* Update to Steamworks 1.36 - SteamClient and SteamController changes implemented.

* Add Examples for SteamAPI, SteamAppList, SteamApps and SteamController.
* Update SteamHTMLSurface example.
* Update Project file to automatically add & copy resources after successful build.
This commit is contained in:
Michael Dirks
2016-02-23 23:39:40 +01:00
parent 30beba2ada
commit f0b7cd1471
12 changed files with 510 additions and 101 deletions
+7 -10
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@@ -35,8 +35,8 @@ BS_AppList%()
BS_AppList_GetNumInstalledApps%(lpSteamAppList%)
BS_AppList_GetInstalledApps%(lpSteamAppList%, pvecAppID*, unMaxIDs%)
BS_AppList_GetInstalledAppsEx%(lpSteamAppList%, pvecAppID%, unMaxIDs%) : "BS_AppList_GetInstalledApps"
BS_AppList_GetAppNameEx%(lpSteamAppList%, nAppId%, pchName%, cchNameMax%) : "BS_AppList_GetAppName"
BS_AppList_GetAppName%(lpSteamAppList%, nAppId%, pchName*, cchNameMax%)
BS_AppList_GetAppName%(lpSteamAppList%, nAppId%, pchNameBuffer*, cchNameMax%)
BS_AppList_GetAppNameEx%(lpSteamAppList%, nAppId%, pchNameBuffer%, cchNameMax%) : "BS_AppList_GetAppName"
BS_AppList_GetAppInstallDir%(lpSteamAppList%, nAppId%, pchDirectoryBuffer*, cchDirectoryMax%)
BS_AppList_GetAppInstallDirEx%(lpSteamAppList%, nAppId%, pchDirectoryBuffer%, cchDirectoryMax%) : "BS_AppList_GetAppInstallDir"
BS_AppList_GetAppBuildId%(lpSteamAppList%, nAppId%)
@@ -81,7 +81,6 @@ BS_Client_ConnectToGlobalUser%(lpSteamClient%, hSteamPipe%)
BS_Client_SetLocalIPBinding(lpSteamClient, unIP%, usPort%)
BS_Client_CreateLocalUser%(lpSteamClient%, phSteamPipe%, eAccountType%)
BS_Client_ReleaseUser(lpSteamClient%, hSteamPipe%, hSteamUser%)
BS_Client_RunFrame(lpSteamClient%)
BS_Client_GetIPCCallCount%(lpSteamClient%)
BS_Client_ShutdownIfAllPipesClosed%(lpSteamClient%)
BS_Client_GetSteamAppList%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
@@ -107,19 +106,16 @@ BS_Client_GetSteamUserStats%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersio
BS_Client_GetSteamUtils%(lpSteamClient%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamVideo%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_SetWarningMessageHook(lpSteamClient%, fpFunction%)
BS_Client_Set_SteamAPI_CPostAPIResultInProcess(lpSteamClient%, fpFunction%)
BS_Client_Remove_SteamAPI_CPostAPIResultInProcess(lpSteamClient%, fpFunction%)
BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess(lpSteamClient%, fpFunction%)
; Controller ------------------------------------------------------------------
BS_Controller%()
BS_Controller_Init%(lpSteamController%, pchAbsolutePathToControllerConfigVDF$)
BS_Controller_Shutdown%(lpSteamController%)
BS_Controller_RunFrame(lpSteamController%)
BS_Controller_GetConnectedControllersEx%(lpSteamController%, pHandlesOut*)
BS_Controller_GetConnectedControllersExEx%(lpSteamController%, pHandlesOut%) : "BS_Controller_GetConnectedControllersEx"
BS_Controller_GetConnectedControllers%(lpSteamController%)
BS_Controller_GetConnectedControllers_Index%(index%)
BS_Controller_GetConnectedControllers%(lpSteamController%, pHandlesOut*)
BS_Controller_GetConnectedControllersEx%(lpSteamController%, pHandlesOut%) : "BS_Controller_GetConnectedControllersEx"
BS_Controller_GetConnectedControllersSimple%(lpSteamController%)
BS_Controller_GetConnectedControllersSimple_Index%(index%)
BS_Controller_ShowBindingPanel%(lpSteamController%, pControllerHandle%)
BS_Controller_GetActionSetHandle%(lpSteamController%, pszActionSetName$)
;! Function above returns a ControllerActionSetHandle_t*, clean it up afterwards!
