass a pointer to the pointer,
|
||||
// we do not pass the pointer directly.
|
||||
const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val; |
||||
return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); |
||||
} |
||||
|
||||
// How to get helper functions.
|
||||
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined(STEAMNETWORKINGSOCKETS_FOREXPORT) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) |
||||
|
||||
// Call direct to static functions
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); |
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); |
||||
STEAMNETWORKINGSOCKETS_INTERFACE ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr *pAddr ); |
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); |
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); |
||||
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } |
||||
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } |
||||
inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingIPAddr_GetFakeIPType( this ); } |
||||
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } |
||||
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } |
||||
|
||||
#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI ) |
||||
// Using steamworks SDK - go through SteamNetworkingUtils()
|
||||
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } |
||||
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); } |
||||
inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingUtils()->SteamNetworkingIPAddr_GetFakeIPType( *this ); } |
||||
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } |
||||
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); } |
||||
#else |
||||
#error "Invalid config" |
||||
#endif |
||||
|
||||
#endif // ISTEAMNETWORKINGUTILS
|
@ -0,0 +1,91 @@ |
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface the game must provide Steam with on PS3 in order for the
|
||||
// Steam overlay to render.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMPS3OVERLAYRENDERER_H |
||||
#define ISTEAMPS3OVERLAYRENDERER_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "cell/pad.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Enum for supported gradient directions
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EOverlayGradientDirection |
||||
{ |
||||
k_EOverlayGradientHorizontal = 1, |
||||
k_EOverlayGradientVertical = 2, |
||||
k_EOverlayGradientNone = 3, |
||||
}; |
||||
|
||||
// Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses.
|
||||
#define STEAM_COLOR_RED( color ) \ |
||||
(int)(((color)>>16)&0xff) |
||||
|
||||
#define STEAM_COLOR_GREEN( color ) \ |
||||
(int)(((color)>>8)&0xff) |
||||
|
||||
#define STEAM_COLOR_BLUE( color ) \ |
||||
(int)((color)&0xff) |
||||
|
||||
#define STEAM_COLOR_ALPHA( color ) \ |
||||
(int)(((color)>>24)&0xff) |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface the game must expose to Steam for rendering
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRenderHost |
||||
{ |
||||
public: |
||||
|
||||
// Interface for game engine to implement which Steam requires to render.
|
||||
|
||||
// Draw a textured rect. This may use only part of the texture and will pass texture coords, it will also possibly request a gradient and will specify colors for vertexes.
|
||||
virtual void DrawTexturedRect( int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection ) = 0; |
||||
|
||||
// Load a RGBA texture for Steam, or update a previously loaded one. Updates may be partial. You must not evict or remove this texture once Steam has uploaded it.
|
||||
virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData ) = 0; |
||||
|
||||
// Delete a texture Steam previously uploaded
|
||||
virtual void DeleteTexture( int32 iTextureID ) = 0; |
||||
|
||||
// Delete all previously uploaded textures
|
||||
virtual void DeleteAllTextures() = 0; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface Steam exposes for the game to tell it when to render, etc.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRender |
||||
{ |
||||
public: |
||||
|
||||
// Call once at startup to initialize the Steam overlay and pass it your host interface ptr
|
||||
virtual bool BHostInitialize( uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost *pRenderHost, void *CellFontLib ) = 0; |
||||
|
||||
// Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering)
|
||||
virtual void Render() = 0; |
||||
|
||||
// Call this everytime you read input on PS3.
|
||||
//
|
||||
// If this returns true, then the overlay is active and has consumed the input, your game
|
||||
// should then ignore all the input until BHandleCellPadData once again returns false, which
|
||||
// will mean the overlay is deactivated.
|
||||
virtual bool BHandleCellPadData( const CellPadData &padData ) = 0; |
||||
|
||||
// Call this if you detect no controllers connected or that the XMB is intercepting input
|
||||
//
|
||||
// This is important to clear input state for the overlay, so keys left down during XMB activation
|
||||
// are not continued to be processed.
|
||||
virtual bool BResetInputState() = 0; |
||||
}; |
||||
|
||||
|
||||
#endif // ISTEAMPS3OVERLAYRENDERER_H
|
@ -0,0 +1,99 @@ |
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMREMOTEPLAY_H |
||||
#define ISTEAMREMOTEPLAY_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The form factor of a device
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamDeviceFormFactor |
||||
{ |
||||
k_ESteamDeviceFormFactorUnknown = 0, |
||||
k_ESteamDeviceFormFactorPhone = 1, |
||||
k_ESteamDeviceFormFactorTablet = 2, |
||||
k_ESteamDeviceFormFactorComputer = 3, |
||||
k_ESteamDeviceFormFactorTV = 4, |
||||
k_ESteamDeviceFormFactorVRHeadset = 5, |
||||
}; |
||||
|
||||
// Steam Remote Play session ID
|
||||
typedef uint32 RemotePlaySessionID_t; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to provide information about Steam Remote Play sessions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamRemotePlay |
||||
{ |
||||
public: |
||||
// Get the number of currently connected Steam Remote Play sessions
|
||||
virtual uint32 GetSessionCount() = 0; |
||||
|
||||
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
|
||||
virtual RemotePlaySessionID_t GetSessionID( int iSessionIndex ) = 0; |
||||
|
||||
// Get the SteamID of the connected user
|
||||
virtual CSteamID GetSessionSteamID( RemotePlaySessionID_t unSessionID ) = 0; |
||||
|
||||
// Get the name of the session client device
|
||||
// This returns NULL if the sessionID is not valid
|
||||
virtual const char *GetSessionClientName( RemotePlaySessionID_t unSessionID ) = 0; |
||||
|
||||
// Get the form factor of the session client device
|
||||
virtual ESteamDeviceFormFactor GetSessionClientFormFactor( RemotePlaySessionID_t unSessionID ) = 0; |
||||
|
||||
// Get the resolution, in pixels, of the session client device
|
||||
// This is set to 0x0 if the resolution is not available
|
||||
virtual bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0; |
||||
|
||||
// Start Remote Play Together and optionally show the UI in the overlay
|
||||
// This returns false if Remote Play Together can't be started or your game is not configured for Remote Play Together
|
||||
virtual bool BStartRemotePlayTogether( bool bShowOverlay = true ) = 0; |
||||
|
||||
// Invite a friend to Remote Play Together, or create a guest invite if steamIDFriend is empty
|
||||
// This will automatically start Remote Play Together if it hasn't already been started
|
||||
// This returns false if the invite can't be sent or your game is not configured for Remote Play Together
|
||||
virtual bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) = 0; |
||||
}; |
||||
|
||||
#define STEAMREMOTEPLAY_INTERFACE_VERSION "STEAMREMOTEPLAY_INTERFACE_VERSION002" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamRemotePlay *SteamRemotePlay(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemotePlay *, SteamRemotePlay, STEAMREMOTEPLAY_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionConnected_t, k_iSteamRemotePlayCallbacks + 1 ) |
||||
STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID ) |
||||
STEAM_CALLBACK_END( 0 ) |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCallbacks + 2 ) |
||||
STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID ) |
||||
STEAM_CALLBACK_END( 0 ) |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( SteamRemotePlayTogetherGuestInvite_t, k_iSteamRemotePlayCallbacks + 3 ) |
||||
STEAM_CALLBACK_MEMBER_ARRAY( 0, char, m_szConnectURL, 1024 ) |
||||
STEAM_CALLBACK_END( 0 ) |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // #define ISTEAMREMOTEPLAY_H
|
@ -0,0 +1,623 @@ |
||||
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam ugc
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUGC_H |
||||
#define ISTEAMUGC_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
#include "isteamremotestorage.h" |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
typedef uint64 UGCQueryHandle_t; |
||||
typedef uint64 UGCUpdateHandle_t; |
||||
|
||||
|
||||
const UGCQueryHandle_t k_UGCQueryHandleInvalid = 0xffffffffffffffffull; |
||||
const UGCUpdateHandle_t k_UGCUpdateHandleInvalid = 0xffffffffffffffffull; |
||||
|
||||
|
||||
// Matching UGC types for queries
|
||||
enum EUGCMatchingUGCType |
||||
{ |
||||
k_EUGCMatchingUGCType_Items = 0, // both mtx items and ready-to-use items
|
||||
k_EUGCMatchingUGCType_Items_Mtx = 1, |
||||
k_EUGCMatchingUGCType_Items_ReadyToUse = 2, |
||||
k_EUGCMatchingUGCType_Collections = 3, |
||||
k_EUGCMatchingUGCType_Artwork = 4, |
||||
k_EUGCMatchingUGCType_Videos = 5, |
||||
k_EUGCMatchingUGCType_Screenshots = 6, |
||||
k_EUGCMatchingUGCType_AllGuides = 7, // both web guides and integrated guides
|
||||
k_EUGCMatchingUGCType_WebGuides = 8, |
||||
k_EUGCMatchingUGCType_IntegratedGuides = 9, |
||||
k_EUGCMatchingUGCType_UsableInGame = 10, // ready-to-use items and integrated guides
|
||||
k_EUGCMatchingUGCType_ControllerBindings = 11, |
||||
k_EUGCMatchingUGCType_GameManagedItems = 12, // game managed items (not managed by users)
|
||||
k_EUGCMatchingUGCType_All = ~0, // @note: will only be valid for CreateQueryUserUGCRequest requests
|
||||
}; |
||||
|
||||
// Different lists of published UGC for a user.
|
||||
// If the current logged in user is different than the specified user, then some options may not be allowed.
|
||||
enum EUserUGCList |
||||
{ |
||||
k_EUserUGCList_Published, |
||||
k_EUserUGCList_VotedOn, |
||||
k_EUserUGCList_VotedUp, |
||||
k_EUserUGCList_VotedDown, |
||||
k_EUserUGCList_WillVoteLater, |
||||
k_EUserUGCList_Favorited, |
||||
k_EUserUGCList_Subscribed, |
||||
k_EUserUGCList_UsedOrPlayed, |
||||
k_EUserUGCList_Followed, |
||||
}; |
||||
|
||||
// Sort order for user published UGC lists (defaults to creation order descending)
|
||||
enum EUserUGCListSortOrder |
||||
{ |
||||
k_EUserUGCListSortOrder_CreationOrderDesc, |
||||
k_EUserUGCListSortOrder_CreationOrderAsc, |
||||
k_EUserUGCListSortOrder_TitleAsc, |
||||
k_EUserUGCListSortOrder_LastUpdatedDesc, |
||||
k_EUserUGCListSortOrder_SubscriptionDateDesc, |
||||
k_EUserUGCListSortOrder_VoteScoreDesc, |
||||
k_EUserUGCListSortOrder_ForModeration, |
||||
}; |
||||
|
||||
// Combination of sorting and filtering for queries across all UGC
|
||||
enum EUGCQuery |
||||
{ |
||||
k_EUGCQuery_RankedByVote = 0, |
||||
k_EUGCQuery_RankedByPublicationDate = 1, |
||||
k_EUGCQuery_AcceptedForGameRankedByAcceptanceDate = 2, |
||||
k_EUGCQuery_RankedByTrend = 3, |
||||
k_EUGCQuery_FavoritedByFriendsRankedByPublicationDate = 4, |
||||
k_EUGCQuery_CreatedByFriendsRankedByPublicationDate = 5, |
||||
k_EUGCQuery_RankedByNumTimesReported = 6, |
||||
k_EUGCQuery_CreatedByFollowedUsersRankedByPublicationDate = 7, |
||||
k_EUGCQuery_NotYetRated = 8, |
||||
k_EUGCQuery_RankedByTotalVotesAsc = 9, |
||||
k_EUGCQuery_RankedByVotesUp = 10, |
||||
k_EUGCQuery_RankedByTextSearch = 11, |
||||
k_EUGCQuery_RankedByTotalUniqueSubscriptions = 12, |
||||
k_EUGCQuery_RankedByPlaytimeTrend = 13, |
||||
k_EUGCQuery_RankedByTotalPlaytime = 14, |
||||
k_EUGCQuery_RankedByAveragePlaytimeTrend = 15, |
||||
k_EUGCQuery_RankedByLifetimeAveragePlaytime = 16, |
||||
k_EUGCQuery_RankedByPlaytimeSessionsTrend = 17, |
||||
k_EUGCQuery_RankedByLifetimePlaytimeSessions = 18, |
||||
k_EUGCQuery_RankedByLastUpdatedDate = 19, |
||||
}; |
||||
|
||||
enum EItemUpdateStatus |
||||
{ |
||||
k_EItemUpdateStatusInvalid = 0, // The item update handle was invalid, job might be finished, listen too SubmitItemUpdateResult_t
|
||||
k_EItemUpdateStatusPreparingConfig = 1, // The item update is processing configuration data
|
||||
k_EItemUpdateStatusPreparingContent = 2, // The item update is reading and processing content files
|
||||
k_EItemUpdateStatusUploadingContent = 3, // The item update is uploading content changes to Steam
|
||||
k_EItemUpdateStatusUploadingPreviewFile = 4, // The item update is uploading new preview file image
|
||||
k_EItemUpdateStatusCommittingChanges = 5 // The item update is committing all changes
|
||||
}; |
||||
|
||||
enum EItemState |
||||
{ |
||||
k_EItemStateNone = 0, // item not tracked on client
|
||||
k_EItemStateSubscribed = 1, // current user is subscribed to this item. Not just cached.
|
||||
k_EItemStateLegacyItem = 2, // item was created with ISteamRemoteStorage
|
||||
k_EItemStateInstalled = 4, // item is installed and usable (but maybe out of date)
|
||||
k_EItemStateNeedsUpdate = 8, // items needs an update. Either because it's not installed yet or creator updated content
|
||||
k_EItemStateDownloading = 16, // item update is currently downloading
|
||||
k_EItemStateDownloadPending = 32, // DownloadItem() was called for this item, content isn't available until DownloadItemResult_t is fired
|
||||
k_EItemStateDisabledLocally = 64, // Item is disabled locally, so it shouldn't be considered subscribed
|
||||
}; |
||||
|
||||
enum EItemStatistic |
||||
{ |
||||
k_EItemStatistic_NumSubscriptions = 0, |
||||
k_EItemStatistic_NumFavorites = 1, |
||||
k_EItemStatistic_NumFollowers = 2, |
||||
k_EItemStatistic_NumUniqueSubscriptions = 3, |
||||
k_EItemStatistic_NumUniqueFavorites = 4, |
||||
k_EItemStatistic_NumUniqueFollowers = 5, |
||||
k_EItemStatistic_NumUniqueWebsiteViews = 6, |
||||
k_EItemStatistic_ReportScore = 7, |
||||
k_EItemStatistic_NumSecondsPlayed = 8, |
||||
k_EItemStatistic_NumPlaytimeSessions = 9, |
||||
k_EItemStatistic_NumComments = 10, |
||||
k_EItemStatistic_NumSecondsPlayedDuringTimePeriod = 11, |
||||
k_EItemStatistic_NumPlaytimeSessionsDuringTimePeriod = 12, |
||||
}; |
||||
|
||||
enum EItemPreviewType |
||||
{ |
||||
k_EItemPreviewType_Image = 0, // standard image file expected (e.g. jpg, png, gif, etc.)
