using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
///
/// Interface which provides access to a range of miscellaneous utility functions
///
public static class SteamUtils
{
static ISteamUtils _internal;
internal static ISteamUtils Internal
{
get
{
if ( _internal == null )
{
_internal = new ISteamUtils();
_internal.Init();
}
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
IPCountry_t.Install( x => OnIpCountryChanged?.Invoke() );
LowBatteryPower_t.Install( x => OnLowBatteryPower?.Invoke( x.MinutesBatteryLeft ) );
SteamShutdown_t.Install( x => OnSteamShutdown?.Invoke() );
GamepadTextInputDismissed_t.Install( x => OnGamepadTextInputDismissed?.Invoke( x.Submitted ) );
}
///
/// The country of the user changed
///
public static event Action OnIpCountryChanged;
///
/// Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
/// The parameter is the number of minutes left
///
public static event Action OnLowBatteryPower;
///
/// Called when Steam wants to shutdown
///
public static event Action OnSteamShutdown;
///
/// Big Picture gamepad text input has been closed. Parameter is true if text was submitted, false if cancelled etc.
///
public static event Action OnGamepadTextInputDismissed;
///
/// Returns the number of seconds since the application was active
///
public static uint SecondsSinceAppActive => Internal.GetSecondsSinceAppActive();
///
/// Returns the number of seconds since the user last moved the mouse etc
///
public static uint SecondsSinceComputerActive => Internal.GetSecondsSinceComputerActive();
// the universe this client is connecting to
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 => 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 => Internal.GetIPCountry();
///
/// 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)
///
public static bool GetImageSize( int image, out uint width, out uint height )
{
width = 0;
height = 0;
return Internal.GetImageSize( image, ref width, ref height );
}
///
/// returns the image in RGBA format
///
public static Data.Image? GetImage( int image )
{
if ( image == -1 ) return null;
if ( image == 0 ) return null;
var i = new Data.Image();
if ( !GetImageSize( image, out i.Width, out i.Height ) )
return null;
var size = i.Width * i.Height * 4;
var buf = Helpers.TakeBuffer( (int) size );
if ( !Internal.GetImageRGBA( image, buf, (int)size ) )
return null;
i.Data = new byte[size];
Array.Copy( buf, 0, i.Data, 0, size );
return i;
}
///
/// Returns true if we're using a battery (ie, a laptop not plugged in)
///
public static bool UsingBatteryPower => Internal.GetCurrentBatteryPower() != 255;
///
/// Returns battery power [0-1]
///
public static float CurrentBatteryPower => Math.Min( Internal.GetCurrentBatteryPower() / 100, 1.0f );
static NotificationPosition overlayNotificationPosition = NotificationPosition.BottomRight;
///
/// 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.
///
public static NotificationPosition OverlayNotificationPosition
{
get => overlayNotificationPosition;
set
{
overlayNotificationPosition = value;
Internal.SetOverlayNotificationPosition( value );
}
}
///
/// 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 => Internal.IsOverlayEnabled();
///
/// 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.
///
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
/// of the partner site, for example to refuse to load modified executable files.
///
public static async Task CheckFileSignatureAsync( string filename )
{
var r = await Internal.CheckFileSignature( filename );
if ( !r.HasValue )
{
throw new System.Exception( "Something went wrong" );
}
return r.Value.CheckFileSignature;
}
///
/// Activates the Big Picture text input dialog which only supports gamepad input
///
public static bool ShowGamepadTextInput( GamepadTextInputMode inputMode, GamepadTextInputLineMode lineInputMode, string description, int maxChars, string existingText = "" )
{
return Internal.ShowGamepadTextInput( inputMode, lineInputMode, description, (uint)maxChars, existingText );
}
///
/// Returns previously entered text
///
public static string GetEnteredGamepadText()
{
var len = Internal.GetEnteredGamepadTextLength();
if ( len == 0 ) return string.Empty;
var sb = Helpers.TakeStringBuilder();
if ( !Internal.GetEnteredGamepadTextInput( sb, len ) )
return string.Empty;
return sb.ToString();
}
///
/// 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 => Internal.GetSteamUILanguage();
///
/// returns true if Steam itself is running in VR mode
///
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 )
{
Internal.SetOverlayNotificationInset( x, y );
}
///
/// returns true if Steam and 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
///
public static bool IsSteamInBigPictureMode => Internal.IsSteamInBigPictureMode();
///
/// ask SteamUI to create and render its OpenVR dashboard
///
public static void StartVRDashboard() => Internal.StartVRDashboard();
///
/// 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)
///
public static bool VrHeadsetStreaming
{
get => Internal.IsVRHeadsetStreamingEnabled();
set
{
Internal.SetVRHeadsetStreamingEnabled( value );
}
}
internal static bool IsCallComplete( SteamAPICall_t call, out bool failed )
{
failed = false;
return Internal.IsAPICallCompleted( call, ref failed );
}
}
}