Proton/lsteamclient/steamworks_sdk_159/isteamutils.h

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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to utility functions in Steam
//
//=============================================================================
#ifndef ISTEAMUTILS_H
#define ISTEAMUTILS_H
#include "steam_api_common.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
};
enum EFloatingGamepadTextInputMode
{
k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard
k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard
k_EFloatingGamepadTextInputModeModeEmail = 2, // Keyboard layout is email, enter dismisses the keyboard
k_EFloatingGamepadTextInputModeModeNumeric = 3, // Keyboard layout is numeric, enter dismisses the keyboard
};
// The context where text filtering is being done
enum ETextFilteringContext
{
k_ETextFilteringContextUnknown = 0, // Unknown context
k_ETextFilteringContextGameContent = 1, // Game content, only legally required filtering is performed
k_ETextFilteringContextChat = 2, // Chat from another player
k_ETextFilteringContextName = 3, // Character or item name
};
//-----------------------------------------------------------------------------
// 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;
// Deprecated. Do not call this.
STEAM_PRIVATE_API( 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.
STEAM_CALL_RESULT( CheckFileSignature_t )
virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
// Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed
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 Remote Play
virtual bool IsVRHeadsetStreamingEnabled() = 0;
// Set whether the HMD content will be streamed via Steam Remote Play
// 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;
// Returns whether this steam client is a Steam China specific client, vs the global client.
virtual bool IsSteamChinaLauncher() = 0;
// Initializes text filtering, loading dictionaries for the language the game is running in.
// unFilterOptions are reserved for future use and should be set to 0
// Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
//
// Users can customize the text filter behavior in their Steam Account preferences:
// https://store.steampowered.com/account/preferences#CommunityContentPreferences
virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0;
// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
// eContext is the type of content in the input string
// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
// pchOutFilteredText is where the output will be placed, even if no filtering is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
// Returns the number of characters (not bytes) filtered
virtual int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) = 0;
// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0;
// returns true if currently running on the Steam Deck device
virtual bool IsSteamRunningOnSteamDeck() = 0;
// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field
virtual bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) = 0;
// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher
virtual void SetGameLauncherMode( bool bLauncherMode ) = 0;
// Dismisses the floating keyboard.
virtual bool DismissFloatingGamepadTextInput() = 0;
// Dismisses the full-screen text input dialog.
virtual bool DismissGamepadTextInput() = 0;
};
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"
// Global interface accessor
inline ISteamUtils *SteamUtils();
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "user", STEAMUTILS_INTERFACE_VERSION );
// Global accessor for the gameserver client
inline ISteamUtils *SteamGameServerUtils();
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "gameserver", STEAMUTILS_INTERFACE_VERSION );
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif
//-----------------------------------------------------------------------------
// Purpose: The country of the user changed
//-----------------------------------------------------------------------------
struct IPCountry_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
};
//-----------------------------------------------------------------------------
// Purpose: Fired when running on a handheld PC or laptop with 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
//-----------------------------------------------------------------------------
// Full Screen 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;
AppId_t m_unAppID;
};
// k_iSteamUtilsCallbacks + 15 through 35 are taken
STEAM_CALLBACK_BEGIN( AppResumingFromSuspend_t, k_iSteamUtilsCallbacks + 36 )
STEAM_CALLBACK_END(0)
// k_iSteamUtilsCallbacks + 37 is taken
//-----------------------------------------------------------------------------
// The floating on-screen keyboard has been closed
//-----------------------------------------------------------------------------
struct FloatingGamepadTextInputDismissed_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 38 };
};
//-----------------------------------------------------------------------------
// The text filtering dictionary has changed
//-----------------------------------------------------------------------------
struct FilterTextDictionaryChanged_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 39 };
int m_eLanguage; // One of ELanguage, or k_LegallyRequiredFiltering
};
#pragma pack( pop )
#endif // ISTEAMUTILS_H