11 Commits

Author SHA1 Message Date
Michael Fabian Dirks 0327f30d5a Fix ISteamUserStats linking 2016-07-29 22:20:13 +02:00
Michael Fabain Dirks a63d893a18 Duplicate decls file - how did this not get noticed for so long ... 2016-07-01 14:17:52 +02:00
Michael Fabain Dirks 6a5f4588ed Create Readme with list of APIs and build instructions. Also include license. 2016-06-29 21:59:24 +02:00
Michael Fabain Dirks 6a44064f25 Update 2016-05-08 22:46:41 +02:00
Michael Fabian Dirks d4de6a5e7b Update 2016-03-19 14:22:11 +01:00
Michael Fabian Dirks a52326d80a Update 2016-03-11 14:13:25 +01:00
Michael Fabian Dirks 2bf8361797 More Steam functionality, less renaming. functions now closely relate to the original function/class/method structure and many helper types have been added native to BlitzSteam (no need for BlitzUtility). 2016-03-04 03:47:32 +01:00
Michael Dirks 7209e0936e Blitz Project stuff 2016-02-23 23:41:41 +01:00
Michael Dirks f0b7cd1471 * 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.
2016-02-23 23:39:40 +01:00
Michael Dirks 30beba2ada * Fix BlitzSteam.h including uneccessary headers.
* Rename Callback class to BlitzCallback and add state-aware functionality (Register, RegisterResult, automatic unregistering).
* Add functionality to delete Long pointers.
* Add functionality to create and delete Doubles.
* Add memory management functionality.
* Reimplement SteamController Wrapper.
* Implement SteamHTMLSurface Wrapper.
* Fix up Declaration File and make it more descriptive.
* Add Blitz Examples and Project.
2016-02-23 13:25:34 +01:00
Michael Dirks 0ebbd7e9a0 BlitzSteam update 06.02.2016 2016-02-06 00:17:29 +01:00
100 changed files with 10265 additions and 2960 deletions
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; 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/>.
; Steam -------------------------------------------------------------------------
; SteamClient -------------------------------------------------------------------
Const BS_EAccountType_Invalid = 0
Const BS_EAccountType_Individual = 1
Const BS_EAccountType_Multiseat = 2
Const BS_EAccountType_Gameserver = 3
Const BS_EAccountType_AnonGamerserver = 4
Const BS_EAccountType_Pending = 5
Const BS_EAccountType_ContentServer = 6
Const BS_EAccountType_Clan = 7
Const BS_EAccountType_Chat = 8
Const BS_EAccountType_ConsoleUser = 9
Const BS_EAccountType_AnonUser = 10
Const BS_ECallback_SteamAppListCallbacks = 3900
Const BS_ECallback_SteamAppsCallbacks = 1000
Const BS_ECallback_SteamBillingCallbacks = 400
Const BS_ECallback_SteamContentServerCallbacks = 600
Const BS_ECallback_SteamControllerCallbacks = 2800
Const BS_ECallback_SteamFriendsCallbacks = 300
Const BS_ECallback_SteamGameCoordinatorCallbacks = 1700
Const BS_ECallback_SteamGameServerCallbacks = 200
Const BS_ECallback_SteamGameServerItemsCallbacks = 1500
Const BS_ECallback_SteamGameServerStatsCallbacks = 1800
Const BS_ECallback_SteamGameStatsCallbacks = 2000
Const BS_ECallback_SteamHTMLSurfaceCallbacks = 4500
Const BS_ECallback_SteamMatchmakingCallbacks = 500
Const BS_ECallback_SteamMusicCallbacks = 4000
Const BS_ECallback_SteamMusicRemoteCallbacks = 4100
Const BS_ECallback_SteamNetworkingCallbacks = 1200
Const BS_ECallback_SteamReservedCallbacks = 4400
Const BS_ECallback_SteamScreenshotsCallbacks = 2300
Const BS_ECallback_SteamStreamLauncherCallbacks = 2600
Const BS_ECallback_SteamStreamClientCallbacks = 3500
Const BS_ECallback_SteamUserCallbacks = 100
Const BS_ECallback_SteamUserStatsCallbacks = 1100
Const BS_ECallback_SteamUtilsCallbacks = 700
Const BS_ECallback_Steam2AsyncCallbacks = 1900
Const BS_ECallback_ClientAudioCallbacks = 2400
Const BS_ECallback_ClientControllerCallbacks = 2700
Const BS_ECallback_ClientDepotBuilderCallbacks = 1400
Const BS_ECallback_ClientDeviceAuthCallbacks = 3000
Const BS_ECallback_ClientFriendsCallbacks = 800
Const BS_ECallback_ClientHTTPCallbacks = 2100
Const BS_ECallback_ClientInventoryCallbacks = 4700
Const BS_ECallback_ClientMusicCallbacks = 3200
Const BS_ECallback_ClientNetworkDeviceManagerCallbacks = 3100
Const BS_ECallback_ClientParentalSettingsCallbacks = 2900
Const BS_ECallback_ClientProductBuilderCallbacks = 3600
Const BS_ECallback_ClientRemoteStorageCallbacks = 1300
Const BS_ECallback_ClientRemoteClientManagerCallbacks = 3300
Const BS_ECallback_ClientRemoteControlManagerCallbacks = 3800
Const BS_ECallback_ClientReservedCallbacks = 4300
Const BS_ECallback_ClientScreenshotsCallbacks = 2200
Const BS_ECallback_ClientShortcutsCallbacks = 3700
Const BS_ECallback_ClientUGCCallbacks = 3400
Const BS_ECallback_ClientUnifiedMessagesCallbacks = 2500
Const BS_ECallback_ClientUserCallbacks = 900
Const BS_ECallback_ClientUtilsCallbacks = 1600
Const BS_ECallback_ClientVideoCallbacks = 4600
Const BS_ECallback_ClientVRCallbacks = 4200
; SteamAppList ------------------------------------------------------------------
Const BS_CALLBACK_AppInstalled = BS_ECallback_SteamAppListCallbacks + 1
Const BS_CALLBACK_AppUninstalled = BS_ECallback_SteamAppListCallbacks + 2
; SteamApps ---------------------------------------------------------------------
Const BS_CALLBACK_DLCInstalled = BS_ECallback_SteamAppsCallbacks + 5
Const BS_CALLBACK_APPProofOfPurchaseKeyResponse = BS_ECallback_SteamAppsCallbacks + 13
Const BS_CALLBACK_NewLaunchQueryParameters = BS_ECallback_SteamAppsCallbacks + 14
; The following things are PS3 only:
; ERegisterActivationCodeResult
; RegisterActivationCodeResponse_t
; SteamController ---------------------------------------------------------------
Const BS_MASK_RIGHT_TRIGGER = $00000001
Const BS_MASK_LEFT_TRIGGER = $00000002
Const BS_MASK_RIGHT_BUMPER = $00000004
Const BS_MASK_LEFT_BUMPER = $00000008
Const BS_MASK_BUTTON_0 = $00000010
Const BS_MASK_BUTTON_1 = $00000020
Const BS_MASK_BUTTON_2 = $00000040
Const BS_MASK_BUTTON_3 = $00000080
Const BS_MASK_TOUCH_0 = $00000100
Const BS_MASK_TOUCH_1 = $00000200
Const BS_MASK_TOUCH_2 = $00000400
Const BS_MASK_TOUCH_3 = $00000800
