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Diffstat (limited to 'lib/linux/include/steam/steam_api.h')
-rw-r--r-- | lib/linux/include/steam/steam_api.h | 394 |
1 files changed, 394 insertions, 0 deletions
diff --git a/lib/linux/include/steam/steam_api.h b/lib/linux/include/steam/steam_api.h new file mode 100644 index 0000000..e3a31ae --- /dev/null +++ b/lib/linux/include/steam/steam_api.h @@ -0,0 +1,394 @@ +//====== Copyright 1996-2008, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +#ifndef STEAM_API_H +#define STEAM_API_H +#ifdef _WIN32 +#pragma once +#endif + +#include "isteamclient.h" +#include "isteamuser.h" +#include "isteamfriends.h" +#include "isteamutils.h" +#include "isteammatchmaking.h" +#include "isteamuserstats.h" +#include "isteamapps.h" +#include "isteamnetworking.h" +#include "isteamremotestorage.h" +#include "isteamscreenshots.h" +#include "isteammusic.h" +#include "isteammusicremote.h" +#include "isteamhttp.h" +#include "isteamunifiedmessages.h" +#include "isteamcontroller.h" +#include "isteamugc.h" +#include "isteamapplist.h" +#include "isteamhtmlsurface.h" +#include "isteaminventory.h" +#include "isteamvideo.h" + + +// Steam API export macro +#if defined( _WIN32 ) && !defined( _X360 ) + #if defined( STEAM_API_EXPORTS ) + #define S_API extern "C" __declspec( dllexport ) + #elif defined( STEAM_API_NODLL ) + #define S_API extern "C" + #else + #define S_API extern "C" __declspec( dllimport ) + #endif // STEAM_API_EXPORTS +#elif defined( GNUC ) + #if defined( STEAM_API_EXPORTS ) + #define S_API extern "C" __attribute__ ((visibility("default"))) + #else + #define S_API extern "C" + #endif // STEAM_API_EXPORTS +#else // !WIN32 + #if defined( STEAM_API_EXPORTS ) + #define S_API extern "C" + #else + #define S_API extern "C" + #endif // STEAM_API_EXPORTS +#endif + +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +// Steam API setup & shutdown +// +// These functions manage loading, initializing and shutdown of the steamclient.dll +// +//----------------------------------------------------------------------------------------------------------------------------------------------------------// + + +// SteamAPI_Init must be called before using any other API functions. If it fails, an +// error message will be output to the debugger (or stderr) with further information. +S_API bool S_CALLTYPE SteamAPI_Init(); + +// SteamAPI_Shutdown should be called during process shutdown if possible. +S_API void S_CALLTYPE SteamAPI_Shutdown(); + +// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam. +// +// Returns true if the current process should terminate. Steam is now re-launching your application. +// +// Returns false if no action needs to be taken. This means that your executable was started through +// the Steam client, or a steam_appid.txt file is present in your game's directory (for development). +// Your current process should continue if false is returned. +// +// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary +// since the DRM wrapper will ensure that your application was launched properly through Steam. +S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ); + +// Many Steam API functions allocate a small amount of thread-local memory for parameter storage. +// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread. +// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded +// program never needs to explicitly call this function. +S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory(); + + +// crash dump recording functions +S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID ); +S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ); + + +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +// Global accessors for Steamworks C++ APIs. See individual isteam*.h files for details. +// You should not cache the results of these accessors or pass the result pointers across +// modules! Different modules may be compiled against different SDK header versions, and +// the interface pointers could therefore be different across modules. Every line of code +// which calls into a Steamworks API should retrieve the interface from a global accessor. +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +#if !defined( STEAM_API_EXPORTS ) +inline ISteamClient *SteamClient(); +inline ISteamUser *SteamUser(); +inline ISteamFriends *SteamFriends(); +inline ISteamUtils *SteamUtils(); +inline ISteamMatchmaking *SteamMatchmaking(); +inline ISteamUserStats *SteamUserStats(); +inline ISteamApps *SteamApps(); +inline ISteamNetworking *SteamNetworking(); +inline ISteamMatchmakingServers *SteamMatchmakingServers(); +inline ISteamRemoteStorage *SteamRemoteStorage(); +inline ISteamScreenshots *SteamScreenshots(); +inline ISteamHTTP *SteamHTTP(); +inline ISteamUnifiedMessages *SteamUnifiedMessages(); +inline ISteamController *SteamController(); +inline ISteamUGC *SteamUGC(); +inline ISteamAppList *SteamAppList(); +inline ISteamMusic *SteamMusic(); +inline ISteamMusicRemote *SteamMusicRemote(); +inline ISteamHTMLSurface *SteamHTMLSurface(); +inline ISteamInventory *SteamInventory(); +inline ISteamVideo *SteamVideo(); +#endif // VERSION_SAFE_STEAM_API_INTERFACES + + +// CSteamAPIContext encapsulates the Steamworks API global accessors into +// a single object. This is DEPRECATED and only remains for compatibility. +class CSteamAPIContext +{ +public: + // DEPRECATED - there is no benefit to using this over the global accessors + CSteamAPIContext() { Clear(); } + void Clear(); + bool Init(); + ISteamClient* SteamClient() const { return m_pSteamClient; } + ISteamUser* SteamUser() const { return