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//====== 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 );
// Most Steam API functions allocate some 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 );
// If your application contains modules or libraries which could be built against different SDK
// versions, then you should define VERSION_SAFE_STEAM_API_INTERFACES to enforce that you cannot
// use the un-versioned global accessors. Instead, always create and use CSteamAPIContext objects
// to retrieve interface pointers which match the Steamworks SDK headers which match your build.
#if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !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
// Every compiled module will have its own inlined definitions of CSteamAPIContext::Init.
// Do NOT share CSteamAPIContext pointers across modules unless you are sure that they will
// all be compiled against the same SDK!
class CSteamAPIContext { public: 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; }
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 )
// backwards compat with older SDKs
S_API bool S_CALLTYPE SteamAPI_InitSafe(); #endif
#include "steam_api_internal.h"
#endif // STEAM_API_H
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