mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 07:05:50 +03:00
395 lines
17 KiB
C++
395 lines
17 KiB
C++
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef STEAM_API_H
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#define STEAM_API_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#include "isteamuser.h"
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#include "isteamfriends.h"
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#include "isteamutils.h"
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#include "isteammatchmaking.h"
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#include "isteamuserstats.h"
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#include "isteamapps.h"
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#include "isteamnetworking.h"
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#include "isteamremotestorage.h"
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#include "isteamscreenshots.h"
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#include "isteammusic.h"
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#include "isteammusicremote.h"
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#include "isteamhttp.h"
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#include "isteamunifiedmessages.h"
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#include "isteamcontroller.h"
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#include "isteamugc.h"
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#include "isteamapplist.h"
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#include "isteamhtmlsurface.h"
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#include "isteaminventory.h"
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#include "isteamvideo.h"
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// Steam API export macro
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#if defined( _WIN32 ) && !defined( _X360 )
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C" __declspec( dllexport )
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#elif defined( STEAM_API_NODLL )
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#define S_API extern "C"
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#else
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#define S_API extern "C" __declspec( dllimport )
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#endif // STEAM_API_EXPORTS
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#elif defined( GNUC )
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C" __attribute__ ((visibility("default")))
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#else
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#define S_API extern "C"
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#endif // STEAM_API_EXPORTS
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#else // !WIN32
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C"
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#else
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#define S_API extern "C"
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#endif // STEAM_API_EXPORTS
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// Steam API setup & shutdown
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//
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// These functions manage loading, initializing and shutdown of the steamclient.dll
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//
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_Init must be called before using any other API functions. If it fails, an
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// error message will be output to the debugger (or stderr) with further information.
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S_API bool S_CALLTYPE SteamAPI_Init();
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// SteamAPI_Shutdown should be called during process shutdown if possible.
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S_API void S_CALLTYPE SteamAPI_Shutdown();
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// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
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//
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// Returns true if the current process should terminate. Steam is now re-launching your application.
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//
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// Returns false if no action needs to be taken. This means that your executable was started through
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// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
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// Your current process should continue if false is returned.
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//
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// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
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// since the DRM wrapper will ensure that your application was launched properly through Steam.
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S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
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// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
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// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
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// program never needs to explicitly call this function.
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S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
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// crash dump recording functions
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S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
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S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// Global accessors for Steamworks C++ APIs. See individual isteam*.h files for details.
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// You should not cache the results of these accessors or pass the result pointers across
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// modules! Different modules may be compiled against different SDK header versions, and
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// the interface pointers could therefore be different across modules. Every line of code
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// which calls into a Steamworks API should retrieve the interface from a global accessor.
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#if !defined( STEAM_API_EXPORTS )
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inline ISteamClient *SteamClient();
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inline ISteamUser *SteamUser();
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inline ISteamFriends *SteamFriends();
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inline ISteamUtils *SteamUtils();
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inline ISteamMatchmaking *SteamMatchmaking();
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inline ISteamUserStats *SteamUserStats();
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inline ISteamApps *SteamApps();
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inline ISteamNetworking *SteamNetworking();
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inline ISteamMatchmakingServers *SteamMatchmakingServers();
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inline ISteamRemoteStorage *SteamRemoteStorage();
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inline ISteamScreenshots *SteamScreenshots();
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inline ISteamHTTP *SteamHTTP();
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inline ISteamUnifiedMessages *SteamUnifiedMessages();
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inline ISteamController *SteamController();
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inline ISteamUGC *SteamUGC();
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inline ISteamAppList *SteamAppList();
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inline ISteamMusic *SteamMusic();
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inline ISteamMusicRemote *SteamMusicRemote();
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inline ISteamHTMLSurface *SteamHTMLSurface();
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inline ISteamInventory *SteamInventory();
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inline ISteamVideo *SteamVideo();
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#endif // VERSION_SAFE_STEAM_API_INTERFACES
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// CSteamAPIContext encapsulates the Steamworks API global accessors into
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// a single object. This is DEPRECATED and only remains for compatibility.
