The steam api seems to treat bools as the full register not just al.

merge-requests/48/head
Mr_Goldberg 2022-06-04 17:16:11 -04:00
parent 3dab666dd8
commit d8bcb11ef2
No known key found for this signature in database
GPG Key ID: 8597D87419DEF278
5 changed files with 808 additions and 808 deletions

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@ -224,7 +224,7 @@ STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData
// 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.
static HSteamPipe user_steam_pipe;
STEAMAPI_API bool S_CALLTYPE SteamAPI_Init()
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_Init()
{
PRINT_DEBUG("SteamAPI_Init called\n");
if (user_steam_pipe) return true;
@ -240,7 +240,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init()
}
//TODO: not sure if this is the right signature for this function.
STEAMAPI_API bool S_CALLTYPE SteamAPI_InitAnonymousUser()
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitAnonymousUser()
{
PRINT_DEBUG("SteamAPI_InitAnonymousUser called\n");
return SteamAPI_Init();
@ -310,7 +310,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown()
//
// 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.
STEAMAPI_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID )
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID )
{
PRINT_DEBUG("SteamAPI_RestartAppIfNecessary %u\n", unOwnAppID);
#ifdef EMU_EXPERIMENTAL_BUILD
@ -440,7 +440,7 @@ STEAMAPI_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSt
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
STEAMAPI_API bool S_CALLTYPE SteamAPI_IsSteamRunning()
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning()
{
PRINT_DEBUG("SteamAPI_IsSteamRunning\n");
return true;
@ -512,7 +512,7 @@ STEAMAPI_API HSteamUser GetHSteamUser()
// exists only for backwards compat with code written against older SDKs
STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe()
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitSafe()
{
PRINT_DEBUG("SteamAPI_InitSafe\n");
SteamAPI_Init();
@ -574,8 +574,8 @@ STEAMAPI_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser()
}
//See: SteamGameServer_Init
//STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
//STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
{
const char *pchVersionString;
EServerMode serverMode;
@ -604,7 +604,7 @@ STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSte
STEAMAPI_API ISteamClient *SteamGameServerClient();
STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
STEAMAPI_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
{
PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString);
load_old_interface_versions();
@ -618,12 +618,12 @@ STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16
}
//SteamGameServer004 and before:
//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
//SteamGameServer010 and before:
//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
//SteamGameServer011 and later:
//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
{
const char *pchVersionString;
EServerMode serverMode;
@ -686,7 +686,7 @@ STEAMAPI_API void SteamGameServer_RunCallbacks()
get_steam_client()->RunCallbacks(false, true);
}
STEAMAPI_API bool SteamGameServer_BSecure()
STEAMAPI_API steam_bool SteamGameServer_BSecure()
{
PRINT_DEBUG("SteamGameServer_BSecure\n");
return get_steam_client()->steam_gameserver->BSecure();
@ -897,7 +897,7 @@ STEAMAPI_API const char *VR_GetStringForHmdError( int error )
return "";
}
STEAMAPI_API bool VR_IsHmdPresent()
STEAMAPI_API steam_bool VR_IsHmdPresent()
{
return false;
}
@ -907,7 +907,7 @@ STEAMAPI_API void VR_Shutdown()
}
STEAMAPI_API bool SteamAPI_RestartApp( uint32 appid )
STEAMAPI_API steam_bool SteamAPI_RestartApp( uint32 appid )
{
PRINT_DEBUG("SteamAPI_RestartApp %u\n", appid);
return SteamAPI_RestartAppIfNecessary(appid);

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@ -191,7 +191,7 @@
// 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();
S_API steam_bool S_CALLTYPE SteamAPI_Init();
// SteamAPI_Shutdown should be called during process shutdown if possible.
S_API void S_CALLTYPE SteamAPI_Shutdown();
@ -206,7 +206,7 @@ S_API void S_CALLTYPE SteamAPI_Shutdown();
//
// 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 );
S_API steam_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.
@ -226,7 +226,7 @@ S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
S_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning();
// Pumps out all the steam messages, calling registered callbacks.
// NOT THREADSAFE - do not call from multiple threads simultaneously.

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@ -62,9 +62,9 @@ const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
// server is out of date. (Only servers with the latest version will be listed.)
#ifndef STEAM_API_EXPORTS
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
S_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#endif
S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
S_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
S_API void SteamGameServer_Shutdown();
@ -76,7 +76,7 @@ S_API void SteamGameServer_Shutdown();
// so single-threaded servers do not need to explicitly call this function.
inline void SteamGameServer_ReleaseCurrentThreadMemory();
S_API bool SteamGameServer_BSecure();
S_API steam_bool SteamGameServer_BSecure();
S_API uint64 SteamGameServer_GetSteamID();
// Older SDKs exported this global pointer, but it is no longer supported.