362 lines
14 KiB
C
362 lines
14 KiB
C
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// This header includes *all* of the interfaces and callback structures
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// in the Steamworks SDK, and some high level functions to control the SDK
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// (init, shutdown, etc) that you probably only need in one or two files.
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//
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// To save your compile times, we recommend that you not include this file
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// in header files. Instead, include the specific headers for the interfaces
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// and callback structures you need. The one file you might consider including
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// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
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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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// Basic stuff
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#include "steam_api_common.h"
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// All of the interfaces
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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 "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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#include "isteamparentalsettings.h"
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#include "isteaminput.h"
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#include "isteamremoteplay.h"
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#include "isteamnetworkingmessages.h"
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#include "isteamnetworkingsockets.h"
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#include "isteamnetworkingutils.h"
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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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enum ESteamAPIInitResult
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{
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k_ESteamAPIInitResult_OK = 0,
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k_ESteamAPIInitResult_FailedGeneric = 1, // Some other failure
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k_ESteamAPIInitResult_NoSteamClient = 2, // We cannot connect to Steam, steam probably isn't running
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k_ESteamAPIInitResult_VersionMismatch = 3, // Steam client appears to be out of date
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};
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// Initialize the Steamworks SDK.
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// On success k_ESteamAPIInitResult_OK is returned. Otherwise, if pOutErrMsg is non-NULL,
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// it will receive a non-localized message that explains the reason for the failure
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//
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// Example usage:
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//
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// SteamErrMsg errMsg;
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// if ( SteamAPI_Init(&errMsg) != k_ESteamAPIInitResult_OK )
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// FatalError( "Failed to init Steam. %s", errMsg );
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inline ESteamAPIInitResult SteamAPI_InitEx( SteamErrMsg *pOutErrMsg );
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// Initialize the SDK, without worrying about the cause of failure.
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// This function is included for compatibility with older SDK.
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// You can use it if you don't care about decent error handling
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inline bool SteamAPI_Init()
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{
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return SteamAPI_InitEx( NULL ) == k_ESteamAPIInitResult_OK;
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}
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// SteamAPI_Shutdown should be called during process shutdown if possible.
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S_API void S_CALLTYPE SteamAPI_Shutdown();
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// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
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//
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// Returns true if the current process should terminate. Steam is now re-launching your application.
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//
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// Returns false if no action needs to be taken. This means that your executable was started through
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// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
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// Your current process should continue if false is returned.
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//
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// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
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// since the DRM wrapper will ensure that your application was launched properly through Steam.
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S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
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// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
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// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
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// program never needs to explicitly call this function.
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S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
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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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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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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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// SteamAPI_IsSteamRunning() returns true if Steam is currently running
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S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
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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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// 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
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S_API const char *SteamAPI_GetSteamInstallPath();
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// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
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// This is ignored if you are using the manual callback dispatch method
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S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
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#if defined( VERSION_SAFE_STEAM_API_INTERFACES )
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// exists only for backwards compat with code written against older SDKs
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S_API bool S_CALLTYPE SteamAPI_InitSafe();
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#endif
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#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
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// this should be called before the game initialized the steam APIs
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// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
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// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
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// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
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// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
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// 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.
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S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback );
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S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID );
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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//
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// Manual callback loop
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//
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// An alternative method for dispatching callbacks. Similar to a windows message loop.
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//
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// If you use the manual callback dispatch, you must NOT use:
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//
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// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
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// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
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//
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// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
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/*
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HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe()
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SteamAPI_ManualDispatch_RunFrame( hSteamPipe )
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CallbackMsg_t callback;
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while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) )
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{
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// Check for dispatching API call results
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if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback )
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{
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SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback.
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void *pTmpCallResult = malloc( pCallback->m_cubParam );
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bool bFailed;
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if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) )
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{
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// Dispatch the call result to the registered handler(s) for the
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// call identified by pCallCompleted->m_hAsyncCall
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}
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free( pTmpCallResult );
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}
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else
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{
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// Look at callback.m_iCallback to see what kind of callback it is,
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// and dispatch to appropriate handler(s)
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}
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SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
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}
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*/
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
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/// you use any of the other manual dispatch functions below.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init();
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/// Perform certain periodic actions that need to be performed.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
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/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
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/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
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/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
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/// Return the call result for the specified call on the specified pipe. You really should
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/// only call this in a handler for SteamAPICallCompleted_t callback.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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//
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// CSteamAPIContext
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//
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// Deprecated! This is not necessary any more. Please use the global accessors directly
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//
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#ifndef STEAM_API_EXPORTS
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inline bool CSteamAPIContext::Init()
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{
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m_pSteamClient = ::SteamClient();
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if ( !m_pSteamClient )
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return false;
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m_pSteamUser = ::SteamUser();
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if ( !m_pSteamUser )
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return false;
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m_pSteamFriends = ::SteamFriends();
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if ( !m_pSteamFriends )
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return false;
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m_pSteamUtils = ::SteamUtils();
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if ( !m_pSteamUtils )
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return false;
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m_pSteamMatchmaking = ::SteamMatchmaking();
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if ( !m_pSteamMatchmaking )
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return false;
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m_pSteamGameSearch = ::SteamGameSearch();
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if ( !m_pSteamGameSearch )
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return false;
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#if !defined( IOSALL) // Not yet supported on iOS.
