98c51ad7a5
For STEAMREMOTESTORAGE_INTERFACE_VERSION007 and SteamFriends012.
286 lines
12 KiB
C++
286 lines
12 KiB
C++
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Main interface for loading and accessing Steamworks API's from the
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// Steam client.
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// For most uses, this code is wrapped inside of SteamAPI_Init()
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//=============================================================================
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#ifndef ISTEAMCLIENT_H
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#define ISTEAMCLIENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamtypes.h"
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#include "steamclientpublic.h"
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// handle to a communication pipe to the Steam client
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typedef int32 HSteamPipe;
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// handle to single instance of a steam user
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typedef int32 HSteamUser;
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// function prototype
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#if defined( POSIX )
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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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#if defined( __SNC__ )
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#pragma diag_suppress=1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
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#endif
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// interface predec
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class ISteamUser;
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class ISteamGameServer;
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class ISteamFriends;
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class ISteamUtils;
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class ISteamMatchmaking;
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class ISteamContentServer;
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class ISteamMatchmakingServers;
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class ISteamUserStats;
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class ISteamApps;
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class ISteamNetworking;
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class ISteamRemoteStorage;
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class ISteamScreenshots;
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class ISteamGameServerStats;
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class ISteamPS3OverlayRender;
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class ISteamHTTP;
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//-----------------------------------------------------------------------------
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// Purpose: Interface to creating a new steam instance, or to
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// connect to an existing steam instance, whether it's in a
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// different process or is local.
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//
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// For most scenarios this is all handled automatically via SteamAPI_Init().
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// You'll only need to use these interfaces if you have a more complex versioning scheme,
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// where you want to get different versions of the same interface in different dll's in your project.
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//-----------------------------------------------------------------------------
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class ISteamClient
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{
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public:
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// Creates a communication pipe to the Steam client
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virtual HSteamPipe CreateSteamPipe() = 0;
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// Releases a previously created communications pipe
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virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
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// connects to an existing global user, failing if none exists
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// used by the game to coordinate with the steamUI
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virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
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// used by game servers, create a steam user that won't be shared with anyone else
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virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;
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// removes an allocated user
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virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
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// retrieves the ISteamUser interface associated with the handle
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virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// retrieves the ISteamGameServer interface associated with the handle
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virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// set the local IP and Port to bind to
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// this must be set before CreateLocalUser()
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virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
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// returns the ISteamFriends interface
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virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUtils interface
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virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmaking interface
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virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmakingServers interface
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virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the a generic interface
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virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUserStats interface
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virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamGameServerStats interface
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virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns apps interface
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virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// networking
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virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// remote storage
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virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// user screenshots
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virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 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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// Trigger global shutdown for the DLL
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virtual bool BShutdownIfAllPipesClosed() = 0;
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#ifdef _PS3
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virtual ISteamPS3OverlayRender *GetISteamPS3OverlayRender() = 0;
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#endif
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// Expose HTTP interface
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virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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};
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#define STEAMCLIENT_INTERFACE_VERSION "SteamClient012"
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//-----------------------------------------------------------------------------
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// Purpose: Base values for callback identifiers, each callback must
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// have a unique ID.
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//-----------------------------------------------------------------------------
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enum { k_iSteamUserCallbacks = 100 };
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enum { k_iSteamGameServerCallbacks = 200 };
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enum { k_iSteamFriendsCallbacks = 300 };
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enum { k_iSteamBillingCallbacks = 400 };
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enum { k_iSteamMatchmakingCallbacks = 500 };
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enum { k_iSteamContentServerCallbacks = 600 };
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enum { k_iSteamUtilsCallbacks = 700 };
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enum { k_iClientFriendsCallbacks = 800 };
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enum { k_iClientUserCallbacks = 900 };
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enum { k_iSteamAppsCallbacks = 1000 };
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enum { k_iSteamUserStatsCallbacks = 1100 };
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enum { k_iSteamNetworkingCallbacks = 1200 };
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enum { k_iClientRemoteStorageCallbacks = 1300 };
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enum { k_iSteamUserItemsCallbacks = 1400 };
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enum { k_iSteamGameServerItemsCallbacks = 1500 };
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enum { k_iClientUtilsCallbacks = 1600 };
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enum { k_iSteamGameCoordinatorCallbacks = 1700 };
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enum { k_iSteamGameServerStatsCallbacks = 1800 };
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enum { k_iSteam2AsyncCallbacks = 1900 };
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enum { k_iSteamGameStatsCallbacks = 2000 };
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enum { k_iClientHTTPCallbacks = 2100 };
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enum { k_iClientScreenshotsCallbacks = 2200 };
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enum { k_iSteamScreenshotsCallbacks = 2300 };
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enum { k_iClientAudioCallbacks = 2400 };
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//-----------------------------------------------------------------------------
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// The CALLBACK macros are for client side callback logging enabled with
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// log_callback <first callnbackID> <last callbackID>
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// Do not change any of these.