Const BS_MASK_BUTTON_MENU = $0001000
Const BS_MASK_BUTTON_STEAM = $0002000
Const BS_MASK_BUTTON_ESCAPE = $0004000
Const BS_MASK_BUTTON_BACK_LEFT = $0008000
Const BS_MASK_BUTTON_BACK_RIGHT = $0010000
Const BS_MASK_BUTTON_LEFTPAD_CLICKED = $0020000
Const BS_MASK_BUTTON_RIGHTPAD_CLICKED = $0040000
Const BS_MASK_LEFTPAD_FINGERDOWN = $0080000
Const BS_MASK_RIGHTPAD_FINGERDOWN = $0100000
Const BS_MASK_JOYSTICK_BUTTON = $0400000
Const BS_ESteamControllerPad_Left = 0
Const BS_ESteamControllerPad_Right = 1
Type BS_ControllerState
Field unPacketNum%
Field ulButtonsL%, ulButtonsR%
Field sLeftPadXY ; Left/High = X, Right/Low = Y
Field sRightPadXY ; Left/High = X, Right/Low = Y
End Type
; SteamFriends ------------------------------------------------------------------
Const BS_EFriendRelationShip_None = 0
Const BS_EFriendRelationShip_Blocked = 1
Const BS_EFriendRelationShip_RequestRecipient = 2
Const BS_EFriendRelationShip_Friend = 3
Const BS_EFriendRelationShip_RequestInitiator = 4
Const BS_EFriendRelationShip_Ignored = 5
Const BS_EFriendRelationShip_IgnoredFriend = 6
Const BS_EFriendRelationShip_Suggested = 7
Const BS_EPersonaState_Offline = 0
Const BS_EPersonaState_Online = 1
Const BS_EPersonaState_Busy = 2
Const BS_EPersonaState_Away = 3
Const BS_EPersonaState_Snooze = 4
Const BS_EPersonaState_LookingToTrade = 5
Const BS_EPersonaState_LookingToPlay = 6
Const BS_EFriendFlags_None = $00000000
Const BS_EFriendFlags_Blocked = $00000001
Const BS_EFriendFlags_FriendshipRequested = $00000002
Const BS_EFriendFlags_Immediate = $00000004
Const BS_EFriendFlags_ClanMember = $00000008
Const BS_EFriendFlags_OnGameServer = $00000010
Const BS_EFriendFlags_RequestingFriendship = $00000080
Const BS_EFriendFlags_RequestingInfo = $00000100
Const BS_EFriendFlags_Ignored = $00000200
Const BS_EFriendFlags_IgnoredFriend = $00000400
Const BS_EFriendFlags_Suggested = $00000800
Const BS_EFriendFlags_All = $0000FFFF
Const BS_cchMaxFriendsGroupName = 64
Const BS_cFriendsGroupLimit = 100
Const BS_FriendsGroupID_Invalid = -1
Const BS_cEnumerateFollowersMax = 50
Const BS_cchPersonaNameMax = 128
Const BS_cwchPersonaNameMax = 32
Type BS_FriendGameInfo
Field m_gameID%
Field m_unGameIP%
Field m_usGamePortQueryPort% ; Left/High GamePort, Right/Low QueryPort
Field m_steamIDLobby%
End Type
Const BS_EUserRestrictionNone = 0
Const BS_EUserRestrictionUnknown = 1
Const BS_EUserRestrictionAnyChat = 2
Const BS_EUserRestrictionVoiceChat = 4
Const BS_EUserRestrictionGroupChat = 8
Const BS_EUserRestrictionRating = 16
Const BS_EUserRestrictionGameInvites = 32
Const BS_EUserRestrictionTrading = 64
Type BS_FriendSessionStateInfo
Field m_uiOnlineSessionInstances
Field m_uiPublishedToFriendsSessionInstance
End Type
Const BS_cubChatMetadataMax = 8192
Const BS_cchMaxRichPresenceKeys = 20
Const BS_cchMaxRichPresenceKeyLength = 64
Const BS_cchMaxRichPresenceValueLength = 256
Const BS_EOverlayToStoreFlag_None = 0
Const BS_EOverlayToStoreFlag_AddToCart = 1
Const BS_EOverlayToStoreFlag_AddToCartAndShow = 2
Const BS_EPersonaChange_Name = $0001
Const BS_EPersonaChange_Status = $0002
Const BS_EPersonaChange_ComeOnline = $0004
Const BS_EPersonaChange_GoneOffline = $0008
Const BS_EPersonaChange_GamePlayed = $0010
Const BS_EPersonaChange_GameServer = $0020
Const BS_EPersonaChange_Avatar = $0040
Const BS_EPersonaChange_JoinedSource = $0080
Const BS_EPersonaChange_LeftSource = $0100
Const BS_EPersonaChange_RelationshipChanged = $0200
Const BS_EPersonaChange_NameFirstSet = $0400
Const BS_EPersonaChange_FacebookInfo = $0800
Const BS_EPersonaChange_Nickname = $1000
Const BS_EPersonaChange_SteamLevel = $2000
Const BS_CALLBACK_PersonaStateChange = BS_ECallback_SteamFriendsCallbacks + 4
Const BS_CALLBACK_GameOverlayActivated = BS_ECallback_SteamFriendsCallbacks + 31
Const BS_CALLBACK_GameServerChangeRequested = BS_ECallback_SteamFriendsCallbacks + 32
Const BS_CALLBACK_GameLobbyJoinRequested = BS_ECallback_SteamFriendsCallbacks + 33
Const BS_CALLBACK_AvatarImageLoaded = BS_ECallback_SteamFriendsCallbacks + 34
Const BS_CALLBACK_ClanOfficerListResponse = BS_ECallback_SteamFriendsCallbacks + 35
Const BS_CALLBACK_FriendRichPresenceUpdate = BS_ECallback_SteamFriendsCallbacks + 36
Const BS_CALLBACK_GameRichPresenceJoinRequested = BS_ECallback_SteamFriendsCallbacks + 37
Const BS_CALLBACK_GameConnectedClanChatMsg = BS_ECallback_SteamFriendsCallbacks + 38
Const BS_CALLBACK_GameConnectedChatJoin = BS_ECallback_SteamFriendsCallbacks + 39
Const BS_CALLBACK_GameConnectedChatLeave = BS_ECallback_SteamFriendsCallbacks + 40
Const BS_CALLBACK_DownloadClanActivityCountsResult = BS_ECallback_SteamFriendsCallbacks + 41
Const BS_CALLBACK_JoinClanChatRoomCompletionResult = BS_ECallback_SteamFriendsCallbacks + 42
Const BS_CALLBACK_GameConnectedFriendChatMsg = BS_ECallback_SteamFriendsCallbacks + 43
Const BS_CALLBACK_FriendsGetFollowerCount = BS_ECallback_SteamFriendsCallbacks + 44
Const BS_CALLBACK_FriendsIsFollowing = BS_ECallback_SteamFriendsCallbacks + 45
Const BS_CALLBACK_FriendsEnumerateFollowingList = BS_ECallback_SteamFriendsCallbacks + 46
Const BS_CALLBACK_SetPersonaNameResponse = BS_ECallback_SteamFriendsCallbacks + 47
; SteamGameServer ---------------------------------------------------------------
Const BS_EServerMode_Invalid = 0
Const BS_EServerMode_NoAuthentication = 1
Const BS_EServerMode_Authentication = 2
Const BS_EServerMode_AuthenticationAndSecure = 3
; SteamUser ---------------------------------------------------------------------
Const BS_EVoiceResult_OK = 0
Const BS_EVoiceResult_NotInitialized = 1
Const BS_EVoiceResult_NotRecording = 2
Const BS_EVoiceResult_NoData = 3
Const BS_EVoiceResult_BufferTooSmall = 4
Const BS_EVoiceResult_DataCorrupted = 5
Const BS_EVoiceResult_Restricted = 6
Const BS_EVoiceResult_UnsupportedCodec = 7
Const BS_EVoiceResult_ReceiverOutOfDate = 8
Const BS_EVoiceResult_ReceiverDidNotAnswer = 9
Const BS_EBeginAuthSessionResult_OK = 0 ; Ticket is valid for this game and this steamID.
