mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-31 04:44:16 +08:00
4fb6dcb3fa
+ refactor some debug messages
463 lines
18 KiB
C++
463 lines
18 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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#include "local_storage.h"
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#include "../overlay_experimental/steam_overlay.h"
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static std::chrono::time_point<std::chrono::steady_clock> app_initialized_time = std::chrono::steady_clock::now();
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class Steam_Utils :
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public ISteamUtils002,
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public ISteamUtils003,
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public ISteamUtils004,
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public ISteamUtils005,
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public ISteamUtils006,
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public ISteamUtils007,
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public ISteamUtils008,
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public ISteamUtils009,
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public ISteamUtils
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{
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private:
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Settings *settings;
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class SteamCallResults *callback_results;
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Steam_Overlay* overlay;
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public:
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Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay):
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settings(settings),
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callback_results(callback_results),
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overlay(overlay)
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{}
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// return the number of seconds since the user
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uint32 GetSecondsSinceAppActive()
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{
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PRINT_DEBUG("GetSecondsSinceAppActive\n");
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return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::steady_clock::now() - app_initialized_time).count();
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}
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uint32 GetSecondsSinceComputerActive()
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{
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PRINT_DEBUG("GetSecondsSinceComputerActive\n");
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return GetSecondsSinceAppActive() + 2000;
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}
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// the universe this client is connecting to
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EUniverse GetConnectedUniverse()
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{
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PRINT_DEBUG("GetConnectedUniverse\n");
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return k_EUniversePublic;
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}
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// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
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uint32 GetServerRealTime()
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{
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PRINT_DEBUG("GetServerRealTime\n");
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uint32 server_time = std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count();
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PRINT_DEBUG("Time %lu\n", server_time);
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return server_time;
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}
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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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const char *GetIPCountry()
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{
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PRINT_DEBUG("GetIPCountry\n");
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return "US";
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}
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// returns true if the image exists, and valid sizes were filled out
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bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight )
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{
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PRINT_DEBUG("GetImageSize %i\n", iImage);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!iImage || !pnWidth || !pnHeight) return false;
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auto image = settings->images.find(iImage);
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if (image == settings->images.end()) return false;
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*pnWidth = image->second.width;
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*pnHeight = image->second.height;
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return true;
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}
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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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bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize )
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{
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PRINT_DEBUG("GetImageRGBA %i\n", iImage);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!iImage || !pubDest || !nDestBufferSize) return false;
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auto image = settings->images.find(iImage);
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if (image == settings->images.end()) return false;
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unsigned size = image->second.data.size();
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if (nDestBufferSize < size) size = nDestBufferSize;
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image->second.data.copy((char *)pubDest, nDestBufferSize);
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return true;
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}
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// returns the IP of the reporting server for valve - currently only used in Source engine games
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bool GetCSERIPPort( uint32 *unIP, uint16 *usPort )
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{
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PRINT_DEBUG("GetCSERIPPort\n");
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return false;
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}
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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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uint8 GetCurrentBatteryPower()
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{
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PRINT_DEBUG("GetCurrentBatteryPower\n");
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return 255;
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}
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// returns the appID of the current process
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uint32 GetAppID()
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{
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PRINT_DEBUG("GetAppID\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->get_local_game_id().AppID();
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}
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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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void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition )
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{
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PRINT_DEBUG("SetOverlayNotificationPosition\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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overlay->SetNotificationPosition(eNotificationPosition);
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}
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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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bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed )
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{
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PRINT_DEBUG("IsAPICallCompleted: %llu\n", hSteamAPICall);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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
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if (pbFailed) *pbFailed = true;
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return true;
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}
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if (!callback_results->exists(hSteamAPICall)) return false;
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if (pbFailed) *pbFailed = false;
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return true; //all api calls "complete" right away
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}
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ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall )
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{
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PRINT_DEBUG("GetAPICallFailureReason\n");
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return k_ESteamAPICallFailureNone;
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}
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bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
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{
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PRINT_DEBUG("GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) {
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if (pbFailed) *pbFailed = false;
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PRINT_DEBUG("GetAPICallResult Succeeded\n");
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return true;
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} else {
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return false;
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}
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}
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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( void RunFrame()
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{
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PRINT_DEBUG("Steam_Utils::RunFrame\n");
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}
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)
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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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uint32 GetIPCCallCount()
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{
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PRINT_DEBUG("GetIPCCallCount\n");
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static int i = 0;
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i += 123;
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return i; //TODO
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}
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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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void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction )
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{
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PRINT_DEBUG("Steam_Utils::SetWarningMessageHook\n");
