mirror of
https://github.com/Detanup01/gbe_fork.git
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148 lines
8.4 KiB
C++
148 lines
8.4 KiB
C++
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#ifndef ISTEAMUTILS009_H
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#define ISTEAMUTILS009_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUtils009
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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. Number of seconds since January 1, 1970, GMT (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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// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
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STEAM_PRIVATE_API( 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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// 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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STEAM_CALL_RESULT( CheckFileSignature_t )
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virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
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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, const char *pchExistingText ) = 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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// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
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virtual const char *GetSteamUILanguage() = 0;
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// returns true if Steam itself is running in VR mode
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virtual bool IsSteamRunningInVR() = 0;
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// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
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virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0;
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// returns true if Steam & the Steam Overlay are running in Big Picture mode
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// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
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// a game can be added as a non-steam game to the developers library to test this feature
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virtual bool IsSteamInBigPictureMode() = 0;
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// ask SteamUI to create and render its OpenVR dashboard
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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.
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// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
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// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
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// (this is useful for games that have asymmetric multiplayer gameplay)
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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.
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virtual bool IsSteamChinaLauncher() = 0;
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// Initializes text filtering.
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// Returns false if filtering is unavailable for the language the user is currently running in.
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virtual bool InitFilterText() = 0;
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// Filters the provided input message and places the filtered result into pchOutFilteredText.
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// pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed
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// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText
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// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
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// bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only
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// Returns the number of characters (not bytes) filtered.
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virtual int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) = 0;
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// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
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// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
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virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0;
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};
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#endif // ISTEAMUTILS009_H
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