Const BS_EBeginAuthSessionResult_InvalidTicket = 1 ; Ticket is not valid.
Const BS_EBeginAuthSessionResult_DuplicateRequest = 2 ; A ticket has already been submitted for this steamID
Const BS_EBeginAuthSessionResult_InvalidVersion = 3 ; Ticket is from an incompatible interface version
Const BS_EBeginAuthSessionResult_GameMismatch = 4 ; Ticket is not for this game
Const BS_EBeginAuthSessionResult_ExpiredTicket = 5 ; Ticket has expired
Const BS_EUserHasLicenseResult_HasLicense = 0 ; User has a license for specified app
Const BS_EUserHasLicenseResult_DoesNotHaveLicense = 1 ; User does not have a license for the specified app
Const BS_EUserHasLicenseResult_NoAuth = 2 ; User has not been authenticated
; SteamUserStats ----------------------------------------------------------------
Const BS_cchStatNameMax = 128
Const BS_cchLeaderboardNameMax = 128
Const BS_k_cLeaderboardDetailsMax = 64
Const BS_ELeaderboardDataRequest_Global = 0
Const BS_ELeaderboardDataRequest_GlobalAroundUser = 1
Const BS_ELeaderboardDataRequest_Friends = 2
Const BS_ELeaderboardDataRequest_Users = 3
Const BS_ELeaderboardSortMethod_None = 0
Const BS_ELeaderboardSortMethod_Ascending = 1 ; top-score is lowest number
Const BS_ELeaderboardSortMethod_Descending = 2 ; top-score is highest number
Const BS_ELeaderboardDisplayType_None = 0
Const BS_ELeaderboardDisplayType_Numeric = 1 ; simple numerical score
Const BS_ELeaderboardDisplayType_TimeSeconds = 2 ; the score represents a time, in seconds
Const BS_ELeaderboardDisplayType_TimeMilliSeconds = 3 ; the score represents a time, in milliseconds
Const BS_ELeaderboardUploadScoreMethod_None = 0
Const BS_ELeaderboardUploadScoreMethod_KeepBest = 1 ; Leaderboard will keep user's best score
Const BS_ELeaderboardUploadScoreMethod_ForceUpdate = 2 ; Leaderboard will always replace score with specified
Type BS_LeaderboardEntry
Field SteamId_High%, SteamId_Low%
Field nGlobalRank%
Field nScore%
Field cDetails%
Field hUGC_High%, hUGC_Low%
End Type
Const BS_CALLBACK_UserStatsReceived = BS_ECallback_SteamUserStatsCallbacks + 1
Type BS_UserStatsReceived
Field nGameId_High%, nGameId_Low% ; Game these stats are for
Field eResult% ; Success / error fetching the stats
Field steamIDUser_High%, steamIDUser_Low% ; The user for whom the stats are retrieved for
End Type
Const BS_CALLBACK_UserStatsStored = BS_ECallback_SteamUserStatsCallbacks + 2
Type BS_UserStatsStored
Field nGameId_High%, nGameId_Low% ; Game these stats are for
Field eResult% ; Success / error
End Type
Const BS_CALLBACK_UserAchievementStored = BS_ECallback_SteamUserStatsCallbacks + 3
Type BS_UserAchievementStored
Field nGameId_High%, nGameId_Low% ; Game this is for
Field bGroupAchievement% ; if this is a "group" achievement
Field rgchAchievementName[BS_cchStatNameMax] ; name of the achievement
Field nCurProgress ; current progress towards the achievement
Field nMaxProgress ; "out of" this many
End Type
Const BS_CALLBACK_LeaderboardFindResult = BS_ECallback_SteamUserStatsCallbacks + 4
Type BS_LeaderboardFindResult
Field hSteamLeaderboard_High%, hSteamLeaderboard_Low% ; // handle to the leaderboard serarched for, 0 if no leaderboard found
Field bLeaderboardFound% ; // 0 if no leaderboard found
End Type
Const BS_CALLBACK_LeaderboardScoresDownloaded = BS_ECallback_SteamUserStatsCallbacks + 5
Type BS_LeaderboardScoresDownloaded
Field hSteamLeaderboard_High, hSteamLeaderboard_Low ;
Field hSteamLeaderboardEntries_High, hSteamLeaderboardEntries_Low; the handle to pass into GetDownloadedLeaderboardEntries()
Field cEntryCount ; the number of entries downloaded
End Type
Const BS_CALLBACK_LeaderboardScoreUploaded = BS_ECallback_SteamUserStatsCallbacks + 6
Type BS_LeaderboardScoreUploaded
Field bSuccess ; 1 if the call was successful
Field hSteamLeaderboard_High, hSteamLeaderboard_Low ; the leaderboard handle that was
Field nScore ; the score that was attempted to set
Field bScoreChanged ; true if the score in the leaderboard change, false if the existing score was better
Field nGlobalRankNew ; the new global rank of the user in this leaderboard
Field nGlobalRankPrevious ; the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
End Type
Const BS_CALLBACK_NumberOfCurrentPlayers = BS_ECallback_SteamUserStatsCallbacks + 7
Type BS_NumberOfCurrentPlayers
Field bSuccess ; 1 if the call was successful
Field cPlayers ; Number of players currently playing
End Type
Const BS_CALLBACK_UserStatsUnloaded = BS_ECallback_SteamUserStatsCallback + 8
Type BS_UserStatsUnloaded
Field steamIDUser_High, steamIDUser_Low ; User whose stats have been unloaded
End Type
Const BS_CALLBACK_UserAchievementIconFetched = BS_ECallback_SteamUserStatsCallback + 9
Type BS_UserAchievementIconFetched
Field nGameID_High, nGameID_Low ; Game this is for
Field rgchAchievementName[BS_cchStatNameMax] ; name of the achievement
Field bAchieved ; Is the icon for the achieved or not achieved version?