|
||||
k_EItemPreviewType_YouTubeVideo = 1, // video id is stored
|
||||
k_EItemPreviewType_Sketchfab = 2, // model id is stored
|
||||
k_EItemPreviewType_EnvironmentMap_HorizontalCross = 3, // standard image file expected - cube map in the layout
|
||||
// +---+---+-------+
|
||||
// | |Up | |
|
||||
// +---+---+---+---+
|
||||
// | L | F | R | B |
|
||||
// +---+---+---+---+
|
||||
// | |Dn | |
|
||||
// +---+---+---+---+
|
||||
k_EItemPreviewType_EnvironmentMap_LatLong = 4, // standard image file expected
|
||||
k_EItemPreviewType_Clip = 5, // clip id is stored
|
||||
k_EItemPreviewType_ReservedMax = 255, // you can specify your own types above this value
|
||||
}; |
||||
|
||||
enum EUGCContentDescriptorID |
||||
{ |
||||
k_EUGCContentDescriptor_NudityOrSexualContent = 1, |
||||
k_EUGCContentDescriptor_FrequentViolenceOrGore = 2, |
||||
k_EUGCContentDescriptor_AdultOnlySexualContent = 3, |
||||
k_EUGCContentDescriptor_GratuitousSexualContent = 4, |
||||
k_EUGCContentDescriptor_AnyMatureContent = 5, |
||||
}; |
||||
|
||||
const uint32 kNumUGCResultsPerPage = 50; |
||||
const uint32 k_cchDeveloperMetadataMax = 5000; |
||||
|
||||
// Details for a single published file/UGC
|
||||
struct SteamUGCDetails_t |
||||
{ |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
EResult m_eResult; // The result of the operation.
|
||||
EWorkshopFileType m_eFileType; // Type of the file
|
||||
AppId_t m_nCreatorAppID; // ID of the app that created this file.
|
||||
AppId_t m_nConsumerAppID; // ID of the app that will consume this file.
|
||||
char m_rgchTitle[k_cchPublishedDocumentTitleMax]; // title of document
|
||||
char m_rgchDescription[k_cchPublishedDocumentDescriptionMax]; // description of document
|
||||
uint64 m_ulSteamIDOwner; // Steam ID of the user who created this content.
|
||||
uint32 m_rtimeCreated; // time when the published file was created
|
||||
uint32 m_rtimeUpdated; // time when the published file was last updated
|
||||
uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
|
||||
ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
|
||||
bool m_bBanned; // whether the file was banned
|
||||
bool m_bAcceptedForUse; // developer has specifically flagged this item as accepted in the Workshop
|
||||
bool m_bTagsTruncated; // whether the list of tags was too long to be returned in the provided buffer
|
||||
char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
|
||||
// file/url information
|
||||
UGCHandle_t m_hFile; // The handle of the primary file
|
||||
UGCHandle_t m_hPreviewFile; // The handle of the preview file
|
||||
char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
|
||||
int32 m_nFileSize; // Size of the primary file
|
||||
int32 m_nPreviewFileSize; // Size of the preview file
|
||||
char m_rgchURL[k_cchPublishedFileURLMax]; // URL (for a video or a website)
|
||||
// voting information
|
||||
uint32 m_unVotesUp; // number of votes up
|
||||
uint32 m_unVotesDown; // number of votes down
|
||||
float m_flScore; // calculated score
|
||||
// collection details
|
||||
uint32 m_unNumChildren;
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam UGC support API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUGC |
||||
{ |
||||
public: |
||||
|
||||
// Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1.
|
||||
virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; |
||||
|
||||
// Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1.
|
||||
STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage ) |
||||
virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; |
||||
|
||||
// Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set.
|
||||
STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor ) |
||||
virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; |
||||
|
||||
// Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this)
|
||||
virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; |
||||
|
||||
// Send the query to Steam
|
||||
STEAM_CALL_RESULT( SteamUGCQueryCompleted_t ) |
||||
virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0; |
||||
|
||||
// Retrieve an individual result after receiving the callback for querying UGC
|
||||
virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; |
||||
virtual uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) = 0; |
||||
virtual bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; |
||||
virtual bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; |
||||
virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; |
||||
virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; |
||||
virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; |
||||
virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0; |
||||
virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; |
||||
virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; |
||||
virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; |
||||
virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; |
||||
|
||||
// Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found.
|
||||
STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) |
||||
virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; |
||||
|
||||
virtual uint32 GetQueryUGCContentDescriptors( UGCQueryHandle_t handle, uint32 index, EUGCContentDescriptorID *pvecDescriptors, uint32 cMaxEntries ) = 0; |
||||
|
||||
// Release the request to free up memory, after retrieving results
|
||||
virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; |
||||
|
||||
// Options to set for querying UGC
|
||||
virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; |
||||
virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group
|
||||
virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; |
||||
virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; |
||||
virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; |
||||
virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0; |
||||
virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0; |
||||
virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0; |
||||
virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0; |
||||
virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0; |
||||
virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0; |
||||
virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0; |
||||
virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0; |
||||
|
||||
// Options only for querying user UGC
|
||||
virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0; |
||||
|
||||
// Options only for querying all UGC
|
||||
virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; |
||||
virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; |
||||
virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; |
||||
virtual bool SetTimeCreatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; |
||||
virtual bool SetTimeUpdatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; |
||||
virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; |
||||
|
||||
// DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead!
|
||||
STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t ) |
||||
virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; |
||||
|
||||
// Steam Workshop Creator API
|
||||
STEAM_CALL_RESULT( CreateItemResult_t ) |
||||
virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet
|
||||
|
||||
virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate()
|
||||
|
||||
virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item
|
||||
virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item
|
||||
virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set
|
||||
virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax)
|
||||
virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item
|
||||
virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags, bool bAllowAdminTags = false ) = 0; // change the tags of an UGC item
|
||||
virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder
|
||||
virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size
|
||||
virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size.
|
||||
virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function)
|
||||
virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key
|
||||
virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag.
|
||||
virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size
|
||||
virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item
|
||||
virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size
|
||||
virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item
|
||||
virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted)
|
||||
virtual bool AddContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) = 0; |
||||
virtual bool RemoveContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) = 0; |
||||
|
||||
STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) |
||||
virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate()
|
||||
virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0; |
||||
|
||||
// Steam Workshop Consumer API
|
||||
STEAM_CALL_RESULT( SetUserItemVoteResult_t ) |
||||
virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0; |
||||
STEAM_CALL_RESULT( GetUserItemVoteResult_t ) |
||||
virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0; |
||||
STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) |
||||
virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; |
||||
STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) |
||||
virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; |
||||
STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) |
||||
virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP
|
||||
STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) |
||||
virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits
|
||||
virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items
|
||||
virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs
|
||||
|
||||
// get EItemState flags about item on this client
|
||||
virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0; |
||||
|
||||
// get info about currently installed content on disc for items that have k_EItemStateInstalled set
|
||||
// if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder)
|
||||
virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0; |
||||
|
||||
// get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once
|
||||
virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; |
||||
|
||||
// download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed,
|
||||
// then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time.
|
||||
// If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP.
|
||||
virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0; |
||||
|
||||
// game servers can set a specific workshop folder before issuing any UGC commands.
|
||||
// This is helpful if you want to support multiple game servers running out of the same install folder
|
||||
virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0; |
||||
|
||||
// SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends
|
||||
virtual void SuspendDownloads( bool bSuspend ) = 0; |
||||
|
||||
// usage tracking
|
||||
STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t ) |
||||
virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; |
||||
STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) |
||||
virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; |
||||
STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) |
||||
virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0; |
||||
|
||||
// parent-child relationship or dependency management
|
||||
STEAM_CALL_RESULT( AddUGCDependencyResult_t ) |
||||
virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; |
||||
STEAM_CALL_RESULT( RemoveUGCDependencyResult_t ) |
||||
virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; |
||||
|
||||
// add/remove app dependence/requirements (usually DLC)
|
||||
STEAM_CALL_RESULT( AddAppDependencyResult_t ) |
||||
virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; |
||||
STEAM_CALL_RESULT( RemoveAppDependencyResult_t ) |
||||
virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; |
||||
// request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times
|
||||
// until all app dependencies have been returned
|
||||
STEAM_CALL_RESULT( GetAppDependenciesResult_t ) |
||||
virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0; |
||||
|
||||
// delete the item without prompting the user
|
||||
STEAM_CALL_RESULT( DeleteItemResult_t ) |
||||
virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; |
||||
|
||||
// Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not
|
||||
virtual bool ShowWorkshopEULA() = 0; |
||||
// Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA
|
||||
STEAM_CALL_RESULT( WorkshopEULAStatus_t ) |
||||
virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; |
||||
|
||||
// Return the user's community content descriptor preferences
|
||||
virtual uint32 GetUserContentDescriptorPreferences( EUGCContentDescriptorID *pvecDescriptors, uint32 cMaxEntries ) = 0; |
||||
}; |
||||
|
||||
#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION018" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUGC *SteamUGC(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUGC *, SteamUGC, STEAMUGC_INTERFACE_VERSION ); |
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamUGC *SteamGameServerUGC(); |
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamUGC *, SteamGameServerUGC, STEAMUGC_INTERFACE_VERSION ); |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback for querying UGC
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamUGCQueryCompleted_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 1 }; |
||||
UGCQueryHandle_t m_handle; |
||||
EResult m_eResult; |
||||
uint32 m_unNumResultsReturned; |
||||
uint32 m_unTotalMatchingResults; |
||||
bool m_bCachedData; // indicates whether this data was retrieved from the local on-disk cache
|
||||
char m_rgchNextCursor[k_cchPublishedFileURLMax]; // If a paging cursor was used, then this will be the next cursor to get the next result set.
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback for requesting details on one piece of UGC
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamUGCRequestUGCDetailsResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 2 }; |
||||
SteamUGCDetails_t m_details; |
||||
bool m_bCachedData; // indicates whether this data was retrieved from the local on-disk cache
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result for ISteamUGC::CreateItem()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct CreateItemResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 3 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; // new item got this UGC PublishFileID
|
||||
bool m_bUserNeedsToAcceptWorkshopLegalAgreement; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result for ISteamUGC::SubmitItemUpdate()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SubmitItemUpdateResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 4 }; |
||||
EResult m_eResult; |
||||
bool m_bUserNeedsToAcceptWorkshopLegalAgreement; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a Workshop item has been installed or updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ItemInstalled_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 5 }; |
||||
AppId_t m_unAppID; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of DownloadItem(), existing item files can be accessed again
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DownloadItemResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 6 }; |
||||
AppId_t m_unAppID; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of AddItemToFavorites() or RemoveItemFromFavorites()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserFavoriteItemsListChanged_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 7 }; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
EResult m_eResult; |
||||
bool m_bWasAddRequest; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to SetUserItemVote()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SetUserItemVoteResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 8 }; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
EResult m_eResult; |
||||
bool m_bVoteUp; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to GetUserItemVote()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GetUserItemVoteResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 9 }; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
EResult m_eResult; |
||||
bool m_bVotedUp; |
||||
bool m_bVotedDown; |
||||
bool m_bVoteSkipped; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to StartPlaytimeTracking()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct StartPlaytimeTrackingResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 10 }; |
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to StopPlaytimeTracking()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct StopPlaytimeTrackingResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 11 }; |
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to AddDependency
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AddUGCDependencyResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 12 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
PublishedFileId_t m_nChildPublishedFileId; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to RemoveDependency
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RemoveUGCDependencyResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 13 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
PublishedFileId_t m_nChildPublishedFileId; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to AddAppDependency
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AddAppDependencyResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 14 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
AppId_t m_nAppID; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to RemoveAppDependency
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RemoveAppDependencyResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 15 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
AppId_t m_nAppID; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to GetAppDependencies. Callback may be called
|
||||
// multiple times until all app dependencies have been returned.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GetAppDependenciesResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 16 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
AppId_t m_rgAppIDs[32]; |
||||
uint32 m_nNumAppDependencies; // number returned in this struct
|
||||
uint32 m_nTotalNumAppDependencies; // total found
|
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The result of a call to DeleteItem
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DeleteItemResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 17 }; |
||||
EResult m_eResult; |
||||
PublishedFileId_t m_nPublishedFileId; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: signal that the list of subscribed items changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserSubscribedItemsListChanged_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 18 }; |
||||
AppId_t m_nAppID; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Status of the user's acceptable/rejection of the app's specific Workshop EULA
|
||||
//-----------------------------------------------------------------------------
|
||||
struct WorkshopEULAStatus_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUGCCallbacks + 20 }; |
||||
EResult m_eResult; |
||||
AppId_t m_nAppID; |
||||
uint32 m_unVersion; |
||||
RTime32 m_rtAction; |
||||
bool m_bAccepted; |
||||
bool m_bNeedsAction; |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMUGC_H
|
@ -0,0 +1,439 @@ |
||||
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSER_H |
||||
#define ISTEAMUSER_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for accessing and manipulating a steam account
|
||||
// associated with one client instance
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUser |
||||
{ |
||||
public: |
||||
// returns the HSteamUser this interface represents
|
||||
// this is only used internally by the API, and by a few select interfaces that support multi-user
|
||||
virtual HSteamUser GetHSteamUser() = 0; |
||||
|
||||
// returns true if the Steam client current has a live connection to the Steam servers.
|
||||
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
|
||||
// The Steam client will automatically be trying to recreate the connection as often as possible.
