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https://github.com/Detanup01/gbe_fork.git
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114 lines
5.9 KiB
C
114 lines
5.9 KiB
C
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#ifndef ISTEAMUTILS005_H
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#define ISTEAMUTILS005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUtils005
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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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// Normally this call is unneeded if your game has a constantly running frame loop that calls the
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// D3D Present API, or OGL SwapBuffers API every frame.
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//
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// However, if you have a game that only refreshes the screen on an event driven basis then that can break
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// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
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// need to Present() to the screen any time an even needing a notification happens or when the overlay is
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// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
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// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
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// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
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virtual bool BOverlayNeedsPresent() = 0;
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#ifndef _PS3
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// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
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// of the partner site, for example to refuse to load modified executable files.
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// The result is returned in CheckFileSignature_t.
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// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
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// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
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// k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
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// k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match.
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// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
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virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
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#endif
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#ifdef _PS3
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virtual void PostPS3SysutilCallback( uint64_t status, uint64_t param, void* userdata ) = 0;
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virtual bool BIsReadyToShutdown() = 0;
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virtual bool BIsPSNOnline() = 0;
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// Call this with localized strings for the language the game is running in, otherwise default english
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// strings will be used by Steam.
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virtual void SetPSNGameBootInviteStrings( const char *pchSubject, const char *pchBody ) = 0;
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#endif
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// Activates the Big Picture text input dialog which only supports gamepad input
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virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax ) = 0;
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// Returns previously entered text & length
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virtual uint32 GetEnteredGamepadTextLength() = 0;
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virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0;
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};
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#endif // ISTEAMUTILS005_H
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