Field nIconHandle ; Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
End Type
Const BS_CALLBACK_GlobalAchievementPercentagesReady = BS_ECallback_SteamUserStatsCallback + 10
Type BS_GlobalAchievementPercentagesReady
Field nGameID_High, nGameID_Low ; Game this is for
Field eResult ; Result of the operation
End Type
Const BS_CALLBACK_LeaderboardUGCSet = BS_ECallback_SteamUserStatsCallback + 11
Type BS_LeaderboardUGCSet
Field eResult ; The result of the operation
Field hSteamLeaderboard_High, hSteamLeaderboard_Low ; the leaderboard handle that was
End Type
Const BS_CALLBACK_GlobalStatsReceived = BS_ECallback_SteamUserStatsCallback + 12
Type BS_GlobalStatsReceived
Field nGameID_High, nGameId_Low ; Game global stats were requested for
Field eResult ; The result of the request
End Type
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; 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/>.
.lib "BlitzSteam.dll"
; Helpers -----------------------------------------------------------------------
; -- CSteamID
BS_CSteamID_New%()
BS_CSteamID_FromID%(unAccountID%, eUniverse%, eAccountType%)
BS_CSteamID_FromIDInstance%(unAccountID%, unInstance%, eUniverse%, eAccountType%)
BS_CSteamID_FromSteamID%(ulSteamID%)
BS_CSteamID_Copy%(pSteamID%)
BS_CSteamID_Destroy(pSteamID%)
BS_CSteamID_Set(pSteamID%, unAccountID%, eUniverse%, eAccountType%)
BS_CSteamID_InstancedSet(pSteamID%, unAccountID%, unInstance%, eUniverse%, eAccountType%)
BS_CSteamID_FullSet(pSteamID%, ulIdentifier%, eUniverse%, eAccountType%)
BS_CSteamID_SetFromUInt64(pSteamID%, ulSteamID%)
BS_CSteamID_Clear(pSteamID%)
BS_CSteamID_ConvertToUInt64%(pSteamID%)
BS_CSteamID_GetStaticAccountKey%(pSteamID%)
BS_CSteamID_CreateBlankAnonLogon(pSteamID%, eUniverse%)
BS_CSteamID_CreateBlankAnonUserLogon(pSteamID%, eUniverse%)
BS_CSteamID_BlankAnonAccount%(pSteamID%)
BS_CSteamID_GameServerAccount%(pSteamID%)
BS_CSteamID_PersistentGameServerAccount%(pSteamID%)
BS_CSteamID_AnonGameServerAccount%(pSteamID%)
BS_CSteamID_ContentServerAccount%(pSteamID%)
BS_CSteamID_ClanAccount%(pSteamID%)
BS_CSteamID_ChatAccount%(pSteamID%)
BS_CSteamID_IsLobby%(pSteamID%)
BS_CSteamID_IndividualAccount%(pSteamID%)
BS_CSteamID_AnonAccount%(pSteamID%)
BS_CSteamID_AnonUserAccount%(pSteamID%)
BS_CSteamID_ConsoleUserAccount%(pSteamID%)
BS_CSteamID_SetAccountID(pSteamID%, unAccountID%)
BS_CSteamID_SetAccountInstance(pSteamID, unInstance%)
BS_CSteamID_ClearIndividualInstance(pSteamID%)
BS_CSteamID_HasNoIndividualInstance%(pSteamID%)
BS_CSteamID_GetAccountID%(pSteamID%)
BS_CSteamID_GetAccountInstance%(pSteamID%)
BS_CSteamID_GetEAccountType%(pSteamID%)
BS_CSteamID_GetEUniverse%(pSteamID%)
BS_CSteamID_SetEUniverse(pSteamID%, eUniverse%)
BS_CSteamID_IsValid%(pSteamID%)
BS_CSteamID_Compare%(pSteamID%, pSteamIDOther%)
; Steam -------------------------------------------------------------------------
BS_Init%()
BS_Shutdown()
BS_IsSteamRunning%()
BS_RestartAppIfNecessary%(unOwnAppID%)
BS_SetMiniDumpComment(pchMsg$)
BS_WriteMiniDump(uStructuredExceptionCode%, pvExceptionInfo*, uBuildID%)
BS_WriteMiniDumpEx(uStructuredExceptionCode%, pvExceptionInfo%, uBuildID%) : "BS_WriteMiniDump"
; -- Interfaces
BS_AppList%()
BS_Apps%()
BS_Client%()
BS_Controller%()
BS_Friends%()
BS_HTTP%()
BS_HTMLSurface%()
BS_Inventory%()
BS_Matchmaking%()
BS_MatchmakingServers%()
BS_Music%()
BS_MusicRemote%()
BS_Networking%()
BS_RemoteStorage%()
BS_Screenshots%()
BS_UGC%()
BS_UnifiedMessages%()
BS_User%()
BS_UserStats%()
BS_Utils%()
BS_Video%()
; -- Callbacks & Hooks
BS_RunCallbacks()
BS_RegisterCallback(pCallback%, iCallback%)
BS_UnregisterCallback(pCallback%)
BS_RegisterCallResult(pCallback%, hAPICall_L%, hAPICall_R%)
BS_UnregisterCallResult(pCallback%, hAPICall_L%, hAPICall_R%)
; SteamAppList ------------------------------------------------------------------
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_GetAppInstallDir%(lpSteamAppList%, nAppId%, pchDirectory*, cchDirectoryMax%)
BS_AppList_GetAppInstallDirEx%(lpSteamAppList%, nAppId%, pchDirectory%, cchDirectoryMax%) : "BS_AppList_GetAppInstallDir"
BS_AppList_GetAppBuildId%(lpSteamAppList%, nAppId%)
; SteamApps ---------------------------------------------------------------------
BS_Apps_IsSubscribed%(lpSteamApps%)
BS_Apps_IsLowViolence%(lpSteamApps%)
BS_Apps_IsCybercafe%(lpSteamApps%)
BS_Apps_IsVACBanned%(lpSteamApps%)
BS_Apps_GetCurrentGameLanguage$(lpSteamApps%)
BS_Apps_GetAvailableGameLanguages$(lpSteamApps%)
BS_Apps_IsSubscribedApp%(lpSteamApps%, appID%)
BS_Apps_IsDlcInstalled%(lpSteamApps%, appID%)
BS_Apps_GetEarliestPurchaseUnixTime%(lpSteamApps%, appID%)
BS_Apps_IsSubscribedFromFreeWeekend%(lpSteamApps%)
BS_Apps_GetDLCCount%(lpSteamApps%)
BS_Apps_GetDLCDataByIndex%(lpSteamApps%, iDLC%, pAppId*, pbAvailable*, pchName*, cchNameBufferSize%)
BS_Apps_GetDLCDataByIndexEx%(lpSteamApps%, iDLC%, pAppId%, pbAvailable%, pchName%, cchNameBufferSize%) : "BS_Apps_GetDLCDataByIndex"
BS_Apps_InstallDLC(lpSteamApps%, nAppID%)
BS_Apps_UninstallDLC(lpSteamApps%, nAppID%)
BS_Apps_RequestAppProofOfPurchaseKey(lpSteamApps%, nAppID%)
BS_Apps_GetCurrentBetaName%(lpSteamApps%, pchName*, cchNameBufferSize%)
BS_Apps_GetCurrentBetaNameEx%(lpSteamApps%, pchName%, cchNameBufferSize%) : "BS_Apps_GetCurrentBetaName"
BS_Apps_MarkContentCorrupt%(lpSteamApps%, bMissingFilesOnly%)
BS_Apps_GetInstalledDepots%(lpSteamApps%, nAppID%, pvecDepots*, cMaxDepots%)
BS_Apps_GetInstalledDepotsEx%(lpSteamApps%, nAppID%, pvecDepots%, cMaxDepots%) : "BS_Apps_GetInstalledDepots"
BS_Apps_GetAppInstallDir%(lpSteamApps%, nAppID%, pchFolder*, cchFolderBufferSize%)
BS_Apps_GetAppInstallDirEx%(lpSteamApps%, nAppID%, pchFolder%, cchFolderBufferSize%) : "BS_Apps_GetAppInstallDir"
BS_Apps_IsAppInstalled%(lpSteamApps%, nAppID%)
BS_Apps_GetAppOwner%(lpSteamApps%)
BS_Apps_GetLaunchQueryParam$(lpSteamApps%, pchKey$)