@@ -140,6 +136,7 @@ BS_Controller_GetAnalogActionOrigins%(lpSteamController%, pControllerHandle%, pA
BS_Controller_GetAnalogActionOriginsEx%(lpSteamController%, pControllerHandle%, pActionSetHandle%, pAnalogActionHandle%, pEControllerActionOrigin*) : "BS_Controller_GetAnalogActionOrigins"
BS_Controller_StopAnalogActionMomentum(lpSteamController%, pControllerHandle%, pAnalogActionHandle%)
BS_Controller_TriggerHapticPulse(lpSteamController%, pControllerHandle%, ESteamControllerPad%, usDurationMicroSec%)
BS_Controller_TriggerRepeatedHapticPulse(lpSteamController%, pControllerHandle%, ESteamControllerPad%, usDurationMicroSec%, osOffMicroSec%, unRepeat%, nFlags%)
; Friends ---------------------------------------------------------------------
BS_Friends%()
+66
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@@ -0,0 +1,66 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
Include "../BlitzSteam.bb"
; Initialize Steam before your next call to Graphics.
If BS_Steam_Init() = False Then
RuntimeError "Steam: Failed to initialize!"
EndIf
Const FPS = 30
Const FPS_MULT# = 1.0 / FPS
; Demo Scene
Graphics3D 1024, 768, 32, 2
SetBuffer BackBuffer()
Local tickTimer = CreateTimer(FPS)
Local demoRoot = CreatePivot()
Local demoCameraRoot = CreatePivot(demoRoot)
Local demoCamera = CreateCamera(demoCameraRoot)
MoveEntity demoCamera, 0, 0, -10
Local demoCube = CreateCube(demoRoot)
Local EndGame = False
Repeat
Cls
;! Update
; End on Escape
EndGame = KeyHit(1)
TurnEntity demoCube, 1 * FPS_MULT, 3 * FPS_MULT, 2.332 * FPS_MULT
;! Render 3D
RenderWorld
;! Render 2D
Text 0, 0, "Escape to Quit"
;! Update Window
Flip 0
WaitTimer(demoTimer)
Until EndGame = True
; Shut down Steam as the last action of your program.
BS_Steam_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
+128
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@@ -0,0 +1,128 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
Include "../BlitzSteam.bb"
; Initialize Steam before your next call to Graphics.
If BS_Steam_Init() = False Then
RuntimeError "Steam: Failed to initialize!"
EndIf
Const FPS = 30
Const FPS_MULT# = 1.0 / FPS
; Demo Scene
Graphics3D 1024, 768, 32, 2
SetBuffer BackBuffer()
Local demoTimer = CreateTimer(FPS)
Local demoRoot = CreatePivot()
Local demoCameraRoot = CreatePivot(demoRoot)
Local demoCamera = CreateCamera(demoCameraRoot)
MoveEntity demoCamera, 0, 0, -10
Local demoCube = CreateCube(demoRoot)
; SteamAppList stuff
Type SteamAppList
Field AppId%
Field Name$
Field InstallDir$
Field BuildId%
End Type
Global SteamAppList_Count%
Function SteamAppList_Fill()
SteamAppList_Count = BS_AppList_GetNumInstalledApps(BS_AppList())
Local Buffer = CreateBank(4 * SteamAppList_Count)
Local AppNameBuffer = CreateBank(1024)
Local PathBuffer = CreateBank(260)
Local AppIdCount = BS_AppList_GetInstalledApps(BS_AppList(), Buffer, SteamAppList_Count)
Delete Each SteamAppList
For Index = 0 To AppIdCount - 1
Local AppId = PeekInt(Buffer, Index*4)
Local SAL.SteamAppList = New SteamAppList
