/* 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 "base.h" #include "local_storage.h" #include "../overlay_experimental/steam_overlay.h" static std::chrono::time_point app_initialized_time = std::chrono::steady_clock::now(); class Steam_Utils : public ISteamUtils002, public ISteamUtils003, public ISteamUtils004, public ISteamUtils005, public ISteamUtils006, public ISteamUtils007, public ISteamUtils008, public ISteamUtils009, public ISteamUtils { private: Settings *settings; class SteamCallResults *callback_results; Steam_Overlay* overlay; public: Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay): settings(settings), callback_results(callback_results), overlay(overlay) {} // return the number of seconds since the user uint32 GetSecondsSinceAppActive() { PRINT_DEBUG("GetSecondsSinceAppActive\n"); return std::chrono::duration_cast(std::chrono::steady_clock::now() - app_initialized_time).count(); } uint32 GetSecondsSinceComputerActive() { PRINT_DEBUG("GetSecondsSinceComputerActive\n"); return GetSecondsSinceAppActive() + 2000; } // the universe this client is connecting to EUniverse GetConnectedUniverse() { PRINT_DEBUG("GetConnectedUniverse\n"); return k_EUniversePublic; } // Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time) uint32 GetServerRealTime() { PRINT_DEBUG("GetServerRealTime\n"); uint32 server_time = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); PRINT_DEBUG("Time %lu\n", server_time); return server_time; } // 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". const char *GetIPCountry() { PRINT_DEBUG("GetIPCountry\n"); return "US"; } // returns true if the image exists, and valid sizes were filled out bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) { PRINT_DEBUG("GetImageSize %i\n", iImage); std::lock_guard lock(global_mutex); if (!iImage || !pnWidth || !pnHeight) return false; auto image = settings->images.find(iImage); if (image == settings->images.end()) return false; *pnWidth = image->second.width; *pnHeight = image->second.height; return true; } // 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) bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) { PRINT_DEBUG("GetImageRGBA %i\n", iImage); std::lock_guard lock(global_mutex); if (!iImage || !pubDest || !nDestBufferSize) return false; auto image = settings->images.find(iImage); if (image == settings->images.end()) return false; unsigned size = image->second.data.size(); if (nDestBufferSize < size) size = nDestBufferSize; image->second.data.copy((char *)pubDest, nDestBufferSize); return true; } // returns the IP of the reporting server for valve - currently only used in Source engine games bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) { PRINT_DEBUG("GetCSERIPPort\n"); return false; } // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power uint8 GetCurrentBatteryPower() { PRINT_DEBUG("GetCurrentBatteryPower\n"); return 255; } // returns the appID of the current process uint32 GetAppID() { PRINT_DEBUG("GetAppID\n"); std::lock_guard lock(global_mutex); return settings->get_local_game_id().AppID(); } // 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. void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) { PRINT_DEBUG("SetOverlayNotificationPosition\n"); std::lock_guard lock(global_mutex); overlay->SetNotificationPosition(eNotificationPosition); } // API asynchronous call results // can be used directly, but more commonly used via the callback dispatch API (see steam_api.h) bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) { PRINT_DEBUG("IsAPICallCompleted: %llu\n", hSteamAPICall); std::lock_guard lock(global_mutex); if (hSteamAPICall == 1) { //bug ? soul calibur 6 calls this function with the return value 1 of Steam_User_Stats::RequestCurrentStats and expects this function to return true if (pbFailed) *pbFailed = true; return true; } if (!callback_results->exists(hSteamAPICall)) return false; if (pbFailed) *pbFailed = false; return true; //all api calls "complete" right away } ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) { PRINT_DEBUG("GetAPICallFailureReason\n"); return k_ESteamAPICallFailureNone; } bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) { PRINT_DEBUG("GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed); std::lock_guard lock(global_mutex); if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) { if (pbFailed) *pbFailed = false; PRINT_DEBUG("GetAPICallResult Succeeded\n"); return true; } else { return false; } } // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function. STEAM_PRIVATE_API( void RunFrame() { PRINT_DEBUG("Steam_Utils::RunFrame\n"); } ) // 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. uint32 GetIPCCallCount() { PRINT_DEBUG("GetIPCCallCount\n"); static int i = 0; i += 123; return i; //TODO } // 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 void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) { PRINT_DEBUG("Steam_Utils::SetWarningMessageHook\n"); } // 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. bool IsOverlayEnabled() { PRINT_DEBUG("IsOverlayEnabled\n"); std::lock_guard lock(global_mutex); return overlay->Ready(); } // 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. bool BOverlayNeedsPresent() { PRINT_DEBUG("BOverlayNeedsPresent\n"); std::lock_guard