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//====== Copyright Valve Corporation, All rights reserved. ====================
//
// 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
//
//=============================================================================
# ifndef STEAM_API_H
# define STEAM_API_H
# ifdef STEAM_WIN32
# pragma once
# endif
// Basic stuff
# include "steam_api_common.h"
// All of the interfaces
# include "isteamclient.h"
# include "isteamclient007.h"
# include "isteamclient008.h"
# include "isteamclient009.h"
# include "isteamclient010.h"
# include "isteamclient011.h"
# include "isteamclient012.h"
# include "isteamclient013.h"
# include "isteamclient014.h"
# include "isteamclient015.h"
# include "isteamclient016.h"
# include "isteamclient017.h"
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# include "isteamclient018.h"
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# include "isteamclient019.h"
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# include "isteamuser.h"
# include "isteamuser009.h"
# include "isteamuser010.h"
# include "isteamuser011.h"
# include "isteamuser012.h"
# include "isteamuser013.h"
# include "isteamuser014.h"
# include "isteamuser015.h"
# include "isteamuser016.h"
# include "isteamuser017.h"
# include "isteamuser018.h"
# include "isteamuser019.h"
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# include "isteamuser020.h"
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# include "isteamfriends.h"
# include "isteamfriends004.h"
# include "isteamfriends005.h"
# include "isteamfriends006.h"
# include "isteamfriends007.h"
# include "isteamfriends008.h"
# include "isteamfriends009.h"
# include "isteamfriends010.h"
# include "isteamfriends011.h"
# include "isteamfriends012.h"
# include "isteamfriends013.h"
# include "isteamfriends014.h"
# include "isteamfriends015.h"
# include "isteamfriends016.h"
# include "isteamutils.h"
# include "isteamutils002.h"
# include "isteamutils003.h"
# include "isteamutils004.h"
# include "isteamutils005.h"
# include "isteamutils006.h"
# include "isteamutils007.h"
# include "isteamutils008.h"
# include "isteammatchmaking.h"
# include "isteammatchmaking006.h"
# include "isteammatchmaking007.h"
# include "isteammatchmaking008.h"
# include "isteamuserstats.h"
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# include "isteamuserstats011.h"
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# include "isteamuserstats010.h"
# include "isteamuserstats009.h"
# include "isteamuserstats008.h"
# include "isteamuserstats007.h"
# include "isteamuserstats006.h"
# include "isteamuserstats005.h"
# include "isteamuserstats004.h"
# include "isteamuserstats003.h"
# include "isteamapps.h"
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# include "isteamapps007.h"
# include "isteamapps006.h"
# include "isteamapps005.h"
# include "isteamapps004.h"
# include "isteamapps003.h"
# include "isteamapps002.h"
# include "isteamapps001.h"
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# include "isteamnetworking.h"
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# include "isteamnetworking005.h"
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# include "isteamnetworking004.h"
# include "isteamnetworking003.h"
# include "isteamnetworking002.h"
# include "isteamnetworking001.h"
# include "isteamnetworkingsocketsserialized.h"
# include "isteamnetworkingsockets.h"
# include "isteamnetworkingutils.h"
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# include "isteamnetworkingutils001.h"
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# include "isteamnetworkingutils002.h"
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# include "isteamnetworkingsockets001.h"
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# include "isteamnetworkingsockets002.h"
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# include "isteamnetworkingsockets003.h"
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# include "isteamnetworkingsockets006.h"
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# include "isteamremotestorage.h"
# include "isteamremotestorage001.h"
# include "isteamremotestorage002.h"
# include "isteamremotestorage003.h"
# include "isteamremotestorage004.h"
# include "isteamremotestorage005.h"
# include "isteamremotestorage006.h"
# include "isteamremotestorage007.h"
# include "isteamremotestorage008.h"
# include "isteamremotestorage009.h"
# include "isteamremotestorage010.h"
# include "isteamremotestorage011.h"
# include "isteamremotestorage012.h"
# include "isteamremotestorage013.h"
# include "isteamscreenshots.h"
# include "isteammusic.h"
# include "isteammusicremote.h"
# include "isteamhttp.h"
# include "isteamcontroller.h"
# include "isteamcontroller001.h"
# include "isteamcontroller003.h"
# include "isteamcontroller004.h"
# include "isteamcontroller005.h"
# include "isteamcontroller006.h"
# include "isteamugc.h"
# include "isteamugc001.h"
# include "isteamugc002.h"
# include "isteamugc003.h"
# include "isteamugc004.h"
# include "isteamugc005.h"
# include "isteamugc006.h"
# include "isteamugc007.h"
# include "isteamugc008.h"
# include "isteamugc009.h"
# include "isteamugc010.h"
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# include "isteamugc012.h"