|
||||
virtual bool BLoggedOn() = 0; |
||||
|
||||
// returns the CSteamID of the account currently logged into the Steam client
|
||||
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
|
||||
virtual CSteamID GetSteamID() = 0; |
||||
|
||||
// Multiplayer Authentication functions
|
||||
|
||||
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
|
||||
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
|
||||
//
|
||||
// Parameters:
|
||||
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
|
||||
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
|
||||
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
||||
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
|
||||
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
||||
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
|
||||
//
|
||||
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
|
||||
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual int InitiateGameConnection_DEPRECATED( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0; |
||||
|
||||
// notify of disconnect
|
||||
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual void TerminateGameConnection_DEPRECATED( uint32 unIPServer, uint16 usPortServer ) = 0; |
||||
|
||||
// Legacy functions
|
||||
|
||||
// used by only a few games to track usage events
|
||||
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0; |
||||
|
||||
// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
|
||||
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
|
||||
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0; |
||||
|
||||
// Starts voice recording. Once started, use GetVoice() to get the data
|
||||
virtual void StartVoiceRecording( ) = 0; |
||||
|
||||
// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
|
||||
// a little bit after this function is called. GetVoice() should continue to be called until it returns
|
||||
// k_eVoiceResultNotRecording
|
||||
virtual void StopVoiceRecording( ) = 0; |
||||
|
||||
// Determine the size of captured audio data that is available from GetVoice.
|
||||
// Most applications will only use compressed data and should ignore the other
|
||||
// parameters, which exist primarily for backwards compatibility. See comments
|
||||
// below for further explanation of "uncompressed" data.
|
||||
virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// NOTE: "uncompressed" audio is a deprecated feature and should not be used
|
||||
// by most applications. It is raw single-channel 16-bit PCM wave data which
|
||||
// may have been run through preprocessing filters and/or had silence removed,
|
||||
// so the uncompressed audio could have a shorter duration than you expect.
|
||||
// There may be no data at all during long periods of silence. Also, fetching
|
||||
// uncompressed audio will cause GetVoice to discard any leftover compressed
|
||||
// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
|
||||
// not precisely accurate when the uncompressed size is requested. So if you
|
||||
// really need to use uncompressed audio, you should call GetVoice frequently
|
||||
// with two very large (20kb+) output buffers instead of trying to allocate
|
||||
// perfectly-sized buffers. But most applications should ignore all of these
|
||||
// details and simply leave the "uncompressed" parameters as NULL/zero.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Read captured audio data from the microphone buffer. This should be called
|
||||
// at least once per frame, and preferably every few milliseconds, to keep the
|
||||
// microphone input delay as low as possible. Most applications will only use
|
||||
// compressed data and should pass NULL/zero for the "uncompressed" parameters.
|
||||
// Compressed data can be transmitted by your application and decoded into raw
|
||||
// using the DecompressVoice function below.
|
||||
virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; |
||||
|
||||
// Decodes the compressed voice data returned by GetVoice. The output data is
|
||||
// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
|
||||
// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
|
||||
// If the output buffer is not large enough, then *nBytesWritten will be set
|
||||
// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
|
||||
// It is suggested to start with a 20kb buffer and reallocate as necessary.
|
||||
virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0; |
||||
|
||||
// This returns the native sample rate of the Steam voice decompressor; using
|
||||
// this sample rate for DecompressVoice will perform the least CPU processing.
|
||||
// However, the final audio quality will depend on how well the audio device
|
||||
// (and/or your application's audio output SDK) deals with lower sample rates.
|
||||
// You may find that you get the best audio output quality when you ignore
|
||||
// this function and use the native sample rate of your audio output device,
|
||||
// which is usually 48000 or 44100.
|
||||
virtual uint32 GetVoiceOptimalSampleRate() = 0; |
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you.
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
// SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to
|
||||
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
|
||||
// if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID
|
||||
// not to be used for "ISteamUserAuth\AuthenticateUserTicket" - it will fail
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) = 0; |
||||
|
||||
// Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket"
|
||||
// pchIdentity is an optional input parameter to identify the service the ticket will be sent to
|
||||
// the ticket will be returned in callback GetTicketForWebApiResponse_t
|
||||
virtual HAuthTicket GetAuthTicketForWebApi( const char *pchIdentity ) = 0; |
||||
|
||||
// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
|
||||
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
|
||||
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; |
||||
|
||||
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
||||
virtual void EndAuthSession( CSteamID steamID ) = 0; |
||||
|
||||
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
||||
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; |
||||
|
||||
// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
|
||||
// to determine if the user owns downloadable content specified by the provided AppID.
|
||||
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; |
||||
|
||||
// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
|
||||
// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
|
||||
virtual bool BIsBehindNAT() = 0; |
||||
|
||||
// set data to be replicated to friends so that they can join your game
|
||||
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
||||
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
||||
virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0; |
||||
|
||||
// Requests a ticket encrypted with an app specific shared key
|
||||
// pDataToInclude, cbDataToInclude will be encrypted into the ticket
|
||||
// ( This is asynchronous, you must wait for the ticket to be completed by the server )
|
||||
STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) |
||||
virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; |
||||
|
||||
// Retrieves a finished ticket.
|
||||
// If no ticket is available, or your buffer is too small, returns false.
|
||||
// Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer
|
||||
// (if true was returned), or the size needed (if false was returned). To determine the
|
||||
// proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket
|
||||
// is available, *pcbTicket will contain the size needed, otherwise it will be zero.
|
||||
virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; |
||||
|
||||
// Trading Card badges data access
|
||||
// if you only have one set of cards, the series will be 1
|
||||
// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
|
||||
virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0; |
||||
|
||||
// gets the Steam Level of the user, as shown on their profile
|
||||
virtual int GetPlayerSteamLevel() = 0; |
||||
|
||||
// Requests a URL which authenticates an in-game browser for store check-out,
|
||||
// and then redirects to the specified URL. As long as the in-game browser
|
||||
// accepts and handles session cookies, Steam microtransaction checkout pages
|
||||
// will automatically recognize the user instead of presenting a login page.
|
||||
// The result of this API call will be a StoreAuthURLResponse_t callback.
|
||||
// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
|
||||
// so you should only call this API when you are about to launch the browser,
|
||||
// or else immediately navigate to the result URL using a hidden browser window.
|
||||
// NOTE 2: The resulting authorization cookie has an expiration time of one day,
|
||||
// so it would be a good idea to request and visit a new auth URL every 12 hours.
|
||||
STEAM_CALL_RESULT( StoreAuthURLResponse_t ) |
||||
virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; |
||||
|
||||
// gets whether the users phone number is verified
|
||||
virtual bool BIsPhoneVerified() = 0; |
||||
|
||||
// gets whether the user has two factor enabled on their account
|
||||
virtual bool BIsTwoFactorEnabled() = 0; |
||||
|
||||
// gets whether the users phone number is identifying
|
||||
virtual bool BIsPhoneIdentifying() = 0; |
||||
|
||||
// gets whether the users phone number is awaiting (re)verification
|
||||
virtual bool BIsPhoneRequiringVerification() = 0; |
||||
|
||||
STEAM_CALL_RESULT( MarketEligibilityResponse_t ) |
||||
virtual SteamAPICall_t GetMarketEligibility() = 0; |
||||
|
||||
// Retrieves anti indulgence / duration control for current user
|
||||
STEAM_CALL_RESULT( DurationControl_t ) |
||||
virtual SteamAPICall_t GetDurationControl() = 0; |
||||
|
||||
// Advise steam china duration control system about the online state of the game.
|
||||
// This will prevent offline gameplay time from counting against a user's
|
||||
// playtime limits.
|
||||
virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0; |
||||
|
||||
}; |
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser023" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUser *SteamUser(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUser *, SteamUser, STEAMUSER_INTERFACE_VERSION ); |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when an authenticated connection to the Steam back-end has been established.
|
||||
// This means the Steam client now has a working connection to the Steam servers.
|
||||
// Usually this will have occurred before the game has launched, and should
|
||||
// only be seen if the user has dropped connection due to a networking issue
|
||||
// or a Steam server update.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersConnected_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 1 }; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connection attempt has failed
|
||||
// this will occur periodically if the Steam client is not connected,
|
||||
// and has failed in it's retry to establish a connection
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServerConnectFailure_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 2 }; |
||||
EResult m_eResult; |
||||
bool m_bStillRetrying; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called if the client has lost connection to the Steam servers
|
||||
// real-time services will be disabled until a matching SteamServersConnected_t has been posted
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersDisconnected_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 3 }; |
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server,
|
||||
// which it may be in the process of or already connected to.
|
||||
// The game client should immediately disconnect upon receiving this message.
|
||||
// This can usually occur if the user doesn't have rights to play on the game server.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ClientGameServerDeny_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 13 }; |
||||
|
||||
uint32 m_uAppID; |
||||
uint32 m_unGameServerIP; |
||||
uint16 m_usGameServerPort; |
||||
uint16 m_bSecure; |
||||
uint32 m_uReason; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks)
|
||||
// When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect.
|
||||
// This usually occurs in the rare event the Steam client has some kind of fatal error.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCFailure_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 }; |
||||
enum EFailureType
|
||||
{
|
||||
k_EFailureFlushedCallbackQueue,
|
||||
k_EFailurePipeFail, |
||||
}; |
||||
uint8 m_eFailureType; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Signaled whenever licenses change
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LicensesUpdated_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 25 }; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for BeginAuthSession
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ValidateAuthTicketResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 43 }; |
||||
CSteamID m_SteamID; |
||||
EAuthSessionResponse m_eAuthSessionResponse; |
||||
CSteamID m_OwnerSteamID; // different from m_SteamID if borrowed
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a user has responded to a microtransaction authorization request
|
||||
//-----------------------------------------------------------------------------
|
||||
struct MicroTxnAuthorizationResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 52 }; |
||||
|
||||
uint32 m_unAppID; // AppID for this microtransaction
|
||||
uint64 m_ulOrderID; // OrderID provided for the microtransaction
|
||||
uint8 m_bAuthorized; // if user authorized transaction
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result from RequestEncryptedAppTicket
|
||||
//-----------------------------------------------------------------------------
|
||||
struct EncryptedAppTicketResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 54 }; |
||||
|
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for GetAuthSessionTicket
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GetAuthSessionTicketResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 63 }; |
||||
HAuthTicket m_hAuthTicket; |
||||
EResult m_eResult; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent to your game in response to a steam://gamewebcallback/ command
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameWebCallback_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 64 }; |
||||
char m_szURL[256]; |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL
|
||||
//-----------------------------------------------------------------------------
|
||||
struct StoreAuthURLResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 65 }; |
||||
char m_szURL[512]; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent in response to ISteamUser::GetMarketEligibility
|
||||
//-----------------------------------------------------------------------------
|
||||
struct MarketEligibilityResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 66 }; |
||||
bool m_bAllowed; |
||||
EMarketNotAllowedReasonFlags m_eNotAllowedReason; |
||||
RTime32 m_rtAllowedAtTime; |
||||
|
||||
int m_cdaySteamGuardRequiredDays; // The number of days any user is required to have had Steam Guard before they can use the market
|
||||
int m_cdayNewDeviceCooldown; // The number of days after initial device authorization a user must wait before using the market on that device
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent for games with enabled anti indulgence / duration control, for
|
||||
// enabled users. Lets the game know whether the user can keep playing or
|
||||
// whether the game should exit, and returns info about remaining gameplay time.
|
||||
//
|
||||
// This callback is fired asynchronously in response to timers triggering.
|
||||
// It is also fired in response to calls to GetDurationControl().
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DurationControl_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 67 }; |
||||
|
||||
EResult m_eResult; // result of call (always k_EResultOK for asynchronous timer-based notifications)
|
||||
AppId_t m_appid; // appid generating playtime
|
||||
|
||||
bool m_bApplicable; // is duration control applicable to user + game combination
|
||||
int32 m_csecsLast5h; // playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in seconds
|
||||
|
||||
EDurationControlProgress m_progress; // recommended progress (either everything is fine, or please exit game)
|
||||
EDurationControlNotification m_notification; // notification to show, if any (always k_EDurationControlNotification_None for API calls)
|
||||
|
||||
int32 m_csecsToday; // playtime on current calendar day
|
||||
int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit
|
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for GetTicketForWebApi
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GetTicketForWebApiResponse_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamUserCallbacks + 68 }; |
||||
HAuthTicket m_hAuthTicket; |
||||
EResult m_eResult; |
||||
int m_cubTicket; |
||||
static const int k_nCubTicketMaxLength = 2560; |
||||
uint8 m_rgubTicket[k_nCubTicketMaxLength]; |
||||
}; |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // ISTEAMUSER_H
|
@ -0,0 +1,68 @@ |
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Video
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMVIDEO_H |
||||
#define ISTEAMVIDEO_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api_common.h" |
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Video API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamVideo |
||||
{ |
||||
public: |
||||
|
||||
// Get a URL suitable for streaming the given Video app ID's video
|
||||
virtual void GetVideoURL( AppId_t unVideoAppID ) = 0; |
||||
|
||||
// returns true if user is uploading a live broadcast
|
||||
virtual bool IsBroadcasting( int *pnNumViewers ) = 0; |
||||
|
||||
// Get the OPF Details for 360 Video Playback
|
||||
STEAM_CALL_BACK( GetOPFSettingsResult_t ) |
||||
virtual void GetOPFSettings( AppId_t unVideoAppID ) = 0; |
||||
virtual bool GetOPFStringForApp( AppId_t unVideoAppID, char *pchBuffer, int32 *pnBufferSize ) = 0; |
||||
}; |
||||
|
||||
#define STEAMVIDEO_INTERFACE_VERSION "STEAMVIDEO_INTERFACE_V002" |
||||
|
||||
// Global interface accessor
|
||||
inline ISteamVideo *SteamVideo(); |
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamVideo *, SteamVideo, STEAMVIDEO_INTERFACE_VERSION ); |
||||
|
||||
STEAM_CALLBACK_BEGIN( GetVideoURLResult_t, k_iSteamVideoCallbacks + 11 ) |
||||
STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult ) |
||||
STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID ) |
||||
STEAM_CALLBACK_MEMBER( 2, char, m_rgchURL[256] ) |
||||
STEAM_CALLBACK_END(3) |
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( GetOPFSettingsResult_t, k_iSteamVideoCallbacks + 24 ) |
||||
STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult ) |
||||
STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID ) |
||||
STEAM_CALLBACK_END(2) |
||||
|
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
|
||||
#endif // ISTEAMVIDEO_H
|
Binary file not shown.