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class CSteamAPIContext
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{
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public:
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// DEPRECATED - there is no benefit to using this over the global accessors
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CSteamAPIContext() { Clear(); }
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void Clear();
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bool Init();
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ISteamClient* SteamClient() const { return m_pSteamClient; }
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ISteamUser* SteamUser() const { return m_pSteamUser; }
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ISteamFriends* SteamFriends() const { return m_pSteamFriends; }
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ISteamUtils* SteamUtils() const { return m_pSteamUtils; }
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ISteamMatchmaking* SteamMatchmaking() const { return m_pSteamMatchmaking; }
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ISteamUserStats* SteamUserStats() const { return m_pSteamUserStats; }
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ISteamApps* SteamApps() const { return m_pSteamApps; }
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ISteamMatchmakingServers* SteamMatchmakingServers() const { return m_pSteamMatchmakingServers; }
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ISteamNetworking* SteamNetworking() const { return m_pSteamNetworking; }
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ISteamRemoteStorage* SteamRemoteStorage() const { return m_pSteamRemoteStorage; }
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ISteamScreenshots* SteamScreenshots() const { return m_pSteamScreenshots; }
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ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; }
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ISteamUnifiedMessages* SteamUnifiedMessages() const { return m_pSteamUnifiedMessages; }
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ISteamController* SteamController() const { return m_pController; }
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ISteamUGC* SteamUGC() const { return m_pSteamUGC; }
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ISteamAppList* SteamAppList() const { return m_pSteamAppList; }
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ISteamMusic* SteamMusic() const { return m_pSteamMusic; }
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ISteamMusicRemote* SteamMusicRemote() const { return m_pSteamMusicRemote; }
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ISteamHTMLSurface* SteamHTMLSurface() const { return m_pSteamHTMLSurface; }
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ISteamInventory* SteamInventory() const { return m_pSteamInventory; }
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ISteamVideo* SteamVideo() const { return m_pSteamVideo; }
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// DEPRECATED - there is no benefit to using this over the global accessors
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private:
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ISteamClient *m_pSteamClient;
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ISteamUser *m_pSteamUser;
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ISteamFriends *m_pSteamFriends;
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ISteamUtils *m_pSteamUtils;
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ISteamMatchmaking *m_pSteamMatchmaking;
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ISteamUserStats *m_pSteamUserStats;
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ISteamApps *m_pSteamApps;
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ISteamMatchmakingServers *m_pSteamMatchmakingServers;
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ISteamNetworking *m_pSteamNetworking;
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ISteamRemoteStorage *m_pSteamRemoteStorage;
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ISteamScreenshots *m_pSteamScreenshots;
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ISteamHTTP *m_pSteamHTTP;
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ISteamUnifiedMessages *m_pSteamUnifiedMessages;
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ISteamController *m_pController;
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ISteamUGC *m_pSteamUGC;
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ISteamAppList *m_pSteamAppList;
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ISteamMusic *m_pSteamMusic;
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ISteamMusicRemote *m_pSteamMusicRemote;
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ISteamHTMLSurface *m_pSteamHTMLSurface;
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ISteamInventory *m_pSteamInventory;
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ISteamVideo *m_pSteamVideo;
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};
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steam callback and call-result helpers
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//
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// The following macros and classes are used to register your application for
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// callbacks and call-results, which are delivered in a predictable manner.
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//
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// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
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// They map a Steam notification callback directly to a class member function
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// which is automatically prototyped as "void func( callback_type *pParam )".
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//
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// CCallResult is used with specific Steam APIs that return "result handles".
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// The handle can be passed to a CCallResult object's Set function, along with
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// an object pointer and member-function pointer. The member function will
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// be executed once the results of the Steam API call are available.
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//
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// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
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// macros if you require finer control over registration and unregistration.
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//
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// Callbacks and call-results are queued automatically and are only
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// delivered/executed when your application calls SteamAPI_RunCallbacks().
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_RunCallbacks is safe to call from multiple threads simultaneously,
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// but if you choose to do this, callback code could be executed on any thread.
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// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
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// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
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S_API void S_CALLTYPE SteamAPI_RunCallbacks();
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// Declares a callback member function plus a helper member variable which
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// registers the callback on object creation and unregisters on destruction.
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// The optional fourth 'var' param exists only for backwards-compatibility
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// and can be ignored.
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#define STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \
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_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) )
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// Declares a callback function and a named CCallbackManual variable which
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// has Register and Unregister functions instead of automatic registration.
