mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 23:25:55 +03:00
261 lines
9.1 KiB
C#
261 lines
9.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks
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{
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/// <summary>
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/// Interface which provides access to a range of miscellaneous utility functions
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/// </summary>
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public class SteamUtils : SteamClass
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{
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internal static ISteamUtils Internal;
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internal override SteamInterface Interface => Internal;
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internal override void InitializeInterface( bool server )
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{
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Internal = new ISteamUtils( server );
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InstallEvents();
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}
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internal static void InstallEvents()
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{
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Dispatch.Install<IPCountry_t>( x => OnIpCountryChanged?.Invoke() );
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Dispatch.Install<LowBatteryPower_t>( x => OnLowBatteryPower?.Invoke( x.MinutesBatteryLeft ) );
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Dispatch.Install<SteamShutdown_t>( x => SteamClosed() );
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Dispatch.Install<GamepadTextInputDismissed_t>( x => OnGamepadTextInputDismissed?.Invoke( x.Submitted ) );
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}
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private static void SteamClosed()
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{
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SteamClient.Cleanup();
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OnSteamShutdown?.Invoke();
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}
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/// <summary>
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/// The country of the user changed
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/// </summary>
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public static event Action OnIpCountryChanged;
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/// <summary>
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/// Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
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/// The parameter is the number of minutes left
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/// </summary>
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public static event Action<int> OnLowBatteryPower;
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/// <summary>
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/// Called when Steam wants to shutdown
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/// </summary>
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public static event Action OnSteamShutdown;
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/// <summary>
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/// Big Picture gamepad text input has been closed. Parameter is true if text was submitted, false if cancelled etc.
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/// </summary>
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public static event Action<bool> OnGamepadTextInputDismissed;
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/// <summary>
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/// Returns the number of seconds since the application was active
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/// </summary>
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public static uint SecondsSinceAppActive => Internal.GetSecondsSinceAppActive();
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/// <summary>
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/// Returns the number of seconds since the user last moved the mouse etc
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/// </summary>
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public static uint SecondsSinceComputerActive => Internal.GetSecondsSinceComputerActive();
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// the universe this client is connecting to
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public static Universe ConnectedUniverse => Internal.GetConnectedUniverse();
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/// <summary>
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/// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
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/// </summary>
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public static DateTime SteamServerTime => Epoch.ToDateTime( Internal.GetServerRealTime() );
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/// <summary>
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/// 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)
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/// e.g "US" or "UK".
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/// </summary>
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public static string IpCountry => Internal.GetIPCountry();
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/// <summary>
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/// returns true if the image exists, and the buffer was successfully filled out
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/// results are returned in RGBA format
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/// the destination buffer size should be 4 * height * width * sizeof(char)
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/// </summary>
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public static bool GetImageSize( int image, out uint width, out uint height )
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{
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width = 0;
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height = 0;
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return Internal.GetImageSize( image, ref width, ref height );
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}
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/// <summary>
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/// returns the image in RGBA format
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/// </summary>
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public static Data.Image? GetImage( int image )
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{
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if ( image == -1 ) return null;
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if ( image == 0 ) return null;
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var i = new Data.Image();
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if ( !GetImageSize( image, out i.Width, out i.Height ) )
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return null;
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var size = i.Width * i.Height * 4;
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var buf = Helpers.TakeBuffer( (int) size );
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if ( !Internal.GetImageRGBA( image, buf, (int)size ) )
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return null;
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i.Data = new byte[size];
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Array.Copy( buf, 0, i.Data, 0, size );
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return i;
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}
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/// <summary>
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/// Returns true if we're using a battery (ie, a laptop not plugged in)
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/// </summary>
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public static bool UsingBatteryPower => Internal.GetCurrentBatteryPower() != 255;
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/// <summary>
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/// Returns battery power [0-1]
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/// </summary>
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public static float CurrentBatteryPower => Math.Min( Internal.GetCurrentBatteryPower() / 100, 1.0f );
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static NotificationPosition overlayNotificationPosition = NotificationPosition.BottomRight;
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/// <summary>
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/// Sets the position where the overlay instance for the currently calling game should show notifications.
