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authorAldrik Ramaekers <aldrikboy@gmail.com>2024-12-05 11:42:11 +0100
committerAldrik Ramaekers <aldrikboy@gmail.com>2024-12-05 11:42:11 +0100
commit0974ff30789a215a31255080251c01eaaf9a5297 (patch)
treeeda0b28d3e1aee2ca17d0f433c00574809e205d9 /steam/isteamutils.h
parent190760b05d943e065cad31a0b983ef7736551feb (diff)
link with steam sdk and create bindings
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+//====== Copyright � 1996-2008, Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface to utility functions in Steam
+//
+//=============================================================================
+
+#ifndef ISTEAMUTILS_H
+#define ISTEAMUTILS_H
+
+#include "steam_api_common.h"
+
+
+// Steam API call failure results
+enum ESteamAPICallFailure
+{
+ k_ESteamAPICallFailureNone = -1, // no failure
+ k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away
+ k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken
+ // SteamServersDisconnected_t callback will be sent around the same time
+ // SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
+ k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists
+ k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call
+};
+
+
+// Input modes for the Big Picture gamepad text entry
+enum EGamepadTextInputMode
+{
+ k_EGamepadTextInputModeNormal = 0,
+ k_EGamepadTextInputModePassword = 1
+};
+
+
+// Controls number of allowed lines for the Big Picture gamepad text entry
+enum EGamepadTextInputLineMode
+{
+ k_EGamepadTextInputLineModeSingleLine = 0,
+ k_EGamepadTextInputLineModeMultipleLines = 1
+};
+
+enum EFloatingGamepadTextInputMode
+{
+ k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard
+ k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard
+ k_EFloatingGamepadTextInputModeModeEmail = 2, // Keyboard layout is email, enter dismisses the keyboard
+ k_EFloatingGamepadTextInputModeModeNumeric = 3, // Keyboard layout is numeric, enter dismisses the keyboard
+
+};
+
+// The context where text filtering is being done
+enum ETextFilteringContext
+{
+ k_ETextFilteringContextUnknown = 0, // Unknown context
+ k_ETextFilteringContextGameContent = 1, // Game content, only legally required filtering is performed
+ k_ETextFilteringContextChat = 2, // Chat from another player
+ k_ETextFilteringContextName = 3, // Character or item name
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: interface to user independent utility functions
+//-----------------------------------------------------------------------------
+class ISteamUtils
+{
+public:
+ // return the number of seconds since the user
+ virtual uint32 GetSecondsSinceAppActive() = 0;
+ virtual uint32 GetSecondsSinceComputerActive() = 0;
+
+ // the universe this client is connecting to
+ virtual EUniverse GetConnectedUniverse() = 0;
+
+ // Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
+ virtual uint32 GetServerRealTime() = 0;
+
+ // 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".
+ virtual const char *GetIPCountry() = 0;
+
+ // returns true if the image exists, and valid sizes were filled out
+ virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
+
+ // 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)
+ virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
+
+ // Deprecated. Do not call this.
+ STEAM_PRIVATE_API( virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; )
+
+ // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
+ virtual uint8 GetCurrentBatteryPower() = 0;
+
+ // returns the appID of the current process
+ virtual uint32 GetAppID() = 0;
+
+ // 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.
+ virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
+
+ // API asynchronous call results
+ // can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
+ virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
+ virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
+ virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
+
+ // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
+ STEAM_PRIVATE_API( 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;
+
+ // 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.
+ virtual bool IsOverlayEnabled() = 0;
+
+ // 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.
+ virtual bool BOverlayNeedsPresent() = 0;
+
+ // 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 )
+ virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
+
+ // Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed
+ virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0;
+
+ // Returns previously entered text & length
+ virtual uint32 GetEnteredGamepadTextLength() = 0;
+ virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0;
+
+ // returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
+ virtual const char *GetSteamUILanguage() = 0;
+
+ // returns true if Steam itself is running in VR mode
+ virtual bool IsSteamRunningInVR() = 0;
+
+ // Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
+ virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0;
+
+ // 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
+ virtual bool IsSteamInBigPictureMode() = 0;
+
+ // ask SteamUI to create and render its OpenVR dashboard
+ virtual void StartVRDashboard() = 0;
+
+ // Returns true if the HMD content will be streamed via Steam Remote Play
+ virtual bool IsVRHeadsetStreamingEnabled() = 0;
+
+ // Set whether the HMD content will be streamed via Steam Remote Play
+ // 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)
+ virtual void SetVRHeadsetStreamingEnabled( bool bEnabled ) = 0;
+
+ // Returns whether this steam client is a Steam China specific client, vs the global client.
