gbe_fork/sdk_includes/isteamclient011.h
2019-04-13 12:21:56 -04:00

103 lines
4.3 KiB
C++
Executable File

#ifndef ISTEAMCLIENT011_H
#define ISTEAMCLIENT011_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamClient011
{
public:
// Creates a communication pipe to the Steam client
virtual HSteamPipe CreateSteamPipe() = 0;
// Releases a previously created communications pipe
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
// connects to an existing global user, failing if none exists
// used by the game to coordinate with the steamUI
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
// used by game servers, create a steam user that won't be shared with anyone else
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;
// removes an allocated user
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
// retrieves the ISteamUser interface associated with the handle
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// retrieves the ISteamGameServer interface associated with the handle
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// set the local IP and Port to bind to
// this must be set before CreateLocalUser()
virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
// returns the ISteamFriends interface
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamUtils interface
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamMatchmaking interface
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamMasterServerUpdater interface
virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamMatchmakingServers interface
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the a generic interface
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamUserStats interface
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamGameServerStats interface
virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns apps interface
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// networking
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// remote storage
virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// user screenshots
virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// this needs to be called every frame to process matchmaking results
// redundant if you're already calling SteamAPI_RunCallbacks()
virtual void RunFrame() = 0;
// 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.
virtual uint32 GetIPCCallCount() = 0;
// 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
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
// Trigger global shutdown for the DLL
virtual bool BShutdownIfAllPipesClosed() = 0;
#ifdef _PS3
virtual ISteamPS3OverlayRender *GetISteamPS3OverlayRender() = 0;
#endif
// Expose HTTP interface
virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
};
#endif // ISTEAMCLIENT011_H