diff --git a/Facepunch.Steamworks/Redux/Apps.cs b/Facepunch.Steamworks/Redux/Apps.cs
index 1b43888..d06b4bf 100644
--- a/Facepunch.Steamworks/Redux/Apps.cs
+++ b/Facepunch.Steamworks/Redux/Apps.cs
@@ -14,7 +14,7 @@ namespace Steamworks
public static class Apps
{
static Internal.ISteamApps _internal;
- internal static Internal.ISteamApps steamapps
+ internal static Internal.ISteamApps Internal
{
get
{
@@ -47,62 +47,62 @@ namespace Steamworks
///
/// Checks if the active user is subscribed to the current App ID
///
- public static bool IsSubscribed => steamapps.BIsSubscribed();
+ public static bool IsSubscribed => Internal.BIsSubscribed();
///
/// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
///
- public static bool IsSubscribedFromFamilySharing => steamapps.BIsSubscribedFromFamilySharing();
+ public static bool IsSubscribedFromFamilySharing => Internal.BIsSubscribedFromFamilySharing();
///
/// Checks if the license owned by the user provides low violence depots.
/// Low violence depots are useful for copies sold in countries that have content restrictions
///
- public static bool IsLowVoilence => steamapps.BIsLowViolence();
+ public static bool IsLowVoilence => Internal.BIsLowViolence();
///
/// Checks whether the current App ID license is for Cyber Cafes.
///
- public static bool IsCybercafe => steamapps.BIsCybercafe();
+ public static bool IsCybercafe => Internal.BIsCybercafe();
///
/// CChecks if the user has a VAC ban on their account
///
- public static bool IsVACBanned => steamapps.BIsVACBanned();
+ public static bool IsVACBanned => Internal.BIsVACBanned();
///
/// Gets the current language that the user has set.
/// This falls back to the Steam UI language if the user hasn't explicitly picked a language for the title.
///
- public static string GameLanguage => steamapps.GetCurrentGameLanguage();
+ public static string GameLanguage => Internal.GetCurrentGameLanguage();
///
/// Gets a list of the languages the current app supports.
///
- public static string[] AvailablLanguages => steamapps.GetAvailableGameLanguages().Split( new[] { ',' }, StringSplitOptions.RemoveEmptyEntries );
+ public static string[] AvailablLanguages => Internal.GetAvailableGameLanguages().Split( new[] { ',' }, StringSplitOptions.RemoveEmptyEntries );
///
/// Checks if the active user is subscribed to a specified AppId.
/// Only use this if you need to check ownership of another game related to yours, a demo for example.
///
- public static bool IsSubscribedToApp( AppId appid ) => steamapps.BIsSubscribedApp( appid.Value );
+ public static bool IsSubscribedToApp( AppId appid ) => Internal.BIsSubscribedApp( appid.Value );
///
/// Checks if the user owns a specific DLC and if the DLC is installed
///
- public static bool IsDlcInstalled( AppId appid ) => steamapps.BIsDlcInstalled( appid.Value );
+ public static bool IsDlcInstalled( AppId appid ) => Internal.BIsDlcInstalled( appid.Value );
///
/// Returns the time of the purchase of the app
///
- public static DateTime PurchaseTime( AppId appid ) => Facepunch.Steamworks.Utility.Epoch.ToDateTime( steamapps.GetEarliestPurchaseUnixTime( appid.Value ) );
+ public static DateTime PurchaseTime( AppId appid ) => Facepunch.Steamworks.Utility.Epoch.ToDateTime( Internal.GetEarliestPurchaseUnixTime( appid.Value ) );
///
/// Checks if the user is subscribed to the current app through a free weekend
/// This function will return false for users who have a retail or other type of license
/// Before using, please ask your Valve technical contact how to package and secure your free weekened
///
- public static bool IsSubscribedFromFreeWeekend => steamapps.BIsSubscribedFromFreeWeekend();
+ public static bool IsSubscribedFromFreeWeekend => Internal.BIsSubscribedFromFreeWeekend();
///
/// Returns metadata for all available DLC
@@ -112,11 +112,11 @@ namespace Steamworks
var appid = default( SteamNative.AppId_t );
var available = false;
- for ( int i = 0; i < steamapps.GetDLCCount(); i++ )
+ for ( int i = 0; i < Internal.GetDLCCount(); i++ )