BS_Apps_GetDlcDownloadProgress%(lpSteamApps%, nAppID%, punBytesDownloaded*, punBytesTotal*)
BS_Apps_GetDlcDownloadProgressEx%(lpSteamApps%, nAppID%, punBytesDownloaded%, punBytesTotal%) : "BS_Apps_GetDlcDownloadProgress"
BS_Apps_GetAppBuildId%(lpSteamApps%)
; SteamClient -------------------------------------------------------------------
BS_Client_CreateSteamPipe%(lpSteamClient%)
BS_Client_ReleaseSteamPipe%(lpSteamClient%, hSteamPipe%)
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%)
; -- Interfaces
BS_Client_GetSteamAppList%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamApps%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamController%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamFriends%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamGameServer%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamGameServerStats%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamHTMLSurface%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamHTTP%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamInventory%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamMatchmaking%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamMatchmakingServers%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamMusic%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamMusicRemote%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamNetworking%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamRemoteStorage%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamScreenshots%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamUGC%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamUnifiedMessages%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamUser%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamUserStats%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamUtils%(lpSteamClient%, hSteamPipe%, pchVersion$)
BS_Client_GetSteamVideo%(lpSteamClient%, hSteamUser%, hSteamPipe%, pchVersion$)
; -- Callbacks & Hooks
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%)
; SteamController ---------------------------------------------------------------
BS_Controller_Init%(lpSteamController%, pchAbsolutePathToControllerConfigVDF$)
BS_Controller_Shutdown%(lpSteamController%)
BS_Controller_RunFrame(lpSteamController%)
BS_Controller_GetControllerStateEx%(lpSteamController%, unControllerIndex%, pState%) : "BS_Controller_GetControllerState"
BS_Controller_GetControllerState%(lpSteamController%, unControllerIndex%, pState*)
BS_Controller_TriggerHapticPulse(lpSteamController%, unControllerIndex%, eTargetPad%, usDurationMicroSec%)
BS_Controller_SetOverrideMode(lpSteamController%, pchMode$)
; SteamFriends ------------------------------------------------------------------
BS_Friends_GetPersonaName$(lpSteamFriends%)
BS_Friends_SetPersonaName%(lpSteamFriends%, pchPersonaName$)
BS_Friends_GetPersonaState%(lpSteamFriends%)
BS_Friends_GetFriendCount%(lpSteamFriends%, iFriendFlags%)
BS_Friends_GetFriendByIndex%(lpSteamFriends%, iFriend%, iFriendFlags%)
BS_Friends_GetFriendRelationship%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendPersonaState%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendPersonaName$(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendGamePlayed%(lpSteamFriends%, steamIDFriend%, pFriendGameInfo*)
BS_Friends_GetFriendGamePlayedEx%(lpSteamFriends%, steamIDFriend%, pFriendGameInfo%) : "BS_Friends_GetFriendGamePlayed"
BS_Friends_GetFriendPersonaNameHistory$(lpSteamFriends%, steamIDFriend%, iPersonaName%)
BS_Friends_GetFriendSteamLevel%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetPlayerNickname$(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendsGroupCount%(lpSteamFriends%)
BS_Friends_GetFriendsGroupIDByIndex%(lpSteamFriends%, friendsGroupID%)
BS_Friends_GetFriendsGroupName$(lpSteamFriends%, friendsGroupID%)
BS_Friends_GetFriendsGroupMembersCount%(lpSteamFriends%, friendsGroupID%)
BS_Friends_GetFriendsGroupMembersList(lpSteamFriends%, friendsGroupID%, pOutSteamIDMembers*, nMembersCount%)
BS_Friends_GetFriendsGroupMembersListEx(lpSteamFriends%, friendsGroupID%, pOutSteamIDMembers%, nMembersCount%) : "BS_Friends_GetFriendsGroupMembersList"
BS_Friends_HasFriend(lpSteamFriends%, steamIDFriend%, iFriendFlags%)
BS_Friends_GetClanCount%(lpSteamFriends%)
BS_Friends_GetClanByIndex%(lpSteamFriends%, iClan%)
BS_Friends_GetClanName$(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanTag$(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanActivityCounts%(lpSteamFriends%, steamIDClan%, pnOnline*, pnInGame*, pnChatting*)
BS_Friends_GetClanActivityCountsEx%(lpSteamFriends%, steamIDClan%, pnOnline%, pnInGame%, pnChatting%) : "BS_Friends_GetClanActivityCounts"
BS_Friends_DownloadClanActivityCounts%(lpSteamFriends%, steamIDClan%, cClansToRequest%)
BS_Friends_GetFriendCountFromSource%(lpSteamFriends%, steamIDSource%)
BS_Friends_GetFriendFromSourceByIndex%(lpSteamFriends%, steamIDSource%, iFriend%)
BS_Friends_IsUserInSource%(lpSteamFriends%, steamIDUser%, steamIDSource%)
BS_Friends_SetInGameVoiceSpeaking(lpSteamFriends%, steamIDUser%, bSpeaking%)
BS_Friends_ActivateGameOverlay(lpSteamFriends%, pchDialog$)
BS_Friends_ActivateGameOverlayToUser(lpSteamFriends%, pchDialog$, steamID%)
BS_Friends_ActivateGameOverlayToWebPage(lpSteamFriends%, pchURL$)
BS_Friends_ActivateGameOverlayToStore(lpSteamFriends%, nAppID%, eFlag%)
BS_Friends_SetPlayedWith(lpSteamFriends%, steamIDUserPlayedWith%)
BS_Friends_ActivateGameOverlayInviteDialog(lpSteamFriends%, steamIDLobby%)
BS_Friends_GetSmallFriendAvatar%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetMediumFriendAvatar%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetLargeFriendAvatar%(lpSteamFriends%, steamIDFriend%)