m_pSteamUser; } + ISteamFriends* SteamFriends() const { return m_pSteamFriends; } + ISteamUtils* SteamUtils() const { return m_pSteamUtils; } + ISteamMatchmaking* SteamMatchmaking() const { return m_pSteamMatchmaking; } + ISteamUserStats* SteamUserStats() const { return m_pSteamUserStats; } + ISteamApps* SteamApps() const { return m_pSteamApps; } + ISteamMatchmakingServers* SteamMatchmakingServers() const { return m_pSteamMatchmakingServers; } + ISteamNetworking* SteamNetworking() const { return m_pSteamNetworking; } + ISteamRemoteStorage* SteamRemoteStorage() const { return m_pSteamRemoteStorage; } + ISteamScreenshots* SteamScreenshots() const { return m_pSteamScreenshots; } + ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; } + ISteamUnifiedMessages* SteamUnifiedMessages() const { return m_pSteamUnifiedMessages; } + ISteamController* SteamController() const { return m_pController; } + ISteamUGC* SteamUGC() const { return m_pSteamUGC; } + ISteamAppList* SteamAppList() const { return m_pSteamAppList; } + ISteamMusic* SteamMusic() const { return m_pSteamMusic; } + ISteamMusicRemote* SteamMusicRemote() const { return m_pSteamMusicRemote; } + ISteamHTMLSurface* SteamHTMLSurface() const { return m_pSteamHTMLSurface; } + ISteamInventory* SteamInventory() const { return m_pSteamInventory; } + ISteamVideo* SteamVideo() const { return m_pSteamVideo; } + // DEPRECATED - there is no benefit to using this over the global accessors +private: + ISteamClient *m_pSteamClient; + ISteamUser *m_pSteamUser; + ISteamFriends *m_pSteamFriends; + ISteamUtils *m_pSteamUtils; + ISteamMatchmaking *m_pSteamMatchmaking; + ISteamUserStats *m_pSteamUserStats; + ISteamApps *m_pSteamApps; + ISteamMatchmakingServers *m_pSteamMatchmakingServers; + ISteamNetworking *m_pSteamNetworking; + ISteamRemoteStorage *m_pSteamRemoteStorage; + ISteamScreenshots *m_pSteamScreenshots; + ISteamHTTP *m_pSteamHTTP; + ISteamUnifiedMessages *m_pSteamUnifiedMessages; + ISteamController *m_pController; + ISteamUGC *m_pSteamUGC; + ISteamAppList *m_pSteamAppList; + ISteamMusic *m_pSteamMusic; + ISteamMusicRemote *m_pSteamMusicRemote; + ISteamHTMLSurface *m_pSteamHTMLSurface; + ISteamInventory *m_pSteamInventory; + ISteamVideo *m_pSteamVideo; +}; + + +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +// 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(). +//----------------------------------------------------------------------------------------------------------------------------------------------------------// + +// SteamAPI_RunCallbacks 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 ) + + +// Internal functions used by the utility CCallback objects to receive callbacks +S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ); +S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ); +// Internal functions used by the utility CCallResult objects to receive async call results +S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); +S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); + + +//----------------------------------------------------------------------------- +// 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: + ~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); } + void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; } + +protected: + virtual void Run( void *pvParam ) = 0; + virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) { Run( pvParam ); } + virtual int GetCallbackSizeBytes() { 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 ); + virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ); + virtual int GetCallbackSizeBytes() { 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 ); + + 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 >( NULL, NULL ) {} + + // Inherits public Register and Unregister functions from base class +}; + + + +#ifdef _WIN32 +// disable this warning; this pattern need for steam callback registration +#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list +#endif + + +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +// steamclient.dll private wrapper functions +// +// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases +//----------------------------------------------------------------------------------------------------------------------------------------------------------// + +// SteamAPI_IsSteamRunning() returns true if Steam is currently running +S_API bool S_CALLTYPE SteamAPI_IsSteamRunning(); + +// Pumps out all the steam messages, calling registered callbacks. +// NOT THREADSAFE - do not call from multiple threads simultaneously. +S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks ); + +// register the callback funcs to use to interact with the steam dll +S_API void Steam_RegisterInterfaceFuncs( void *hModule ); + +// returns the HSteamUser of the last user to dispatch a callback +S_API HSteamUser Steam_GetHSteamUserCurrent(); + +// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name. +// DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs +S_API const char *SteamAPI_GetSteamInstallPath(); + +// returns the pipe we are communicating to Steam with +S_API HSteamPipe SteamAPI_GetHSteamPipe(); + +// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks +S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks ); + +// backwards compat export, passes through to SteamAPI_ variants +S_API HSteamPipe GetHSteamPipe(); +S_API HSteamUser GetHSteamUser(); + + +#if defined( VERSION_SAFE_STEAM_API_INTERFACES ) +// exists only for backwards compat with code written against older SDKs +S_API bool S_CALLTYPE SteamAPI_InitSafe(); +#endif + +#include "steam_api_internal.h" + +#endif // STEAM_API_H |