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Diffstat (limited to 'lib/windows64/include/steam/isteamutils.h')
-rw-r--r--lib/windows64/include/steam/isteamutils.h254
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diff --git a/lib/windows64/include/steam/isteamutils.h b/lib/windows64/include/steam/isteamutils.h
deleted file mode 100644
index aaf839f..0000000
--- a/lib/windows64/include/steam/isteamutils.h
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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
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "isteamclient.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
-};
-
-
-// function prototype for warning message hook
-#if defined( POSIX )
-#define __cdecl
-#endif
-extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
-
-//-----------------------------------------------------------------------------
-// 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;
-
- // returns the IP of the reporting server for valve - currently only used in Source engine games
- 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.
- CALL_RESULT( CheckFileSignature_t )
- virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
-
- // Activates the Big Picture text input dialog which only supports gamepad input
- 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;
-};
-
-#define STEAMUTILS_INTERFACE_VERSION "SteamUtils008"
-
-
-// callbacks
-#if defined( VALVE_CALLBACK_PACK_SMALL )
-#pragma pack( push, 4 )
-#elif defined( VALVE_CALLBACK_PACK_LARGE )
-#pragma pack( push, 8 )
-#else
-#error isteamclient.h must be included
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: The country of the user changed
-//-----------------------------------------------------------------------------
-struct IPCountry_t
-{
- enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Fired when running on a laptop and 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
-
-
-//-----------------------------------------------------------------------------
-// Big Picture 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;
-};
-
-// k_iSteamUtilsCallbacks + 15 is taken
-
-#pragma pack( pop )
-
-#endif // ISTEAMUTILS_H