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101 lines
4.8 KiB
C++
101 lines
4.8 KiB
C++
#include "base.h"
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class Steam_Apps :
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public ISteamApps002,
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public ISteamApps003,
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public ISteamApps004,
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public ISteamApps005,
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public ISteamApps006,
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public ISteamApps007,
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public ISteamApps
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{
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Settings *settings;
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class SteamCallResults *callback_results;
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public:
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Steam_Apps(Settings *settings, class SteamCallResults *callback_results);
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bool BIsSubscribed();
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bool BIsLowViolence();
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bool BIsCybercafe();
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bool BIsVACBanned();
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const char *GetCurrentGameLanguage();
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const char *GetAvailableGameLanguages();
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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bool BIsSubscribedApp( AppId_t appID );
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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bool BIsDlcInstalled( AppId_t appID );
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// returns the Unix time of the purchase of the app
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uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID );
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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bool BIsSubscribedFromFreeWeekend();
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// Returns the number of DLC pieces for the running app
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int GetDLCCount();
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize );
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// Install/Uninstall control for optional DLC
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void InstallDLC( AppId_t nAppID );
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void UninstallDLC( AppId_t nAppID );
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// Request legacy cd-key for yourself or owned DLC. If you are interested in this
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// data then make sure you provide us with a list of valid keys to be distributed
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// to users when they purchase the game, before the game ships.
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// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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void RequestAppProofOfPurchaseKey( AppId_t nAppID );
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bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ); // returns current beta branch name, 'public' is the default branch
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bool MarkContentCorrupt( bool bMissingFilesOnly ); // signal Steam that game files seems corrupt or missing
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uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ); // return installed depots in mount order
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uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots );
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// returns current app install folder for AppID, returns folder name length
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uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize );
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bool BIsAppInstalled( AppId_t appID ); // returns true if that app is installed (not necessarily owned)
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CSteamID GetAppOwner(); // returns the SteamID of the original owner. If different from current user, it's borrowed
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
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// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
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// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
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// but it is advised that you not param names beginning with an underscore for your own features.
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const char *GetLaunchQueryParam( const char *pchKey );
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// get download progress for optional DLC
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bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal );
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// return the buildid of this app, may change at any time based on backend updates to the game
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int GetAppBuildId();
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// Request all proof of purchase keys for the calling appid and asociated DLC.
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// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
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// appropriate appid values, ending with a final callback where the m_nAppId
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// member is k_uAppIdInvalid (zero).
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void RequestAllProofOfPurchaseKeys();
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STEAM_CALL_RESULT( FileDetailsResult_t )
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SteamAPICall_t GetFileDetails( const char* pszFileName );
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// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
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// This method of passing a connect string (used when joining via rich presence, accepting an
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// invite, etc) is preferable to passing the connect string on the operating system command
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// line, which is a security risk. In order for rich presence joins to go through this
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// path and not be placed on the OS command line, you must set a value in your app's
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// configuration on Steam. Ask Valve for help with this.
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//
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// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
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int GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine );
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// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
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bool BIsSubscribedFromFamilySharing();
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};
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