BS_Friends_RequestUserInformation%(lpSteamFriends%, steamIDUser%, bRequireNameOnly%)
BS_Friends_RequestClanOfficerList%(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanOwner%(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanOfficerCount%(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanOfficerByIndex%(lpSteamFriends%, steamIDClan%, iOfficer%)
BS_Friends_GetUserRestrictions%(lpSteamFriends%)
BS_Friends_SetRichPresence%(lpSteamFriends%, pchKey$, pchValue$)
BS_Friends_ClearRichPresence(lpSteamFriends%)
BS_Friends_GetFriendRichPresence$(lpSteamFriends%, steamIDFriend%, pchKey$)
BS_Friends_GetFriendRichPresenceKeyCount%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendRichPresenceKeyByIndex$(lpSteamFriends%, steamIDFriend%, iKey%)
BS_Friends_RequestFriendRichPresence(lpSteamFriends%, steamIDFriend%)
BS_Friends_InviteUserToGame%(lpSteamFriends%, steamIDFriend%, pchConnectString%)
BS_Friends_GetCoplayFriendCount%(lpSteamFriends%)
BS_Friends_GetCoplayFriend%(lpSteamFriends%, iCoplayFriend%)
BS_Friends_GetFriendCoplayTime%(lpSteamFriends%, steamIDFriend%)
BS_Friends_GetFriendCoplayGame%(lpSteamFriends%, steamIDFriend%)
BS_Friends_JoinClanChatRoom%(lpSteamFriends%, steamIDClan%)
BS_Friends_LeaveClanChatRoom%(lpSteamFriends%, steamIDClan%)
BS_Friends_GetClanChatMemberCount%(lpSteamFriends%, steamIDClan%)
BS_Friends_GetChatMemberByIndex%(lpSteamFriends%, steamIDClan%, iUser%)
BS_Friends_SendClanChatMessage%(lpSteamFriends%, steamIDClanChat%, pchText$)
BS_Friends_GetClanChatMessage%(lpSteamFriends%, steamIDClanChat%, iMessage%, prgchText*, cchTextMax%, peChatEntryType*, psteamidChatter*)
BS_Friends_GetClanChatMessageEx%(lpSteamFriends%, steamIDClanChat%, iMessage%, prgchText%, cchTextMax%, peChatEntryType%, psteamidChatter%) : "BS_Friends_GetClanChatMessage"
BS_Friends_IsClanChatAdmin%(lpSteamFriends%, steamIDClanChat%, steamIDUser%)
BS_Friends_IsClanChatWindowOpenInSteam%(lpSteamFriends%, steamIDClanChat%)
BS_Friends_OpenClanChatWindowInSteam%(lpSteamFriends%, steamIDClanChat%)
BS_Friends_CloseClanChatWindowInSteam%(lpSteamFriends%, steamIDClanChat%)
BS_Friends_SetListenForFriendsMessages%(lpSteamFriends%, bInterceptEnabled%)
BS_Friends_ReplyToFriendMessage%(lpSteamFriends%, steamIDFriend%, pchMsgToSend$)
BS_Friends_GetFriendMessage%(lpSteamFriends%, steamIDFriend%, iMessageID%, pvData*, cubData%, peChatEntryType*)
BS_Friends_GetFriendMessageEx%(lpSteamFriends%, steamIDFriend%, iMessageID%, pvData%, cubData%, peChatEntryType%) : "BS_Friends_GetFriendMessage"
BS_Friends_GetFollowerCount%(lpSteamFriends%, steamID%)
BS_Friends_IsFollowing%(lpSteamFriends%, steamID%)
BS_Friends_EnumerateFollowingList%(lpSteamFriends%, unStartIndex%)
; SteamGameServer ---------------------------------------------------------------
; SteamUser ---------------------------------------------------------------------
BS_User_GetHSteamUser%(lpSteamUser%)
BS_User_IsLoggedOn%(lpSteamUser%)
BS_User_GetSteamID%(lpSteamUser%)
BS_User_InitiateGameConnection%(lpSteamUser%, pAuthBlob*, cbMaxAuthBlob%, SteamIDGameServer%, unIPServer%, usPortServer%, bSecure%)
BS_User_TerminateGameConnection(lpSteamUser%, unIPServer%, usPortServer%)
BS_User_TrackAppUsageEvent(lpSteamUser%, gameId%, eAppUsageEvent%, pchExtraInfo$)
BS_User_GetUserDataFolder%(lpSteamUser%, pchBuffer*, cubBuffer%)
BS_User_StartVoiceRecording(lpSteamUser%)
BS_User_StopVoiceRecording(lpSteamUser%)
BS_User_GetAvailableVoice%(lpSteamUser%, pcbCompressed*, pcbUncompressed*, nUncompressedVoiceDesiredSampleRate%)
BS_User_GetAvailableVoiceEx%(lpSteamUser%, pcbCompressed%, pcbUncompressed%, nUncompressedVoiceDesiredSampleRate%) : "BS_User_GetAvailableVoice"
BS_User_GetVoice%(lpSteamUser%, bWantCompressed%, pDestBuffer*, cbDestBufferSize%, nBytesWritten*, bWantUncompressed%, pUncompressedDestBuffer*, cbUncompressedDestBufferSize%, nUncompressBytesWritten*, nUncompressedVoiceDesiredSampleRate%)
BS_User_GetVoiceEx%(lpSteamUser%, bWantCompressed%, pDestBuffer*, cbDestBufferSize%, nBytesWritten%, bWantUncompressed%, pUncompressedDestBuffer*, cbUncompressedDestBufferSize%, nUncompressBytesWritten%, nUncompressedVoiceDesiredSampleRate%) : "BS_User_GetVoice"
BS_User_DecompressVoice(lpSteamUser%, pCompressed*, cbCompressed%, pDestBuffer*, cbDestBufferSize%, nBytesWritten*, nDesiredSampleRate%)
BS_User_DecompressVoiceEx(lpSteamUser%, pCompressed*, cbCompressed%, pDestBuffer*, cbDestBufferSize%, nBytesWritten%, nDesiredSampleRate%) : "BS_User_DecompressVoice"
BS_User_GetVoiceOptimalSampleRate%(lpSteamUser%)
BS_User_GetAuthSessionTicket%(lpSteamUser%, pTicket*, cbMaxTicket%, pcbTicket*)
BS_User_GetAuthSessionTicketEx%(lpSteamUser%, pTicket*, cbMaxTicket%, pcbTicket%) : "BS_User_GetAuthSessionTicket"
BS_User_BeginAuthSession%(lpSteamUser%, pAuthTicket*, cbAuthTicker%, steamID%)
BS_User_EndAuthSession(lpSteamUser%, steamID%)
BS_User_CancelAuthTicket(lpSteamUser%, hAuthTicket%)
BS_User_UserHasLicenseForApp%(lpSteamUser%, steamID%, appID%)
BS_User_IsBehindNAT%(lpSteamUser%)
BS_User_AdvertiseGame%(lpSteamUser%, steamIDGameServer%, unIPServer%, usPortServer%)
BS_User_RequestEncryptedAppTicket%(lpSteamUser%, pDataToInclude*, cbDataToInclude%)
BS_User_GetEncryptedAppTicket%(lpSteamUser%, pTicket*, cbMaxTicket%, pcbTicket*)
BS_User_GetEncryptedAppTicketEx%(lpSteamUser%, pTicket*, cbMaxTicket%, pcbTicket%) : "BS_User_GetEncryptedAppTicket"
BS_User_GetGameBadgeLevel%(lpSteamUser%, nSeries%, bFoil%)
BS_User_GetPlayerSteamLevel%(lpSteamUser%)
BS_User_RequestStoreAuthURL%(lpSteamUser%, pchRedirectUrl$)
; SteamUserStats ----------------------------------------------------------------
BS_UserStats_RequestCurrentStats%(lpSteamUserStats%)
BS_UserStats_GetStat%(lpSteamUserStats%, pchName$, pData*)
BS_UserStats_GetStatEx%(lpSteamUserStats%, pchName$, pData%) : "BS_UserStats_GetStat"
