Proton/lsteamclient/steamworks_sdk_next/steam_api.h

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2019-02-25 18:44:23 +03:00
//====== Copyright Valve Corporation, All rights reserved. ====================
//
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// This header includes *all* of the interfaces and callback structures
// in the Steamworks SDK, and some high level functions to control the SDK
// (init, shutdown, etc) that you probably only need in one or two files.
//
// To save your compile times, we recommend that you not include this file
// in header files. Instead, include the specific headers for the interfaces
// and callback structures you need. The one file you might consider including
// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
//
//=============================================================================
#ifndef STEAM_API_H
#define STEAM_API_H
#ifdef _WIN32
#pragma once
#endif
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// Basic stuff
#include "steam_api_common.h"
// All of the interfaces
#include "isteamclient.h"
#include "isteamuser.h"
#include "isteamfriends.h"
#include "isteamutils.h"
#include "isteammatchmaking.h"
#include "isteamuserstats.h"
#include "isteamapps.h"
#include "isteamnetworking.h"
#include "isteamremotestorage.h"
#include "isteamscreenshots.h"
#include "isteammusic.h"
#include "isteammusicremote.h"
#include "isteamhttp.h"
#include "isteamcontroller.h"
#include "isteamugc.h"
#include "isteamapplist.h"
#include "isteamhtmlsurface.h"
#include "isteaminventory.h"
#include "isteamvideo.h"
#include "isteamparentalsettings.h"
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#include "isteaminput.h"
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// Steam API setup & shutdown
//
// These functions manage loading, initializing and shutdown of the steamclient.dll
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// SteamAPI_Init must be called before using any other API functions. If it fails, an
// error message will be output to the debugger (or stderr) with further information.
S_API bool S_CALLTYPE SteamAPI_Init();
// SteamAPI_Shutdown should be called during process shutdown if possible.
S_API void S_CALLTYPE SteamAPI_Shutdown();
// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
//
// Returns true if the current process should terminate. Steam is now re-launching your application.
//
// Returns false if no action needs to be taken. This means that your executable was started through
// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
// Your current process should continue if false is returned.
//
// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
// since the DRM wrapper will ensure that your application was launched properly through Steam.
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
// program never needs to explicitly call this function.
S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
// crash dump recording functions
S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// steamclient.dll private wrapper functions
//
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
// Pumps out all the steam messages, calling registered callbacks.
// NOT THREADSAFE - do not call from multiple threads simultaneously.
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
// register the callback funcs to use to interact with the steam dll
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
// returns the HSteamUser of the last user to dispatch a callback
S_API HSteamUser Steam_GetHSteamUserCurrent();
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name.
// 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
S_API const char *SteamAPI_GetSteamInstallPath();
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
// backwards compat export, passes through to SteamAPI_ variants
S_API HSteamPipe GetHSteamPipe();
S_API HSteamUser GetHSteamUser();
#if defined( VERSION_SAFE_STEAM_API_INTERFACES )
// exists only for backwards compat with code written against older SDKs
S_API bool S_CALLTYPE SteamAPI_InitSafe();
#endif
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#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
// this should be called before the game initialized the steam APIs
// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback );
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID );
#endif
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//
// CSteamAPIContext
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
#ifndef STEAM_API_EXPORTS
// Deprecated! Use the global accessors directly
inline bool CSteamAPIContext::Init()
{
m_pSteamClient = ::SteamClient();
if ( !m_pSteamClient )
return false;
m_pSteamUser = ::SteamUser();
if ( !m_pSteamUser )
return false;
m_pSteamFriends = ::SteamFriends();
if ( !m_pSteamFriends )
return false;
m_pSteamUtils = ::SteamUtils();
if ( !m_pSteamUtils )
return false;
m_pSteamMatchmaking = ::SteamMatchmaking();
if ( !m_pSteamMatchmaking )
return false;
m_pSteamGameSearch = ::SteamGameSearch();
if ( !m_pSteamGameSearch )
return false;
m_pSteamMatchmakingServers = ::SteamMatchmakingServers();
if ( !m_pSteamMatchmakingServers )
return false;
m_pSteamUserStats = ::SteamUserStats();
if ( !m_pSteamUserStats )
return false;
m_pSteamApps = ::SteamApps();
if ( !m_pSteamApps )
return false;
m_pSteamNetworking = ::SteamNetworking();
if ( !m_pSteamNetworking )
return false;
m_pSteamRemoteStorage = ::SteamRemoteStorage();
if ( !m_pSteamRemoteStorage )
return false;
m_pSteamScreenshots = ::SteamScreenshots();
if ( !m_pSteamScreenshots )
return false;
m_pSteamHTTP = ::SteamHTTP();
if ( !m_pSteamHTTP )
return false;
m_pController = ::SteamController();
if ( !m_pController )
return false;
m_pSteamUGC = ::SteamUGC();
if ( !m_pSteamUGC )
return false;
m_pSteamAppList = ::SteamAppList();
if ( !m_pSteamAppList )
return false;
m_pSteamMusic = ::SteamMusic();
if ( !m_pSteamMusic )
return false;
m_pSteamMusicRemote = ::SteamMusicRemote();
if ( !m_pSteamMusicRemote )
return false;
#ifndef ANDROID // Not yet supported on Android
m_pSteamHTMLSurface = ::SteamHTMLSurface();
if ( !m_pSteamHTMLSurface )
return false;
#endif
m_pSteamInventory = ::SteamInventory();
if ( !m_pSteamInventory )
return false;
m_pSteamVideo = ::SteamVideo();
if ( !m_pSteamVideo )
return false;
m_pSteamParentalSettings = ::SteamParentalSettings();
if ( !m_pSteamParentalSettings )
return false;
m_pSteamInput = ::SteamInput();
if ( !m_pSteamInput )
return false;
return true;
}
#endif
#endif // STEAM_API_H