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@ -0,0 +1,374 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// This header includes *all* of the interfaces and callback structures
|
||||
// in the Steamworks SDK, and some high level functions to control the SDK
|
||||
// (init, shutdown, etc) that you probably only need in one or two files.
|
||||
//
|
||||
// To save your compile times, we recommend that you not include this file
|
||||
// in header files. Instead, include the specific headers for the interfaces
|
||||
// and callback structures you need. The one file you might consider including
|
||||
// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H |
||||
#define STEAM_API_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
// Basic stuff
|
||||
#include "steam_api_common.h" |
||||
|
||||
// All of the interfaces
|
||||
#include "isteamclient.h" |
||||
#include "isteamuser.h" |
||||
#include "isteamfriends.h" |
||||
#include "isteamutils.h" |
||||
#include "isteammatchmaking.h" |
||||
#include "isteamuserstats.h" |
||||
#include "isteamapps.h" |
||||
#include "isteamnetworking.h" |
||||
#include "isteamremotestorage.h" |
||||
#include "isteamscreenshots.h" |
||||
#include "isteammusic.h" |
||||
#include "isteammusicremote.h" |
||||
#include "isteamhttp.h" |
||||
#include "isteamcontroller.h" |
||||
#include "isteamugc.h" |
||||
#include "isteamhtmlsurface.h" |
||||
#include "isteaminventory.h" |
||||
#include "isteamvideo.h" |
||||
#include "isteamparentalsettings.h" |
||||
#include "isteaminput.h" |
||||
#include "isteamremoteplay.h" |
||||
#include "isteamnetworkingmessages.h" |
||||
#include "isteamnetworkingsockets.h" |
||||
#include "isteamnetworkingutils.h" |
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
enum ESteamAPIInitResult |
||||
{ |
||||
k_ESteamAPIInitResult_OK = 0, |
||||
k_ESteamAPIInitResult_FailedGeneric = 1, // Some other failure
|
||||
k_ESteamAPIInitResult_NoSteamClient = 2, // We cannot connect to Steam, steam probably isn't running
|
||||
k_ESteamAPIInitResult_VersionMismatch = 3, // Steam client appears to be out of date
|
||||
}; |
||||
|
||||
// Initializing the Steamworks SDK
|
||||
// -----------------------------
|
||||
//
|
||||
// There are three different methods you can use to initialize the Steamworks SDK, depending on
|
||||
// your project's environment. You should only use one method in your project.
|
||||
//
|
||||
// If you are able to include this C++ header in your project, we recommend using the following
|
||||
// initialization methods. They will ensure that all ISteam* interfaces defined in other
|
||||
// C++ header files have versions that are supported by the user's Steam Client:
|
||||
// - SteamAPI_InitEx() for new projects so you can show a detailed error message to the user
|
||||
// - SteamAPI_Init() for existing projects that only display a generic error message
|
||||
//
|
||||
// If you are unable to include this C++ header in your project and are dynamically loading
|
||||
// Steamworks SDK methods from dll/so, you can use the following method:
|
||||
// - SteamAPI_InitFlat()
|
||||
|
||||
|
||||
// See "Initializing the Steamworks SDK" above for how to choose an init method.
|
||||
// On success k_ESteamAPIInitResult_OK is returned. Otherwise, returns a value that can be used
|
||||
// to create a localized error message for the user. If pOutErrMsg is non-NULL,
|
||||
// it will receive an example error message, in English, that explains the reason for the failure.
|
||||
//
|
||||
// Example usage:
|
||||
//
|
||||
// SteamErrMsg errMsg;
|
||||
// if ( SteamAPI_Init(&errMsg) != k_ESteamAPIInitResult_OK )
|
||||
// FatalError( "Failed to init Steam. %s", errMsg );
|
||||
inline ESteamAPIInitResult SteamAPI_InitEx( SteamErrMsg *pOutErrMsg ); |
||||
|
||||
// See "Initializing the Steamworks SDK" above for how to choose an init method.
|
||||
// Returns true on success
|
||||
inline bool SteamAPI_Init() |
||||
{ |
||||
return SteamAPI_InitEx( NULL ) == k_ESteamAPIInitResult_OK; |
||||
} |
||||
|
||||
// See "Initializing the Steamworks SDK" above for how to choose an init method.
|
||||
// Same usage as SteamAPI_InitEx(), however does not verify ISteam* interfaces are
|
||||
// supported by the user's client and is exported from the dll
|
||||
S_API ESteamAPIInitResult S_CALLTYPE SteamAPI_InitFlat( SteamErrMsg *pOutErrMsg ); |
||||
|
||||
// SteamAPI_Shutdown should be called during process shutdown if possible.
|
||||
S_API void S_CALLTYPE SteamAPI_Shutdown(); |
||||
|
||||
// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
|
||||
//
|
||||
// Returns true if the current process should terminate. Steam is now re-launching your application.
|
||||
//
|
||||
// Returns false if no action needs to be taken. This means that your executable was started through
|
||||
// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
|
||||
// Your current process should continue if false is returned.
|
||||
//
|
||||
// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
|
||||
// since the DRM wrapper will ensure that your application was launched properly through Steam.
|
||||
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ); |
||||
|
||||
// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
|
||||
// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
|
||||
// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
|
||||
// program never needs to explicitly call this function.
|
||||
S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory(); |
||||
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID ); |
||||
S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ); |
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
|
||||
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning(); |
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name.
|
||||
// DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs
|
||||
S_API const char *SteamAPI_GetSteamInstallPath(); |
||||
|
||||
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
|
||||
// This is ignored if you are using the manual callback dispatch method
|
||||
S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks ); |
||||
|
||||
#if defined( VERSION_SAFE_STEAM_API_INTERFACES ) |
||||
// exists only for backwards compat with code written against older SDKs
|
||||
S_API bool S_CALLTYPE SteamAPI_InitSafe(); |
||||
#endif |
||||
|
||||
#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS) |
||||
// this should be called before the game initialized the steam APIs
|
||||
// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
|
||||
// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
|
||||
// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
|
||||
// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
|
||||
// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
|
||||
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback ); |
||||
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID ); |
||||
#endif |
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// Manual callback loop
|
||||
//
|
||||
// An alternative method for dispatching callbacks. Similar to a windows message loop.
|
||||
//
|
||||
// If you use the manual callback dispatch, you must NOT use:
|
||||
//
|
||||
// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
|
||||
// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
|
||||
//
|
||||
// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
|
||||
/*
|
||||
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe()
|
||||
SteamAPI_ManualDispatch_RunFrame( hSteamPipe ) |
||||
CallbackMsg_t callback; |
||||
while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) ) |
||||
{ |
||||
// Check for dispatching API call results
|
||||
if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback ) |
||||
{ |
||||
SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback. |
||||
void *pTmpCallResult = malloc( pCallback->m_cubParam ); |
||||
bool bFailed; |
||||
if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) ) |
||||
{ |
||||
// Dispatch the call result to the registered handler(s) for the
|
||||
// call identified by pCallCompleted->m_hAsyncCall
|
||||
} |
||||
free( pTmpCallResult ); |
||||
} |
||||
else |
||||
{ |
||||
// Look at callback.m_iCallback to see what kind of callback it is,
|
||||
// and dispatch to appropriate handler(s)
|
||||
} |
||||
SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe ); |
||||
} |
||||
|
||||
*/ |
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
|
||||
/// you use any of the other manual dispatch functions below.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init(); |
||||
|
||||
/// Perform certain periodic actions that need to be performed.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe ); |
||||
|
||||
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
|
||||
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
|
||||
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ); |
||||
|
||||
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe ); |
||||
|
||||
/// Return the call result for the specified call on the specified pipe. You really should
|
||||
/// only call this in a handler for SteamAPICallCompleted_t callback.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ); |
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// CSteamAPIContext
|
||||
//
|
||||
// Deprecated! This is not necessary any more. Please use the global accessors directly
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
#ifndef STEAM_API_EXPORTS |
||||
|
||||
inline bool CSteamAPIContext::Init() |
||||
{ |
||||
m_pSteamClient = ::SteamClient(); |
||||
if ( !m_pSteamClient ) |
||||
return false; |
||||
|
||||
m_pSteamUser = ::SteamUser(); |
||||
if ( !m_pSteamUser ) |
||||
return false; |
||||
|
||||
m_pSteamFriends = ::SteamFriends(); |
||||
if ( !m_pSteamFriends ) |
||||
return false; |
||||
|
||||
m_pSteamUtils = ::SteamUtils(); |
||||
if ( !m_pSteamUtils ) |
||||
return false; |
||||
|
||||
m_pSteamMatchmaking = ::SteamMatchmaking(); |
||||
if ( !m_pSteamMatchmaking ) |
||||
return false; |
||||
|
||||
m_pSteamGameSearch = ::SteamGameSearch(); |
||||
if ( !m_pSteamGameSearch ) |
||||
return false; |
||||
|
||||
#if !defined( IOSALL) // Not yet supported on iOS.
|
||||
m_pSteamMatchmakingServers = ::SteamMatchmakingServers(); |
||||
if ( !m_pSteamMatchmakingServers ) |
||||
return false; |
||||
#endif |
||||
|
||||
m_pSteamUserStats = ::SteamUserStats(); |
||||
if ( !m_pSteamUserStats ) |
||||
return false; |
||||
|
||||
m_pSteamApps = ::SteamApps(); |
||||
if ( !m_pSteamApps ) |
||||
return false; |
||||
|
||||
m_pSteamNetworking = ::SteamNetworking(); |
||||
if ( !m_pSteamNetworking ) |
||||
return false; |
||||
|
||||
m_pSteamRemoteStorage = ::SteamRemoteStorage(); |
||||
if ( !m_pSteamRemoteStorage ) |
||||
return false; |
||||
|
||||
m_pSteamScreenshots = ::SteamScreenshots(); |
||||
if ( !m_pSteamScreenshots ) |
||||
return false; |
||||
|
||||
m_pSteamHTTP = ::SteamHTTP(); |
||||
if ( !m_pSteamHTTP ) |
||||
return false; |
||||
|
||||
m_pController = ::SteamController(); |
||||
if ( !m_pController ) |
||||
return false; |
||||
|
||||
m_pSteamUGC = ::SteamUGC(); |
||||
if ( !m_pSteamUGC ) |
||||
return false; |
||||
|
||||
m_pSteamMusic = ::SteamMusic(); |
||||
if ( !m_pSteamMusic ) |
||||
return false; |
||||
|
||||
m_pSteamMusicRemote = ::SteamMusicRemote(); |
||||
if ( !m_pSteamMusicRemote ) |
||||
return false; |
||||
|
||||
#if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
|
||||
m_pSteamHTMLSurface = ::SteamHTMLSurface(); |
||||
if ( !m_pSteamHTMLSurface ) |
||||
return false; |
||||
#endif |
||||
|
||||
m_pSteamInventory = ::SteamInventory(); |
||||
if ( !m_pSteamInventory ) |
||||
return false; |
||||
|
||||
m_pSteamVideo = ::SteamVideo(); |
||||
if ( !m_pSteamVideo ) |
||||
return false; |
||||
|
||||
m_pSteamParentalSettings = ::SteamParentalSettings(); |
||||
if ( !m_pSteamParentalSettings ) |
||||
return false; |
||||
|
||||
m_pSteamInput = ::SteamInput(); |
||||
if ( !m_pSteamInput ) |
||||
return false; |
||||
|
||||
return true; |
||||
} |
||||
|
||||
#endif |
||||
|
||||
// Internal implementation of SteamAPI_InitEx. This is done in a way that checks
|
||||
// all of the versions of interfaces from headers being compiled into this code.
|
||||
S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_SteamAPI_Init( const char *pszInternalCheckInterfaceVersions, SteamErrMsg *pOutErrMsg ); |
||||
inline ESteamAPIInitResult SteamAPI_InitEx( SteamErrMsg *pOutErrMsg ) |
||||
{ |
||||
const char *pszInternalCheckInterfaceVersions =
|
||||
STEAMUTILS_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION "\0" |
||||
STEAMAPPS_INTERFACE_VERSION "\0" |
||||
STEAMCONTROLLER_INTERFACE_VERSION "\0" |
||||
STEAMFRIENDS_INTERFACE_VERSION "\0" |
||||
STEAMGAMESEARCH_INTERFACE_VERSION "\0" |
||||
STEAMHTMLSURFACE_INTERFACE_VERSION "\0" |
||||
STEAMHTTP_INTERFACE_VERSION "\0" |
||||
STEAMINPUT_INTERFACE_VERSION "\0" |
||||
STEAMINVENTORY_INTERFACE_VERSION "\0" |
||||
STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "\0" |
||||
STEAMMATCHMAKING_INTERFACE_VERSION "\0" |
||||
STEAMMUSICREMOTE_INTERFACE_VERSION "\0" |
||||
STEAMMUSIC_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKING_INTERFACE_VERSION "\0" |
||||
STEAMPARENTALSETTINGS_INTERFACE_VERSION "\0" |
||||
STEAMPARTIES_INTERFACE_VERSION "\0" |
||||
STEAMREMOTEPLAY_INTERFACE_VERSION "\0" |
||||
STEAMREMOTESTORAGE_INTERFACE_VERSION "\0" |
||||
STEAMSCREENSHOTS_INTERFACE_VERSION "\0" |
||||
STEAMUGC_INTERFACE_VERSION "\0" |
||||
STEAMUSERSTATS_INTERFACE_VERSION "\0" |
||||
STEAMUSER_INTERFACE_VERSION "\0" |
||||
STEAMVIDEO_INTERFACE_VERSION "\0" |
||||
|
||||
"\0"; |
||||
|
||||
return SteamInternal_SteamAPI_Init( pszInternalCheckInterfaceVersions, pOutErrMsg ); |
||||
} |
||||
|
||||
#endif // STEAM_API_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,249 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Steamworks SDK minimal include
|
||||
//
|
||||
// Defines the minimal set of things we need to use any single interface
|
||||
// or register for any callback.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_COMMON_H |
||||
#define STEAM_API_COMMON_H |
||||
|
||||
#include "steamtypes.h" |
||||
#include "steamclientpublic.h" |
||||
|
||||
// S_API defines the linkage and calling conventions for steam_api.dll exports
|
||||
#if defined( _WIN32 ) && !defined( _X360 ) |
||||
#if defined( STEAM_API_EXPORTS ) |
||||
#define S_API extern "C" __declspec( dllexport ) |
||||
#elif defined( STEAM_API_NODLL ) |
||||
#define S_API extern "C" |
||||
#else |
||||
#define S_API extern "C" __declspec( dllimport ) |
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( __GNUC__ ) |
||||
#if defined( STEAM_API_EXPORTS ) |
||||
#define S_API extern "C" __attribute__ ((visibility("default"))) |
||||
#else |
||||
#define S_API extern "C" |
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS ) |
||||
#define S_API extern "C" |
||||
#else |
||||
#define S_API extern "C" |
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif |
||||
|
||||
#if defined( __cplusplus ) && ( __cplusplus >= 201103L ) |
||||
#define S_OVERRIDE override |
||||
#else |
||||
#define S_OVERRIDE |
||||
#endif |
||||
|
||||
#if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN) |
||||
#define STEAM_PRIVATE_API( ... ) __VA_ARGS__ |
||||
#elif defined(STEAM_API_EXPORTS) && defined(API_GEN) |
||||
#define STEAM_PRIVATE_API( ... ) |
||||
#else |
||||
#define STEAM_PRIVATE_API( ... ) protected: __VA_ARGS__ public: |
||||
#endif |
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe; |
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser; |
||||
|
||||
// A fixed size buffer to receive an error message that is returned by some API
|
||||
// calls.
