mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 10:24:14 +08:00
266 lines
9.9 KiB
C++
266 lines
9.9 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
|
|
//
|
|
// Steamworks SDK minimal include
|
|
//
|
|
// Defines the minimal set of things we need to use any single interface
|
|
// or register for any callback.
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef STEAM_API_COMMON_H
|
|
#define STEAM_API_COMMON_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "steamtypes.h"
|
|
#include "steamclientpublic.h"
|
|
|
|
// S_API defines the linkage and calling conventions for steam_api.dll exports
|
|
#if defined( STEAM_WIN32 ) && !defined( _X360 )
|
|
#if defined( STEAM_API_EXPORTS )
|
|
#define S_API_EXPORT extern "C" __declspec( dllexport )
|
|
#elif defined( STEAM_API_NODLL )
|
|
#define S_API_EXPORT extern "C"
|
|
#else
|
|
#define S_API_EXPORT extern "C" __declspec( dllimport )
|
|
#endif // STEAM_API_EXPORTS
|
|
#elif defined( GNUC )
|
|
#if defined( STEAM_API_EXPORTS )
|
|
#define S_API_EXPORT extern "C" __attribute__ ((visibility("default")))
|
|
#else
|
|
#define S_API_EXPORT extern "C"
|
|
#endif // STEAM_API_EXPORTS
|
|
#else // !WIN32
|
|
#if defined( STEAM_API_EXPORTS )
|
|
#define S_API_EXPORT extern "C"
|
|
#else
|
|
#define S_API_EXPORT extern "C"
|
|
#endif // STEAM_API_EXPORTS
|
|
#endif
|
|
|
|
|
|
#if defined( __cplusplus ) && ( __cplusplus >= 201103L )
|
|
#define S_OVERRIDE override
|
|
#else
|
|
#define S_OVERRIDE
|
|
#endif
|
|
|
|
#ifdef STEAM_API_EXPORTS
|
|
#ifdef STEAM_API_FUNCTIONS_IMPL
|
|
#ifdef STEAMCLIENT_DLL
|
|
#define S_API static
|
|
#else
|
|
#define S_API S_API_EXPORT
|
|
#endif
|
|
#else
|
|
#define S_API
|
|
#endif
|
|
#else
|
|
#define S_API S_API_EXPORT
|
|
#endif
|
|
|
|
#if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN)
|
|
#define STEAM_PRIVATE_API( ... ) __VA_ARGS__
|
|
#elif defined(STEAM_API_EXPORTS) && defined(API_GEN)
|
|
#define STEAM_PRIVATE_API( ... )
|
|
#else
|
|
#define STEAM_PRIVATE_API( ... ) protected: __VA_ARGS__ public:
|
|
#endif
|
|
|
|
// handle to a communication pipe to the Steam client
|
|
typedef int32 HSteamPipe;
|
|
// handle to single instance of a steam user
|
|
typedef int32 HSteamUser;
|
|
|
|
// A fixed size buffer to receive an error message that is returned by some API
|
|
// calls.
|
|
const int k_cchMaxSteamErrMsg = 1024;
|
|
typedef char SteamErrMsg[ k_cchMaxSteamErrMsg ];
|
|
|
|
// function prototype
|
|
#if defined( POSIX )
|
|
#if defined( __cdecl )
|
|
#undef __cdecl
|
|
#endif
|
|
#define __cdecl
|
|
#endif
|
|
extern "C" typedef void ( __cdecl *SteamAPIWarningMessageHook_t )( int, const char *);
|
|
extern "C" typedef uint32 ( __cdecl *SteamAPI_CheckCallbackRegistered_t )( int iCallbackNum );
|
|
#if defined( __SNC__ )
|
|
#pragma diag_suppress=1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
|
// steam callback and call-result helpers
|
|
//
|
|
// The following macros and classes are used to register your application for
|
|
// callbacks and call-results, which are delivered in a predictable manner.
|
|
//
|
|
// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
|
|
// They map a Steam notification callback directly to a class member function
|
|
// which is automatically prototyped as "void func( callback_type *pParam )".
|
|
//
|
|
// CCallResult is used with specific Steam APIs that return "result handles".
|
|
// The handle can be passed to a CCallResult object's Set function, along with
|
|
// an object pointer and member-function pointer. The member function will
|
|
// be executed once the results of the Steam API call are available.
|
|
//
|
|
// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
|
|
// macros if you require finer control over registration and unregistration.
|
|
//
|
|
// Callbacks and call-results are queued automatically and are only
|
|
// delivered/executed when your application calls SteamAPI_RunCallbacks().
|
|
//
|
|
// Note that there is an alternative, lower level callback dispatch mechanism.
|
|
// See SteamAPI_ManualDispatch_Init
|
|
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
|
|
|
// Dispatch all queued Steamworks callbacks.
|
|
//
|
|
// This is safe to call from multiple threads simultaneously,
|
|
// but if you choose to do this, callback code could be executed on any thread.
