gbe_fork/dll/steam_remoteplay.h

148 lines
4.4 KiB
C++

/* 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
<http://www.gnu.org/licenses/>. */
#include "base.h"
class Steam_RemotePlay :
public ISteamRemotePlay001,
public ISteamRemotePlay
{
class Settings *settings;
class Networking *network;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
public:
static void steam_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_remoteplay_callback\n");
Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
steam_remoteplay->Callback(msg);
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_remoteplay_run_every_runcb\n");
Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
steam_remoteplay->RunCallbacks();
}
Steam_RemotePlay(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
this->settings = settings;
this->network = network;
this->run_every_runcb = run_every_runcb;
//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this);
this->run_every_runcb->add(&Steam_RemotePlay::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
}
~Steam_RemotePlay()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_RemotePlay::steam_run_every_runcb, this);
}
// Get the number of currently connected Steam Remote Play sessions
uint32 GetSessionCount()
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionCount\n");
return 0;
}
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
uint32 GetSessionID( int iSessionIndex )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionID\n");
return 0;
}
// Get the SteamID of the connected user
CSteamID GetSessionSteamID( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionSteamID\n");
return k_steamIDNil;
}
// Get the name of the session client device
// This returns NULL if the sessionID is not valid
const char *GetSessionClientName( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionClientName\n");
return NULL;
}
// Get the form factor of the session client device
ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionClientFormFactor\n");
return k_ESteamDeviceFormFactorUnknown;
}
// Get the resolution, in pixels, of the session client device
// This is set to 0x0 if the resolution is not available
bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY )
{
PRINT_DEBUG("Steam_RemotePlay::BGetSessionClientResolution\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pnResolutionX) *pnResolutionX = 0;
if (pnResolutionY) *pnResolutionY = 0;
return false;
}
bool BStartRemotePlayTogether( bool bShowOverlay )
{
PRINT_DEBUG("Steam_RemotePlay::BStartRemotePlayTogether: %d\n", (int)bShowOverlay);
return false;
}
// Invite a friend to Remote Play Together
// This returns false if the invite can't be sent
bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_RemotePlay::BSendRemotePlayTogetherInvite\n");
return false;
}
void RunCallbacks()
{
}
void Callback(Common_Message *msg)
{
if (msg->has_low_level()) {
if (msg->low_level().type() == Low_Level::CONNECT) {
}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
}
}
if (msg->has_networking_sockets()) {
}
}
};