{
var sb = SteamNative.Helpers.TakeStringBuilder();
- if ( !steamapps.BGetDLCDataByIndex( i, ref appid, ref available, sb, sb.Capacity ) )
+ if ( !Internal.BGetDLCDataByIndex( i, ref appid, ref available, sb, sb.Capacity ) )
continue;
yield return new DlcInformation
@@ -131,12 +131,12 @@ namespace Steamworks
///
/// Install/Uninstall control for optional DLC
///
- public static void InstallDlc( AppId appid ) => steamapps.InstallDLC( appid.Value );
+ public static void InstallDlc( AppId appid ) => Internal.InstallDLC( appid.Value );
///
/// Install/Uninstall control for optional DLC
///
- public static void UninstallDlc( AppId appid ) => steamapps.UninstallDLC( appid.Value );
+ public static void UninstallDlc( AppId appid ) => Internal.UninstallDLC( appid.Value );
///
/// Returns null if we're not on a beta branch, else the name of the branch
@@ -147,7 +147,7 @@ namespace Steamworks
{
var sb = SteamNative.Helpers.TakeStringBuilder();
- if ( !steamapps.GetCurrentBetaName( sb, sb.Capacity ) )
+ if ( !Internal.GetCurrentBetaName( sb, sb.Capacity ) )
return null;
return sb.ToString();
@@ -160,7 +160,7 @@ namespace Steamworks
/// If you detect the game is out-of-date(for example, by having the client detect a version mismatch with a server),
/// you can call use MarkContentCorrupt to force a verify, show a message to the user, and then quit.
///
- public static void MarkContentCorrupt( bool missingFilesOnly ) => steamapps.MarkContentCorrupt( missingFilesOnly );
+ public static void MarkContentCorrupt( bool missingFilesOnly ) => Internal.MarkContentCorrupt( missingFilesOnly );
///
/// Gets a list of all installed depots for a given App ID in mount order
@@ -170,7 +170,7 @@ namespace Steamworks
var depots = new SteamNative.DepotId_t[32];
uint count = 0;
- count = steamapps.GetInstalledDepots( appid.Value, depots, (uint) depots.Length );
+ count = Internal.GetInstalledDepots( appid.Value, depots, (uint) depots.Length );
for ( int i = 0; i < count; i++ )
{
@@ -186,7 +186,7 @@ namespace Steamworks
{
var sb = SteamNative.Helpers.TakeStringBuilder();
- if ( steamapps.GetAppInstallDir( appid.Value, sb, (uint) sb.Capacity ) == 0 )
+ if ( Internal.GetAppInstallDir( appid.Value, sb, (uint) sb.Capacity ) == 0 )
return null;
return sb.ToString();
@@ -195,12 +195,12 @@ namespace Steamworks
///
/// The app may not actually be owned by the current user, they may have it left over from a free weekend, etc.
///
- public static bool IsAppInstalled( AppId appid ) => steamapps.BIsAppInstalled( appid.Value );
+ public static bool IsAppInstalled( AppId appid ) => Internal.BIsAppInstalled( appid.Value );
///
/// Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed..
///
- public static SteamId AppOwner => steamapps.GetAppOwner().Value;
+ public static SteamId AppOwner => Internal.GetAppOwner().Value;
///
/// Gets the associated launch parameter if the game is run via steam://run/appid/?param1=value1;param2=value2;param3=value3 etc.
@@ -208,7 +208,7 @@ namespace Steamworks
/// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
/// but it is advised that you not param names beginning with an underscore for your own features.
///
- public static string GetLaunchParam( string param ) => steamapps.GetLaunchQueryParam( param );
+ public static string GetLaunchParam( string param ) => Internal.GetLaunchQueryParam( param );
///
/// Gets the download progress for optional DLC.
@@ -218,7 +218,7 @@ namespace Steamworks
ulong punBytesDownloaded = 0;
ulong punBytesTotal = 0;
- if ( !steamapps.GetDlcDownloadProgress( appid.Value, ref punBytesDownloaded, ref punBytesTotal ) )
+ if ( !Internal.GetDlcDownloadProgress( appid.Value, ref punBytesDownloaded, ref punBytesTotal ) )
return default( DownloadProgress );
return new DownloadProgress { BytesDownloaded = punBytesDownloaded, BytesTotal = punBytesTotal, Active = true };
@@ -228,7 +228,7 @@ namespace Steamworks
/// Gets the buildid of this app, may change at any time based on backend updates to the game.