SAL\AppId = AppId
Local AppNameLen = BS_AppList_GetAppName(BS_AppList(), AppId, AppNameBuffer, 1024)
SAL\Name = PeekCString(AppNameBuffer, 0, AppNameLen)
Local PathLen = BS_AppList_GetAppInstallDir(BS_AppList(), AppId, PathBuffer, 260)
SAL\InstallDir = PeekCString(PathBuffer, 0, PathLen)
SAL\BuildId = BS_AppList_GetAppBuildId(BS_AppList(), AppId)
Next
FreeBank AppNameBuffer
FreeBank PathBuffer
FreeBank Buffer
End Function
Function PeekCString$(Bank, Offset=0, Length=-1)
Local Out$ = "", Pos = Offset
While Abs(Length) > 0
Length = Length - 1
Local by = PeekByte(Bank, Pos)
If by = 0 Then
Length = 0
Else
Out = Out + Chr(by)
EndIf
Pos = Pos + 1
Wend
Return Out
End Function
SteamAppList_Fill()
; Main Loop
Local EndGame = False
Repeat
Cls
;! Update
; End on Escape
EndGame = KeyHit(1)
TurnEntity demoCube, 1 * FPS_MULT, 3 * FPS_MULT, 2.332 * FPS_MULT
;! Render 3D
RenderWorld
;! Render 2D
Text 0, 0, "Escape to Quit"
Text 0,15, "Installed Apps: " + SteamAppList_Count
Local SAL.SteamAppList, Index = 0
For SAL.SteamAppList = Each SteamAppList
Index = Index + 1
Text 0, 30 + Index* 15, RSet(SAL\AppId, 6) + "/" + RSet(SAL\BuildId, 8) + ": " + SAL\Name + " (Installed: '" + SAL\InstallDir + "')"
Next
;! Update Window
Flip 0
WaitTimer(demoTimer)
Until EndGame = True
; Shut down Steam as the last action of your program.
BS_Steam_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
+179
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@@ -0,0 +1,179 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
Include "../BlitzSteam.bb"
; Initialize Steam before your next call to Graphics.
If BS_Steam_Init() = False Then
RuntimeError "Steam: Failed to initialize!"
EndIf
Const FPS = 30
Const FPS_MULT# = 1.0 / FPS
; Demo Scene
Graphics3D 1024, 768, 32, 2
SetBuffer BackBuffer()
Local demoTimer = CreateTimer(FPS)
Local demoRoot = CreatePivot()
Local demoCameraRoot = CreatePivot(demoRoot)
Local demoCamera = CreateCamera(demoCameraRoot)
MoveEntity demoCamera, 0, 0, -10
Local demoCube = CreateCube(demoRoot)
; SteamApps Stuff
Type SteamAppsDLC
Field Id%
Field Available%
Field Name$
End Type
Global SteamAppsDLC_Count
Function SteamAppsDLC_Fill()
Local IdBuffer = CreateBank(4)
Local AvailableBuffer = CreateBank(4)
Local NameBuffer = CreateBank(1024)
SteamAppsDLC_Count = BS_Apps_GetDLCCount(BS_Apps())
Delete Each SteamAppsDLC
For Index = 0 To SteamAppsDLC_Count - 1
If BS_Apps_GetDLCDataByIndex(BS_Apps(), Index, IdBuffer, AvailableBuffer, NameBuffer, 1024)
Local SAD.SteamAppsDLC = New SteamAppsDLC
SAD\Id = PeekInt(IdBuffer, 0)
SAD\Available = PeekInt(AvailableBuffer, 0)
SAD\Name = PeekCString(NameBuffer, 0, 1024)
Else
SteamAppsDLC_Count = SteamAppsDLC_Count - 1
EndIf
Next
FreeBank NameBuffer
FreeBank AvailableBuffer
FreeBank IdBuffer
End Function
Type SteamAppsDepots
Field DepotId
End Type
Global SteamAppsDepots_Count
Function SteamAppsDepots_Fill()
Local DepotsBuffer
; Exercise: Do this one yourself with the above Type. It's not that hard.
