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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to utility functions in Steam
//
//=============================================================================
# ifndef ISTEAMUTILS_H
# define ISTEAMUTILS_H
# ifdef STEAM_WIN32
# pragma once
# endif
# include "steam_api_common.h"
// Steam API call failure results
enum ESteamAPICallFailure
{
k_ESteamAPICallFailureNone = - 1 , // no failure
k_ESteamAPICallFailureSteamGone = 0 , // the local Steam process has gone away
k_ESteamAPICallFailureNetworkFailure = 1 , // the network connection to Steam has been broken, or was already broken
// SteamServersDisconnected_t callback will be sent around the same time
// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
k_ESteamAPICallFailureInvalidHandle = 2 , // the SteamAPICall_t handle passed in no longer exists
k_ESteamAPICallFailureMismatchedCallback = 3 , // GetAPICallResult() was called with the wrong callback type for this API call
} ;
// Input modes for the Big Picture gamepad text entry
enum EGamepadTextInputMode
{
k_EGamepadTextInputModeNormal = 0 ,
k_EGamepadTextInputModePassword = 1
} ;
// Controls number of allowed lines for the Big Picture gamepad text entry
enum EGamepadTextInputLineMode
{
k_EGamepadTextInputLineModeSingleLine = 0 ,
k_EGamepadTextInputLineModeMultipleLines = 1
} ;
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enum EFloatingGamepadTextInputMode
{
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k_EFloatingGamepadTextInputModeModeSingleLine = 0 , // Enter dismisses the keyboard
k_EFloatingGamepadTextInputModeModeMultipleLines = 1 , // User needs to explictly close the keyboard
k_EFloatingGamepadTextInputModeModeEmail = 2 , // Keyboard layout is email, enter dismisses the keyboard
k_EFloatingGamepadTextInputModeModeNumeric = 3 , // Keyboard layout is numeric, enter dismisses the keyboard
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} ;
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// The context where text filtering is being done
enum ETextFilteringContext
{
k_ETextFilteringContextUnknown = 0 , // Unknown context
k_ETextFilteringContextGameContent = 1 , // Game content, only legally required filtering is performed
k_ETextFilteringContextChat = 2 , // Chat from another player
k_ETextFilteringContextName = 3 , // Character or item name
} ;
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// function prototype for warning message hook
# if defined( POSIX )
# define __cdecl
# endif
extern " C " typedef void ( __cdecl * SteamAPIWarningMessageHook_t ) ( int , const char * ) ;
//-----------------------------------------------------------------------------
// Purpose: interface to user independent utility functions
//-----------------------------------------------------------------------------
class ISteamUtils
{
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. Number of seconds since January 1, 1970, GMT (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 ;
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// Deprecated. Do not call this.
STEAM_PRIVATE_API ( 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
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 ;
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
STEAM_PRIVATE_API ( 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 ;
// Normally this call is unneeded if your game has a constantly running frame loop that calls the
// D3D Present API, or OGL SwapBuffers API every frame.
//
// However, if you have a game that only refreshes the screen on an event driven basis then that can break
// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
// need to Present() to the screen any time an even needing a notification happens or when the overlay is
// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
virtual bool BOverlayNeedsPresent ( ) = 0 ;
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
// of the partner site, for example to refuse to load modified executable files.
// The result is returned in CheckFileSignature_t.
// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
// 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.
// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
STEAM_CALL_RESULT ( CheckFileSignature_t )
virtual SteamAPICall_t CheckFileSignature ( const char * szFileName ) = 0 ;
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// Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed
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virtual bool ShowGamepadTextInput ( EGamepadTextInputMode eInputMode , EGamepadTextInputLineMode eLineInputMode , const char * pchDescription , uint32 unCharMax , const char * pchExistingText ) = 0 ;
// Returns previously entered text & length
virtual uint32 GetEnteredGamepadTextLength ( ) = 0 ;
virtual bool GetEnteredGamepadTextInput ( char * pchText , uint32 cchText ) = 0 ;
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
virtual const char * GetSteamUILanguage ( ) = 0 ;
// returns true if Steam itself is running in VR mode
virtual bool IsSteamRunningInVR ( ) = 0 ;
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
virtual void SetOverlayNotificationInset ( int nHorizontalInset , int nVerticalInset ) = 0 ;
// returns true if Steam & the Steam Overlay are running in Big Picture mode
// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
// a game can be added as a non-steam game to the developers library to test this feature
virtual bool IsSteamInBigPictureMode ( ) = 0 ;
// ask SteamUI to create and render its OpenVR dashboard
virtual void StartVRDashboard ( ) = 0 ;
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// Returns true if the HMD content will be streamed via Steam Remote Play
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virtual bool IsVRHeadsetStreamingEnabled ( ) = 0 ;
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// Set whether the HMD content will be streamed via Steam Remote Play
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// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
// (this is useful for games that have asymmetric multiplayer gameplay)
virtual void SetVRHeadsetStreamingEnabled ( bool bEnabled ) = 0 ;
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// Returns whether this steam client is a Steam China specific client, vs the global client.
virtual bool IsSteamChinaLauncher ( ) = 0 ;
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// Initializes text filtering, loading dictionaries for the language the game is running in.
