You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
264 lines
12 KiB
264 lines
12 KiB
//====== Copyright ? 1996-2008, Valve Corporation, All rights reserved. ======= |
|
// |
|
// Purpose: interface to utility functions in Steam |
|
// |
|
//============================================================================= |
|
|
|
#ifndef ISTEAMUTILS_H |
|
#define ISTEAMUTILS_H |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
#include "isteamclient.h" |
|
|
|
|
|
// Steam API call failure results |
|
enum ESteamAPICallFailure |
|
{ |
|
k_ESteamAPICallFailureNone = -1, // no failure |
|
k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away |
|
k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken |
|
// SteamServersDisconnected_t callback will be sent around the same time |
|
// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again |
|
k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists |
|
k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call |
|
}; |
|
|
|
|
|
// Input modes for the Big Picture gamepad text entry |
|
enum EGamepadTextInputMode |
|
{ |
|
k_EGamepadTextInputModeNormal = 0, |
|
k_EGamepadTextInputModePassword = 1 |
|
}; |
|
|
|
|
|
// Controls number of allowed lines for the Big Picture gamepad text entry |
|
enum EGamepadTextInputLineMode |
|
{ |
|
k_EGamepadTextInputLineModeSingleLine = 0, |
|
k_EGamepadTextInputLineModeMultipleLines = 1 |
|
}; |
|
|
|
|
|
// function prototype for warning message hook |
|
#if defined( POSIX ) |
|
#define __cdecl |
|
#endif |
|
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: interface to user independent utility functions |
|
//----------------------------------------------------------------------------- |
|
class ISteamUtils |
|
{ |
|
public: |
|
// return the number of seconds since the user |
|
virtual uint32 GetSecondsSinceAppActive() = 0; |
|
virtual uint32 GetSecondsSinceComputerActive() = 0; |
|
|
|
// the universe this client is connecting to |
|
virtual EUniverse GetConnectedUniverse() = 0; |
|
|
|
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time) |
|
virtual uint32 GetServerRealTime() = 0; |
|
|
|
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database) |
|
// e.g "US" or "UK". |
|
virtual const char *GetIPCountry() = 0; |
|
|
|
// returns true if the image exists, and valid sizes were filled out |
|
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0; |
|
|
|
// returns true if the image exists, and the buffer was successfully filled out |
|
// results are returned in RGBA format |
|
// the destination buffer size should be 4 * height * width * sizeof(char) |
|
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0; |
|
|
|
// returns the IP of the reporting server for valve - currently only used in Source engine games |
|
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; |
|
|
|
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power |
|
virtual uint8 GetCurrentBatteryPower() = 0; |
|
|
|
// returns the appID of the current process |
|
virtual uint32 GetAppID() = 0; |
|
|
|
// Sets the position where the overlay instance for the currently calling game should show notifications. |
|
// This position is per-game and if this function is called from outside of a game context it will do nothing. |
|
virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0; |
|
|
|
// API asynchronous call results |
|
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h) |
|
virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0; |
|
virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0; |
|
virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0; |
|
|
|
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function. |
|
STEAM_PRIVATE_API( virtual void RunFrame() = 0; ) |
|
|
|
// returns the number of IPC calls made since the last time this function was called |
|
// Used for perf debugging so you can understand how many IPC calls your game makes per frame |
|
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate |
|
// control how often you do them. |
|
virtual uint32 GetIPCCallCount() = 0; |
|
|
|
// API warning handling |
|
// 'int' is the severity; 0 for msg, 1 for warning |
|
// 'const char *' is the text of the message |
|
// callbacks will occur directly after the API function is called that generated the warning or message |
|
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0; |
|
|
|
// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to |
|
// start & hook the game process, so this function will initially return false while the overlay is loading. |
|
virtual bool IsOverlayEnabled() = 0; |
|
|
|
// Normally this call is unneeded if your game has a constantly running frame loop that calls the |
|
// D3D Present API, or OGL SwapBuffers API every frame. |
|
// |
|
// However, if you have a game that only refreshes the screen on an event driven basis then that can break |
|
// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also |
|
// need to Present() to the screen any time an even needing a notification happens or when the overlay is |
|
// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present |
|
// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you |