End Function
Function PeekCString$(Bank, Offset=0, Length=-1)
Local Out$ = "", Pos = Offset
While Abs(Length) > 0
Length = Length - 1
Local by = PeekByte(Bank, Pos)
If by = 0 Then
Length = 0
Else
Out = Out + Chr(by)
EndIf
Pos = Pos + 1
Wend
Return Out
End Function
Local BetaBuffer = CreateBank(1024)
BS_Apps_GetCurrentBetaName(BS_Apps(), BetaBuffer, 1024)
Local Beta$ = PeekCString(BetaBuffer, 0, 1024)
FreeBank BetaBuffer
Local AppInstallDir$, AppInstallDirBuffer = CreateBank(260)
BS_Apps_GetAppInstallDir(BS_Apps(), 480, AppInstallDirBuffer, 260)
AppInstallDir = PeekCString(AppInstallDirBuffer, 0, 260)
FreeBank AppInstallDirBuffer
Local llOwner = BS_Apps_GetAppOwner(BS_Apps())
Local OwnerId$ = "[U:" + BS_CSteamID_GetAccountInstance(llOwner) + ":" + BS_CSteamID_GetAccountID(llOwner) + "] STEAM_" + (BS_CSteamID_GetEAccountType(llOwner) - 1) + ":" + (BS_CSteamID_GetEUniverse(llOwner) - 1) + ":" + (BS_CSteamID_GetAccountID(llOwner) / 2)
BS_CSteamID_Destroy llOwner
; Main Loop
Local EndGame = False
Repeat
Cls
;! Update
; End on Escape
EndGame = KeyHit(1)
TurnEntity demoCube, 1 * FPS_MULT, 3 * FPS_MULT, 2.332 * FPS_MULT
;! Render 3D
RenderWorld
;! Render 2D
Text 0, 0, "Escape to Quit"
Text 0, 30, "Is Subscribed? " + BS_Apps_IsSubscribed(BS_Apps())
Text 0, 45, "Is Low Violence? " + BS_Apps_IsLowViolence(BS_Apps())
Text 0, 60, "Is Cybercafe? " + BS_Apps_IsCybercafe(BS_Apps())
Text 0, 75, "Is VAC Banned? " + BS_Apps_IsVACBanned(BS_Apps())
Text 0, 90, "Current Game Language: " + BS_Apps_GetCurrentGameLanguage(BS_Apps())
Text 0,105, "Available Game Languages: " + BS_Apps_GetAvailableGameLanguages(BS_Apps())
Text 0,120, "Is Subscribed App (480)? " + BS_Apps_IsSubscribedApp(BS_Apps(), 480)
Text 0,135, "Is DLC (323180) Installed? " + BS_Apps_IsDlcInstalled(BS_Apps(), 323180) ; Portal 2 Soundtrack DLC
Text 0,150, "Earliest Purchase Unix Time (480): " + BS_Apps_GetEarliestPurchaseUnixTime(BS_Apps(), 480)
Text 0,165, "Is Subscribed from Free Weekend? " + BS_Apps_IsSubscribedFromFreeWeekend(BS_Apps())
Text 0,180, "DLC Count: " + BS_Apps_GetDLCCount(BS_Apps())
Text 0,195, "Current Beta Name: " + Beta
Text 0,210, "App Install Dir: " + AppInstallDir$
Text 0,225, "Is App Installed (480): " + BS_Apps_IsAppInstalled(BS_Apps(), 480)
Text 0,240, "App Owner Id: " + OwnerId
Text 0,255, "App Built Id: " + BS_Apps_GetAppBuildId(BS_Apps())
; BS_Apps_GetLanchQueryParam$(BS_Apps(), pchKey$)
; // Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
; // Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
; // Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
; // but it is advised that you not param names beginning with an underscore for your own features.
; BS_Apps_MarkContentCorrupt signals steam that game files are corrupt or missing. Forces a validation after quit and before next start.
; How To Use: BS_Apps_RequestProofOfPurchaseKey(BS_Apps(), nAppId)
; // Request cd-key for yourself or owned DLC. If you are interested in this
; // data then make sure you provide us with a list of valid keys to be distributed
; // to users when they purchase the game, before the game ships.
; // You'll receive an AppProofOfPurchaseKeyResponse_t callback when
; // the key is available (which may be immediately).
; Example (Spacewar) does not have CD-Keys.
