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//====== Copyright � 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: Main interface for loading and accessing Steamworks API's from the 
//			Steam client.
//			For most uses, this code is wrapped inside of SteamAPI_Init()
//=============================================================================

#ifndef ISTEAMCLIENT_H
#define ISTEAMCLIENT_H
#ifdef _WIN32
#pragma once
#endif

#include "steamtypes.h"
#include "steamclientpublic.h"

// handle to a communication pipe to the Steam client
typedef int32 HSteamPipe;
// handle to single instance of a steam user
typedef int32 HSteamUser;
// function prototype
#if defined( POSIX )
#define __cdecl
#endif
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);

#if defined( __SNC__ )
	#pragma diag_suppress=1700	   // warning 1700: class "%s" has virtual functions but non-virtual destructor
#endif

// interface predec
class ISteamUser;
class ISteamGameServer;
class ISteamFriends;
class ISteamUtils;
class ISteamMatchmaking;
class ISteamContentServer;
class ISteamMasterServerUpdater;
class ISteamMatchmakingServers;
class ISteamUserStats;
class ISteamApps;
class ISteamNetworking;
class ISteamRemoteStorage;
class ISteamGameServerStats;
class ISteamPS3OverlayRender;
class ISteamHTTP;

//-----------------------------------------------------------------------------
// Purpose: Interface to creating a new steam instance, or to
//			connect to an existing steam instance, whether it's in a
//			different process or is local.
//
//			For most scenarios this is all handled automatically via SteamAPI_Init().
//			You'll only need to use these interfaces if you have a more complex versioning scheme,
//			where you want to get different versions of the same interface in different dll's in your project.
//-----------------------------------------------------------------------------
class ISteamClient
{
public:
	// Creates a communication pipe to the Steam client
	virtual HSteamPipe CreateSteamPipe() = 0;

	// Releases a previously created communications pipe
	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;

	// connects to an existing global user, failing if none exists
	// used by the game to coordinate with the steamUI
	virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;

	// used by game servers, create a steam user that won't be shared with anyone else
	virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;

	// removes an allocated user
	virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;

	// retrieves the ISteamUser interface associated with the handle
	virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// retrieves the ISteamGameServer interface associated with the handle
	virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// set the local IP and Port to bind to
	// this must be set before CreateLocalUser()
	virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0; 

	// returns the ISteamFriends interface
	virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamUtils interface
	virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamMatchmaking interface
	virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamMasterServerUpdater interface
	virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamMatchmakingServers interface
	virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the a generic interface
	virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamUserStats interface
	virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns the ISteamGameServerStats interface
	virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// returns apps interface
	virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// networking
	virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// remote storage
	virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;

	// this needs to be called every frame to process matchmaking results
	// redundant if you're already calling SteamAPI_RunCallbacks()
	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;

	// Trigger global shutdown for the DLL
	virtual bool BShutdownIfAllPipesClosed() = 0;

#ifdef _PS3
	virtual ISteamPS3OverlayRender *GetISteamPS3OverlayRender() = 0;
#endif

	// Expose HTTP interface
	virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;


};

#define STEAMCLIENT_INTERFACE_VERSION		"SteamClient010"

//-----------------------------------------------------------------------------
// Purpose: Base values for callback identifiers, each callback must
//			have a unique ID.
//-----------------------------------------------------------------------------
enum { k_iSteamUserCallbacks = 100 };
enum { k_iSteamGameServerCallbacks = 200 };
enum { k_iSteamFriendsCallbacks = 300 };
enum { k_iSteamBillingCallbacks = 400 };
enum { k_iSteamMatchmakingCallbacks = 500 };
enum { k_iSteamContentServerCallbacks = 600 };
enum { k_iSteamUtilsCallbacks = 700 };
enum { k_iClientFriendsCallbacks = 800 };
enum { k_iClientUserCallbacks = 900 };
enum { k_iSteamAppsCallbacks = 1000 };
enum { k_iSteamUserStatsCallbacks = 1100 };
enum { k_iSteamNetworkingCallbacks = 1200 };
enum { k_iClientRemoteStorageCallbacks = 1300 };
enum { k_iSteamUserItemsCallbacks = 1400 };
enum { k_iSteamGameServerItemsCallbacks = 1500 };
enum { k_iClientUtilsCallbacks = 1600 };
enum { k_iSteamGameCoordinatorCallbacks = 1700 };
enum { k_iSteamGameServerStatsCallbacks = 1800 };
enum { k_iSteam2AsyncCallbacks = 1900 };
enum { k_iSteamGameStatsCallbacks = 2000 };
enum { k_iClientHTTPCallbacks = 2100 };

#endif // ISTEAMCLIENT_H