mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-24 11:45:34 +08:00
145 lines
4.2 KiB
C++
145 lines
4.2 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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class Steam_RemotePlay :
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public ISteamRemotePlay001,
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public ISteamRemotePlay
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_remoteplay_callback\n");
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Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
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steam_remoteplay->Callback(msg);
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_remoteplay_run_every_runcb\n");
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Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
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steam_remoteplay->RunCallbacks();
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}
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Steam_RemotePlay(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this);
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this->run_every_runcb->add(&Steam_RemotePlay::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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~Steam_RemotePlay()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_RemotePlay::steam_run_every_runcb, this);
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}
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// Get the number of currently connected Steam Remote Play sessions
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uint32 GetSessionCount()
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionCount\n");
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return 0;
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}
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// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
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uint32 GetSessionID( int iSessionIndex )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionID\n");
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return 0;
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}
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// Get the SteamID of the connected user
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CSteamID GetSessionSteamID( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionSteamID\n");
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return k_steamIDNil;
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}
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// Get the name of the session client device
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// This returns NULL if the sessionID is not valid
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const char *GetSessionClientName( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionClientName\n");
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return NULL;
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}
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// Get the form factor of the session client device
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ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionClientFormFactor\n");
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return k_ESteamDeviceFormFactorUnknown;
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}
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// Get the resolution, in pixels, of the session client device
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// This is set to 0x0 if the resolution is not available
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bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY )
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{
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PRINT_DEBUG("Steam_RemotePlay::BGetSessionClientResolution\n");
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return false;
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}
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bool BStartRemotePlayTogether( bool bShowOverlay )
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{
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PRINT_DEBUG("Steam_RemotePlay::BStartRemotePlayTogether: %d\n", (int)bShowOverlay);
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return false;
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}
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// Invite a friend to Remote Play Together
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// This returns false if the invite can't be sent
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bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend )
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{
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PRINT_DEBUG("Steam_RemotePlay::BSendRemotePlayTogetherInvite\n");
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return false;
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}
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void RunCallbacks()
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{
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}
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void Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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if (msg->has_networking_sockets()) {
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}
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}
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};
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