|
||||
const int k_cchMaxSteamErrMsg = 1024; |
||||
typedef char SteamErrMsg[ k_cchMaxSteamErrMsg ]; |
||||
|
||||
// #define away __cdecl on posix.
|
||||
// This is really, really bad. We're sorry. But it's been this way for
|
||||
// a long time now and it's scary to change it, as there may be others that
|
||||
// depend on it.
|
||||
#ifndef _WIN32 |
||||
#define __cdecl |
||||
#endif |
||||
|
||||
// function prototype
|
||||
extern "C" typedef void ( S_CALLTYPE *SteamAPIWarningMessageHook_t )( int, const char * ); |
||||
extern "C" typedef uint32 ( S_CALLTYPE *SteamAPI_CheckCallbackRegistered_t )( int iCallbackNum ); |
||||
#if defined( __SNC__ ) |
||||
#pragma diag_suppress=1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
|
||||
#endif |
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback and call-result helpers
|
||||
//
|
||||
// The following macros and classes are used to register your application for
|
||||
// callbacks and call-results, which are delivered in a predictable manner.
|
||||
//
|
||||
// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
|
||||
// They map a Steam notification callback directly to a class member function
|
||||
// which is automatically prototyped as "void func( callback_type *pParam )".
|
||||
//
|
||||
// CCallResult is used with specific Steam APIs that return "result handles".
|
||||
// The handle can be passed to a CCallResult object's Set function, along with
|
||||
// an object pointer and member-function pointer. The member function will
|
||||
// be executed once the results of the Steam API call are available.
|
||||
//
|
||||
// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
|
||||
// macros if you require finer control over registration and unregistration.
|
||||
//
|
||||
// Callbacks and call-results are queued automatically and are only
|
||||
// delivered/executed when your application calls SteamAPI_RunCallbacks().
|
||||
//
|
||||
// Note that there is an alternative, lower level callback dispatch mechanism.
|
||||
// See SteamAPI_ManualDispatch_Init
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// Dispatch all queued Steamworks callbacks.
|
||||
//
|
||||
// This is safe to call from multiple threads simultaneously,
|
||||
// but if you choose to do this, callback code could be executed on any thread.
|
||||
// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
|
||||
// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
|
||||
S_API void S_CALLTYPE SteamAPI_RunCallbacks(); |
||||
|
||||
// Declares a callback member function plus a helper member variable which
|
||||
// registers the callback on object creation and unregisters on destruction.
|
||||
// The optional fourth 'var' param exists only for backwards-compatibility
|
||||
// and can be ignored.
|
||||
#define STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \ |
||||
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) ) |
||||
|
||||
// Declares a callback function and a named CCallbackManual variable which
|
||||
// has Register and Unregister functions instead of automatic registration.
|
||||
#define STEAM_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ |
||||
CCallbackManual< thisclass, callback_type > var; void func( callback_type *pParam ) |
||||
|
||||
// Dispatch callbacks relevant to the gameserver client and interfaces.
|
||||
// To register for these, you need to use STEAM_GAMESERVER_CALLBACK.
|
||||
// (Or call SetGameserverFlag on your CCallbackBase object.)
|
||||
S_API void S_CALLTYPE SteamGameServer_RunCallbacks(); |
||||
|
||||
// Same as STEAM_CALLBACK, but for callbacks on the gameserver interface.
|
||||
// These will be dispatched during SteamGameServer_RunCallbacks
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \ |
||||
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) ) |
||||
#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ |
||||
CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam ) |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks and call results - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase |
||||
{ |
||||
public: |
||||
CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; } |
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0; |
||||
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0; |
||||
int GetICallback() { return m_iCallback; } |
||||
virtual int GetCallbackSizeBytes() = 0; |
||||
|
||||
protected: |
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 }; |
||||
uint8 m_nCallbackFlags; |
||||
int m_iCallback; |
||||
friend class CCallbackMgr; |
||||
|
||||
private: |
||||
CCallbackBase( const CCallbackBase& ); |
||||
CCallbackBase& operator=( const CCallbackBase& ); |
||||
}; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: templated base for callbacks - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
template< int sizeof_P > |
||||
class CCallbackImpl : protected CCallbackBase |
||||
{ |
||||
public: |
||||
virtual ~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); } |
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; } |
||||
|
||||
protected: |
||||
friend class CCallbackMgr; |
||||
virtual void Run( void *pvParam ) S_OVERRIDE = 0; |
||||
virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) S_OVERRIDE { Run( pvParam ); } |
||||
virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof_P; } |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam async call result to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P > |
||||
class CCallResult : private CCallbackBase |
||||
{ |
||||
public: |
||||
typedef void (T::*func_t)( P*, bool ); |
||||
|
||||
CCallResult(); |
||||
~CCallResult(); |
||||
|
||||
void Set( SteamAPICall_t hAPICall, T *p, func_t func ); |
||||
bool IsActive() const; |
||||
void Cancel(); |
||||
|
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; } |
||||
private: |
||||
virtual void Run( void *pvParam ) S_OVERRIDE; |
||||
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) S_OVERRIDE; |
||||
virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof( P ); } |
||||
|
||||
SteamAPICall_t m_hAPICall; |
||||
T *m_pObj; |
||||
func_t m_Func; |
||||
}; |
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct,
|
||||
// bGameserver = listen for gameserver callbacks instead of client callbacks
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameserver = false > |
||||
class CCallback : public CCallbackImpl< sizeof( P ) > |
||||
{ |
||||
public: |
||||
typedef void (T::*func_t)(P*); |
||||
|
||||
// NOTE: If you can't provide the correct parameters at construction time, you should
|
||||
// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
|
||||
CCallback( T *pObj, func_t func ); |
||||
|
||||
void Register( T *pObj, func_t func ); |
||||
void Unregister(); |
||||
|
||||
protected: |
||||
virtual void Run( void *pvParam ) S_OVERRIDE; |
||||
|
||||
T *m_pObj; |
||||
func_t m_Func; |
||||
}; |
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: subclass of CCallback which allows default-construction in
|
||||
// an unregistered state; you must call Register manually
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer = false > |
||||
class CCallbackManual : public CCallback< T, P, bGameServer > |
||||
{ |
||||
public: |
||||
CCallbackManual() : CCallback< T, P, bGameServer >( nullptr, nullptr ) {} |
||||
|
||||
// Inherits public Register and Unregister functions from base class
|
||||
}; |
||||
|
||||
// Internal implementation details for all of the above
|
||||
#include "steam_api_internal.h" |
||||
|
||||
#endif // STEAM_API_COMMON_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,396 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Internal implementation details of the steamworks SDK.
|
||||
//
|
||||
// You should be able to figure out how to use the SDK by reading
|
||||
// steam_api_common.h, and should not need to understand anything in here.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef STEAM_CALLBACK_BEGIN |
||||
#error "This file should only be included from steam_api_common.h" |
||||
#endif |
||||
|
||||
#include <string.h> |
||||
|
||||
// Internal functions used to locate/create interfaces
|
||||
S_API HSteamPipe S_CALLTYPE SteamAPI_GetHSteamPipe(); |
||||
S_API HSteamUser S_CALLTYPE SteamAPI_GetHSteamUser(); |
||||
S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe(); |
||||
S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser(); |
||||
S_API void *S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData ); |
||||
S_API void *S_CALLTYPE SteamInternal_CreateInterface( const char *ver ); |
||||
S_API void *S_CALLTYPE SteamInternal_FindOrCreateUserInterface( HSteamUser hSteamUser, const char *pszVersion ); |
||||
S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser hSteamUser, const char *pszVersion ); |
||||
|
||||
// Macro used to define a type-safe accessor that will always return the version
|
||||
// of the interface of the *header file* you are compiling with! We also bounce
|
||||
// through a safety function that checks for interfaces being created or destroyed.
|
||||
//
|
||||
// SteamInternal_ContextInit takes a base pointer for the equivalent of
|
||||
// struct { void (*pFn)(void* pCtx); uintptr_t counter; void *ptr; }
|
||||
// Do not change layout or add non-pointer aligned data!
|
||||
#define STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, expr, kind, version ) \ |
||||
inline void S_CALLTYPE SteamInternal_Init_ ## name( type *p ) { *p = (type)( expr ); } \
|
||||
STEAM_CLANG_ATTR( "interface_accessor_kind:" kind ";interface_accessor_version:" version ";" ) \
|
||||
inline type name() { \
|
||||
static void* s_CallbackCounterAndContext[ 3 ] = { (void*)&SteamInternal_Init_ ## name, 0, 0 }; \
|
||||
return *(type*)SteamInternal_ContextInit( s_CallbackCounterAndContext ); \
|
||||
} |
||||
|
||||
#define STEAM_DEFINE_USER_INTERFACE_ACCESSOR( type, name, version ) \ |
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateUserInterface( SteamAPI_GetHSteamUser(), version ), "user", version ) |
||||
#define STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( type, name, version ) \ |
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateGameServerInterface( SteamGameServer_GetHSteamUser(), version ), "gameserver", version ) |
||||
|
||||
//
|
||||
// Internal stuff used for the standard, higher-level callback mechanism
|
||||
//
|
||||
|
||||
// Internal functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ); |
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ); |
||||
// Internal functions used by the utility CCallResult objects to receive async call results
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); |
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); |
||||
|
||||
#define _STEAM_CALLBACK_OFFSETOF( type, member ) ( (size_t)( (char *)&( (type *)0 )->member ) ) |
||||
#define _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param ) |
||||
#define _STEAM_CALLBACK_HELPER( _1, _2, SELECTED, ... ) _STEAM_CALLBACK_##SELECTED |
||||
#define _STEAM_CALLBACK_SELECT( X, Y ) _STEAM_CALLBACK_HELPER X Y |
||||
#define _STEAM_CALLBACK_3( extra_code, thisclass, func, param ) \ |
||||
struct CCallbackInternal_ ## func : private CCallbackImpl< sizeof( param ) > { \
|
||||
CCallbackInternal_ ## func () { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
|
||||
CCallbackInternal_ ## func ( const CCallbackInternal_ ## func & ) { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
|
||||
CCallbackInternal_ ## func & operator=( const CCallbackInternal_ ## func & ) { return *this; } \
|
||||
private: virtual void Run( void *pvParam ) S_OVERRIDE { _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param ) \
|
||||
thisclass *pOuter = reinterpret_cast<thisclass*>( reinterpret_cast<char*>(this) - _STEAM_CALLBACK_OFFSETOF( thisclass, m_steamcallback_ ## func ) ); \
|
||||
pOuter->func( reinterpret_cast<param*>( pvParam ) ); \
|
||||
} \
|
||||
} m_steamcallback_ ## func ; void func( param *pParam ) |
||||
#define _STEAM_CALLBACK_4( _, thisclass, func, param, var ) \ |
||||
CCallback< thisclass, param > var; void func( param *pParam ) |
||||
#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \ |
||||
CCallback< thisclass, param, true > var; void func( param *pParam ) |
||||
|
||||
#ifndef API_GEN |
||||
|
||||
template< class T, class P > |
||||
inline CCallResult<T, P>::CCallResult() |
||||
{ |
||||
m_hAPICall = k_uAPICallInvalid; |
||||
m_pObj = nullptr; |
||||
m_Func = nullptr; |
||||
m_iCallback = P::k_iCallback; |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline void CCallResult<T, P>::Set( SteamAPICall_t hAPICall, T *p, func_t func ) |
||||
{ |
||||
if ( m_hAPICall ) |
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall ); |
||||
|
||||
m_hAPICall = hAPICall; |
||||
m_pObj = p; |
||||
m_Func = func; |
||||
|
||||
if ( hAPICall ) |
||||
SteamAPI_RegisterCallResult( this, hAPICall ); |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline bool CCallResult<T, P>::IsActive() const |
||||
{ |
||||
return (m_hAPICall != k_uAPICallInvalid); |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline void CCallResult<T, P>::Cancel() |
||||
{ |
||||
if ( m_hAPICall != k_uAPICallInvalid ) |
||||
{ |
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall ); |
||||
m_hAPICall = k_uAPICallInvalid; |
||||
} |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline CCallResult<T, P>::~CCallResult() |
||||
{ |
||||
Cancel(); |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline void CCallResult<T, P>::Run( void *pvParam ) |
||||
{ |
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P *)pvParam, false); |
||||
} |
||||
|
||||
template< class T, class P > |
||||
inline void CCallResult<T, P>::Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) |
||||
{ |
||||
if ( hSteamAPICall == m_hAPICall ) |
||||
{ |
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P *)pvParam, bIOFailure); |
||||
} |
||||
} |
||||
|
||||
template< class T, class P, bool bGameserver > |
||||
inline CCallback< T, P, bGameserver >::CCallback( T *pObj, func_t func ) |
||||
: m_pObj( nullptr ), m_Func( nullptr ) |
||||
{ |
||||
if ( bGameserver ) |
||||
{ |
||||
this->SetGameserverFlag(); |
||||
} |
||||
Register( pObj, func ); |
||||
} |
||||
|
||||
template< class T, class P, bool bGameserver > |
||||
inline void CCallback< T, P, bGameserver >::Register( T *pObj, func_t func ) |
||||
{ |
||||
if ( !pObj || !func ) |
||||
return; |
||||
|
||||
if ( this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered ) |
||||
Unregister(); |
||||
|
||||
m_pObj = pObj; |
||||
m_Func = func; |
||||
// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback ); |
||||
} |
||||
|
||||
template< class T, class P, bool bGameserver > |
||||
inline void CCallback< T, P, bGameserver >::Unregister() |
||||
{ |
||||
// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
|
||||
SteamAPI_UnregisterCallback( this ); |
||||
} |
||||
|
||||
template< class T, class P, bool bGameserver > |
||||
inline void CCallback< T, P, bGameserver >::Run( void *pvParam ) |
||||
{ |
||||
(m_pObj->*m_Func)((P *)pvParam); |
||||
} |
||||
|
||||
#endif // #ifndef API_GEN
|
||||
|
||||
// structure that contains client callback data
|
||||
// see callbacks documentation for more details
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx |
||||
#endif |
||||
|
||||
/// Internal structure used in manual callback dispatch
|
||||
struct CallbackMsg_t |
||||
{ |
||||
HSteamUser m_hSteamUser; // Specific user to whom this callback applies.
