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https://github.com/ValveSoftware/Proton.git
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642 lines
25 KiB
C++
642 lines
25 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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// S_API void SteamAPI_Init(); (see below)
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S_API void S_CALLTYPE SteamAPI_Shutdown();
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// checks if a local Steam client is running
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S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
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// Detects if your executable was launched through the Steam client, and restarts your game through
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// the client if necessary. The Steam client will be started if it is not running.
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//
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// Returns: true if your executable was NOT launched through the Steam client. This function will
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// then start your application through the client. Your current process should exit.
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//
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// false if your executable was started through the Steam client or a steam_appid.txt file
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// is present in your game's directory (for development). Your current process should continue.
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//
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// NOTE: This function should be used only if you are using CEG or not using Steam's DRM. Once applied
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// to your executable, Steam's DRM will handle restarting through Steam if necessary.
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S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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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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// interface pointers, configured by SteamAPI_Init()
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S_API ISteamClient *S_CALLTYPE SteamClient();
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//
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// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
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// new steam_api.dll's without recompiling/rereleasing modules that use it.
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//
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// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
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// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
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//
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// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
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// functions below to get at the Steam interfaces.
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//
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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S_API bool S_CALLTYPE SteamAPI_InitSafe();
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#else
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S_API bool S_CALLTYPE SteamAPI_Init();
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S_API ISteamUser *S_CALLTYPE SteamUser();
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S_API ISteamFriends *S_CALLTYPE SteamFriends();
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S_API ISteamUtils *S_CALLTYPE SteamUtils();
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S_API ISteamMatchmaking *S_CALLTYPE SteamMatchmaking();
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S_API ISteamUserStats *S_CALLTYPE SteamUserStats();
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S_API ISteamApps *S_CALLTYPE SteamApps();
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S_API ISteamNetworking *S_CALLTYPE SteamNetworking();
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S_API ISteamMatchmakingServers *S_CALLTYPE SteamMatchmakingServers();
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S_API ISteamRemoteStorage *S_CALLTYPE SteamRemoteStorage();
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S_API ISteamScreenshots *S_CALLTYPE SteamScreenshots();
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S_API ISteamHTTP *S_CALLTYPE SteamHTTP();
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S_API ISteamUnifiedMessages *S_CALLTYPE SteamUnifiedMessages();
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S_API ISteamController *S_CALLTYPE SteamController();
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S_API ISteamUGC *S_CALLTYPE SteamUGC();
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S_API ISteamAppList *S_CALLTYPE SteamAppList();
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S_API ISteamMusic *S_CALLTYPE SteamMusic();
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S_API ISteamMusicRemote *S_CALLTYPE SteamMusicRemote();
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S_API ISteamHTMLSurface *S_CALLTYPE SteamHTMLSurface();
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S_API ISteamInventory *S_CALLTYPE SteamInventory();
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S_API ISteamVideo *S_CALLTYPE SteamVideo();
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#endif // VERSION_SAFE_STEAM_API_INTERFACES
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// Most Steam API functions allocate some amount of thread-local memory for
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// parameter storage. The SteamAPI_ReleaseCurrentThreadMemory() function
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// will free all API-related memory associated with the calling thread.
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// This memory is also released automatically by SteamAPI_RunCallbacks(), so
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// a single-threaded program does not need to explicitly call this function.
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S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
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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 may be executed on any thread.
