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//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// This header includes *all* of the interfaces and callback structures
// in the Steamworks SDK, and some high level functions to control the SDK
// (init, shutdown, etc) that you probably only need in one or two files.
//
// To save your compile times, we recommend that you not include this file
// in header files. Instead, include the specific headers for the interfaces
// and callback structures you need. The one file you might consider including
// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
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//
//=============================================================================
# ifndef STEAM_API_H
# define STEAM_API_H
# ifdef _WIN32
# pragma once
# endif
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// Basic stuff
# include "steam_api_common.h"
// All of the interfaces
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# 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 "isteamcontroller.h"
# include "isteamugc.h"
# include "isteamhtmlsurface.h"
# include "isteaminventory.h"
# include "isteamvideo.h"
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# include "isteamparentalsettings.h"
# include "isteaminput.h"
# include "isteamremoteplay.h"
# include "isteamnetworkingmessages.h"
# include "isteamnetworkingsockets.h"
# include "isteamnetworkingutils.h"
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// Steam API setup & shutdown
//
// These functions manage loading, initializing and shutdown of the steamclient.dll
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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enum ESteamAPIInitResult
{
k_ESteamAPIInitResult_OK = 0 ,
k_ESteamAPIInitResult_FailedGeneric = 1 , // Some other failure
k_ESteamAPIInitResult_NoSteamClient = 2 , // We cannot connect to Steam, steam probably isn't running
k_ESteamAPIInitResult_VersionMismatch = 3 , // Steam client appears to be out of date
} ;
// Initializing the Steamworks SDK
// -----------------------------
//
// There are three different methods you can use to initialize the Steamworks SDK, depending on
// your project's environment. You should only use one method in your project.
//
// If you are able to include this C++ header in your project, we recommend using the following
// initialization methods. They will ensure that all ISteam* interfaces defined in other
// C++ header files have versions that are supported by the user's Steam Client:
// - SteamAPI_InitEx() for new projects so you can show a detailed error message to the user
// - SteamAPI_Init() for existing projects that only display a generic error message
//
// If you are unable to include this C++ header in your project and are dynamically loading
// Steamworks SDK methods from dll/so, you can use the following method:
// - SteamAPI_InitFlat()
// See "Initializing the Steamworks SDK" above for how to choose an init method.
// On success k_ESteamAPIInitResult_OK is returned. Otherwise, returns a value that can be used
// to create a localized error message for the user. If pOutErrMsg is non-NULL,
// it will receive an example error message, in English, that explains the reason for the failure.
//
// Example usage:
//
// SteamErrMsg errMsg;
// if ( SteamAPI_Init(&errMsg) != k_ESteamAPIInitResult_OK )
// FatalError( "Failed to init Steam. %s", errMsg );
inline ESteamAPIInitResult SteamAPI_InitEx ( SteamErrMsg * pOutErrMsg ) ;
// See "Initializing the Steamworks SDK" above for how to choose an init method.
// Returns true on success
inline bool SteamAPI_Init ( )
{
return SteamAPI_InitEx ( NULL ) = = k_ESteamAPIInitResult_OK ;
}
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// See "Initializing the Steamworks SDK" above for how to choose an init method.
// Same usage as SteamAPI_InitEx(), however does not verify ISteam* interfaces are
// supported by the user's client and is exported from the dll
S_API ESteamAPIInitResult S_CALLTYPE SteamAPI_InitFlat ( SteamErrMsg * pOutErrMsg ) ;
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// 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 ) ;
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// 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
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_IsSteamRunning() returns true if Steam is currently running
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning ( ) ;
// 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 ( ) ;
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
// This is ignored if you are using the manual callback dispatch method
S_API void SteamAPI_SetTryCatchCallbacks ( bool bTryCatchCallbacks ) ;
# 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
# if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
// this should be called before the game initialized the steam APIs
// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler ( char const * pchVersion , char const * pchDate , char const * pchTime , bool bFullMemoryDumps , void * pvContext , PFNPreMinidumpCallback m_pfnPreMinidumpCallback ) ;
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID ( uint32 unAppID ) ;
# endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//
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// Manual callback loop
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//
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// An alternative method for dispatching callbacks. Similar to a windows message loop.