|
|
// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
|
|
// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
|
|
S_API void S_CALLTYPE SteamAPI_RunCallbacks();
|
|
|
|
// Declares a callback member function plus a helper member variable which
|
|
// registers the callback on object creation and unregisters on destruction.
|
|
// The optional fourth 'var' param exists only for backwards-compatibility
|
|
// and can be ignored.
|
|
#define STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \
|
|
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) )
|
|
|
|
// Declares a callback function and a named CCallbackManual variable which
|
|
// has Register and Unregister functions instead of automatic registration.
|
|
#define STEAM_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
|
|
CCallbackManual< thisclass, callback_type > var; void func( callback_type *pParam )
|
|
|
|
// Dispatch callbacks relevant to the gameserver client and interfaces.
|
|
// To register for these, you need to use STEAM_GAMESERVER_CALLBACK.
|
|
// (Or call SetGameserverFlag on your CCallbackBase object.)
|
|
S_API void S_CALLTYPE SteamGameServer_RunCallbacks();
|
|
|
|
// Same as STEAM_CALLBACK, but for callbacks on the gameserver interface.
|
|
// These will be dispatched during SteamGameServer_RunCallbacks
|
|
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \
|
|
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) )
|
|
#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
|
|
CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: base for callbacks and call results - internal implementation detail
|
|
//-----------------------------------------------------------------------------
|
|
class CCallbackBase
|
|
{
|
|
public:
|
|
CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
|
|
// don't add a virtual destructor because we export this binary interface across dll's
|
|
virtual void Run( void *pvParam ) = 0;
|
|
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
|
|
int GetICallback() { return m_iCallback; }
|
|
virtual int GetCallbackSizeBytes() = 0;
|
|
|
|
protected:
|
|
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
|
uint8 m_nCallbackFlags;
|
|
int m_iCallback;
|
|
friend class CCallbackMgr;
|
|
|
|
private:
|
|
CCallbackBase( const CCallbackBase& );
|
|
CCallbackBase& operator=( const CCallbackBase& );
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: templated base for callbacks - internal implementation detail
|
|
//-----------------------------------------------------------------------------
|
|
template< int sizeof_P >
|
|
class CCallbackImpl : protected CCallbackBase
|
|
{
|
|
public:
|
|
virtual ~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); }
|
|
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
|
|
|
protected:
|
|
friend class CCallbackMgr;
|
|
virtual void Run( void *pvParam ) S_OVERRIDE = 0;
|
|
virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) S_OVERRIDE { Run( pvParam ); }
|
|
virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof_P; }
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: maps a steam async call result to a class member function
|
|
// template params: T = local class, P = parameter struct
|
|
//-----------------------------------------------------------------------------
|
|
template< class T, class P >
|
|
class CCallResult : private CCallbackBase
|
|
{
|
|
public:
|
|
typedef void (T::*func_t)( P*, bool );
|
|
|
|
CCallResult();
|
|
~CCallResult();
|
|
|
|
void Set( SteamAPICall_t hAPICall, T *p, func_t func );
|
|
bool IsActive() const;
|
|
void Cancel();
|
|
|
|
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
|
private:
|
|
virtual void Run( void *pvParam ) S_OVERRIDE;
|
|
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) S_OVERRIDE;
|
|
virtual int GetCallbackSizeBytes() S_OVERRIDE { return sizeof( P ); }
|
|
|
|
SteamAPICall_t m_hAPICall;
|
|
T *m_pObj;
|
|
func_t m_Func;
|
|
};
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: maps a steam callback to a class member function
|
|
// template params: T = local class, P = parameter struct,
|
|
// bGameserver = listen for gameserver callbacks instead of client callbacks
|
|
//-----------------------------------------------------------------------------
|
|
template< class T, class P, bool bGameserver = false >
|
|
class CCallback : public CCallbackImpl< sizeof( P ) >
|
|
{
|
|
public:
|
|
typedef void (T::*func_t)(P*);
|
|
|
|
// NOTE: If you can't provide the correct parameters at construction time, you should
|
|
// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
|
|
CCallback( T *pObj, func_t func );
|
|
|
|
void Register( T *pObj, func_t func );
|
|
void Unregister();
|
|
|
|
protected:
|
|
virtual void Run( void *pvParam ) S_OVERRIDE;
|
|
|
|
T *m_pObj;
|
|
func_t m_Func;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: subclass of CCallback which allows default-construction in
|
|
// an unregistered state; you must call Register manually
|
|
//-----------------------------------------------------------------------------
|
|
template< class T, class P, bool bGameServer = false >
|
|
class CCallbackManual : public CCallback< T, P, bGameServer >
|
|
{
|
|
public:
|
|
CCallbackManual() : CCallback< T, P, bGameServer >( nullptr, nullptr ) {}
|
|
|
|
// Inherits public Register and Unregister functions from base class
|
|
};
|
|
|
|
// Internal implementation details for all of the above
|
|
#include "steam_api_internal.h"
|
|
|
|
#endif // STEAM_API_COMMON_H
|