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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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{
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m_hAPICall = k_uAPICallInvalid;
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m_pObj = NULL;
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m_Func = NULL;
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m_iCallback = P::k_iCallback;
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}
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void Set( SteamAPICall_t hAPICall, T *p, func_t func )
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{
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if ( m_hAPICall )
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SteamAPI_UnregisterCallResult( this, m_hAPICall );
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m_hAPICall = hAPICall;
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m_pObj = p;
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m_Func = func;
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if ( hAPICall )
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SteamAPI_RegisterCallResult( this, hAPICall );
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}
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bool IsActive() const
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{
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return ( m_hAPICall != k_uAPICallInvalid );
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}
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void Cancel()
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{
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if ( m_hAPICall != k_uAPICallInvalid )
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{
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SteamAPI_UnregisterCallResult( this, m_hAPICall );
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m_hAPICall = k_uAPICallInvalid;
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}
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}
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~CCallResult()
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{
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Cancel();
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}
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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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{
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m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
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(m_pObj->*m_Func)( (P *)pvParam, false );
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}
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall )
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{
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if ( hSteamAPICall == m_hAPICall )
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{
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m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
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(m_pObj->*m_Func)( (P *)pvParam, bIOFailure );
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}
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}
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virtual int GetCallbackSizeBytes()
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{
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return sizeof( P );
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}
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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 ) : m_pObj( NULL ), m_Func( NULL )
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{
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if ( bGameserver )
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{
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this->SetGameserverFlag();
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}
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Register( pObj, func );
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}
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// manual registration of the callback
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void Register( T *pObj, func_t func )
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{
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if ( !pObj || !func )
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return;
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if ( this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered )
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Unregister();
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m_pObj = pObj;
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m_Func = func;
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// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
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SteamAPI_RegisterCallback( this, P::k_iCallback );
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}
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void Unregister()
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{
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// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
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SteamAPI_UnregisterCallback( this );
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}
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protected:
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virtual void Run( void *pvParam )
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{
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(m_pObj->*m_Func)( (P *)pvParam );
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}
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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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//-----------------------------------------------------------------------------
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// The following macros are implementation details, not intended for public use
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//-----------------------------------------------------------------------------
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#define _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param )
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#define _STEAM_CALLBACK_HELPER( _1, _2, SELECTED, ... ) _STEAM_CALLBACK_##SELECTED
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#define _STEAM_CALLBACK_SELECT( X, Y ) _STEAM_CALLBACK_HELPER X Y
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#define _STEAM_CALLBACK_3( extra_code, thisclass, func, param ) \
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struct CCallbackInternal_ ## func : private CCallbackImpl< sizeof( param ) > { \
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CCallbackInternal_ ## func () { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
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CCallbackInternal_ ## func ( const CCallbackInternal_ ## func & ) { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
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CCallbackInternal_ ## func & operator=( const CCallbackInternal_ ## func & ) { return *this; } \
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private: virtual void Run( void *pvParam ) { _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param ) \
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thisclass *pOuter = reinterpret_cast<thisclass*>( reinterpret_cast<char*>(this) - offsetof( thisclass, m_steamcallback_ ## func ) ); \
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pOuter->func( reinterpret_cast<param*>( pvParam ) ); \
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} \
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} m_steamcallback_ ## func ; void func( param *pParam )
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#define _STEAM_CALLBACK_4( _, thisclass, func, param, var ) \
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CCallback< thisclass, param > var; void func( param *pParam )
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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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// 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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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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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