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//
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// If you use the manual callback dispatch, you must NOT use:
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//
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// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
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//
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// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
/*
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe ( ) ; // See also SteamGameServer_GetHSteamPipe()
SteamAPI_ManualDispatch_RunFrame ( hSteamPipe )
CallbackMsg_t callback ;
while ( SteamAPI_ManualDispatch_GetNextCallback ( hSteamPipe , & callback ) )
{
// Check for dispatching API call results
if ( callback . m_iCallback = = SteamAPICallCompleted_t : : k_iCallback )
{
SteamAPICallCompleted_t * pCallCompleted = ( SteamAPICallCompleted_t * ) callback .
void * pTmpCallResult = malloc ( pCallback - > m_cubParam ) ;
bool bFailed ;
if ( SteamAPI_ManualDispatch_GetAPICallResult ( hSteamPipe , pCallCompleted - > m_hAsyncCall , pTmpCallResult , pCallback - > m_cubParam , pCallback - > m_iCallback , & bFailed ) )
{
// Dispatch the call result to the registered handler(s) for the
// call identified by pCallCompleted->m_hAsyncCall
}
free ( pTmpCallResult ) ;
}
else
{
// Look at callback.m_iCallback to see what kind of callback it is,
// and dispatch to appropriate handler(s)
}
SteamAPI_ManualDispatch_FreeLastCallback ( hSteamPipe ) ;
}
*/
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
/// you use any of the other manual dispatch functions below.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init ( ) ;
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/// Perform certain periodic actions that need to be performed.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame ( HSteamPipe hSteamPipe ) ;
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback ( HSteamPipe hSteamPipe , CallbackMsg_t * pCallbackMsg ) ;
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/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback ( HSteamPipe hSteamPipe ) ;
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/// Return the call result for the specified call on the specified pipe. You really should
/// only call this in a handler for SteamAPICallCompleted_t callback.
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult ( HSteamPipe hSteamPipe , SteamAPICall_t hSteamAPICall , void * pCallback , int cubCallback , int iCallbackExpected , bool * pbFailed ) ;
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//
// CSteamAPIContext
//
// Deprecated! This is not necessary any more. Please use the global accessors directly
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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# ifndef STEAM_API_EXPORTS
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inline bool CSteamAPIContext : : Init ( )
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{
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m_pSteamClient = : : SteamClient ( ) ;
if ( ! m_pSteamClient )
return false ;
m_pSteamUser = : : SteamUser ( ) ;
if ( ! m_pSteamUser )
return false ;
m_pSteamFriends = : : SteamFriends ( ) ;
if ( ! m_pSteamFriends )
return false ;
m_pSteamUtils = : : SteamUtils ( ) ;
if ( ! m_pSteamUtils )
return false ;
m_pSteamMatchmaking = : : SteamMatchmaking ( ) ;
if ( ! m_pSteamMatchmaking )
return false ;
m_pSteamGameSearch = : : SteamGameSearch ( ) ;
if ( ! m_pSteamGameSearch )
return false ;
