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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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const int k_cubAppProofOfPurchaseKeyMax = 64; // max bytes of a legacy cd key we support
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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 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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virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=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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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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#ifdef _PS3
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// Result returned in a RegisterActivationCodeResponse_t callresult
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virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0;
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#endif
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};
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#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION007"
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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 isteamclient.h must be included
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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: possible results when registering an activation code
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//-----------------------------------------------------------------------------
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enum ERegisterActivationCodeResult
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{
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k_ERegisterActivationCodeResultOK = 0,
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k_ERegisterActivationCodeResultFail = 1,
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k_ERegisterActivationCodeResultAlreadyRegistered = 2,
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k_ERegisterActivationCodeResultTimeout = 3,
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k_ERegisterActivationCodeAlreadyOwned = 4,
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};
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//-----------------------------------------------------------------------------
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// Purpose: response to RegisterActivationCode()
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//-----------------------------------------------------------------------------
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struct RegisterActivationCodeResponse_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 8 };
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ERegisterActivationCodeResult m_eResult;
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uint32 m_unPackageRegistered; // package that was registered. Only set on success
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};
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//-----------------------------------------------------------------------------
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// Purpose: response to RegisterActivationCode()
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//-----------------------------------------------------------------------------
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struct AppProofOfPurchaseKeyResponse_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 13 };
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EResult m_eResult;
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uint32 m_nAppID;
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char m_rgchKey[ k_cubAppProofOfPurchaseKeyMax ];
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};
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//---------------------------------------------------------------------------------
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// Purpose: posted after the user gains executes a steam url with query parameters
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// such as steam://run/<appid>//?param1=value1;param2=value2;param3=value3; etc
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// while the game is already running. The new params can be queried
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// with GetLaunchQueryParam.
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//---------------------------------------------------------------------------------
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struct NewLaunchQueryParameters_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 14 };
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};
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#pragma pack( pop )
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#endif // ISTEAMAPPS_H
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