mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-29 20:04:13 +08:00
114 lines
5.9 KiB
C
114 lines
5.9 KiB
C
|
|
||
|
#ifndef ISTEAMUTILS005_H
|
||
|
#define ISTEAMUTILS005_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
class ISteamUtils005
|
||
|
{
|
||
|
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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
#ifndef _PS3
|
||
|
// 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.
|
||
|
virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _PS3
|
||
|
virtual void PostPS3SysutilCallback( uint64_t status, uint64_t param, void* userdata ) = 0;
|
||
|
virtual bool BIsReadyToShutdown() = 0;
|
||
|
virtual bool BIsPSNOnline() = 0;
|
||
|
|
||
|
// Call this with localized strings for the language the game is running in, otherwise default english
|
||
|
// strings will be used by Steam.
|
||
|
virtual void SetPSNGameBootInviteStrings( const char *pchSubject, const char *pchBody ) = 0;
|
||
|
#endif
|
||
|
|
||
|
// Activates the Big Picture text input dialog which only supports gamepad input
|
||
|
virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax ) = 0;
|
||
|
|
||
|
// Returns previously entered text & length
|
||
|
virtual uint32 GetEnteredGamepadTextLength() = 0;
|
||
|
virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0;
|
||
|
};
|
||
|
|
||
|
#endif // ISTEAMUTILS005_H
|