/// Defaults to 0 if you're not running a build downloaded from steam.
///
- public static int BuildId => steamapps.GetAppBuildId();
+ public static int BuildId => Internal.GetAppBuildId();
///
@@ -237,7 +237,7 @@ namespace Steamworks
///
public static async Task GetFileDetails( string filename )
{
- var r = await steamapps.GetFileDetails( filename );
+ var r = await Internal.GetFileDetails( filename );
if ( !r.HasValue )
{
@@ -266,7 +266,7 @@ namespace Steamworks
get
{
var sb = SteamNative.Helpers.TakeStringBuilder();
- var len = steamapps.GetLaunchCommandLine( sb, sb.Capacity );
+ var len = Internal.GetLaunchCommandLine( sb, sb.Capacity );
return sb.ToString();
}
}
diff --git a/Facepunch.Steamworks/Redux/Music.cs b/Facepunch.Steamworks/Redux/Music.cs
index b97935e..8d68437 100644
--- a/Facepunch.Steamworks/Redux/Music.cs
+++ b/Facepunch.Steamworks/Redux/Music.cs
@@ -13,7 +13,7 @@ namespace Steamworks
public static class Music
{
static Internal.ISteamMusic _internal;
- internal static Internal.ISteamMusic music
+ internal static Internal.ISteamMusic Internal
{
get
{
@@ -43,40 +43,40 @@ namespace Steamworks
///
/// Checks if Steam Music is enabled
///
- public static bool IsEnabled => music.BIsEnabled();
+ public static bool IsEnabled => Internal.BIsEnabled();
///
/// true if a song is currently playing, paused, or queued up to play; otherwise false.
///
- public static bool IsPlaying => music.BIsPlaying();
+ public static bool IsPlaying => Internal.BIsPlaying();
///
/// Gets the current status of the Steam Music player
///
- public static AudioPlayback_Status Status => music.GetPlaybackStatus();
+ public static AudioPlayback_Status Status => Internal.GetPlaybackStatus();
- public static void Play() => music.Play();
+ public static void Play() => Internal.Play();
- public static void Pause() => music.Pause();
+ public static void Pause() => Internal.Pause();
///
/// Have the Steam Music player play the previous song.
///
- public static void PlayPrevious() => music.PlayPrevious();
+ public static void PlayPrevious() => Internal.PlayPrevious();
///
/// Have the Steam Music player skip to the next song
///
- public static void PlayNext() => music.PlayNext();
+ public static void PlayNext() => Internal.PlayNext();
///
/// Gets/Sets the current volume of the Steam Music player
///
public static float Volume
{
- get => music.GetVolume();
- set => music.SetVolume( value );
+ get => Internal.GetVolume();
+ set => Internal.SetVolume( value );
}
}
}
\ No newline at end of file
diff --git a/Facepunch.Steamworks/Redux/Parental.cs b/Facepunch.Steamworks/Redux/Parental.cs
index d2b3224..4cc49b9 100644
--- a/Facepunch.Steamworks/Redux/Parental.cs
+++ b/Facepunch.Steamworks/Redux/Parental.cs
@@ -13,7 +13,7 @@ namespace Steamworks
public static class Parental
{
static Internal.ISteamParentalSettings _internal;
- internal static Internal.ISteamParentalSettings parentalsettings
+ internal static Internal.ISteamParentalSettings Internal
{
get
{
@@ -38,31 +38,31 @@ namespace Steamworks
///
///
///
- public static bool IsParentalLockEnabled => parentalsettings.BIsParentalLockEnabled();
+ public static bool IsParentalLockEnabled => Internal.BIsParentalLockEnabled();
///
///
///
- public static bool IsParentalLockLocked => parentalsettings.BIsParentalLockLocked();
+ public static bool IsParentalLockLocked => Internal.BIsParentalLockLocked();
///
///
///
- public static bool IsAppBlocked( AppId app ) => parentalsettings.BIsAppBlocked( app.Value );
+ public static bool IsAppBlocked( AppId app ) => Internal.BIsAppBlocked( app.Value );
///
///
///
- public static bool BIsAppInBlockList( AppId app ) => parentalsettings.BIsAppInBlockList( app.Value );
+ public static bool BIsAppInBlockList( AppId app ) => Internal.BIsAppInBlockList( app.Value );
///
///
///
- public static bool IsFeatureBlocked( ParentalFeature feature ) => parentalsettings.BIsFeatureBlocked( feature );
