mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 19:04:19 +08:00
75 lines
3.3 KiB
C
75 lines
3.3 KiB
C
|
|
||
|
#ifndef ISTEAMUTILS003_H
|
||
|
#define ISTEAMUTILS003_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
class ISteamUtils003
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
// return the number of seconds since the user
|
||
|
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||
|
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||
|
|
||
|
// the universe this client is connecting to
|
||
|
virtual EUniverse GetConnectedUniverse() = 0;
|
||
|
|
||
|
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||
|
virtual uint32 GetServerRealTime() = 0;
|
||
|
|
||
|
// 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)
|
||
|
// e.g "US" or "UK".
|
||
|
virtual const char *GetIPCountry() = 0;
|
||
|
|
||
|
// returns true if the image exists, and valid sizes were filled out
|
||
|
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||
|
|
||
|
// returns true if the image exists, and the buffer was successfully filled out
|
||
|
// results are returned in RGBA format
|
||
|
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||
|
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||
|
|
||
|
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||
|
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||
|
|
||
|
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||
|
virtual uint8 GetCurrentBatteryPower() = 0;
|
||
|
|
||
|
// returns the appID of the current process
|
||
|
virtual uint32 GetAppID() = 0;
|
||
|
|
||
|
// Sets the position where the overlay instance for the currently calling game should show notifications.
|
||
|
// This position is per-game and if this function is called from outside of a game context it will do nothing.
|
||
|
virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
|
||
|
|
||
|
// API asynchronous call results
|
||
|
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
|
||
|
virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
|
||
|
virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
|
||
|
virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
|
||
|
|
||
|
// this needs to be called every frame to process matchmaking results
|
||
|
// redundant if you're already calling SteamAPI_RunCallbacks()
|
||
|
virtual void RunFrame() = 0;
|
||
|
|
||
|
// returns the number of IPC calls made since the last time this function was called
|
||
|
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||
|
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||
|
// control how often you do them.
|
||
|
virtual uint32 GetIPCCallCount() = 0;
|
||
|
|
||
|
// API warning handling
|
||
|
// 'int' is the severity; 0 for msg, 1 for warning
|
||
|
// 'const char *' is the text of the message
|
||
|
// callbacks will occur directly after the API function is called that generated the warning or message
|
||
|
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||
|
|
||
|
// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
|
||
|
// start & hook the game process, so this function will initially return false while the overlay is loading.
|
||
|
virtual bool IsOverlayEnabled() = 0;
|
||
|
};
|
||
|
|
||
|
#endif // ISTEAMUTILS003_H
|