Text 512, 0, "DLCs: " + SteamAppsDLC_Count
Local Index = 0, SAD.SteamAppsDLC
For SAD = Each SteamAppsDLC
Text 512, 15 + Index * 15, SAD\Id + "(" + SAD\Available + "): " + SAD\Name
; You could install DLCs from the app itself, BS_Apps_InstallDLC, BS_Apps_UninstallDLC
; BS_Apps_GetDlcDownloadProgress allows you to check the progress, BlitzUtility's LongLong stuff is useful here.
Index = Index + 1
Next
;! Update Window
Flip 0
WaitTimer(demoTimer)
Until EndGame = True
; Shut down Steam as the last action of your program.
BS_Steam_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
+68
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@@ -0,0 +1,68 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
Include "../BlitzSteam.bb"
;! Example is incomplete, I do not own a Steam Controller.
; Initialize Steam before your next call to Graphics.
If BS_Steam_Init() = False Then
RuntimeError "Steam: Failed to initialize!"
EndIf
Const FPS = 30
Const FPS_MULT# = 1.0 / FPS
; Demo Scene
Graphics3D 1024, 768, 32, 2
SetBuffer BackBuffer()
Local tickTimer = CreateTimer(FPS)
Local demoRoot = CreatePivot()
Local demoCameraRoot = CreatePivot(demoRoot)
Local demoCamera = CreateCamera(demoCameraRoot)
MoveEntity demoCamera, 0, 0, -10
Local demoCube = CreateCube(demoRoot)
Local EndGame = False
Repeat
Cls
;! Update
; End on Escape
EndGame = KeyHit(1)
TurnEntity demoCube, 1 * FPS_MULT, 3 * FPS_MULT, 2.332 * FPS_MULT
;! Render 3D
RenderWorld
;! Render 2D
Text 0, 0, "Escape to Quit"
;! Update Window
Flip 0
WaitTimer(demoTimer)
Until EndGame = True
; Shut down Steam as the last action of your program.
BS_Steam_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
@@ -1,4 +1,4 @@
Include "BlitzSteam.bb"
Include "../BlitzSteam.bb"
;----------------------------------------------------------------
;! Steam Stuff
@@ -119,7 +119,6 @@ Function Browser_HTMLSurface_StartRequest(pvParam%)
BS_HTMLSurface_AllowStartRequest BS_HTMLSurface(), PeekMemoryInt(pvParam), True
End Function:Browser_HTMLSurface_StartRequest(0)
Function Browser_Create.Browser(Width%, Height, UserAgent$="BlitzSteam", UserCSS$="")
DebugLog "[Browser::Create] Creating with UserAgent '"+UserAgent+"' and CSS '"+UserCSS+"'."
@@ -264,5 +263,4 @@ EndGraphics
End
;~IDEal Editor Parameters:
;~F#8#19#3C#50
;~C#Blitz3D
+1
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@@ -0,0 +1 @@
480
-1
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@@ -1 +0,0 @@
368720
+14 -26
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@@ -191,32 +191,20 @@
<ClInclude Include="Helpers\Helper.h" />
<ClInclude Include="Helpers\Memory.h" />
</ItemGroup>
<ItemGroup>
<None Include="LICENSE">
<Link>BlitzSteam.LICENSE</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="LICENSE.lesser">
<Link>BlitzSteam.LICENSE.lesser</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Blitz\BlitzSteam.bb">
<Link>BlitzSteam.bb</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Blitz\BlitzSteamUtility.bb">
<Link>BlitzSteamUtility.bb</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Blitz\BlitzSteam.decls">
<Link>BlitzSteam.decls</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="SteamworksSDK\redistributable_bin\steam_api.dll">
<Link>steam_api.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<Target Name="CopyResources" AfterTargets="Build">
<ItemGroup>
<Resources Include="LICENSE" />
<Resources Include="$(ProjectDir)\LICENSE.lesser" />
<Resources Include="$(ProjectDir)\Blitz\*.*" />
<Resources Include="$(ProjectDir)\Blitz\**\*.*" />
<Resources Include="$(ProjectDir)\SteamworksSDK\redistributable_bin\steam_api.dll" />
</ItemGroup>
<Copy
SourceFiles="@(Resources)"