+ public static bool IsFeatureBlocked( ParentalFeature feature ) => Internal.BIsFeatureBlocked( feature );
///
///
///
- public static bool BIsFeatureInBlockList( ParentalFeature feature ) => parentalsettings.BIsFeatureInBlockList( feature );
+ public static bool BIsFeatureInBlockList( ParentalFeature feature ) => Internal.BIsFeatureInBlockList( feature );
}
}
\ No newline at end of file
diff --git a/Facepunch.Steamworks/Redux/Utils.cs b/Facepunch.Steamworks/Redux/Utils.cs
index 4708387..897e4ba 100644
--- a/Facepunch.Steamworks/Redux/Utils.cs
+++ b/Facepunch.Steamworks/Redux/Utils.cs
@@ -13,7 +13,7 @@ namespace Steamworks
public static class Utils
{
static Internal.ISteamUtils _internal;
- internal static Internal.ISteamUtils steamutils
+ internal static Internal.ISteamUtils Internal
{
get
{
@@ -56,26 +56,26 @@ namespace Steamworks
///
/// Returns the number of seconds since the application was active
///
- public static uint SecondsSinceAppActive => steamutils.GetSecondsSinceAppActive();
+ public static uint SecondsSinceAppActive => Internal.GetSecondsSinceAppActive();
///
/// Returns the number of seconds since the user last moved the mouse etc
///
- public static uint SecondsSinceComputerActive => steamutils.GetSecondsSinceComputerActive();
+ public static uint SecondsSinceComputerActive => Internal.GetSecondsSinceComputerActive();
// the universe this client is connecting to
- public static Universe ConnectedUniverse => steamutils.GetConnectedUniverse();
+ public static Universe ConnectedUniverse => Internal.GetConnectedUniverse();
///
/// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
///
- public static DateTime SteamServerTime => Facepunch.Steamworks.Utility.Epoch.ToDateTime( steamutils.GetServerRealTime() );
+ public static DateTime SteamServerTime => Facepunch.Steamworks.Utility.Epoch.ToDateTime( Internal.GetServerRealTime() );
///
/// 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".
///
- public static string IpCountry => steamutils.GetIPCountry();
+ public static string IpCountry => Internal.GetIPCountry();
///
/// returns true if the image exists, and the buffer was successfully filled out
@@ -86,7 +86,7 @@ namespace Steamworks
{
width = 0;
height = 0;
- return steamutils.GetImageSize( image, ref width, ref height );
+ return Internal.GetImageSize( image, ref width, ref height );
}
///
@@ -100,7 +100,7 @@ namespace Steamworks
var size = w * h * 4 * sizeof( char );
var data = new byte[size];
- if ( !steamutils.GetImageRGBA( image, data, data.Length ) )
+ if ( !Internal.GetImageRGBA( image, data, data.Length ) )
return null;
return data;
@@ -109,17 +109,17 @@ namespace Steamworks
///
/// Returns true if we're using a battery (ie, a laptop not plugged in)
///
- public static bool UsingBatteryPower => steamutils.GetCurrentBatteryPower() != 255;
+ public static bool UsingBatteryPower => Internal.GetCurrentBatteryPower() != 255;
///
/// Returns battery power [0-1]
///
- public static float CurrentBatteryPower => Math.Min( steamutils.GetCurrentBatteryPower() / 100, 1.0f );
+ public static float CurrentBatteryPower => Math.Min( Internal.GetCurrentBatteryPower() / 100, 1.0f );
///
/// returns the appID of the current process
///
- public static AppId AppId => steamutils.GetAppID();
+ public static AppId AppId => Internal.GetAppID();
static NotificationPosition overlayNotificationPosition = NotificationPosition.BottomRight;
@@ -134,7 +134,7 @@ namespace Steamworks
set
{
overlayNotificationPosition = value;
- steamutils.SetOverlayNotificationPosition( value );
+ Internal.SetOverlayNotificationPosition( value );
}
}
@@ -142,7 +142,7 @@ namespace Steamworks
/// Returns true if the overlay is running and the user can access it. The overlay process could take a few seconds to
/// start and hook the game process, so this function will initially return false while the overlay is loading.