|
||||
int m_iCallback; // Callback identifier. (Corresponds to the k_iCallback enum in the callback structure.)
|
||||
uint8 *m_pubParam; // Points to the callback structure
|
||||
int m_cubParam; // Size of the data pointed to by m_pubParam
|
||||
}; |
||||
#pragma pack( pop ) |
||||
|
||||
// Macros to define steam callback structures. Used internally for debugging
|
||||
#ifdef STEAM_CALLBACK_INSPECTION_ENABLED |
||||
#include "../../clientdll/steam_api_callback_inspection.h" |
||||
#else |
||||
#define STEAM_CALLBACK_BEGIN( callbackname, callbackid ) struct callbackname { enum { k_iCallback = callbackid }; |
||||
#define STEAM_CALLBACK_MEMBER( varidx, vartype, varname ) vartype varname ; |
||||
#define STEAM_CALLBACK_MEMBER_ARRAY( varidx, vartype, varname, varcount ) vartype varname [ varcount ]; |
||||
#define STEAM_CALLBACK_END(nArgs) }; |
||||
#endif |
||||
|
||||
// Forward declare all of the Steam interfaces. (Do we really need to do this?)
|
||||
class ISteamClient; |
||||
class ISteamUser; |
||||
class ISteamGameServer; |
||||
class ISteamFriends; |
||||
class ISteamUtils; |
||||
class ISteamMatchmaking; |
||||
class ISteamContentServer; |
||||
class ISteamMatchmakingServers; |
||||
class ISteamUserStats; |
||||
class ISteamApps; |
||||
class ISteamNetworking; |
||||
class ISteamRemoteStorage; |
||||
class ISteamScreenshots; |
||||
class ISteamMusic; |
||||
class ISteamMusicRemote; |
||||
class ISteamGameServerStats; |
||||
class ISteamPS3OverlayRender; |
||||
class ISteamHTTP; |
||||
class ISteamController; |
||||
class ISteamUGC; |
||||
class ISteamHTMLSurface; |
||||
class ISteamInventory; |
||||
class ISteamVideo; |
||||
class ISteamParentalSettings; |
||||
class ISteamGameSearch; |
||||
class ISteamInput; |
||||
class ISteamParties; |
||||
class ISteamRemotePlay; |
||||
|
||||
// Forward declare types
|
||||
struct SteamNetworkingIdentity; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 }; |
||||
enum { k_iSteamGameServerCallbacks = 200 }; |
||||
enum { k_iSteamFriendsCallbacks = 300 }; |
||||
enum { k_iSteamBillingCallbacks = 400 }; |
||||
enum { k_iSteamMatchmakingCallbacks = 500 }; |
||||
enum { k_iSteamContentServerCallbacks = 600 }; |
||||
enum { k_iSteamUtilsCallbacks = 700 }; |
||||
enum { k_iSteamAppsCallbacks = 1000 }; |
||||
enum { k_iSteamUserStatsCallbacks = 1100 }; |
||||
enum { k_iSteamNetworkingCallbacks = 1200 }; |
||||
enum { k_iSteamNetworkingSocketsCallbacks = 1220 }; |
||||
enum { k_iSteamNetworkingMessagesCallbacks = 1250 }; |
||||
enum { k_iSteamNetworkingUtilsCallbacks = 1280 }; |
||||
enum { k_iSteamRemoteStorageCallbacks = 1300 }; |
||||
enum { k_iSteamGameServerItemsCallbacks = 1500 }; |
||||
enum { k_iSteamGameCoordinatorCallbacks = 1700 }; |
||||
enum { k_iSteamGameServerStatsCallbacks = 1800 }; |
||||
enum { k_iSteam2AsyncCallbacks = 1900 }; |
||||
enum { k_iSteamGameStatsCallbacks = 2000 }; |
||||
enum { k_iSteamHTTPCallbacks = 2100 }; |
||||
enum { k_iSteamScreenshotsCallbacks = 2300 }; |
||||
// NOTE: 2500-2599 are reserved
|
||||
enum { k_iSteamStreamLauncherCallbacks = 2600 }; |
||||
enum { k_iSteamControllerCallbacks = 2800 }; |
||||
enum { k_iSteamUGCCallbacks = 3400 }; |
||||
enum { k_iSteamStreamClientCallbacks = 3500 }; |
||||
enum { k_iSteamMusicCallbacks = 4000 }; |
||||
enum { k_iSteamMusicRemoteCallbacks = 4100 }; |
||||
enum { k_iSteamGameNotificationCallbacks = 4400 };
|
||||
enum { k_iSteamHTMLSurfaceCallbacks = 4500 }; |
||||
enum { k_iSteamVideoCallbacks = 4600 }; |
||||
enum { k_iSteamInventoryCallbacks = 4700 }; |
||||
enum { k_ISteamParentalSettingsCallbacks = 5000 }; |
||||
enum { k_iSteamGameSearchCallbacks = 5200 }; |
||||
enum { k_iSteamPartiesCallbacks = 5300 }; |
||||
enum { k_iSteamSTARCallbacks = 5500 }; |
||||
enum { k_iSteamRemotePlayCallbacks = 5700 }; |
||||
enum { k_iSteamChatCallbacks = 5900 }; |
||||
// NOTE: Internal "IClientXxx" callback IDs go in clientenums.h
|
||||
|
||||
// Macros used to annotate various Steamworks interfaces to generate the
|
||||
// flat API
|
||||
#ifdef API_GEN |
||||
# define STEAM_CLANG_ATTR(ATTR) __attribute__((annotate( ATTR ))) |
||||
#else |
||||
# define STEAM_CLANG_ATTR(ATTR) |
||||
#endif |
||||
|
||||
#define STEAM_OUT_STRUCT() STEAM_CLANG_ATTR( "out_struct: ;" ) |
||||
#define STEAM_OUT_STRING() STEAM_CLANG_ATTR( "out_string: ;" ) |
||||
#define STEAM_OUT_ARRAY_CALL(COUNTER,FUNCTION,PARAMS) STEAM_CLANG_ATTR( "out_array_call:" #COUNTER "," #FUNCTION "," #PARAMS ";" ) |
||||
#define STEAM_OUT_ARRAY_COUNT(COUNTER, DESC) STEAM_CLANG_ATTR( "out_array_count:" #COUNTER ";desc:" #DESC ) |
||||
#define STEAM_ARRAY_COUNT(COUNTER) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";" ) |
||||
#define STEAM_ARRAY_COUNT_D(COUNTER, DESC) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";desc:" #DESC ) |
||||
#define STEAM_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "buffer_count:" #COUNTER ";" ) |
||||
#define STEAM_OUT_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_buffer_count:" #COUNTER ";" ) |
||||
#define STEAM_OUT_STRING_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_string_count:" #COUNTER ";" ) |
||||
#define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";") |
||||
#define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";") |
||||
#define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";") |
||||
#define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";") |
||||
|
||||
// CSteamAPIContext encapsulates the Steamworks API global accessors into
|
||||
// a single object.
|
||||
//
|
||||
// DEPRECATED: Used the global interface accessors instead!
|
||||
//
|
||||
// This will be removed in a future iteration of the SDK
|
||||
class CSteamAPIContext |
||||
{ |
||||
public: |
||||
CSteamAPIContext() { Clear(); } |
||||
inline void Clear() { memset( this, 0, sizeof(*this) ); } |
||||
inline bool Init(); // NOTE: This is defined in steam_api.h, to avoid this file having to include everything
|
||||
ISteamClient* SteamClient() const { return m_pSteamClient; } |
||||
ISteamUser* SteamUser() const { return m_pSteamUser; } |
||||
ISteamFriends* SteamFriends() const { return m_pSteamFriends; } |
||||
ISteamUtils* SteamUtils() const { return m_pSteamUtils; } |
||||
ISteamMatchmaking* SteamMatchmaking() const { return m_pSteamMatchmaking; } |
||||
ISteamGameSearch* SteamGameSearch() const { return m_pSteamGameSearch; } |
||||
ISteamUserStats* SteamUserStats() const { return m_pSteamUserStats; } |
||||
ISteamApps* SteamApps() const { return m_pSteamApps; } |
||||
ISteamMatchmakingServers* SteamMatchmakingServers() const { return m_pSteamMatchmakingServers; } |
||||
ISteamNetworking* SteamNetworking() const { return m_pSteamNetworking; } |
||||
ISteamRemoteStorage* SteamRemoteStorage() const { return m_pSteamRemoteStorage; } |
||||
ISteamScreenshots* SteamScreenshots() const { return m_pSteamScreenshots; } |
||||
ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; } |
||||
ISteamController* SteamController() const { return m_pController; } |
||||
ISteamUGC* SteamUGC() const { return m_pSteamUGC; } |
||||
ISteamMusic* SteamMusic() const { return m_pSteamMusic; } |
||||
ISteamMusicRemote* SteamMusicRemote() const { return m_pSteamMusicRemote; } |
||||
ISteamHTMLSurface* SteamHTMLSurface() const { return m_pSteamHTMLSurface; } |
||||
ISteamInventory* SteamInventory() const { return m_pSteamInventory; } |
||||
ISteamVideo* SteamVideo() const { return m_pSteamVideo; } |
||||
ISteamParentalSettings* SteamParentalSettings() const { return m_pSteamParentalSettings; } |
||||
ISteamInput* SteamInput() const { return m_pSteamInput; } |
||||
private: |
||||
ISteamClient *m_pSteamClient; |
||||
ISteamUser *m_pSteamUser; |
||||
ISteamFriends *m_pSteamFriends; |
||||
ISteamUtils *m_pSteamUtils; |
||||
ISteamMatchmaking *m_pSteamMatchmaking; |
||||
ISteamGameSearch *m_pSteamGameSearch; |
||||
ISteamUserStats *m_pSteamUserStats; |
||||
ISteamApps *m_pSteamApps; |
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers; |
||||
ISteamNetworking *m_pSteamNetworking; |
||||
ISteamRemoteStorage *m_pSteamRemoteStorage; |
||||
ISteamScreenshots *m_pSteamScreenshots; |
||||
ISteamHTTP *m_pSteamHTTP; |
||||
ISteamController *m_pController; |
||||
ISteamUGC *m_pSteamUGC; |
||||
ISteamMusic *m_pSteamMusic; |
||||
ISteamMusicRemote *m_pSteamMusicRemote; |
||||
ISteamHTMLSurface *m_pSteamHTMLSurface; |
||||
ISteamInventory *m_pSteamInventory; |
||||
ISteamVideo *m_pSteamVideo; |
||||
ISteamParentalSettings *m_pSteamParentalSettings; |
||||
ISteamInput *m_pSteamInput; |
||||
}; |
||||
|
||||
class CSteamGameServerAPIContext |
||||
{ |
||||
public: |
||||
CSteamGameServerAPIContext() { Clear(); } |
||||
inline void Clear() { memset( this, 0, sizeof(*this) ); } |
||||
inline bool Init(); // NOTE: This is defined in steam_gameserver.h, to avoid this file having to include everything
|
||||
|
||||
ISteamClient *SteamClient() const { return m_pSteamClient; } |
||||
ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; } |
||||
ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; } |
||||
ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; } |
||||
ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; } |
||||
ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; } |
||||
ISteamInventory *SteamInventory() const { return m_pSteamInventory; } |
||||
ISteamUGC *SteamUGC() const { return m_pSteamUGC; } |
||||
|
||||
private: |
||||
ISteamClient *m_pSteamClient; |
||||
ISteamGameServer *m_pSteamGameServer; |
||||
ISteamUtils *m_pSteamGameServerUtils; |
||||
ISteamNetworking *m_pSteamGameServerNetworking; |
||||
ISteamGameServerStats *m_pSteamGameServerStats; |
||||
ISteamHTTP *m_pSteamHTTP; |
||||
ISteamInventory *m_pSteamInventory; |
||||
ISteamUGC *m_pSteamUGC; |
||||
}; |
||||
|
||||
|
@ -0,0 +1,137 @@ |
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H |
||||
#define STEAM_GAMESERVER_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
#include "steam_api.h" |
||||
#include "isteamgameserver.h" |
||||
#include "isteamgameserverstats.h" |
||||
|
||||
enum EServerMode |
||||
{ |
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
|
||||
/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a
|
||||
/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket
|
||||
/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket.
|
||||
const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff; |
||||
|
||||
// DEPRECATED: This old name was really confusing.
|
||||
const uint16 MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE = STEAMGAMESERVER_QUERY_PORT_SHARED; |
||||
|
||||
// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
|
||||
//
|
||||
// After calling this function, you should set any additional server parameters, and then
|
||||
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
|
||||
//
|
||||
// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero
|
||||
// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
|
||||
// the IP you desire is the one used in the server browser.
|
||||
// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
|
||||
// own socket bound to this port.
|
||||
// - usQueryPort is the port that will manage server browser related duties and info
|
||||
// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it
|
||||
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
|
||||
// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and
|
||||
// ISteamGameServer::GetNextOutgoingPacket.)
|
||||
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
|
||||
// server is out of date. (Only servers with the latest version will be listed.)
|
||||
//
|
||||
// On success k_ESteamAPIInitResult_OK is returned. Otherwise, if pOutErrMsg is non-NULL,
|
||||
// it will receive a non-localized message that explains the reason for the failure
|
||||
inline ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg ); |
||||
|
||||
// This function is included for compatibility with older SDK.