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}
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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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bool IsOverlayEnabled()
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{
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PRINT_DEBUG("IsOverlayEnabled\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return overlay->Ready();
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}
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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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bool BOverlayNeedsPresent()
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{
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PRINT_DEBUG("BOverlayNeedsPresent\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return overlay->NeedPresent();
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}
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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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SteamAPICall_t CheckFileSignature( const char *szFileName )
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{
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PRINT_DEBUG("CheckFileSignature\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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CheckFileSignature_t data;
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data.m_eCheckFileSignature = k_ECheckFileSignatureValidSignature;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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// Activates the Big Picture text input dialog which only supports gamepad input
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bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText )
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{
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PRINT_DEBUG("ShowGamepadTextInput\n");
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return false;
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}
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bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax )
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{
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PRINT_DEBUG("ShowGamepadTextInput old\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, NULL);
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}
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// Returns previously entered text & length
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uint32 GetEnteredGamepadTextLength()
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{
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PRINT_DEBUG("GetEnteredGamepadTextLength\n");
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return 0;
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}
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bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText )
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{
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PRINT_DEBUG("GetEnteredGamepadTextInput\n");
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return false;
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}
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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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const char *GetSteamUILanguage()
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{
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PRINT_DEBUG("GetSteamUILanguage\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->get_language();
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}
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// returns true if Steam itself is running in VR mode
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bool IsSteamRunningInVR()
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{
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PRINT_DEBUG("IsSteamRunningInVR\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
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void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset )
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{
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PRINT_DEBUG("SetOverlayNotificationInset\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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overlay->SetNotificationInset(nHorizontalInset, nVerticalInset);
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}
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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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bool IsSteamInBigPictureMode()
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{
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PRINT_DEBUG("IsSteamInBigPictureMode\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// ask SteamUI to create and render its OpenVR dashboard
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void StartVRDashboard()
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{
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PRINT_DEBUG("StartVRDashboard\n");
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}
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// Returns true if the HMD content will be streamed via Steam In-Home Streaming
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bool IsVRHeadsetStreamingEnabled()
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{
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PRINT_DEBUG("IsVRHeadsetStreamingEnabled\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Set whether the HMD content will be streamed via Steam In-Home Streaming
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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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void SetVRHeadsetStreamingEnabled( bool bEnabled )
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{
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PRINT_DEBUG("SetVRHeadsetStreamingEnabled\n");
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}
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// Returns whether this steam client is a Steam China specific client, vs the global client.
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bool IsSteamChinaLauncher()
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{
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PRINT_DEBUG("IsSteamChinaLauncher\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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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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bool InitFilterText()
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{
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PRINT_DEBUG("InitFilterText old\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Initializes text filtering.
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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 language the user is currently running in.
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bool InitFilterText( uint32 unFilterOptions )
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{
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PRINT_DEBUG("InitFilterText\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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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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int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly )
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{
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PRINT_DEBUG("FilterText old\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return FilterText(k_ETextFilteringContextUnknown, CSteamID(), pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText );
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}
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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
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// eContext is the type of content in the input string
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// 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
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// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
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// Returns the number of characters (not bytes) filtered
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int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText )
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{
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PRINT_DEBUG("FilterText\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!nByteSizeOutFilteredText) return 0;
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unsigned len = strlen(pchInputMessage);
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if (!len) return 0;
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len += 1;
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if (len > nByteSizeOutFilteredText) len = nByteSizeOutFilteredText;
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len -= 1;
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memcpy(pchOutFilteredText, pchInputMessage, len);
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pchOutFilteredText[len] = 0;
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return len;
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}
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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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ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol )
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{
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PRINT_DEBUG("GetIPv6ConnectivityState\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return k_ESteamIPv6ConnectivityState_Unknown;
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}
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// returns true if currently running on the Steam Deck device
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bool IsSteamRunningOnSteamDeck()
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{
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PRINT_DEBUG("%s %i\n", __FUNCTION__, (int)settings->steam_deck);
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return settings->steam_deck;
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}
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// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
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// 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
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bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight )
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{
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PRINT_DEBUG("%s\n", __FUNCTION__);
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return false;
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}
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// 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
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void SetGameLauncherMode( bool bLauncherMode )
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{
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PRINT_DEBUG("%s\n", __FUNCTION__);
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}
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bool DismissFloatingGamepadTextInput()
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{
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PRINT_DEBUG("%s\n", __FUNCTION__);
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return true;
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}
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};
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