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d3dd51b542
For SteamMatchMaking003.
82 lines
3.1 KiB
C++
82 lines
3.1 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to utility functions in Steam
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//
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//=============================================================================
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#ifndef ISTEAMUTILS_H
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#define ISTEAMUTILS_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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//-----------------------------------------------------------------------------
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// Purpose: interface to user independent utility functions
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//-----------------------------------------------------------------------------
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class ISteamUtils
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{
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public:
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// return the number of seconds since the user
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virtual uint32 GetSecondsSinceAppActive() = 0;
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virtual uint32 GetSecondsSinceComputerActive() = 0;
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// the universe this client is connecting to
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virtual EUniverse GetConnectedUniverse() = 0;
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// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
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virtual uint32 GetServerRealTime() = 0;
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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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virtual const char *GetIPCountry() = 0;
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// returns true if the image exists, and valid sizes were filled out
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virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
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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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virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
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// returns the IP of the reporting server for valve - currently only used in Source engine games
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virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
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// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
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virtual uint8 GetCurrentBatteryPower() = 0;
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// returns the appID of the current process
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virtual uint32 GetAppID() = 0;
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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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virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
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};
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#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
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// callbacks
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//-----------------------------------------------------------------------------
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// Purpose: The country of the user changed
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//-----------------------------------------------------------------------------
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struct IPCountry_t
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{
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enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
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};
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//-----------------------------------------------------------------------------
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// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
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//-----------------------------------------------------------------------------
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struct LowBatteryPower_t
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{
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enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
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uint8 m_nMinutesBatteryLeft;
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};
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#endif // ISTEAMUTILS_H
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