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# include "isteamugc013.h"
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# include "isteamapplist.h"
# include "isteamhtmlsurface.h"
# include "isteamhtmlsurface001.h"
# include "isteamhtmlsurface002.h"
# include "isteamhtmlsurface003.h"
# include "isteamhtmlsurface004.h"
# include "isteaminventory.h"
# include "isteaminventory001.h"
# include "isteaminventory002.h"
# include "isteamvideo.h"
# include "isteamparentalsettings.h"
# include "isteamgamecoordinator.h"
# include "isteammasterserverupdater.h"
# include "isteamunifiedmessages.h"
# include "isteaminput.h"
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# include "isteamremoteplay.h"
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# include "isteamnetworkingsockets.h"
# include "isteamnetworkingutils.h"
# include "isteamtv.h"
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// 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 ) ;
// 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 ) ;
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// 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 ( ) ;
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
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// This is ignored if you are using the manual callback dispatch method
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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 )
// 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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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//
// Manual callback loop
//
// An alternative method for dispatching callbacks. Similar to a windows message loop.
//
// If you use the manual callback dispatch, you must NOT use:
//
// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
//
// 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 ) ;
}
*/
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
/// 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 ( ) ;
/// Perform certain periodic actions that need to be performed.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame ( HSteamPipe hSteamPipe ) ;
/// 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 ) ;
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback ( HSteamPipe hSteamPipe ) ;
/// 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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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//
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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
inline bool CSteamAPIContext : : Init ( )
{
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 ;
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# if !defined( IOSALL) // Not yet supported on iOS.
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m_pSteamMatchmakingServers = : : SteamMatchmakingServers ( ) ;
if ( ! m_pSteamMatchmakingServers )
return false ;
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# endif
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m_pSteamUserStats = : : SteamUserStats ( ) ;
if ( ! m_pSteamUserStats )
return false ;
m_pSteamApps = : : SteamApps ( ) ;
if ( ! m_pSteamApps )
return false ;
m_pSteamNetworking = : : SteamNetworking ( ) ;
if ( ! m_pSteamNetworking )
return false ;
m_pSteamRemoteStorage = : : SteamRemoteStorage ( ) ;
if ( ! m_pSteamRemoteStorage )
return false ;
m_pSteamScreenshots = : : SteamScreenshots ( ) ;
if ( ! m_pSteamScreenshots )
return false ;
m_pSteamHTTP = : : SteamHTTP ( ) ;
if ( ! m_pSteamHTTP )
return false ;
m_pController = : : SteamController ( ) ;
if ( ! m_pController )
return false ;
m_pSteamUGC = : : SteamUGC ( ) ;
if ( ! m_pSteamUGC )
return false ;
m_pSteamAppList = : : SteamAppList ( ) ;
if ( ! m_pSteamAppList )
return false ;
m_pSteamMusic = : : SteamMusic ( ) ;
if ( ! m_pSteamMusic )
return false ;
m_pSteamMusicRemote = : : SteamMusicRemote ( ) ;
if ( ! m_pSteamMusicRemote )
return false ;
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# if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
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m_pSteamHTMLSurface = : : SteamHTMLSurface ( ) ;
if ( ! m_pSteamHTMLSurface )
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return false ;
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# endif
m_pSteamInventory = : : SteamInventory ( ) ;
if ( ! m_pSteamInventory )
return false ;
m_pSteamVideo = : : SteamVideo ( ) ;
if ( ! m_pSteamVideo )
return false ;
m_pSteamParentalSettings = : : SteamParentalSettings ( ) ;
if ( ! m_pSteamParentalSettings )
return false ;
m_pSteamInput = : : SteamInput ( ) ;
if ( ! m_pSteamInput )
return false ;
return true ;
}
# endif
# endif // STEAM_API_H