# if !defined( IOSALL) // Not yet supported on iOS.
m_pSteamMatchmakingServers = : : SteamMatchmakingServers ( ) ;
if ( ! m_pSteamMatchmakingServers )
return false ;
# endif
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m_pSteamUserStats = : : SteamUserStats ( ) ;
if ( ! m_pSteamUserStats )
return false ;
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m_pSteamApps = : : SteamApps ( ) ;
if ( ! m_pSteamApps )
return false ;
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m_pSteamNetworking = : : SteamNetworking ( ) ;
if ( ! m_pSteamNetworking )
return false ;
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m_pSteamRemoteStorage = : : SteamRemoteStorage ( ) ;
if ( ! m_pSteamRemoteStorage )
return false ;
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m_pSteamScreenshots = : : SteamScreenshots ( ) ;
if ( ! m_pSteamScreenshots )
return false ;
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m_pSteamHTTP = : : SteamHTTP ( ) ;
if ( ! m_pSteamHTTP )
return false ;
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m_pController = : : SteamController ( ) ;
if ( ! m_pController )
return false ;
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m_pSteamUGC = : : SteamUGC ( ) ;
if ( ! m_pSteamUGC )
return false ;
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m_pSteamMusic = : : SteamMusic ( ) ;
if ( ! m_pSteamMusic )
return false ;
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m_pSteamMusicRemote = : : SteamMusicRemote ( ) ;
if ( ! m_pSteamMusicRemote )
return false ;
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# if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
m_pSteamHTMLSurface = : : SteamHTMLSurface ( ) ;
if ( ! m_pSteamHTMLSurface )
return false ;
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# endif
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m_pSteamInventory = : : SteamInventory ( ) ;
if ( ! m_pSteamInventory )
return false ;
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m_pSteamVideo = : : SteamVideo ( ) ;
if ( ! m_pSteamVideo )
return false ;
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m_pSteamParentalSettings = : : SteamParentalSettings ( ) ;
if ( ! m_pSteamParentalSettings )
return false ;
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m_pSteamInput = : : SteamInput ( ) ;
if ( ! m_pSteamInput )
return false ;
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return true ;
}
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# endif
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// Internal implementation of SteamAPI_InitEx. This is done in a way that checks
// all of the versions of interfaces from headers being compiled into this code.
S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_SteamAPI_Init ( const char * pszInternalCheckInterfaceVersions , SteamErrMsg * pOutErrMsg ) ;
inline ESteamAPIInitResult SteamAPI_InitEx ( SteamErrMsg * pOutErrMsg )
{
const char * pszInternalCheckInterfaceVersions =
STEAMUTILS_INTERFACE_VERSION " \0 "
STEAMNETWORKINGUTILS_INTERFACE_VERSION " \0 "
STEAMAPPS_INTERFACE_VERSION " \0 "
STEAMCONTROLLER_INTERFACE_VERSION " \0 "
STEAMFRIENDS_INTERFACE_VERSION " \0 "
STEAMGAMESEARCH_INTERFACE_VERSION " \0 "
STEAMHTMLSURFACE_INTERFACE_VERSION " \0 "
STEAMHTTP_INTERFACE_VERSION " \0 "
STEAMINPUT_INTERFACE_VERSION " \0 "
STEAMINVENTORY_INTERFACE_VERSION " \0 "
STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION " \0 "
STEAMMATCHMAKING_INTERFACE_VERSION " \0 "
STEAMMUSICREMOTE_INTERFACE_VERSION " \0 "
STEAMMUSIC_INTERFACE_VERSION " \0 "
STEAMNETWORKINGMESSAGES_INTERFACE_VERSION " \0 "
STEAMNETWORKINGSOCKETS_INTERFACE_VERSION " \0 "
STEAMNETWORKING_INTERFACE_VERSION " \0 "
STEAMPARENTALSETTINGS_INTERFACE_VERSION " \0 "
STEAMPARTIES_INTERFACE_VERSION " \0 "
STEAMREMOTEPLAY_INTERFACE_VERSION " \0 "
STEAMREMOTESTORAGE_INTERFACE_VERSION " \0 "
STEAMSCREENSHOTS_INTERFACE_VERSION " \0 "
STEAMUGC_INTERFACE_VERSION " \0 "
STEAMUSERSTATS_INTERFACE_VERSION " \0 "
STEAMUSER_INTERFACE_VERSION " \0 "
STEAMVIDEO_INTERFACE_VERSION " \0 "
" \0 " ;
return SteamInternal_SteamAPI_Init ( pszInternalCheckInterfaceVersions , pOutErrMsg ) ;
}
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# endif // STEAM_API_H