change steam_api headers

This commit is contained in:
nillerusr
2020-10-23 16:12:04 +03:00
parent 3005268bab
commit b7cd3625c8
40 changed files with 1838 additions and 17382 deletions
+26 -72
View File
@@ -1,4 +1,4 @@
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//====== Copyright ? 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to utility functions in Steam
//
@@ -61,7 +61,7 @@ public:
// the universe this client is connecting to
virtual EUniverse GetConnectedUniverse() = 0;
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
// 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)
@@ -95,9 +95,8 @@ public:
virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
// this needs to be called every frame to process matchmaking results
// redundant if you're already calling SteamAPI_RunCallbacks()
virtual void RunFrame() = 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
@@ -126,7 +125,6 @@ public:
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
virtual bool BOverlayNeedsPresent() = 0;
#ifndef _PS3
// 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.
@@ -135,18 +133,8 @@ public:
// 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;
#endif
#ifdef _PS3
virtual void PostPS3SysutilCallback( uint64_t status, uint64_t param, void* userdata ) = 0;
virtual bool BIsReadyToShutdown() = 0;
virtual bool BIsPSNOnline() = 0;
// Call this with localized strings for the language the game is running in, otherwise default english
// strings will be used by Steam.
virtual void SetPSNGameBootInviteStrings( const char *pchSubject, const char *pchBody ) = 0;
#endif
// 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;
@@ -163,9 +151,27 @@ public:
// 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 In-Home Streaming
virtual bool IsVRHeadsetStreamingEnabled() = 0;
// Set whether the HMD content will be streamed via Steam In-Home Streaming
// 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;
};
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils007"
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils009"
// callbacks
@@ -203,6 +209,8 @@ struct SteamAPICallCompleted_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
SteamAPICall_t m_hAsyncCall;
int m_iCallback;
uint32 m_cubParam;
};
@@ -235,60 +243,6 @@ struct CheckFileSignature_t
ECheckFileSignature m_eCheckFileSignature;
};
#ifdef _PS3
//-----------------------------------------------------------------------------
// callback for NetCtlNetStartDialog finishing on PS3
//-----------------------------------------------------------------------------
struct NetStartDialogFinished_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 6 };
};
//-----------------------------------------------------------------------------
// callback for NetCtlNetStartDialog unloaded on PS3
//-----------------------------------------------------------------------------
struct NetStartDialogUnloaded_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 7 };
};
//-----------------------------------------------------------------------------
// callback for system menu closing on PS3 - should trigger resyncronizing friends list, etc.
//-----------------------------------------------------------------------------
struct PS3SystemMenuClosed_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 8 };
};
//-----------------------------------------------------------------------------
// callback for NP message being selected by user on PS3 - should trigger handling of message if it's a lobby invite, etc.
//-----------------------------------------------------------------------------
struct PS3NPMessageSelected_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 9 };
uint32 dataid;
};
//-----------------------------------------------------------------------------
// callback for when the PS3 keyboard dialog closes
//-----------------------------------------------------------------------------
struct PS3KeyboardDialogFinished_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 10 };
};
// k_iSteamUtilsCallbacks + 11 is taken
//-----------------------------------------------------------------------------
// callback for PSN status changing on PS3
//-----------------------------------------------------------------------------
struct PS3PSNStatusChange_t
{
enum { k_iCallback = k_iSteamUtilsCallbacks + 12 };
bool m_bPSNOnline;
};
#endif
// k_iSteamUtilsCallbacks + 13 is taken