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#define STEAM_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
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CCallbackManual< thisclass, callback_type > var; void func( callback_type *pParam )
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// Internal functions used by the utility CCallback objects to receive callbacks
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S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
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S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
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// Internal functions used by the utility CCallResult objects to receive async call results
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S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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//-----------------------------------------------------------------------------
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// Purpose: base for callbacks and call results - internal implementation detail
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//-----------------------------------------------------------------------------
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class CCallbackBase
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{
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public:
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CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
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// don't add a virtual destructor because we export this binary interface across dll's
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virtual void Run( void *pvParam ) = 0;
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
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int GetICallback() { return m_iCallback; }
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virtual int GetCallbackSizeBytes() = 0;
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protected:
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enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
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uint8 m_nCallbackFlags;
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int m_iCallback;
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friend class CCallbackMgr;
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private:
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CCallbackBase( const CCallbackBase& );
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CCallbackBase& operator=( const CCallbackBase& );
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};
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//-----------------------------------------------------------------------------
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// Purpose: templated base for callbacks - internal implementation detail
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//-----------------------------------------------------------------------------
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template< int sizeof_P >
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class CCallbackImpl : protected CCallbackBase
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{
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public:
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~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); }
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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protected:
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virtual void Run( void *pvParam ) = 0;
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virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) { Run( pvParam ); }
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virtual int GetCallbackSizeBytes() { return sizeof_P; }
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam async call result to a class member function
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// template params: T = local class, P = parameter struct
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//-----------------------------------------------------------------------------
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template< class T, class P >
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class CCallResult : private CCallbackBase
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{
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public:
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typedef void (T::*func_t)( P*, bool );
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CCallResult();
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~CCallResult();
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void Set( SteamAPICall_t hAPICall, T *p, func_t func );
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bool IsActive() const;
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void Cancel();
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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private:
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virtual void Run( void *pvParam );
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall );
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virtual int GetCallbackSizeBytes() { return sizeof( P ); }
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SteamAPICall_t m_hAPICall;
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T *m_pObj;
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func_t m_Func;
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam callback to a class member function
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// template params: T = local class, P = parameter struct,
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// bGameserver = listen for gameserver callbacks instead of client callbacks
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//-----------------------------------------------------------------------------
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template< class T, class P, bool bGameserver = false >
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class CCallback : public CCallbackImpl< sizeof( P ) >
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{
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public:
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typedef void (T::*func_t)(P*);
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// NOTE: If you can't provide the correct parameters at construction time, you should
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// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
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CCallback( T *pObj, func_t func );
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void Register( T *pObj, func_t func );
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void Unregister();
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protected:
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virtual void Run( void *pvParam );
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T *m_pObj;
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func_t m_Func;
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};
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//-----------------------------------------------------------------------------
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// Purpose: subclass of CCallback which allows default-construction in
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// an unregistered state; you must call Register manually
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//-----------------------------------------------------------------------------
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template< class T, class P, bool bGameServer = false >
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class CCallbackManual : public CCallback< T, P, bGameServer >
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{
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public:
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CCallbackManual() : CCallback< T, P, bGameServer >( NULL, NULL ) {}
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// Inherits public Register and Unregister functions from base class
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};
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#ifdef _WIN32
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// disable this warning; this pattern need for steam callback registration
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#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steamclient.dll private wrapper functions
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//
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// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_IsSteamRunning() returns true if Steam is currently running
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S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
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// Pumps out all the steam messages, calling registered callbacks.
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// NOT THREADSAFE - do not call from multiple threads simultaneously.
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S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
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// register the callback funcs to use to interact with the steam dll
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S_API void Steam_RegisterInterfaceFuncs( void *hModule );
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// returns the HSteamUser of the last user to dispatch a callback
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S_API HSteamUser Steam_GetHSteamUserCurrent();
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// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name.
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// DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs
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S_API const char *SteamAPI_GetSteamInstallPath();
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// returns the pipe we are communicating to Steam with
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S_API HSteamPipe SteamAPI_GetHSteamPipe();
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// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
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S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
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// backwards compat export, passes through to SteamAPI_ variants
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S_API HSteamPipe GetHSteamPipe();
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S_API HSteamUser GetHSteamUser();
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#if defined( VERSION_SAFE_STEAM_API_INTERFACES )
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// exists only for backwards compat with code written against older SDKs
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S_API bool S_CALLTYPE SteamAPI_InitSafe();
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#endif
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#include "steam_api_internal.h"
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#endif // STEAM_API_H
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