|
||||
// You can use it if you don't care about decent error handling
|
||||
inline bool SteamGameServer_Init( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) |
||||
{ |
||||
return SteamGameServer_InitEx( unIP, usGamePort, usQueryPort, eServerMode, pchVersionString, NULL ) == k_ESteamAPIInitResult_OK; |
||||
} |
||||
|
||||
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
|
||||
S_API void SteamGameServer_Shutdown(); |
||||
|
||||
// Most Steam API functions allocate some amount of thread-local memory for
|
||||
// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
|
||||
// will free all API-related memory associated with the calling thread.
|
||||
// This memory is released automatically by SteamGameServer_RunCallbacks(),
|
||||
// so single-threaded servers do not need to explicitly call this function.
|
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory(); |
||||
|
||||
S_API bool SteamGameServer_BSecure(); |
||||
S_API uint64 SteamGameServer_GetSteamID(); |
||||
|
||||
// Older SDKs exported this global pointer, but it is no longer supported.
|
||||
// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
|
||||
// safely access the ISteamClient APIs from your game server application.
|
||||
//S_API ISteamClient *g_pSteamClientGameServer;
|
||||
|
||||
// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
|
||||
// is no longer supported. Use SteamGameServer_Init instead.
|
||||
//S_API void S_CALLTYPE SteamGameServer_InitSafe();
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Internal implementation details below
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_EXPORTS |
||||
// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init() |
||||
{ |
||||
m_pSteamClient = ::SteamGameServerClient(); |
||||
if ( !m_pSteamClient ) |
||||
return false; |
||||
|
||||
m_pSteamGameServer = ::SteamGameServer(); |
||||
m_pSteamGameServerUtils = ::SteamGameServerUtils(); |
||||
m_pSteamGameServerNetworking = ::SteamGameServerNetworking(); |
||||
m_pSteamGameServerStats = ::SteamGameServerStats(); |
||||
m_pSteamHTTP = ::SteamGameServerHTTP(); |
||||
m_pSteamInventory = ::SteamGameServerInventory(); |
||||
m_pSteamUGC = ::SteamGameServerUGC(); |
||||
if ( !m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats |
||||
|| !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC ) |
||||
return false; |
||||
|
||||
return true; |
||||
} |
||||
#endif |
||||
|
||||
S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_GameServer_Init_V2( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, const char *pszInternalCheckInterfaceVersions, SteamErrMsg *pOutErrMsg ); |
||||
inline ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg ) |
||||
{ |
||||
const char *pszInternalCheckInterfaceVersions =
|
||||
STEAMUTILS_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION "\0" |
||||
|
||||
STEAMGAMESERVER_INTERFACE_VERSION "\0" |
||||
STEAMGAMESERVERSTATS_INTERFACE_VERSION "\0" |
||||
STEAMHTTP_INTERFACE_VERSION "\0" |
||||
STEAMINVENTORY_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKING_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "\0" |
||||
STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "\0" |
||||
STEAMUGC_INTERFACE_VERSION "\0" |
||||
"\0"; |
||||
return SteamInternal_GameServer_Init_V2( unIP, usGamePort, usQueryPort, eServerMode, pchVersionString, pszInternalCheckInterfaceVersions, pOutErrMsg ); |
||||
} |
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory() |
||||
{ |
||||
SteamAPI_ReleaseCurrentThreadMemory(); |
||||
} |
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,40 @@ |
||||
//========= Copyright © 1996-2010, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose: utilities to decode/decrypt a ticket from the
|
||||
// ISteamUser::RequestEncryptedAppTicket, ISteamUser::GetEncryptedAppTicket API
|
||||
//
|
||||
// To use: declare CSteamEncryptedAppTicket, then call BDecryptTicket
|
||||
// if BDecryptTicket returns true, other accessors are valid
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#include "steam_api.h" |
||||
|
||||
static const int k_nSteamEncryptedAppTicketSymmetricKeyLen = 32;
|
||||
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BDecryptTicket( const uint8 *rgubTicketEncrypted, uint32 cubTicketEncrypted, |
||||
uint8 *rgubTicketDecrypted, uint32 *pcubTicketDecrypted, |
||||
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen], int cubKey ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketForApp( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID ); |
||||
|
||||
S_API RTime32 SteamEncryptedAppTicket_GetTicketIssueTime( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); |
||||
|
||||
S_API void SteamEncryptedAppTicket_GetTicketSteamID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, CSteamID *psteamID ); |
||||
|
||||
S_API AppId_t SteamEncryptedAppTicket_GetTicketAppID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserOwnsAppInTicket( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserIsVacBanned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BGetAppDefinedValue( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pValue ); |
||||
|
||||
S_API const uint8 *SteamEncryptedAppTicket_GetUserVariableData( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pcubUserData ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketSigned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, const uint8 *pubRSAKey, uint32 cubRSAKey ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseBorrowed( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); |
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseTemporary( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); |
@ -0,0 +1,105 @@ |
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: HTTP related enums, stuff that is shared by both clients and servers, and our
|
||||
// UI projects goes here.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMHTTPENUMS_H |
||||
#define STEAMHTTPENUMS_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
// HTTP related types
|
||||
|
||||
// This enum is used in client API methods, do not re-number existing values.
|
||||
enum EHTTPMethod |
||||
{ |
||||
k_EHTTPMethodInvalid = 0, |
||||
k_EHTTPMethodGET, |
||||
k_EHTTPMethodHEAD, |
||||
k_EHTTPMethodPOST, |
||||
k_EHTTPMethodPUT, |
||||
k_EHTTPMethodDELETE, |
||||
k_EHTTPMethodOPTIONS, |
||||
k_EHTTPMethodPATCH, |
||||
|
||||
// The remaining HTTP methods are not yet supported, per rfc2616 section 5.1.1 only GET and HEAD are required for
|
||||
// a compliant general purpose server. We'll likely add more as we find uses for them.
|
||||
|
||||
// k_EHTTPMethodTRACE,
|
||||
// k_EHTTPMethodCONNECT
|
||||
}; |
||||
|
||||
|
||||
// HTTP Status codes that the server can send in response to a request, see rfc2616 section 10.3 for descriptions
|
||||
// of each of these.
|
||||
enum EHTTPStatusCode |
||||
{ |
||||
// Invalid status code (this isn't defined in HTTP, used to indicate unset in our code)
|
||||
k_EHTTPStatusCodeInvalid = 0, |
||||
|
||||
// Informational codes
|
||||
k_EHTTPStatusCode100Continue = 100, |
||||
k_EHTTPStatusCode101SwitchingProtocols = 101, |
||||
|
||||
// Success codes
|
||||
k_EHTTPStatusCode200OK = 200, |
||||
k_EHTTPStatusCode201Created = 201, |
||||
k_EHTTPStatusCode202Accepted = 202, |
||||
k_EHTTPStatusCode203NonAuthoritative = 203, |
||||
k_EHTTPStatusCode204NoContent = 204, |
||||
k_EHTTPStatusCode205ResetContent = 205, |
||||
k_EHTTPStatusCode206PartialContent = 206, |
||||
|
||||
// Redirection codes
|
||||
k_EHTTPStatusCode300MultipleChoices = 300, |
||||
k_EHTTPStatusCode301MovedPermanently = 301, |
||||
k_EHTTPStatusCode302Found = 302, |
||||
k_EHTTPStatusCode303SeeOther = 303, |
||||
k_EHTTPStatusCode304NotModified = 304, |
||||
k_EHTTPStatusCode305UseProxy = 305, |
||||
//k_EHTTPStatusCode306Unused = 306, (used in old HTTP spec, now unused in 1.1)
|
||||
k_EHTTPStatusCode307TemporaryRedirect = 307, |
||||
k_EHTTPStatusCode308PermanentRedirect = 308, |
||||
|
||||
// Error codes
|
||||
k_EHTTPStatusCode400BadRequest = 400, |
||||
k_EHTTPStatusCode401Unauthorized = 401, // You probably want 403 or something else. 401 implies you're sending a WWW-Authenticate header and the client can sent an Authorization header in response.
|
||||
k_EHTTPStatusCode402PaymentRequired = 402, // This is reserved for future HTTP specs, not really supported by clients
|
||||
k_EHTTPStatusCode403Forbidden = 403, |
||||
k_EHTTPStatusCode404NotFound = 404, |
||||
k_EHTTPStatusCode405MethodNotAllowed = 405, |
||||
k_EHTTPStatusCode406NotAcceptable = 406, |
||||
k_EHTTPStatusCode407ProxyAuthRequired = 407, |
||||
k_EHTTPStatusCode408RequestTimeout = 408, |
||||
k_EHTTPStatusCode409Conflict = 409, |
||||
k_EHTTPStatusCode410Gone = 410, |
||||
k_EHTTPStatusCode411LengthRequired = 411, |
||||
k_EHTTPStatusCode412PreconditionFailed = 412, |
||||
k_EHTTPStatusCode413RequestEntityTooLarge = 413, |
||||
k_EHTTPStatusCode414RequestURITooLong = 414, |
||||
k_EHTTPStatusCode415UnsupportedMediaType = 415, |
||||
k_EHTTPStatusCode416RequestedRangeNotSatisfiable = 416, |
||||
k_EHTTPStatusCode417ExpectationFailed = 417, |
||||
k_EHTTPStatusCode4xxUnknown = 418, // 418 is reserved, so we'll use it to mean unknown
|
||||
k_EHTTPStatusCode429TooManyRequests = 429, |
||||
k_EHTTPStatusCode444ConnectionClosed = 444, // nginx only?
|
||||
|
||||
// Server error codes
|
||||
k_EHTTPStatusCode500InternalServerError = 500, |
||||
k_EHTTPStatusCode501NotImplemented = 501, |
||||
k_EHTTPStatusCode502BadGateway = 502, |
||||
k_EHTTPStatusCode503ServiceUnavailable = 503, |
||||
k_EHTTPStatusCode504GatewayTimeout = 504, |
||||
k_EHTTPStatusCode505HTTPVersionNotSupported = 505, |
||||
k_EHTTPStatusCode5xxUnknown = 599, |
||||
}; |
||||
|
||||
inline bool BIsHTTPStatusSuccess( EHTTPStatusCode eStatus ) |
||||
{ |
||||
return eStatus >= 200 && eStatus <= 299; |
||||
} |
||||
|
||||
#endif // STEAMHTTPENUMS_H
|
@ -0,0 +1,135 @@ |
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
|
||||
#ifndef STEAMNETWORKINGFAKEIP_H |
||||
#define STEAMNETWORKINGFAKEIP_H |
||||
#pragma once |
||||
|
||||
#include "steamnetworkingtypes.h" |
||||
#include "steam_api_common.h" |
||||
|
||||
// It is HIGHLY recommended to limit messages sent via Fake UDP port to this
|
||||
// value. The purpose of a Fake UDP port is to make porting ordinary ad-hoc UDP
|
||||
// code easier. Although the real MTU might be higher than this, this particular
|
||||
// conservative value is chosen so that fragmentation won't be occurring and
|
||||
// hiding performance problems from you.
|
||||
constexpr int k_cbSteamNetworkingSocketsFakeUDPPortRecommendedMTU = 1200; |
||||
|
||||
// Messages larger than this size are not allowed and cannot be sent
|
||||
// via Fake UDP port.
|
||||
constexpr int k_cbSteamNetworkingSocketsFakeUDPPortMaxMessageSize = 4096; |
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// ISteamNetworkingFakeUDPPort
|
||||
///
|
||||
/// Acts like a UDP port, sending and receiving datagrams addressed using
|
||||
/// FakeIP addresses.
|
||||
///
|
||||
/// See: ISteamNetworkingSockets::CreateFakeUDPPort
|
||||
|
||||
class ISteamNetworkingFakeUDPPort |
||||
{ |
||||
public: |
||||
/// Destroy the object and cleanup any internal connections.
|
||||
/// Note that this function call is not threadsafe with respect
|
||||
/// to any other method of this interface. (However, in general
|
||||
/// all other operations are threadsafe with respect to each other.)
|
||||
virtual void DestroyFakeUDPPort() = 0; |
||||
|
||||
/// Send a datagram to the specified FakeIP.
|
||||
///
|
||||
/// See ISteamNetworkingSockets::SendMessageToConnection for the meaning of
|
||||
/// nSendFlags and possible return codes.
|
||||
///
|
||||
/// Notes:
|
||||
/// - datagrams larger than the underlying MTU are supported, but
|
||||
/// reliable messages (k_nSteamNetworkingSend_Reliable) are not supported.
|
||||
/// - You will usually want to use k_nSteamNetworkingSend_NoNagle
|
||||
/// - k_EResultBusy is returned if this is a "server" port and the global
|
||||
/// allocation has not yet completed.
|
||||
/// - k_EResultIPNotFound will be returned if the address is a local/ephemeral
|
||||
/// address and no existing connection can be found. This can happen if
|
||||
/// the remote host contacted us without having a global address, and we
|
||||
/// assigned them a random local address, and then the session with
|
||||
/// that host timed out.
|
||||
/// - When initiating communications, the first messages may be sent
|
||||
/// via backend signaling, or otherwise delayed, while a route is found.
|
||||
/// Expect the ping time to fluctuate during this period, and it's possible
|
||||
/// that messages will be delivered out of order (which is also possible with
|
||||
/// ordinary UDP).
|
||||
virtual EResult SendMessageToFakeIP( const SteamNetworkingIPAddr &remoteAddress, const void *pData, uint32 cbData, int nSendFlags ) = 0; |
||||
|
||||
/// Receive messages on the port.
|
||||
///
|
||||
/// Returns the number of messages returned into your array, up to nMaxMessages.
|
||||
///
|
||||
/// SteamNetworkingMessage_t::m_identity in the returned message(s) will always contain
|
||||
/// a FakeIP. See ISteamNetworkingUtils::GetRealIdentityForFakeIP.
|
||||
virtual int ReceiveMessages( SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; |
||||
|
||||
/// Schedule the internal connection for a given peer to be cleaned up in a few seconds.
|
||||
///
|
||||
/// Idle connections automatically time out, and so this is not strictly *necessary*,
|
||||
/// but if you have reason to believe that you are done talking to a given peer for
|
||||
/// a while, you can call this to speed up the timeout. If any remaining packets are
|
||||
/// sent or received from the peer, the cleanup is canceled and the usual timeout
|
||||
/// value is restored. Thus you will usually call this immediately after sending
|
||||
/// or receiving application-layer "close connection" packets.
