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https://github.com/Detanup01/gbe_fork.git
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266 lines
9.9 KiB
C++
266 lines
9.9 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Steamworks SDK minimal include
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//
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// Defines the minimal set of things we need to use any single interface
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// or register for any callback.
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//
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//=============================================================================
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#ifndef STEAM_API_COMMON_H
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#define STEAM_API_COMMON_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steamtypes.h"
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#include "steamclientpublic.h"
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// S_API defines the linkage and calling conventions for steam_api.dll exports
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#if defined( STEAM_WIN32 ) && !defined( _X360 )
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#if defined( STEAM_API_EXPORTS )
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#define S_API_EXPORT extern "C" __declspec( dllexport )
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#elif defined( STEAM_API_NODLL )
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#define S_API_EXPORT extern "C"
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#else
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#define S_API_EXPORT extern "C" __declspec( dllimport )
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#endif // STEAM_API_EXPORTS
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#elif defined( GNUC )
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#if defined( STEAM_API_EXPORTS )
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#define S_API_EXPORT extern "C" __attribute__ ((visibility("default")))
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#else
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#define S_API_EXPORT extern "C"
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#endif // STEAM_API_EXPORTS
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#else // !WIN32
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#if defined( STEAM_API_EXPORTS )
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#define S_API_EXPORT extern "C"
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#else
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#define S_API_EXPORT extern "C"
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#endif // STEAM_API_EXPORTS
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#endif
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#if defined( __cplusplus ) && ( __cplusplus >= 201103L )
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#define S_OVERRIDE override
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#else
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#define S_OVERRIDE
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#endif
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#ifdef STEAM_API_EXPORTS
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#ifdef STEAM_API_FUNCTIONS_IMPL
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#ifdef STEAMCLIENT_DLL
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#define S_API static
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#else
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#define S_API S_API_EXPORT
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#endif
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#else
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#define S_API
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#endif
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#else
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#define S_API S_API_EXPORT
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#endif
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#if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN)
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#define STEAM_PRIVATE_API( ... ) __VA_ARGS__
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#elif defined(STEAM_API_EXPORTS) && defined(API_GEN)
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#define STEAM_PRIVATE_API( ... )
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#else
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#define STEAM_PRIVATE_API( ... ) protected: __VA_ARGS__ public:
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#endif
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// handle to a communication pipe to the Steam client
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typedef int32 HSteamPipe;
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// handle to single instance of a steam user
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typedef int32 HSteamUser;
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// A fixed size buffer to receive an error message that is returned by some API
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// calls.
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const int k_cchMaxSteamErrMsg = 1024;
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typedef char SteamErrMsg[ k_cchMaxSteamErrMsg ];
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// function prototype
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#if defined( POSIX )
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#if defined( __cdecl )
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#undef __cdecl
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#endif
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#define __cdecl
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#endif
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extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
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extern "C" typedef uint32 ( *SteamAPI_CheckCallbackRegistered_t )( int iCallbackNum );
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#if defined( __SNC__ )
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#pragma diag_suppress=1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steam callback and call-result helpers
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//
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// The following macros and classes are used to register your application for
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// callbacks and call-results, which are delivered in a predictable manner.
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//
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// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
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// They map a Steam notification callback directly to a class member function
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// which is automatically prototyped as "void func( callback_type *pParam )".
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//
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// CCallResult is used with specific Steam APIs that return "result handles".
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// The handle can be passed to a CCallResult object's Set function, along with
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// an object pointer and member-function pointer. The member function will
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// be executed once the results of the Steam API call are available.
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//
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// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
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// macros if you require finer control over registration and unregistration.
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//
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// Callbacks and call-results are queued automatically and are only
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// delivered/executed when your application calls SteamAPI_RunCallbacks().
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//
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// Note that there is an alternative, lower level callback dispatch mechanism.
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// See SteamAPI_ManualDispatch_Init
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// Dispatch all queued Steamworks callbacks.
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//
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// This is safe to call from multiple threads simultaneously,
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// but if you choose to do this, callback code could be executed on any thread.