BS_UserStats_GetStatF%(lpSteamUserStats%, pchName$, pData*)
BS_UserStats_GetStatFEx%(lpSteamUserStats%, pchName$, pData%) : "BS_UserStats_GetStatF"
BS_UserStats_SetStat%(lpSteamUserStats%, pchName$, pData%)
BS_UserStats_SetStatF%(lpSteamUserStats%, pchName$, pData#)
BS_UserStats_UpdateAvgRateStat%(lpSteamUserStats%, pchName$, flCountThisSession#, dSessionLength%)
BS_UserStats_GetAchievement%(lpSteamUserStats%, pchName$, pbAchieved*)
BS_UserStats_GetAchievementEx%(lpSteamUserStats%, pchName$, pbAchieved%) : "BS_UserStats_GetAchievement"
BS_UserStats_SetAchievement%(lpSteamUserStats%, pchName$)
BS_UserStats_ClearAchievement%(lpSteamUserStats%, pchName$)
BS_UserStats_GetAchievementAndUnlockTime%(lpSteamUserStats%, pchName$, pbAchieved*, punUnlockTime*)
BS_UserStats_GetAchievementAndUnlockTimeEx%(lpSteamUserStats%, pchName$, pbAchieved%, punUnlockTime%) : "BS_UserStats_GetAchievementAndUnlockTime"
BS_UserStats_StoreStats%(lpSteamUserStats%)
BS_UserStats_GetAchievementIcon%(lpSteamUserStats%, pchName$)
BS_UserStats_GetAchievementDisplayAttribute$(lpSteamUserStats%, pchName$, pchKey$)
BS_UserStats_IndicateAchievementProgress%(lpSteamUserStats%, pchName$, nCurProgress%, nMaxProgress%)
BS_UserStats_GetNumAchievements%(lpSteamUserStats%)
BS_UserStats_GetAchievementName$(lpSteamUserStats%, iAchievement%)
BS_UserStats_RequestUserStats%(lpSteamUserStats%, steamIDUser%)
BS_UserStats_GetUserStat%(lpSteamUserStats%, steamIDUser%, pchName$, pData*)
BS_UserStats_GetUserStatEx%(lpSteamUserStats%, steamIDUser%, pchName$, pData%) : "BS_UserStats_GetUserStat"
BS_UserStats_GetUserStatF%(lpSteamUserStats%, steamIDUser%, pchName$, pData*)
BS_UserStats_GetUserStatFEx%(lpSteamUserStats%, steamIDUser%, pchName$, pData%) : "BS_UserStats_GetUserStatF"
BS_UserStats_GetUserAchievement%(lpSteamUserStats%, steamIDUser%, pchName$, pbAchieved*)
BS_UserStats_GetUserAchievementEx%(lpSteamUserStats%, steamIDUser%, pchName$, pbAchieved%) : "BS_UserStats_GetUserAchievement"
BS_UserStats_GetUserAchievementAndUnlockTime%(lpSteamUserStats%, steamIDUser%, pchName$, pbAchieved*, punUnlockTime*)
BS_UserStats_GetUserAchievementAndUnlockTimeEx%(lpSteamUserStats%, steamIDUser%, pchName$, pbAchieved%, punUnlockTime%) : "BS_UserStats_GetUserAchievementAndUnlockTime"
BS_UserStats_ResetAllStats%(lpSteamUserStats%, bAchievementsToo%)
BS_UserStats_FindOrCreateLeaderboard%(lpSteamUserStats%, pchLeaderboardName$, eLeaderboardSortMethod%, eLeaderboardDisplayType%)
BS_UserStats_FindLeaderboard%(lpSteamUserStats%, pchLeaderboardName$)
BS_UserStats_GetLeaderboardName$(lpSteamUserStats%, hSteamLeaderboard%)
BS_UserStats_GetLeaderboardEntryCount%(lpSteamUserStats%, hSteamLeaderboard%)
BS_UserStats_GetLeaderboardSortMethod%(lpSteamUserStats%, hSteamLeaderboard%)
BS_UserStats_GetLeaderboardDisplayType%(lpSteamUserStats%, hSteamLeaderboard%)
BS_UserStats_DownloadLeaderboardEntries%(lpSteamUserStats%, hSteamLeaderboard%, eLeaderboardDataRequest%, nRangeStart%, nRangeEnd%)
BS_UserStats_DownloadLeaderboardEntriesForUsers%(lpSteamUserStats%, hSteamLeaderboard%, prgUsers*, cUsers%)
BS_UserStats_DownloadLeaderboardEntriesForUsersEx%(lpSteamUserStats%, hSteamLeaderboard%, prgUsers%, cUsers%) : "BS_UserStats_DownloadLeaderboardEntriesForUsers"
BS_UserStats_GetDownloadedLeaderboardEntry%(lpSteamUsers%, hSteamLeaderboardEntries%, index%, pLeaderboardEntry*, pDetails*, cDetailsMax%)
BS_UserStats_GetDownloadedLeaderboardEntryEx%(lpSteamUsers%, hSteamLeaderboardEntries%, index%, pLeaderboardEntry%, pDetails%, cDetailsMax%)
BS_UserStats_UploadLeaderboardScore%(lpSteamUserStats%, hSteamLeaderboard%, eLeaderboardUploadScoreMethod%, nScore%, pScoreDetails*, cScoreDetailsCount%)
BS_UserStats_UploadLeaderboardScoreEx%(lpSteamUserStats%, hSteamLeaderboard%, eLeaderboardUploadScoreMethod%, nScore%, pScoreDetails%, cScoreDetailsCount%) : "BS_UserStats_UploadLeaderboardScore"
BS_UserStats_AttachLeaderboardUGC%(lpSteamUserStats%, hSteamLeaderboard%, hUGB%)
BS_UserStats_GetNumberOfCurrentPlayers%(lpSteamUserstats%)
BS_UserStats_RequestGlobalAchievementPercentages%(lpSteamUserStats%)
BS_UserStats_GetMostAchievedAchievementInfo%(lpSteamUserStats%, pchName$, unNameBufLen%, pflPercent*, pbAchieved*)
BS_UserStats_GetMostAchievedAchievementInfoEx%(lpSteamUserStats%, pchName$, unNameBufLen%, pflPercent%, pbAchieved%) : "BS_UserStats_GetMostAchievedAchievementInfo"
BS_UserStats_GetNextMostAchievedAchievementInfo%(lpSteamUserStats%, iIteratorPrevious%, pchName$, unNameBufLen%, pflPercent*, pbAchieved*)
BS_UserStats_GetNextMostAchievedAchievementInfoEx%(lpSteamUserStats%, iIteratorPrevious%, pchName$, unNameBufLen%, pflPercent%, pbAchieved%) : "BS_UserStats_GetNextMostAchievedAchievementInfo"
BS_UserStats_GetAchievementAchievedPercent%(lpSteamUserStats%, pchName$, pflPercent*)
BS_UserStats_GetAchievementAchievedPercentEx%(lpSteamUserStats%, pchName$, pflPercent%) : "BS_UserStats_GetAchievementAchievedPercent"
BS_UserStats_RequestGlobalStats%(lpSteamUserStats%, nHistoryDays%)
BS_UserStats_GetGlobalStatLL%(lpSteamUserStats, pchStatName$, pData%)
BS_UserStats_GetGlobalStatD%(lpSteamUserStats, pchStatName$, pData%)
BS_UserStats_GetGlobalStatHistoryLL%(lpSteamUserStats, pchStatName$, pData*, cubData%)
BS_UserStats_GetGlobalStatHistoryLLEx%(lpSteamUserStats, pchStatName$, pData%, cubData%) : "BS_UserStats_GetGlobalStatHistoryLL"
BS_UserStats_GetGlobalStatHistoryD%(lpSteamUserStats, pchStatName$, pData*, cubData%)
BS_UserStats_GetGlobalStatHistoryDEx%(lpSteamUserStats, pchStatName$, pData%, cubData%) : "BS_UserStats_GetGlobalStatHistoryD"
+2 -1
View File
@@ -14,8 +14,9 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
#include <windows.h>
uint32_t WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) { uint32_t WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) {
