gbe_fork/dll/dll/steam_utils.h
2024-10-23 17:00:28 +02:00

224 lines
12 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/>. */
#ifndef __STEAM_UTILS_H__
#define __STEAM_UTILS_H__
#include "common_includes.h"
#include "local_storage.h"
#include "overlay/steam_overlay.h"
class Steam_Utils :
public ISteamUtils001,
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{};
class SteamCallBacks *callbacks{};
Steam_Overlay* overlay{};
public:
Steam_Utils(Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, Steam_Overlay *overlay);
// return the number of seconds since the user
uint32 GetSecondsSinceAppActive();
uint32 GetSecondsSinceComputerActive();
// the universe this client is connecting to
EUniverse GetConnectedUniverse();
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
uint32 GetServerRealTime();
// 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();
// returns true if the image exists, and valid sizes were filled out
bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight );
// 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 );
// returns the IP of the reporting server for valve - currently only used in Source engine games
bool GetCSERIPPort( uint32 *unIP, uint16 *usPort );
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
uint8 GetCurrentBatteryPower();
// returns the appID of the current process
uint32 GetAppID();
// 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 );
// 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 );
ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall );
bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
STEAM_PRIVATE_API(
void RunFrame()
);
// 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();
// 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 );
// 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();
// 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();
// 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 );
// 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 );
bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax );
// Returns previously entered text & length
uint32 GetEnteredGamepadTextLength();
bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText );
// 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();
// returns true if Steam itself is running in VR mode
bool IsSteamRunningInVR();
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
void SetOverlayNotificationInset( int nHorizontalInset, int 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();
// ask SteamUI to create and render its OpenVR dashboard
void StartVRDashboard();
// Returns true if the HMD content will be streamed via Steam In-Home Streaming
bool IsVRHeadsetStreamingEnabled();
// 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 );
// Returns whether this steam client is a Steam China specific client, vs the global client.
bool IsSteamChinaLauncher();
// Initializes text filtering.
// Returns false if filtering is unavailable for the language the user is currently running in.
bool InitFilterText();
// 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 );
// 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 );
// 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 );
// 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 );
// returns true if currently running on the Steam Deck device
bool IsSteamRunningOnSteamDeck();
// 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 );
// 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 );
// Dismisses the floating keyboard.
bool DismissFloatingGamepadTextInput();
// Dismisses the full-screen text input dialog.
bool DismissGamepadTextInput();
};
#endif // __STEAM_UTILS_H__