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// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
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// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
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S_API void S_CALLTYPE SteamAPI_RunCallbacks();
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// Declares a callback member function plus a helper member variable which
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// registers the callback on object creation and unregisters on destruction.
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// The optional fourth 'var' param exists only for backwards-compatibility
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// and can be ignored.
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#define STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \
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_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) )
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// Declares a callback function and a named CCallbackManual variable which
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// has Register and Unregister functions instead of automatic registration.
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#define STEAM_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
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CCallbackManual< thisclass, callback_type > var; void func( callback_type *pParam )
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// Dispatch callbacks relevant to the gameserver client and interfaces.
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// To register for these, you need to use STEAM_GAMESERVER_CALLBACK.
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// (Or call SetGameserverFlag on your CCallbackBase object.)
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S_API void S_CALLTYPE SteamGameServer_RunCallbacks();
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// Same as STEAM_CALLBACK, but for callbacks on the gameserver interface.
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// These will be dispatched during SteamGameServer_RunCallbacks
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#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \
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_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) )
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#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
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CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam )
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//-----------------------------------------------------------------------------
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// Purpose: base for callbacks and call results - internal implementation detail
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//-----------------------------------------------------------------------------
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class CCallbackBase
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{
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public:
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CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
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// don't add a virtual destructor because we export this binary interface across dll's
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virtual void Run( void *pvParam ) = 0;
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
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int GetICallback() { return m_iCallback; }
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virtual int GetCallbackSizeBytes() = 0;
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protected:
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enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
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uint8 m_nCallbackFlags;
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int m_iCallback;
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friend class CCallbackMgr;
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private:
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CCallbackBase( const CCallbackBase& );
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CCallbackBase& operator=( const CCallbackBase& );
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};
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//-----------------------------------------------------------------------------
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// Purpose: templated base for callbacks - internal implementation detail
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//-----------------------------------------------------------------------------
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template< int sizeof_P >
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class CCallbackImpl : protected CCallbackBase
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{
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public:
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virtual ~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); }
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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protected:
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friend class CCallbackMgr;
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virtual void Run( void *pvParam ) S_OVERRIDE = 0;
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virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) S_OVERRIDE { Run( pvParam ); }
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virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof_P; }
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam async call result to a class member function
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// template params: T = local class, P = parameter struct
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//-----------------------------------------------------------------------------
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template< class T, class P >
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class CCallResult : private CCallbackBase
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{
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public:
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typedef void (T::*func_t)( P*, bool );
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CCallResult();
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~CCallResult();
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void Set( SteamAPICall_t hAPICall, T *p, func_t func );
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bool IsActive() const;
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void Cancel();
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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private:
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virtual void Run( void *pvParam ) S_OVERRIDE;
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) S_OVERRIDE;
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virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof( P ); }
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SteamAPICall_t m_hAPICall;
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T *m_pObj;
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func_t m_Func;
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam callback to a class member function
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// template params: T = local class, P = parameter struct,
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// bGameserver = listen for gameserver callbacks instead of client callbacks
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//-----------------------------------------------------------------------------
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template< class T, class P, bool bGameserver = false >
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class CCallback : public CCallbackImpl< sizeof( P ) >
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{
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public:
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typedef void (T::*func_t)(P*);
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// NOTE: If you can't provide the correct parameters at construction time, you should
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// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
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CCallback( T *pObj, func_t func );
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void Register( T *pObj, func_t func );
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void Unregister();
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protected:
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virtual void Run( void *pvParam ) S_OVERRIDE;
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T *m_pObj;
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func_t m_Func;
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};
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//-----------------------------------------------------------------------------
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// Purpose: subclass of CCallback which allows default-construction in
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// an unregistered state; you must call Register manually
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//-----------------------------------------------------------------------------
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template< class T, class P, bool bGameServer = false >
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class CCallbackManual : public CCallback< T, P, bGameServer >
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{
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public:
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CCallbackManual() : CCallback< T, P, bGameServer >( nullptr, nullptr ) {}
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// Inherits public Register and Unregister functions from base class
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};
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// Internal implementation details for all of the above
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#include "steam_api_internal.h"
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#endif // STEAM_API_COMMON_H
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