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m_pSteamMatchmakingServers = ::SteamMatchmakingServers();
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if ( !m_pSteamMatchmakingServers )
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return false;
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#endif
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m_pSteamUserStats = ::SteamUserStats();
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if ( !m_pSteamUserStats )
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return false;
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m_pSteamApps = ::SteamApps();
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if ( !m_pSteamApps )
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return false;
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m_pSteamNetworking = ::SteamNetworking();
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if ( !m_pSteamNetworking )
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return false;
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m_pSteamRemoteStorage = ::SteamRemoteStorage();
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if ( !m_pSteamRemoteStorage )
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return false;
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m_pSteamScreenshots = ::SteamScreenshots();
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if ( !m_pSteamScreenshots )
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return false;
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m_pSteamHTTP = ::SteamHTTP();
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if ( !m_pSteamHTTP )
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return false;
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m_pController = ::SteamController();
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if ( !m_pController )
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return false;
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m_pSteamUGC = ::SteamUGC();
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if ( !m_pSteamUGC )
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return false;
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m_pSteamAppList = ::SteamAppList();
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if ( !m_pSteamAppList )
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return false;
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m_pSteamMusic = ::SteamMusic();
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if ( !m_pSteamMusic )
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return false;
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m_pSteamMusicRemote = ::SteamMusicRemote();
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if ( !m_pSteamMusicRemote )
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return false;
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#if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
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m_pSteamHTMLSurface = ::SteamHTMLSurface();
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if ( !m_pSteamHTMLSurface )
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return false;
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#endif
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m_pSteamInventory = ::SteamInventory();
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if ( !m_pSteamInventory )
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return false;
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m_pSteamVideo = ::SteamVideo();
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if ( !m_pSteamVideo )
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return false;
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m_pSteamParentalSettings = ::SteamParentalSettings();
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if ( !m_pSteamParentalSettings )
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return false;
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m_pSteamInput = ::SteamInput();
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if ( !m_pSteamInput )
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return false;
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return true;
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}
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#endif
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// Internal implementation of SteamAPI_InitEx. This is done in a way that checks
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// all of the versions of interfaces from headers being compiled into this code.
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// If you are not using any of the C++ interfaces and do not need this version checking
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// (for example if you are only using the "flat" interfaces, which have a different type
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// of version checking), you can pass a NULL interface version string.
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S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_SteamAPI_Init( const char *pszInternalCheckInterfaceVersions, SteamErrMsg *pOutErrMsg );
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inline ESteamAPIInitResult SteamAPI_InitEx( SteamErrMsg *pOutErrMsg )
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{
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const char *pszInternalCheckInterfaceVersions =
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STEAMUTILS_INTERFACE_VERSION "\0"
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STEAMNETWORKINGUTILS_INTERFACE_VERSION "\0"
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STEAMAPPLIST_INTERFACE_VERSION "\0"
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STEAMAPPS_INTERFACE_VERSION "\0"
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STEAMCONTROLLER_INTERFACE_VERSION "\0"
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STEAMFRIENDS_INTERFACE_VERSION "\0"
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STEAMGAMESEARCH_INTERFACE_VERSION "\0"
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STEAMHTMLSURFACE_INTERFACE_VERSION "\0"
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STEAMHTTP_INTERFACE_VERSION "\0"
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STEAMINPUT_INTERFACE_VERSION "\0"
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STEAMINVENTORY_INTERFACE_VERSION "\0"
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STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "\0"
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STEAMMATCHMAKING_INTERFACE_VERSION "\0"
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STEAMMUSICREMOTE_INTERFACE_VERSION "\0"
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STEAMMUSIC_INTERFACE_VERSION "\0"
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STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "\0"
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STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "\0"
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STEAMNETWORKING_INTERFACE_VERSION "\0"
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STEAMPARENTALSETTINGS_INTERFACE_VERSION "\0"
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STEAMPARTIES_INTERFACE_VERSION "\0"
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STEAMREMOTEPLAY_INTERFACE_VERSION "\0"
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STEAMREMOTESTORAGE_INTERFACE_VERSION "\0"
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STEAMSCREENSHOTS_INTERFACE_VERSION "\0"
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STEAMUGC_INTERFACE_VERSION "\0"
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STEAMUSERSTATS_INTERFACE_VERSION "\0"
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STEAMUSER_INTERFACE_VERSION "\0"
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STEAMVIDEO_INTERFACE_VERSION "\0"
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"\0";
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return SteamInternal_SteamAPI_Init( pszInternalCheckInterfaceVersions, pOutErrMsg );
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}
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#endif // STEAM_API_H
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