|
||||
virtual void ScheduleCleanup( const SteamNetworkingIPAddr &remoteAddress ) = 0; |
||||
}; |
||||
|
||||
/// Callback struct used to notify when a connection has changed state
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
||||
#pragma pack( push, 4 ) |
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
||||
#pragma pack( push, 8 ) |
||||
#else |
||||
#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE" |
||||
#endif |
||||
|
||||
/// A struct used to describe a "fake IP" we have been assigned to
|
||||
/// use as an identifier. This callback is posted when
|
||||
/// ISteamNetworkingSoockets::BeginAsyncRequestFakeIP completes.
|
||||
/// See also ISteamNetworkingSockets::GetFakeIP
|
||||
struct SteamNetworkingFakeIPResult_t |
||||
{ |
||||
enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 3 }; |
||||
|
||||
/// Status/result of the allocation request. Possible failure values are:
|
||||
/// - k_EResultBusy - you called GetFakeIP but the request has not completed.
|
||||
/// - k_EResultInvalidParam - you called GetFakeIP with an invalid port index
|
||||
/// - k_EResultLimitExceeded - You asked for too many ports, or made an
|
||||
/// additional request after one had already succeeded
|
||||
/// - k_EResultNoMatch - GetFakeIP was called, but no request has been made
|
||||
///
|
||||
/// Note that, with the exception of k_EResultBusy (if you are polling),
|
||||
/// it is highly recommended to treat all failures as fatal.
|
||||
EResult m_eResult; |
||||
|
||||
/// Local identity of the ISteamNetworkingSockets object that made
|
||||
/// this request and is assigned the IP. This is needed in the callback
|
||||
/// in the case where there are multiple ISteamNetworkingSockets objects.
|
||||
/// (E.g. one for the user, and another for the local gameserver).
|
||||
SteamNetworkingIdentity m_identity; |
||||
|
||||
/// Fake IPv4 IP address that we have been assigned. NOTE: this
|
||||
/// IP address is not exclusively ours! Steam tries to avoid sharing
|
||||
/// IP addresses, but this may not always be possible. The IP address
|
||||
/// may be currently in use by another host, but with different port(s).
|
||||
/// The exact same IP:port address may have been used previously.
|
||||
/// Steam tries to avoid reusing ports until they have not been in use for
|
||||
/// some time, but this may not always be possible.
|
||||
uint32 m_unIP; |
||||
|
||||
/// Port number(s) assigned to us. Only the first entries will contain
|
||||
/// nonzero values. Entries corresponding to ports beyond what was
|
||||
/// allocated for you will be zero.
|
||||
///
|
||||
/// (NOTE: At the time of this writing, the maximum number of ports you may
|
||||
/// request is 4.)
|
||||
enum { k_nMaxReturnPorts = 8 }; |
||||
uint16 m_unPorts[k_nMaxReturnPorts]; |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // _H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,112 @@ |
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMPS3PARAMS_H |
||||
#define STEAMPS3PARAMS_H |
||||
#ifdef _WIN32 |
||||
#pragma once |
||||
#endif |
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 initialization parameters
|
||||
//
|
||||
// The following structure must be passed to when loading steam_api_ps3.prx
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAM_PS3_PATH_MAX 1055 |
||||
#define STEAM_PS3_SERVICE_ID_MAX 32 |
||||
#define STEAM_PS3_COMMUNICATION_ID_MAX 10 |
||||
#define STEAM_PS3_COMMUNICATION_SIG_MAX 160 |
||||
#define STEAM_PS3_LANGUAGE_MAX 64 |
||||
#define STEAM_PS3_REGION_CODE_MAX 16 |
||||
#define STEAM_PS3_CURRENT_PARAMS_VER 2 |
||||
struct SteamPS3Params_t |
||||
{ |
||||
uint32 m_unVersion; // set to STEAM_PS3_CURRENT_PARAMS_VER
|
||||
|
||||
void *pReserved; |
||||
uint32 m_nAppId; // set to your game's appid
|
||||
|
||||
char m_rgchInstallationPath[ STEAM_PS3_PATH_MAX ]; // directory containing latest steam prx's and sdata. Can be read only (BDVD)
|
||||
char m_rgchSystemCache[ STEAM_PS3_PATH_MAX ]; // temp working cache, not persistent
|
||||
char m_rgchGameData[ STEAM_PS3_PATH_MAX ]; // persistent game data path for storing user data
|
||||
char m_rgchNpServiceID[ STEAM_PS3_SERVICE_ID_MAX ]; |
||||
char m_rgchNpCommunicationID[ STEAM_PS3_COMMUNICATION_ID_MAX ]; |
||||
char m_rgchNpCommunicationSig[ STEAM_PS3_COMMUNICATION_SIG_MAX ]; |
||||
|
||||
// Language should be one of the following. must be zero terminated
|
||||
// danish
|
||||
// dutch
|
||||
// english
|
||||
// finnish
|
||||
// french
|
||||
// german
|
||||
// italian
|
||||
// korean
|
||||
// norwegian
|
||||
// polish
|
||||
// portuguese
|
||||
// russian
|
||||
// schinese
|
||||
// spanish
|
||||
// swedish
|
||||
// tchinese
|
||||
char m_rgchSteamLanguage[ STEAM_PS3_LANGUAGE_MAX ]; |
||||
|
||||
// region codes are "SCEA", "SCEE", "SCEJ". must be zero terminated
|
||||
char m_rgchRegionCode[ STEAM_PS3_REGION_CODE_MAX ]; |
||||
|
||||
// Should be SYS_TTYP3 through SYS_TTYP10, if it's 0 then Steam won't spawn a
|
||||
// thread to read console input at all. Using this let's you use Steam console commands
|
||||
// like: profile_on, profile_off, profile_dump, mem_stats, mem_validate.
|
||||
unsigned int m_cSteamInputTTY; |
||||
|
||||
struct Ps3netInit_t |
||||
{ |
||||
bool m_bNeedInit; |
||||
void *m_pMemory; |
||||
int m_nMemorySize; |
||||
int m_flags; |
||||
} m_sysNetInitInfo; |
||||
|
||||
struct Ps3jpgInit_t |
||||
{ |
||||
bool m_bNeedInit; |
||||
} m_sysJpgInitInfo; |
||||
|
||||
struct Ps3pngInit_t |
||||
{ |
||||
bool m_bNeedInit; |
||||
} m_sysPngInitInfo; |
||||
|
||||
struct Ps3sysutilUserInfo_t |
||||
{ |
||||
bool m_bNeedInit; |
||||
} m_sysSysUtilUserInfo; |
||||
|
||||
bool m_bIncludeNewsPage; |
||||
}; |
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 memory structure
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAMPS3_MALLOC_INUSE 0x53D04A51 |
||||
#define STEAMPS3_MALLOC_SYSTEM 0x0D102C48 |
||||
#define STEAMPS3_MALLOC_OK 0xFFD04A51 |
||||
struct SteamPS3Memory_t |
||||
{ |
||||
bool m_bSingleAllocation; // If true, Steam will request one 6MB allocation and use the returned memory for all future allocations
|
||||
// If false, Steam will make call malloc for each allocation
|
||||
|
||||
// required function pointers
|
||||
void* (*m_pfMalloc)(size_t); |
||||
void* (*m_pfRealloc)(void *, size_t); |
||||
void (*m_pfFree)(void *); |
||||
size_t (*m_pUsable_size)(void*); |
||||
}; |
||||
|
||||
|
||||
#endif // STEAMPS3PARAMS_H
|
@ -0,0 +1,182 @@ |
||||
//========= Copyright 1996-2022, Valve LLC, All rights reserved. ============
|
||||
|
||||
#ifndef STEAMTYPES_H |
||||
#define STEAMTYPES_H |
||||
|
||||
#define S_CALLTYPE __cdecl |
||||
// WARNING: __cdecl is potentially #defined away in steam_api_common.h
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H |
||||
typedef unsigned char uint8; |
||||
#endif |
||||
|
||||
#ifdef __GNUC__ |
||||
#if __GNUC__ < 4 |
||||
#error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)" |
||||
#endif |
||||
#endif |
||||
|
||||
#if defined(__LP64__) || defined(__x86_64__) || defined(_WIN64) || defined(__aarch64__) || defined(__s390x__) |
||||
#define X64BITS |
||||
#endif |
||||
|
||||
#if !defined(VALVE_BIG_ENDIAN) |
||||
#if defined(_PS3) |
||||
// Make sure VALVE_BIG_ENDIAN gets set on PS3, may already be set previously in Valve internal code.
|
||||
#define VALVE_BIG_ENDIAN 1 |
||||
#endif |
||||
#if defined( __GNUC__ ) && __BYTE_ORDER__ == __ORDER_BIG_ENDIAN__ |
||||
#define VALVE_BIG_ENDIAN 1 |
||||
#endif |
||||
#endif |
||||
|
||||
typedef unsigned char uint8; |
||||
typedef signed char int8; |
||||
|
||||
#if defined( _WIN32 ) && !defined( __GNUC__ ) |
||||
|
||||
typedef __int16 int16; |
||||
typedef unsigned __int16 uint16; |
||||
typedef __int32 int32; |
||||
typedef unsigned __int32 uint32; |
||||
typedef __int64 int64; |
||||
typedef unsigned __int64 uint64; |
||||
|
||||
typedef int64 lint64; |
||||
typedef uint64 ulint64; |
||||
|
||||
#ifdef X64BITS |
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else |
||||
typedef __int32 intp; |
||||
typedef unsigned __int32 uintp; |
||||
#endif |
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16; |
||||
typedef unsigned short uint16; |
||||
typedef int int32; |
||||
typedef unsigned int uint32; |
||||
typedef long long int64; |
||||
typedef unsigned long long uint64; |
||||
|
||||
// [u]int64 are actually defined as 'long long' and gcc 64-bit
|
||||
// doesn't automatically consider them the same as 'long int'.
|
||||
// Changing the types for [u]int64 is complicated by
|
||||
// there being many definitions, so we just
|
||||
// define a 'long int' here and use it in places that would
|
||||
// otherwise confuse the compiler.
|
||||
typedef long int lint64; |
||||
typedef unsigned long int ulint64; |
||||
|
||||
#ifdef X64BITS |
||||
typedef long long intp; |
||||
typedef unsigned long long uintp; |
||||
#else |
||||
typedef int intp; |
||||
typedef unsigned int uintp; |
||||
#endif |
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
typedef uint32 AppId_t; |
||||
const AppId_t k_uAppIdInvalid = 0x0; |
||||
|
||||
// AppIds and DepotIDs also presently share the same namespace
|
||||
typedef uint32 DepotId_t; |
||||
const DepotId_t k_uDepotIdInvalid = 0x0; |
||||
|
||||
// RTime32. Seconds elapsed since Jan 1 1970, i.e. unix timestamp.
|
||||
// It's the same as time_t, but it is always 32-bit and unsigned.
|
||||
typedef uint32 RTime32; |
||||
|
||||
// handle to a Steam API call
|
||||
typedef uint64 SteamAPICall_t; |
||||
const SteamAPICall_t k_uAPICallInvalid = 0x0; |
||||
|
||||
typedef uint32 AccountID_t; |
||||
const AccountID_t k_uAccountIdInvalid = 0; |
||||
|
||||
// Party Beacon ID
|
||||
typedef uint64 PartyBeaconID_t; |
||||
const PartyBeaconID_t k_ulPartyBeaconIdInvalid = 0; |
||||
|
||||
enum ESteamIPType |
||||
{ |
||||
k_ESteamIPTypeIPv4 = 0, |
||||
k_ESteamIPTypeIPv6 = 1, |
||||
}; |
||||
|
||||
#pragma pack( push, 1 ) |
||||
|
||||
struct SteamIPAddress_t |
||||
{ |
||||
union { |
||||
|
||||
uint32 m_unIPv4; // Host order
|
||||
uint8 m_rgubIPv6[16]; // Network order! Same as inaddr_in6. (0011:2233:4455:6677:8899:aabb:ccdd:eeff)
|
||||
|
||||
// Internal use only
|
||||
uint64 m_ipv6Qword[2]; // big endian
|
||||
}; |
||||
|
||||
ESteamIPType m_eType; |
||||
|
||||
bool IsSet() const
|
||||
{
|
||||
if ( k_ESteamIPTypeIPv4 == m_eType ) |
||||
{ |
||||
return m_unIPv4 != 0; |
||||
} |
||||
else
|
||||
{ |
||||
return m_ipv6Qword[0] !=0 || m_ipv6Qword[1] != 0;
|
||||
} |
||||
} |
||||
|
||||
static SteamIPAddress_t IPv4Any() |
||||
{ |
||||
SteamIPAddress_t ipOut; |
||||
ipOut.m_eType = k_ESteamIPTypeIPv4; |
||||
ipOut.m_unIPv4 = 0; |
||||
|
||||
return ipOut; |
||||
} |
||||
|
||||
static SteamIPAddress_t IPv6Any() |
||||
{ |
||||
SteamIPAddress_t ipOut; |
||||
ipOut.m_eType = k_ESteamIPTypeIPv6; |
||||
ipOut.m_ipv6Qword[0] = 0; |
||||
ipOut.m_ipv6Qword[1] = 0; |
||||
|
||||
return ipOut; |
||||
} |
||||
|
||||
static SteamIPAddress_t IPv4Loopback() |
||||
{ |
||||
SteamIPAddress_t ipOut; |
||||
ipOut.m_eType = k_ESteamIPTypeIPv4; |
||||
ipOut.m_unIPv4 = 0x7f000001; |
||||
|
||||
return ipOut; |
||||
} |
||||
|
||||
static SteamIPAddress_t IPv6Loopback() |
||||
{ |
||||
SteamIPAddress_t ipOut; |
||||
ipOut.m_eType = k_ESteamIPTypeIPv6; |
||||
ipOut.m_ipv6Qword[0] = 0; |
||||
ipOut.m_ipv6Qword[1] = 0; |
||||
ipOut.m_rgubIPv6[15] = 1; |
||||
|
||||
return ipOut; |
||||
} |
||||
}; |
||||
|
||||
#pragma pack( pop ) |
||||
|
||||
#endif // STEAMTYPES_H
|
Binary file not shown.
Binary file not shown.
@ -1,4 +1,5 @@ |
||||
cd "Adventures in Lestoria" |
||||
mkdir "Adventures in Lestoria" |
||||
cp "discord_game_sdk.so" "Adventures in Lestoria" |
||||
cp "libsteam_api.so" "Adventures in Lestoria" |
||||
../bin/AdventuresInLestoria |
||||
|
Binary file not shown.
Binary file not shown.
@ -0,0 +1 @@ |
||||
2895980 |
Loading…
Reference in new issue