147 lines
6.1 KiB
C
147 lines
6.1 KiB
C
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//====== Copyright <20> 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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// Steam API call failure results
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enum ESteamAPICallFailure
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{
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k_ESteamAPICallFailureNone = -1, // no failure
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k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away
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k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken
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// SteamServersDisconnected_t callback will be sent around the same time
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// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
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k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists
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k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call
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};
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// function prototype for warning message hook
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#if defined( POSIX ) && !defined( _CYGWIN )
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#define __cdecl
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#endif
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extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
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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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// API asynchronous call results
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// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
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virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
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virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
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virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
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// this needs to be called every frame to process matchmaking results
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// redundant if you're already calling SteamAPI_RunCallbacks()
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virtual void RunFrame() = 0;
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// returns the number of IPC calls made since the last time this function was called
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// Used for perf debugging so you can understand how many IPC calls your game makes per frame
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// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
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// control how often you do them.
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virtual uint32 GetIPCCallCount() = 0;
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// API warning handling
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// 'int' is the severity; 0 for msg, 1 for warning
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// 'const char *' is the text of the message
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// callbacks will occur directly after the API function is called that generated the warning or message
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virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
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// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
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// start & hook the game process, so this function will initially return false while the overlay is loading.
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virtual bool IsOverlayEnabled() = 0;
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};
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#define STEAMUTILS_INTERFACE_VERSION "SteamUtils004"
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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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//-----------------------------------------------------------------------------
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// Purpose: called when a SteamAsyncCall_t has completed (or failed)
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//-----------------------------------------------------------------------------
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struct SteamAPICallCompleted_t
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{
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enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
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SteamAPICall_t m_hAsyncCall;
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};
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//-----------------------------------------------------------------------------
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// called when Steam wants to shutdown
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//-----------------------------------------------------------------------------
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struct SteamShutdown_t
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{
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enum { k_iCallback = k_iSteamUtilsCallbacks + 4 };
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};
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#endif // ISTEAMUTILS_H
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