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//-----------------------------------------------------------------------------
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class CSteamCallback
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{
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public:
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virtual const char *GetCallbackName() const = 0;
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virtual uint32 GetCallbackID() const = 0;
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virtual uint8 *GetFixedData() const = 0;
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virtual uint32 GetFixedSize() const = 0;
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virtual uint32 GetNumMemberVariables() const = 0;
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virtual bool GetMemberVariable( uint32 index, uint32 &varOffset, uint32 &varSize, uint32 &varCount, const char **pszName, const char **pszType ) const = 0;
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};
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#define DEFINE_CALLBACK( callbackname, callbackid ) \
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struct callbackname##_t { \
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enum { k_iCallback = callbackid }; \
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static callbackname##_t *GetNullPointer() { return 0; }
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#define CALLBACK_MEMBER( varidx, vartype, varname ) \
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public: vartype varname ; \
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static void GetMemberVar_##varidx( unsigned int &varOffset, unsigned int &varSize, uint32 &varCount, const char **pszName, const char **pszType ) { \
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varOffset = (unsigned int)(size_t)&GetNullPointer()->varname; \
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varSize = sizeof( vartype ); \
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varCount = 1; \
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*pszName = #varname; *pszType = #vartype; }
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#define CALLBACK_ARRAY( varidx, vartype, varname, varcount ) \
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public: vartype varname [ varcount ]; \
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static void GetMemberVar_##varidx( unsigned int &varOffset, unsigned int &varSize, uint32 &varCount, const char **pszName, const char **pszType ) { \
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varOffset = (unsigned int)(size_t)&GetNullPointer()->varname[0]; \
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varSize = sizeof( vartype ); \
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varCount = varcount; \
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*pszName = #varname; *pszType = #vartype; }
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#define END_CALLBACK_INTERNAL_BEGIN( callbackname, numvars ) }; \
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class C##callbackname : public CSteamCallback { \
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public: callbackname##_t m_Data; \
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C##callbackname () { memset( &m_Data, 0, sizeof(m_Data) ); } \
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virtual const char *GetCallbackName() const { return #callbackname; } \
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virtual uint32 GetCallbackID() const { return callbackname##_t::k_iCallback; } \
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virtual uint32 GetFixedSize() const { return sizeof( m_Data ); } \
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virtual uint8 *GetFixedData() const { return (uint8*)&m_Data; } \
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virtual uint32 GetNumMemberVariables() const { return numvars; } \
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virtual bool GetMemberVariable( uint32 index, uint32 &varOffset, uint32 &varSize, uint32 &varCount, const char **pszName, const char **pszType ) const { \
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switch ( index ) { default : return false;
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#define END_CALLBACK_INTERNAL_SWITCH( varidx ) case varidx : m_Data.GetMemberVar_##varidx( varOffset, varSize, varCount, pszName, pszType ); return true;
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#define END_CALLBACK_INTERNAL_END() }; }; };
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#define END_DEFINE_CALLBACK_0( callbackname ) }; \
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class C##callbackname : public CSteamCallback { \
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public: callbackname##_t m_Data; \
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virtual const char *GetCallbackName() const { return #callbackname; } \
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virtual uint32 GetCallbackID() const { return callbackname##_t::k_iCallback; } \
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virtual uint32 GetFixedSize() const { return sizeof( m_Data ); } \
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virtual uint8 *GetFixedData() const { return (uint8*)&m_Data; } \
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virtual uint32 GetNumMemberVariables() const { return 0; } \
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virtual bool GetMemberVariable( uint32 index, uint32 &varOffset, uint32 &varSize, uint32 &varCount, const char **pszName, const char **pszType ) const { return false; } \
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}; \
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#define END_DEFINE_CALLBACK_1( callbackname ) \
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END_CALLBACK_INTERNAL_BEGIN( callbackname, 1 ) \
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END_CALLBACK_INTERNAL_SWITCH( 0 ) \
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END_CALLBACK_INTERNAL_END()
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#define END_DEFINE_CALLBACK_2( callbackname ) \
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END_CALLBACK_INTERNAL_BEGIN( callbackname, 2 ) \
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END_CALLBACK_INTERNAL_SWITCH( 0 ) \
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END_CALLBACK_INTERNAL_SWITCH( 1 ) \
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END_CALLBACK_INTERNAL_END()
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#define END_DEFINE_CALLBACK_3( callbackname ) \
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END_CALLBACK_INTERNAL_BEGIN( callbackname, 3 ) \
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END_CALLBACK_INTERNAL_SWITCH( 0 ) \
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END_CALLBACK_INTERNAL_SWITCH( 1 ) \
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END_CALLBACK_INTERNAL_SWITCH( 2 ) \
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END_CALLBACK_INTERNAL_END()
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#define END_DEFINE_CALLBACK_4( callbackname ) \
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END_CALLBACK_INTERNAL_BEGIN( callbackname, 4 ) \
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END_CALLBACK_INTERNAL_SWITCH( 0 ) \
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END_CALLBACK_INTERNAL_SWITCH( 1 ) \
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END_CALLBACK_INTERNAL_SWITCH( 2 ) \
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END_CALLBACK_INTERNAL_SWITCH( 3 ) \
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END_CALLBACK_INTERNAL_END()
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#define END_DEFINE_CALLBACK_6( callbackname ) \
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END_CALLBACK_INTERNAL_BEGIN( callbackname, 6 ) \
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END_CALLBACK_INTERNAL_SWITCH( 0 ) \
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END_CALLBACK_INTERNAL_SWITCH( 1 ) \
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END_CALLBACK_INTERNAL_SWITCH( 2 ) \
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END_CALLBACK_INTERNAL_SWITCH( 3 ) \
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END_CALLBACK_INTERNAL_SWITCH( 4 ) \
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END_CALLBACK_INTERNAL_SWITCH( 5 ) \
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END_CALLBACK_INTERNAL_END()
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#endif // ISTEAMCLIENT_H
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