+ virtual bool IsSteamChinaLauncher() = 0;
+
+ // Initializes text filtering, loading dictionaries for the language the game is running in.
+ // unFilterOptions are reserved for future use and should be set to 0
+ // Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
+ //
+ // Users can customize the text filter behavior in their Steam Account preferences:
+ // https://store.steampowered.com/account/preferences#CommunityContentPreferences
+ virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0;
+
+ // 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
+ virtual int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) = 0;
+
+ // 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.
+ virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0;
+
+ // returns true if currently running on the Steam Deck device
+ virtual bool IsSteamRunningOnSteamDeck() = 0;
+
+ // 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
+ virtual bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) = 0;
+
+ // 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
+ virtual void SetGameLauncherMode( bool bLauncherMode ) = 0;
+
+ // Dismisses the floating keyboard.
+ virtual bool DismissFloatingGamepadTextInput() = 0;
+
+ // Dismisses the full-screen text input dialog.
+ virtual bool DismissGamepadTextInput() = 0;
+};
+
+#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"
+
+// Global interface accessor
+inline ISteamUtils *SteamUtils();
+STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "user", STEAMUTILS_INTERFACE_VERSION );
+
+// Global accessor for the gameserver client
+inline ISteamUtils *SteamGameServerUtils();
+STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "gameserver", STEAMUTILS_INTERFACE_VERSION );
+
+// callbacks
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: The country of the user changed
+//-----------------------------------------------------------------------------
+struct IPCountry_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Fired when running on a handheld PC or laptop with less than 10 minutes of battery is left, fires then every minute
+//-----------------------------------------------------------------------------
+struct LowBatteryPower_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
+ uint8 m_nMinutesBatteryLeft;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: called when a SteamAsyncCall_t has completed (or failed)
+//-----------------------------------------------------------------------------
+struct SteamAPICallCompleted_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
+ SteamAPICall_t m_hAsyncCall;
+ int m_iCallback;
+ uint32 m_cubParam;
+};
+
+
+//-----------------------------------------------------------------------------
+// called when Steam wants to shutdown
+//-----------------------------------------------------------------------------
+struct SteamShutdown_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 4 };
+};
+
+//-----------------------------------------------------------------------------
+// results for CheckFileSignature
+//-----------------------------------------------------------------------------
+enum ECheckFileSignature
+{
+ k_ECheckFileSignatureInvalidSignature = 0,
+ k_ECheckFileSignatureValidSignature = 1,
+ k_ECheckFileSignatureFileNotFound = 2,
+ k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3,
+ k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4,
+};
+
+//-----------------------------------------------------------------------------
+// callback for CheckFileSignature
+//-----------------------------------------------------------------------------
+struct CheckFileSignature_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 5 };
+ ECheckFileSignature m_eCheckFileSignature;
+};
+
+
+// k_iSteamUtilsCallbacks + 13 is taken
+
+
+//-----------------------------------------------------------------------------
+// Full Screen gamepad text input has been closed
+//-----------------------------------------------------------------------------
+struct GamepadTextInputDismissed_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 14 };
+ bool m_bSubmitted; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input
+ uint32 m_unSubmittedText;
+ AppId_t m_unAppID;
+};
+
+// k_iSteamUtilsCallbacks + 15 through 35 are taken
+
+STEAM_CALLBACK_BEGIN( AppResumingFromSuspend_t, k_iSteamUtilsCallbacks + 36 )
+STEAM_CALLBACK_END(0)
+
+// k_iSteamUtilsCallbacks + 37 is taken
+
+//-----------------------------------------------------------------------------
+// The floating on-screen keyboard has been closed
+//-----------------------------------------------------------------------------
+struct FloatingGamepadTextInputDismissed_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 38 };
+};
+
+//-----------------------------------------------------------------------------
+// The text filtering dictionary has changed
+//-----------------------------------------------------------------------------
+struct FilterTextDictionaryChanged_t
+{
+ enum { k_iCallback = k_iSteamUtilsCallbacks + 39 };
+ int m_eLanguage; // One of ELanguage, or k_LegallyRequiredFiltering
+};
+
+#pragma pack( pop )
+
+#endif // ISTEAMUTILS_H