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// lets them each specify the interface versions they are compiled with.
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//
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// It's important that these stay inlined in the header so the calling module specifies the interface versions
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// for whatever Steam API version it has.
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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S_API HSteamUser SteamAPI_GetHSteamUser();
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class CSteamAPIContext
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{
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public:
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CSteamAPIContext();
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void Clear();
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bool Init();
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ISteamUser* SteamUser() { return m_pSteamUser; }
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ISteamFriends* SteamFriends() { return m_pSteamFriends; }
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ISteamUtils* SteamUtils() { return m_pSteamUtils; }
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ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
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ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
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ISteamApps* SteamApps() { return m_pSteamApps; }
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ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
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ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
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ISteamRemoteStorage* SteamRemoteStorage() { return m_pSteamRemoteStorage; }
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ISteamScreenshots* SteamScreenshots() { return m_pSteamScreenshots; }
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ISteamHTTP* SteamHTTP() { return m_pSteamHTTP; }
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ISteamUnifiedMessages* SteamUnifiedMessages() { return m_pSteamUnifiedMessages; }
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ISteamController* SteamController() { return m_pController; }
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ISteamUGC* SteamUGC() { return m_pSteamUGC; }
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ISteamAppList* SteamAppList() { return m_pSteamAppList; }
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ISteamMusic* SteamMusic() { return m_pSteamMusic; }
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ISteamMusicRemote* SteamMusicRemote() { return m_pSteamMusicRemote; }
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ISteamHTMLSurface* SteamHTMLSurface() { return m_pSteamHTMLSurface; }
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ISteamInventory* SteamInventory() { return m_pSteamInventory; }
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ISteamVideo* SteamVideo() { return m_pSteamVideo; }
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private:
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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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|
|
|
inline CSteamAPIContext::CSteamAPIContext()
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|
{
|
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Clear();
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|
}
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|
|
|
inline void CSteamAPIContext::Clear()
|
|
{
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m_pSteamUser = NULL;
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|
m_pSteamFriends = NULL;
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|
m_pSteamUtils = NULL;
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|
m_pSteamMatchmaking = NULL;
|
|
m_pSteamUserStats = NULL;
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|
m_pSteamApps = NULL;
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|
m_pSteamMatchmakingServers = NULL;
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|
m_pSteamNetworking = NULL;
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|
m_pSteamRemoteStorage = NULL;
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|
m_pSteamHTTP = NULL;
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|
m_pSteamScreenshots = NULL;
|
|
m_pSteamMusic = NULL;
|
|
m_pSteamUnifiedMessages = NULL;
|
|
m_pController = NULL;
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|
m_pSteamUGC = NULL;
|
|
m_pSteamAppList = NULL;
|
|
m_pSteamMusic = NULL;
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|
m_pSteamMusicRemote= NULL;
|
|
m_pSteamHTMLSurface = NULL;
|
|
m_pSteamInventory = NULL;
|
|
}
|
|
|
|
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
|
inline bool CSteamAPIContext::Init()
|
|
{
|
|
if ( !SteamClient() )
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|
return false;
|
|
|
|
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
|
|
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
|
|
|
|
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
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|
if ( !m_pSteamUser )
|
|
return false;
|
|
|
|
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
|
if ( !m_pSteamFriends )
|
|
return false;
|
|
|
|
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
|
if ( !m_pSteamUtils )
|
|
return false;
|
|
|
|
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
|
if ( !m_pSteamMatchmaking )
|
|
return false;
|
|
|
|
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
|
if ( !m_pSteamMatchmakingServers )
|
|
return false;
|
|
|
|
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
|
if ( !m_pSteamUserStats )
|
|
return false;
|
|
|
|
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
|
if ( !m_pSteamApps )
|
|
return false;
|
|
|
|
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
|
if ( !m_pSteamNetworking )
|
|
return false;
|
|
|
|
m_pSteamRemoteStorage = SteamClient()->GetISteamRemoteStorage( hSteamUser, hSteamPipe, STEAMREMOTESTORAGE_INTERFACE_VERSION );
|
|
if ( !m_pSteamRemoteStorage )
|
|
return false;
|
|
|
|
m_pSteamScreenshots = SteamClient()->GetISteamScreenshots( hSteamUser, hSteamPipe, STEAMSCREENSHOTS_INTERFACE_VERSION );
|
|
if ( !m_pSteamScreenshots )
|
|
return false;
|
|
|
|
m_pSteamHTTP = SteamClient()->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
|
|
if ( !m_pSteamHTTP )
|
|
return false;
|
|
|
|
m_pSteamUnifiedMessages = SteamClient()->GetISteamUnifiedMessages( hSteamUser, hSteamPipe, STEAMUNIFIEDMESSAGES_INTERFACE_VERSION );
|
|
if ( !m_pSteamUnifiedMessages )
|
|
return false;
|
|
|
|
m_pController = SteamClient()->GetISteamController( hSteamUser, hSteamPipe, STEAMCONTROLLER_INTERFACE_VERSION );
|
|
if ( !m_pController )
|
|
return false;
|
|
|
|
m_pSteamUGC = SteamClient()->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION );
|
|
if ( !m_pSteamUGC )
|
|
return false;
|
|
|
|
m_pSteamAppList = SteamClient()->GetISteamAppList( hSteamUser, hSteamPipe, STEAMAPPLIST_INTERFACE_VERSION );
|
|
if ( !m_pSteamAppList )
|
|
return false;
|
|
|
|
m_pSteamMusic = SteamClient()->GetISteamMusic( hSteamUser, hSteamPipe, STEAMMUSIC_INTERFACE_VERSION );
|
|
if ( !m_pSteamMusic )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_pSteamMusicRemote = SteamClient()->GetISteamMusicRemote( hSteamUser, hSteamPipe, STEAMMUSICREMOTE_INTERFACE_VERSION );
|
|
if ( !m_pSteamMusicRemote )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_pSteamHTMLSurface = SteamClient()->GetISteamHTMLSurface( hSteamUser, hSteamPipe, STEAMHTMLSURFACE_INTERFACE_VERSION );
|
|
if ( !m_pSteamHTMLSurface )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_pSteamInventory = SteamClient()->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION );
|
|
if ( !m_pSteamInventory )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_pSteamVideo = SteamClient()->GetISteamVideo( hSteamUser, hSteamPipe, STEAMVIDEO_INTERFACE_VERSION );
|
|
if ( !m_pSteamVideo )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
|
|
|
#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 under under DATE under under macro )
|
|
// pchTime should be of the format "hh:mm:ss" (such as from the under under TIME under under 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
|
|
|
|
#endif // STEAM_API_H
|