///
- public static bool IsOverlayEnabled => steamutils.IsOverlayEnabled();
+ public static bool IsOverlayEnabled => Internal.IsOverlayEnabled();
///
/// Normally this call is unneeded if your game has a constantly running frame loop that calls the
@@ -155,7 +155,7 @@ namespace Steamworks
/// 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.
///
- public static bool DoesOverlayNeedPresent => steamutils.BOverlayNeedsPresent();
+ public static bool DoesOverlayNeedPresent => Internal.BOverlayNeedsPresent();
///
/// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
@@ -163,7 +163,7 @@ namespace Steamworks
///
public static async Task CheckFileSignature( string filename )
{
- var r = await steamutils.CheckFileSignature( filename );
+ var r = await Internal.CheckFileSignature( filename );
if ( !r.HasValue )
{
@@ -178,7 +178,7 @@ namespace Steamworks
///
public static bool ShowGamepadTextInput( GamepadTextInputMode inputMode, GamepadTextInputLineMode lineInputMode, string description, int maxChars, string existingText = "" )
{
- return steamutils.ShowGamepadTextInput( inputMode, lineInputMode, description, (uint)maxChars, existingText );
+ return Internal.ShowGamepadTextInput( inputMode, lineInputMode, description, (uint)maxChars, existingText );
}
///
@@ -186,11 +186,11 @@ namespace Steamworks
///
public static string GetEnteredGamepadText()
{
- var len = steamutils.GetEnteredGamepadTextLength();
+ var len = Internal.GetEnteredGamepadTextLength();
if ( len == 0 ) return string.Empty;
var sb = Helpers.TakeStringBuilder();
- if ( !steamutils.GetEnteredGamepadTextInput( sb, len ) )
+ if ( !Internal.GetEnteredGamepadTextInput( sb, len ) )
return string.Empty;
return sb.ToString();
@@ -200,19 +200,19 @@ namespace Steamworks
/// returns the language the steam client is running in, you probably want
/// Apps.CurrentGameLanguage instead, this is for very special usage cases
///
- public static string SteamUILanguage => steamutils.GetSteamUILanguage();
+ public static string SteamUILanguage => Internal.GetSteamUILanguage();
///
/// returns true if Steam itself is running in VR mode
///
- public static bool IsSteamRunningInVR => steamutils.IsSteamRunningInVR();
+ public static bool IsSteamRunningInVR => Internal.IsSteamRunningInVR();
///
/// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition
///
public static void SetOverlayNotificationInset( int x, int y )
{
- steamutils.SetOverlayNotificationInset( x, y );
+ Internal.SetOverlayNotificationInset( x, y );
}
///
@@ -220,13 +220,13 @@ namespace Steamworks
/// 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
///
- public static bool IsSteamInBigPictureMode => steamutils.IsSteamInBigPictureMode();
+ public static bool IsSteamInBigPictureMode => Internal.IsSteamInBigPictureMode();
///
/// ask SteamUI to create and render its OpenVR dashboard
///
- public static void StartVRDashboard() => steamutils.StartVRDashboard();
+ public static void StartVRDashboard() => Internal.StartVRDashboard();
///
/// Set whether the HMD content will be streamed via Steam In-Home Streaming
@@ -237,11 +237,11 @@ namespace Steamworks
///
public static bool VrHeadsetStreaming
{
- get => steamutils.IsVRHeadsetStreamingEnabled();
+ get => Internal.IsVRHeadsetStreamingEnabled();
set
{
- steamutils.SetVRHeadsetStreamingEnabled( value );
+ Internal.SetVRHeadsetStreamingEnabled( value );
}
}
@@ -249,7 +249,7 @@ namespace Steamworks
internal static bool IsCallComplete( SteamAPICall_t call, out bool failed )
{
failed = false;
- return steamutils.IsAPICallCompleted( call, ref failed );
+ return Internal.IsAPICallCompleted( call, ref failed );
}
internal static T? GetResult( SteamAPICall_t call ) where T : struct, ISteamCallback
@@ -263,7 +263,7 @@ namespace Steamworks
{
bool failed = false;
- if ( !steamutils.GetAPICallResult( call, ptr, size, t.GetCallbackId(), ref failed ) )
+ if ( !Internal.GetAPICallResult( call, ptr, size, t.GetCallbackId(), ref failed ) )
return null;
if ( failed )