|
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work. |
|
virtual bool BOverlayNeedsPresent() = 0; |
|
|
|
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab |
|
// of the partner site, for example to refuse to load modified executable files. |
|
// The result is returned in CheckFileSignature_t. |
|
// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function. |
|
// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site. |
|
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk. |
|
// k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match. |
|
// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid. |
|
CALL_RESULT( CheckFileSignature_t ) |
|
virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0; |
|
|
|
// Activates the Big Picture text input dialog which only supports gamepad input |
|
virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0; |
|
|
|
// Returns previously entered text & length |
|
virtual uint32 GetEnteredGamepadTextLength() = 0; |
|
virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0; |
|
|
|
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases |
|
virtual const char *GetSteamUILanguage() = 0; |
|
|
|
// returns true if Steam itself is running in VR mode |
|
virtual bool IsSteamRunningInVR() = 0; |
|
|
|
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition. |
|
virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0; |
|
|
|
// returns true if Steam & the Steam Overlay are running in Big Picture mode |
|
// Games much be launched through the Steam client to enable the Big Picture overlay. During development, |
|
// a game can be added as a non-steam game to the developers library to test this feature |
|
virtual bool IsSteamInBigPictureMode() = 0; |
|
|
|
// ask SteamUI to create and render its OpenVR dashboard |
|
virtual void StartVRDashboard() = 0; |
|
|
|
// Returns true if the HMD content will be streamed via Steam In-Home Streaming |
|
virtual bool IsVRHeadsetStreamingEnabled() = 0; |
|
|
|
// Set whether the HMD content will be streamed via Steam In-Home Streaming |
|
// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed. |
|
// If this is set to false, then the application window will be streamed instead, and remote input will be allowed. |
|
// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game. |
|
// (this is useful for games that have asymmetric multiplayer gameplay) |
|
virtual void SetVRHeadsetStreamingEnabled( bool bEnabled ) = 0; |
|
}; |
|
|
|
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils009" |
|
|
|
|
|
// callbacks |
|
#if defined( VALVE_CALLBACK_PACK_SMALL ) |
|
#pragma pack( push, 4 ) |
|
#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
|
#pragma pack( push, 8 ) |
|
#else |
|
#error isteamclient.h must be included |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: The country of the user changed |
|
//----------------------------------------------------------------------------- |
|
struct IPCountry_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 }; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute |
|
//----------------------------------------------------------------------------- |
|
struct LowBatteryPower_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 }; |
|
uint8 m_nMinutesBatteryLeft; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when a SteamAsyncCall_t has completed (or failed) |
|
//----------------------------------------------------------------------------- |
|
struct SteamAPICallCompleted_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 }; |
|
SteamAPICall_t m_hAsyncCall; |
|
int m_iCallback; |
|
uint32 m_cubParam; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// called when Steam wants to shutdown |
|
//----------------------------------------------------------------------------- |
|
struct SteamShutdown_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 4 }; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// results for CheckFileSignature |
|
//----------------------------------------------------------------------------- |
|
enum ECheckFileSignature |
|
{ |
|
k_ECheckFileSignatureInvalidSignature = 0, |
|
k_ECheckFileSignatureValidSignature = 1, |
|
k_ECheckFileSignatureFileNotFound = 2, |
|
k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3, |
|
k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// callback for CheckFileSignature |
|
//----------------------------------------------------------------------------- |
|
struct CheckFileSignature_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 5 }; |
|
ECheckFileSignature m_eCheckFileSignature; |
|
}; |
|
|
|
|
|
// k_iSteamUtilsCallbacks + 13 is taken |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Big Picture gamepad text input has been closed |
|
//----------------------------------------------------------------------------- |
|
struct GamepadTextInputDismissed_t |
|
{ |
|
enum { k_iCallback = k_iSteamUtilsCallbacks + 14 }; |
|
bool m_bSubmitted; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input |
|
uint32 m_unSubmittedText; |
|
}; |
|
|
|
// k_iSteamUtilsCallbacks + 15 is taken |
|
|
|
#pragma pack( pop ) |
|
|
|
#endif // ISTEAMUTILS_H
|
|
|