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// unFilterOptions are reserved for future use and should be set to 0
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// Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
//
// Users can customize the text filter behavior in their Steam Account preferences:
// https://store.steampowered.com/account/preferences#CommunityContentPreferences
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virtual bool InitFilterText ( uint32 unFilterOptions = 0 ) = 0 ;
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// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
// eContext is the type of content in the input string
// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
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// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
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// pchOutFilteredText is where the output will be placed, even if no filtering is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
// Returns the number of characters (not bytes) filtered
virtual int FilterText ( ETextFilteringContext eContext , CSteamID sourceSteamID , const char * pchInputMessage , char * pchOutFilteredText , uint32 nByteSizeOutFilteredText ) = 0 ;
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// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState ( ESteamIPv6ConnectivityProtocol eProtocol ) = 0 ;
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// returns true if currently running on the Steam Deck device
virtual bool IsSteamRunningOnSteamDeck ( ) = 0 ;
// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field
virtual bool ShowFloatingGamepadTextInput ( EFloatingGamepadTextInputMode eKeyboardMode , int nTextFieldXPosition , int nTextFieldYPosition , int nTextFieldWidth , int nTextFieldHeight ) = 0 ;
// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher
virtual void SetGameLauncherMode ( bool bLauncherMode ) = 0 ;
// Dismisses the floating keyboard.
virtual bool DismissFloatingGamepadTextInput ( ) = 0 ;
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} ;
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# define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"
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# ifndef STEAM_API_EXPORTS
// Global interface accessor
inline ISteamUtils * SteamUtils ( ) ;
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STEAM_DEFINE_INTERFACE_ACCESSOR ( ISteamUtils * , SteamUtils , SteamInternal_FindOrCreateUserInterface ( 0 , STEAMUTILS_INTERFACE_VERSION ) , " user " , STEAMUTILS_INTERFACE_VERSION ) ;
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// Global accessor for the gameserver client
inline ISteamUtils * SteamGameServerUtils ( ) ;
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STEAM_DEFINE_INTERFACE_ACCESSOR ( ISteamUtils * , SteamGameServerUtils , SteamInternal_FindOrCreateGameServerInterface ( 0 , STEAMUTILS_INTERFACE_VERSION ) , " gameserver " , STEAMUTILS_INTERFACE_VERSION ) ;
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# endif
// callbacks
# if defined( VALVE_CALLBACK_PACK_SMALL )
# pragma pack( push, 4 )
# elif defined( VALVE_CALLBACK_PACK_LARGE )
# pragma pack( push, 8 )
# else
# error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
# endif
//-----------------------------------------------------------------------------
// Purpose: The country of the user changed
//-----------------------------------------------------------------------------
struct IPCountry_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 } ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
//-----------------------------------------------------------------------------
struct LowBatteryPower_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 } ;
uint8 m_nMinutesBatteryLeft ;
} ;
//-----------------------------------------------------------------------------
// Purpose: called when a SteamAsyncCall_t has completed (or failed)
//-----------------------------------------------------------------------------
struct SteamAPICallCompleted_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 } ;
SteamAPICall_t m_hAsyncCall ;
int m_iCallback ;
uint32 m_cubParam ;
} ;
//-----------------------------------------------------------------------------
// called when Steam wants to shutdown
//-----------------------------------------------------------------------------
struct SteamShutdown_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 4 } ;
} ;
//-----------------------------------------------------------------------------
// results for CheckFileSignature
//-----------------------------------------------------------------------------
enum ECheckFileSignature
{
k_ECheckFileSignatureInvalidSignature = 0 ,
k_ECheckFileSignatureValidSignature = 1 ,
k_ECheckFileSignatureFileNotFound = 2 ,
k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3 ,
k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4 ,
} ;
//-----------------------------------------------------------------------------
// callback for CheckFileSignature
//-----------------------------------------------------------------------------
struct CheckFileSignature_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 5 } ;
ECheckFileSignature m_eCheckFileSignature ;
} ;
// k_iSteamUtilsCallbacks + 13 is taken
//-----------------------------------------------------------------------------
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// Full Screen gamepad text input has been closed
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//-----------------------------------------------------------------------------
struct GamepadTextInputDismissed_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 14 } ;
bool m_bSubmitted ; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input
uint32 m_unSubmittedText ;
} ;
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// k_iSteamUtilsCallbacks + 15 through 35 are taken
STEAM_CALLBACK_BEGIN ( AppResumingFromSuspend_t , k_iSteamUtilsCallbacks + 36 )
STEAM_CALLBACK_END ( 0 )
// k_iSteamUtilsCallbacks + 37 is taken
//-----------------------------------------------------------------------------
// The floating on-screen keyboard has been closed
//-----------------------------------------------------------------------------
struct FloatingGamepadTextInputDismissed_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 38 } ;
} ;
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# pragma pack( pop )
# endif // ISTEAMUTILS_H