/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #include "dll/steam_remoteplay.h" void Steam_RemotePlay::steam_callback(void *object, Common_Message *msg) { // PRINT_DEBUG_ENTRY(); Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object; steam_remoteplay->Callback(msg); } void Steam_RemotePlay::steam_run_every_runcb(void *object) { // PRINT_DEBUG_ENTRY(); Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object; steam_remoteplay->RunCallbacks(); } Steam_RemotePlay::Steam_RemotePlay(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->network = network; this->callback_results = callback_results; this->callbacks = callbacks; this->run_every_runcb = run_every_runcb; this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this); this->run_every_runcb->add(&Steam_RemotePlay::steam_run_every_runcb, this); } Steam_RemotePlay::~Steam_RemotePlay() { this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this); this->run_every_runcb->remove(&Steam_RemotePlay::steam_run_every_runcb, this); } // Get the number of currently connected Steam Remote Play sessions uint32 Steam_RemotePlay::GetSessionCount() { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return 0; } // Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds. uint32 Steam_RemotePlay::GetSessionID( int iSessionIndex ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return 0; } // Get the SteamID of the connected user CSteamID Steam_RemotePlay::GetSessionSteamID( uint32 unSessionID ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return k_steamIDNil; } // Get the name of the session client device // This returns NULL if the sessionID is not valid const char* Steam_RemotePlay::GetSessionClientName( uint32 unSessionID ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return NULL; } // Get the form factor of the session client device ESteamDeviceFormFactor Steam_RemotePlay::GetSessionClientFormFactor( uint32 unSessionID ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return k_ESteamDeviceFormFactorUnknown; } // Get the resolution, in pixels, of the session client device // This is set to 0x0 if the resolution is not available bool Steam_RemotePlay::BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); if (pnResolutionX) *pnResolutionX = 0; if (pnResolutionY) *pnResolutionY = 0; return false; } bool Steam_RemotePlay::BStartRemotePlayTogether( bool bShowOverlay ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return false; } // Invite a friend to Remote Play Together // This returns false if the invite can't be sent bool Steam_RemotePlay::BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); return false; } void Steam_RemotePlay::RunCallbacks() { } void Steam_RemotePlay::Callback(Common_Message *msg) { if (msg->has_low_level()) { if (msg->low_level().type() == Low_Level::CONNECT) { } if (msg->low_level().type() == Low_Level::DISCONNECT) { } } if (msg->has_networking_sockets()) { } }