174 lines
8.3 KiB
C++
Vendored
174 lines
8.3 KiB
C++
Vendored
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Internal low-level access to Steamworks interfaces.
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//
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// Most users of the Steamworks SDK do not need to include this file.
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// You should only include this if you are doing something special.
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//=============================================================================
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#ifndef ISTEAMCLIENT_H
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#define ISTEAMCLIENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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//-----------------------------------------------------------------------------
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// Purpose: Interface to creating a new steam instance, or to
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// connect to an existing steam instance, whether it's in a
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// different process or is local.
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//
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// For most scenarios this is all handled automatically via SteamAPI_Init().
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// You'll only need these APIs if you have a more complex versioning scheme,
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// or if you want to implement a multiplexed gameserver where a single process
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// is handling multiple games at once with independent gameserver SteamIDs.
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//-----------------------------------------------------------------------------
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class ISteamClient
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{
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public:
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// Creates a communication pipe to the Steam client.
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamPipe CreateSteamPipe() = 0;
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// Releases a previously created communications pipe
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
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// connects to an existing global user, failing if none exists
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// used by the game to coordinate with the steamUI
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
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// used by game servers, create a steam user that won't be shared with anyone else
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;
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// removes an allocated user
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
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// retrieves the ISteamUser interface associated with the handle
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virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// retrieves the ISteamGameServer interface associated with the handle
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virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// set the local IP and Port to bind to
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// this must be set before CreateLocalUser()
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virtual void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) = 0;
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// returns the ISteamFriends interface
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virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUtils interface
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virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmaking interface
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virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmakingServers interface
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virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the a generic interface
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virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUserStats interface
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virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamGameServerStats interface
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virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns apps interface
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virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// networking
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virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// remote storage
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virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// user screenshots
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virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// game search
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virtual ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
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STEAM_PRIVATE_API( virtual void RunFrame() = 0; )
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// returns the number of IPC calls made since the last time this function was called
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// Used for perf debugging so you can understand how many IPC calls your game makes per frame
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// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
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// control how often you do them.
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virtual uint32 GetIPCCallCount() = 0;
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// API warning handling
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// 'int' is the severity; 0 for msg, 1 for warning
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// 'const char *' is the text of the message
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// callbacks will occur directly after the API function is called that generated the warning or message.
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virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
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// Trigger global shutdown for the DLL
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virtual bool BShutdownIfAllPipesClosed() = 0;
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// Expose HTTP interface
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virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Exposes the ISteamController interface - deprecated in favor of Steam Input
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virtual ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Exposes the ISteamUGC interface
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virtual ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Music Player
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virtual ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Music Player Remote
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virtual ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
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// html page display
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virtual ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
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// Helper functions for internal Steam usage
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STEAM_PRIVATE_API( virtual void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
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STEAM_PRIVATE_API( virtual void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
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STEAM_PRIVATE_API( virtual void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ) = 0; )
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// inventory
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virtual ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Video
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virtual ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Parental controls
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virtual ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Exposes the Steam Input interface for controller support
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virtual ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Steam Parties interface
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virtual ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Steam Remote Play interface
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virtual ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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STEAM_PRIVATE_API( virtual void DestroyAllInterfaces() = 0; )
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};
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#define STEAMCLIENT_INTERFACE_VERSION "SteamClient021"
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#ifndef STEAM_API_EXPORTS
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// Global ISteamClient interface accessor
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inline ISteamClient *SteamClient();
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STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamClient *, SteamClient, SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ), "global", STEAMCLIENT_INTERFACE_VERSION );
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// The internal ISteamClient used for the gameserver interface.
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// (This is actually the same thing. You really shouldn't need to access any of this stuff directly.)
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inline ISteamClient *SteamGameServerClient() { return SteamClient(); }
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#endif
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#endif // ISTEAMCLIENT_H
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