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/// This position is per-game and if this function is called from outside of a game context it will do nothing.
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/// </summary>
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public static NotificationPosition OverlayNotificationPosition
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{
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get => overlayNotificationPosition;
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set
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{
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overlayNotificationPosition = value;
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Internal.SetOverlayNotificationPosition( value );
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}
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}
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/// <summary>
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/// Returns true if the overlay is running and the user can access it. The overlay process could take a few seconds to
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/// start and hook the game process, so this function will initially return false while the overlay is loading.
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/// </summary>
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public static bool IsOverlayEnabled => Internal.IsOverlayEnabled();
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/// <summary>
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/// Normally this call is unneeded if your game has a constantly running frame loop that calls the
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/// D3D Present API, or OGL SwapBuffers API every frame.
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///
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/// However, if you have a game that only refreshes the screen on an event driven basis then that can break
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/// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
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/// need to Present() to the screen any time an even needing a notification happens or when the overlay is
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/// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
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/// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
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/// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
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/// </summary>
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public static bool DoesOverlayNeedPresent => Internal.BOverlayNeedsPresent();
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/// <summary>
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/// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
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/// of the partner site, for example to refuse to load modified executable files.
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/// </summary>
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public static async Task<CheckFileSignature> CheckFileSignatureAsync( string filename )
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{
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var r = await Internal.CheckFileSignature( filename );
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if ( !r.HasValue )
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{
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throw new System.Exception( "Something went wrong" );
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}
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return r.Value.CheckFileSignature;
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}
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/// <summary>
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/// Activates the Big Picture text input dialog which only supports gamepad input
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/// </summary>
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public static bool ShowGamepadTextInput( GamepadTextInputMode inputMode, GamepadTextInputLineMode lineInputMode, string description, int maxChars, string existingText = "" )
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{
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return Internal.ShowGamepadTextInput( inputMode, lineInputMode, description, (uint)maxChars, existingText );
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}
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/// <summary>
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/// Returns previously entered text
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/// </summary>
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public static string GetEnteredGamepadText()
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{
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var len = Internal.GetEnteredGamepadTextLength();
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if ( len == 0 ) return string.Empty;
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if ( !Internal.GetEnteredGamepadTextInput( out var strVal ) )
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return string.Empty;
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return strVal;
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}
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/// <summary>
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/// returns the language the steam client is running in, you probably want
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/// Apps.CurrentGameLanguage instead, this is for very special usage cases
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/// </summary>
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public static string SteamUILanguage => Internal.GetSteamUILanguage();
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/// <summary>
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/// returns true if Steam itself is running in VR mode
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/// </summary>
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public static bool IsSteamRunningInVR => Internal.IsSteamRunningInVR();
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/// <summary>
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/// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition
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/// </summary>
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public static void SetOverlayNotificationInset( int x, int y )
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{
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Internal.SetOverlayNotificationInset( x, y );
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}
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/// <summary>
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/// returns true if Steam and the Steam Overlay are running in Big Picture mode
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/// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
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/// a game can be added as a non-steam game to the developers library to test this feature
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/// </summary>
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public static bool IsSteamInBigPictureMode => Internal.IsSteamInBigPictureMode();
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/// <summary>
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/// ask SteamUI to create and render its OpenVR dashboard
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/// </summary>
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public static void StartVRDashboard() => Internal.StartVRDashboard();
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/// <summary>
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/// Set whether the HMD content will be streamed via Steam In-Home Streaming
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/// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
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/// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
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/// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
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/// (this is useful for games that have asymmetric multiplayer gameplay)
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/// </summary>
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public static bool VrHeadsetStreaming
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{
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get => Internal.IsVRHeadsetStreamingEnabled();
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set
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{
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Internal.SetVRHeadsetStreamingEnabled( value );
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}
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}
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internal static bool IsCallComplete( SteamAPICall_t call, out bool failed )
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{
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failed = false;
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return Internal.IsAPICallCompleted( call, ref failed );
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}
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}
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} |