DestinationFiles="@(Resources->'$(TargetDir)%(RecursiveDir)\%(Filename)%(Extension)')"
SkipUnchangedFiles="True"
UseHardlinksIfPossible="True" />
</Target>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
+35 -35
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@@ -8,16 +8,16 @@
<Filter Include="Source Files\Wrapper">
<UniqueIdentifier>{8f00e86e-e1bc-499e-8b2c-da93e9e8f287}</UniqueIdentifier>
</Filter>
<Filter Include="SteamworksSDK">
<UniqueIdentifier>{14616756-e67f-4b1c-ac90-776c00a0271d}</UniqueIdentifier>
</Filter>
<Filter Include="Blitz Files">
<UniqueIdentifier>{3072c53c-2be5-4712-b853-1bc1438cdc6e}</UniqueIdentifier>
<Extensions>bb;decls;ipf</Extensions>
</Filter>
<Filter Include="Source Files\Helpers">
<UniqueIdentifier>{a6fc08f6-97d9-4a53-a803-34b985d9ae7c}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{a799678b-8efc-42a0-97b2-f3a23da99e17}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Header Files\Helpers">
<UniqueIdentifier>{6cebc940-92bb-4a55-a125-ec97956636f2}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Wrapper\Steam.cpp">
@@ -109,39 +109,39 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Helpers\CSteamID.h">
<Filter>Source Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\BlitzPointer.h">
<Filter>Source Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="BlitzSteam.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="Helpers\Helper.h">
<Filter>Source Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\Memory.h">
<Filter>Source Files\Helpers</Filter>
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Helpers\BlitzCallback.h">
<Filter>Source Files\Helpers</Filter>
<Filter>Header Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\BlitzPointer.h">
<Filter>Header Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\CSteamID.h">
<Filter>Header Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\Helper.h">
<Filter>Header Files\Helpers</Filter>
</ClInclude>
<ClInclude Include="Helpers\Memory.h">
<Filter>Header Files\Helpers</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="SteamworksSDK\redistributable_bin\steam_api.dll">
<Filter>SteamworksSDK</Filter>
</None>
<None Include="Blitz\BlitzSteam.bb">
<Filter>Blitz Files</Filter>
</None>
<None Include="Blitz\BlitzSteamUtility.bb">
<Filter>Blitz Files</Filter>
</None>
<None Include="LICENSE" />
<None Include="LICENSE.lesser" />
<None Include="Blitz\BlitzSteam.decls">
<Filter>Blitz Files</Filter>
</None>
<None Include="$(ProjectDir)\Blitz\*.*" />
<None Include="$(ProjectDir)\Blitz\*.*" />
<None Include="$(ProjectDir)\Blitz\*.*" />
<None Include="$(ProjectDir)\Blitz\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
<None Include="$(ProjectDir)\Blitz\**\*.*" />
</ItemGroup>
</Project>
-20
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@@ -51,11 +51,6 @@ DLL_FUNCTION(void) BS_Client_ReleaseUser(ISteamClient* lpSteamClient, HSteamPipe
return lpSteamClient->ReleaseUser(hSteamPipe, hSteamUser);
}
DLL_FUNCTION(void) BS_Client_RunFrame(ISteamClient* lpSteamClient) {
#pragma comment(linker, "/EXPORT:BS_Client_RunFrame=_BS_Client_RunFrame@4")
lpSteamClient->RunFrame();
}
DLL_FUNCTION(uint32_t) BS_Client_GetIPCCallCount(ISteamClient* lpSteamClient) {
#pragma comment(linker, "/EXPORT:BS_Client_GetIPCCallCount=_BS_Client_GetIPCCallCount@4")
return lpSteamClient->GetIPCCallCount();
@@ -182,18 +177,3 @@ DLL_FUNCTION(void) BS_Client_SetWarningMessageHook(ISteamClient* lpSteamClient,
#pragma comment(linker, "/EXPORT:BS_Client_SetWarningMessageHook=_BS_Client_SetWarningMessageHook@8")
lpSteamClient->SetWarningMessageHook(fpfunction);
}
DLL_FUNCTION(void) BS_Client_Set_SteamAPI_CPostAPIResultInProcess(ISteamClient* lpSteamClient, SteamAPI_PostAPIResultInProcess_t fpFunction) {