lock(global_mutex); return overlay->NeedPresent(); } // 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 ) SteamAPICall_t CheckFileSignature( const char *szFileName ) { PRINT_DEBUG("CheckFileSignature\n"); std::lock_guard lock(global_mutex); CheckFileSignature_t data; data.m_eCheckFileSignature = k_ECheckFileSignatureValidSignature; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Activates the Big Picture text input dialog which only supports gamepad input bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) { PRINT_DEBUG("ShowGamepadTextInput\n"); return false; } bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax ) { PRINT_DEBUG("ShowGamepadTextInput old\n"); std::lock_guard lock(global_mutex); return ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, NULL); } // Returns previously entered text & length uint32 GetEnteredGamepadTextLength() { PRINT_DEBUG("GetEnteredGamepadTextLength\n"); return 0; } bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) { PRINT_DEBUG("GetEnteredGamepadTextInput\n"); return false; } // returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases const char *GetSteamUILanguage() { PRINT_DEBUG("GetSteamUILanguage\n"); std::lock_guard lock(global_mutex); return settings->get_language(); } // returns true if Steam itself is running in VR mode bool IsSteamRunningInVR() { PRINT_DEBUG("IsSteamRunningInVR\n"); std::lock_guard lock(global_mutex); return false; } // Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition. void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) { PRINT_DEBUG("SetOverlayNotificationInset\n"); std::lock_guard lock(global_mutex); overlay->SetNotificationInset(nHorizontalInset, nVerticalInset); } // 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 bool IsSteamInBigPictureMode() { PRINT_DEBUG("IsSteamInBigPictureMode\n"); std::lock_guard lock(global_mutex); return false; } // ask SteamUI to create and render its OpenVR dashboard void StartVRDashboard() { PRINT_DEBUG("StartVRDashboard\n"); } // Returns true if the HMD content will be streamed via Steam In-Home Streaming bool IsVRHeadsetStreamingEnabled() { PRINT_DEBUG("IsVRHeadsetStreamingEnabled\n"); std::lock_guard lock(global_mutex); return false; } // Set whether the HMD content will be streamed via Steam In-Home Streaming // 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) void SetVRHeadsetStreamingEnabled( bool bEnabled ) { PRINT_DEBUG("SetVRHeadsetStreamingEnabled\n"); } // Returns whether this steam client is a Steam China specific client, vs the global client. bool IsSteamChinaLauncher() { PRINT_DEBUG("IsSteamChinaLauncher\n"); std::lock_guard lock(global_mutex); return false; } // Initializes text filtering. // Returns false if filtering is unavailable for the language the user is currently running in. bool InitFilterText() { PRINT_DEBUG("InitFilterText old\n"); std::lock_guard lock(global_mutex); return false; } // Initializes text filtering. // unFilterOptions are reserved for future use and should be set to 0 // Returns false if filtering is unavailable for the language the user is currently running in. bool InitFilterText( uint32 unFilterOptions ) { PRINT_DEBUG("InitFilterText\n"); std::lock_guard lock(global_mutex); return false; } // Filters the provided input message and places the filtered result into pchOutFilteredText. // pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText // pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 // bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only // Returns the number of characters (not bytes) filtered. int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) { PRINT_DEBUG("FilterText old\n"); std::lock_guard lock(global_mutex); return FilterText(k_ETextFilteringContextUnknown, CSteamID(), pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText ); } // 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) // pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 // 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 int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { PRINT_DEBUG("FilterText\n"); std::lock_guard lock(global_mutex); if (!nByteSizeOutFilteredText) return 0; unsigned len = strlen(pchInputMessage); if (!len) return 0; len += 1; if (len > nByteSizeOutFilteredText) len = nByteSizeOutFilteredText; len -= 1; memcpy(pchOutFilteredText, pchInputMessage, len); pchOutFilteredText[len] = 0; return len; } // 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. ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) { PRINT_DEBUG("GetIPv6ConnectivityState\n"); std::lock_guard lock(global_mutex); return k_ESteamIPv6ConnectivityState_Unknown; } // returns true if currently running on the Steam Deck device bool IsSteamRunningOnSteamDeck() { PRINT_DEBUG("%s %i\n", __FUNCTION__, (int)settings->steam_deck); return settings->steam_deck; } // 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 bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) { PRINT_DEBUG("%s\n", __FUNCTION__); return false; } // 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 void SetGameLauncherMode( bool bLauncherMode ) { PRINT_DEBUG("%s\n", __FUNCTION__); } bool DismissFloatingGamepadTextInput() { PRINT_DEBUG("%s\n", __FUNCTION__); return true; } };