#pragma comment(linker, "/EXPORT:BS_Client_Set_SteamAPI_CPostAPIResultInProcess=_BS_Client_Set_SteamAPI_CPostAPIResultInProcess@8")
lpSteamClient->Set_SteamAPI_CPostAPIResultInProcess(fpFunction);
}
DLL_FUNCTION(void) BS_Client_Remove_SteamAPI_CPostAPIResultInProcess(ISteamClient* lpSteamClient, SteamAPI_PostAPIResultInProcess_t fpFunction) {
#pragma comment(linker, "/EXPORT:BS_Client_Remove_SteamAPI_CPostAPIResultInProcess=_BS_Client_Remove_SteamAPI_CPostAPIResultInProcess@8")
lpSteamClient->Remove_SteamAPI_CPostAPIResultInProcess(fpFunction);
}
DLL_FUNCTION(void) BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess(ISteamClient* lpSteamClient, SteamAPI_CheckCallbackRegistered_t fpFunction) {
#pragma comment(linker, "/EXPORT:BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess=_BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess@8")
lpSteamClient->Set_SteamAPI_CCheckCallbackRegisteredInProcess(fpFunction);
}
+11 -6
View File
@@ -43,19 +43,19 @@ DLL_FUNCTION(void) BS_Controller_RunFrame(ISteamController* lpSteamController) {
// Enumerate currently connected controllers
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
// Returns the number of handles written to handlesOut
DLL_FUNCTION(uint32_t) BS_Controller_GetConnectedControllersEx(ISteamController* lpSteamController, ControllerHandle_t* pHandlesOut) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllersEx=_BS_Controller_GetConnectedControllersEx@8")
DLL_FUNCTION(uint32_t) BS_Controller_GetConnectedControllers(ISteamController* lpSteamController, ControllerHandle_t* pHandlesOut) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllers=_BS_Controller_GetConnectedControllers@8")
return lpSteamController->GetConnectedControllers(pHandlesOut);
}
ControllerHandle_t* pControllerHandles = new ControllerHandle_t[STEAM_CONTROLLER_MAX_COUNT];
DLL_FUNCTION(uint32_t) BS_Controller_GetConnectedControllers(ISteamController* lpSteamController) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllers=_BS_Controller_GetConnectedControllers@4")
DLL_FUNCTION(uint32_t) BS_Controller_GetConnectedControllersSimple(ISteamController* lpSteamController) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllersSimple=_BS_Controller_GetConnectedControllersSimple@4")
return lpSteamController->GetConnectedControllers(pControllerHandles);
}
DLL_FUNCTION(ControllerHandle_t*) BS_Controller_GetConnectedControllers_Index(uint32_t index) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllers_Index=_BS_Controller_GetConnectedControllers_Index@4")
DLL_FUNCTION(ControllerHandle_t*) BS_Controller_GetConnectedControllersSimple_Index(uint32_t index) {
#pragma comment(linker, "/EXPORT:BS_Controller_GetConnectedControllersSimple_Index=_BS_Controller_GetConnectedControllersSimple_Index@4")
if (index >= STEAM_CONTROLLER_MAX_COUNT)
index = STEAM_CONTROLLER_MAX_COUNT - 1;
return &(pControllerHandles[index]);
@@ -137,3 +137,8 @@ DLL_FUNCTION(void) BS_Controller_TriggerHapticPulse(ISteamController* lpSteamCon
#pragma comment(linker, "/EXPORT:BS_Controller_TriggerHapticPulse=_BS_Controller_TriggerHapticPulse@16")
lpSteamController->TriggerHapticPulse(*pControllerHandle, eTargetPad, (uint16_t)usDurationMicroSec);
}
DLL_FUNCTION(void) BS_Controller_TriggerRepeatedHapticPulse(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec, uint32_t usOffMicroSec, uint32_t unRepeat, uint32_t nFlags) {
#pragma comment(linker, "/EXPORT:BS_Controller_TriggerRepeatedHapticPulse=_BS_Controller_TriggerRepeatedHapticPulse@28")
lpSteamController->TriggerRepeatedHapticPulse(*pControllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
}