switch (fdwReason) { switch (fdwReason) {
case DLL_PROCESS_ATTACH: case DLL_PROCESS_ATTACH:
+9 -16
View File
@@ -14,20 +14,13 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// STL Exceptions #pragma once
#include <exception> #include "BlitzSteamInternal.h"
#include <stdexcept>
// Memory Management // Our Stuff
#include <memory> #include "Helpers/BlitzPointer.h"
#include "Types/BlitzCallback.h"
// Platform specific: Windows #include "Types/CSteamID.h"
#include <windows.h> #include "Types/Double.h"
#include "Types/Long.h"
// Macros #include "Types/Memory.h"
#define DLL_EXPORT extern "C" //__declspec(dllexport)
#define DLL_METHOD extern "C"
#define DLL_CALL __stdcall
// Steam
#include "SteamworksSDK/public/steam/steam_api.h"
+108 -67
View File
@@ -13,6 +13,7 @@
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{805CB1EB-82F0-405E-AC0B-03FBE82CC77D}</ProjectGuid> <ProjectGuid>{805CB1EB-82F0-405E-AC0B-03FBE82CC77D}</ProjectGuid>
<RootNamespace>BlitzSteam</RootNamespace> <RootNamespace>BlitzSteam</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -40,38 +41,35 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)\#Build\$(ProjectName)\$(Configuration)\</OutDir> <OutDir>$(SolutionDir)#Build\$(ProjectName)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\#Intermediate\$(ProjectName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)#Intermediate\$(ProjectName)\$(Configuration)\</IntDir>
<TargetExt>.dll</TargetExt> <TargetExt>.dll</TargetExt>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)\#Build\$(ProjectName)\$(Configuration)\</OutDir> <OutDir>$(SolutionDir)#Build\$(ProjectName)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\#Intermediate\$(ProjectName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)#Intermediate\$(ProjectName)\$(Configuration)\</IntDir>
<TargetExt>.dll</TargetExt> <TargetExt>.dll</TargetExt>
<LinkIncremental>false</LinkIncremental> <LinkIncremental>true</LinkIncremental>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>
</SDLCheck>
<FavorSizeOrSpeed>Neither</FavorSizeOrSpeed> <FavorSizeOrSpeed>Neither</FavorSizeOrSpeed>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary> <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<WholeProgramOptimization>false</WholeProgramOptimization> <WholeProgramOptimization>false</WholeProgramOptimization>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<BasicRuntimeChecks>Default</BasicRuntimeChecks> <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<StructMemberAlignment>4Bytes</StructMemberAlignment> <StructMemberAlignment>4Bytes</StructMemberAlignment>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration> <EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<CompileAsManaged>false</CompileAsManaged> <CompileAsManaged>false</CompileAsManaged>
<CompileAsWinRT>false</CompileAsWinRT> <CompileAsWinRT>false</CompileAsWinRT>
<MultiProcessorCompilation>true</MultiProcessorCompilation> <MultiProcessorCompilation>true</MultiProcessorCompilation>
<FunctionLevelLinking>false</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<CreateHotpatchableImage>false</CreateHotpatchableImage> <CreateHotpatchableImage>true</CreateHotpatchableImage>
<RuntimeTypeInfo>false</RuntimeTypeInfo> <RuntimeTypeInfo>true</RuntimeTypeInfo>
<OpenMPSupport>false</OpenMPSupport> <OpenMPSupport>false</OpenMPSupport>
<ForcedIncludeFiles> <ForcedIncludeFiles>
</ForcedIncludeFiles> </ForcedIncludeFiles>
@@ -80,38 +78,37 @@
<InlineFunctionExpansion>Disabled</InlineFunctionExpansion> <InlineFunctionExpansion>Disabled</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions> <IntrinsicFunctions>false</IntrinsicFunctions>
<StringPooling>true</StringPooling> <StringPooling>true</StringPooling>
<EnableEnhancedInstructionSet>NoExtensions</EnableEnhancedInstructionSet> <EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
<FloatingPointExceptions>false</FloatingPointExceptions> <FloatingPointExceptions>true</FloatingPointExceptions>
<UseUnicodeForAssemblerListing>true</UseUnicodeForAssemblerListing> <UseUnicodeForAssemblerListing>true</UseUnicodeForAssemblerListing>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>false</ControlFlowGuard>
<EnforceTypeConversionRules>true</EnforceTypeConversionRules>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>Debug</GenerateDebugInformation>
<Version>1.0</Version>
<AdditionalLibraryDirectories>$(ProjectDir)\SteamworksSDK\redistributable_bin</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>$(ProjectDir)\SteamworksSDK\redistributable_bin</AdditionalLibraryDirectories>
<AdditionalDependencies>steam_api.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>steam_api.lib;%(AdditionalDependencies)</AdditionalDependencies>
<LinkTimeCodeGeneration> <LinkTimeCodeGeneration>
</LinkTimeCodeGeneration> </LinkTimeCodeGeneration>
<OptimizeReferences> <OptimizeReferences>false</OptimizeReferences>
</OptimizeReferences>
<LinkStatus> <LinkStatus>
</LinkStatus> </LinkStatus>
<CreateHotPatchableImage>Enabled</CreateHotPatchableImage> <CreateHotPatchableImage>Enabled</CreateHotPatchableImage>
<EnableCOMDATFolding>false</EnableCOMDATFolding> <EnableCOMDATFolding>false</EnableCOMDATFolding>
<FixedBaseAddress>false</FixedBaseAddress> <FixedBaseAddress>false</FixedBaseAddress>
<LargeAddressAware>false</LargeAddressAware>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
<FullProgramDatabaseFile>true</FullProgramDatabaseFile>
</Link> </Link>
<ProjectReference> <ProjectReference />
<LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Full</Optimization> <Optimization>Full</Optimization>
<FunctionLevelLinking>false</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>
</SDLCheck>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed> <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary> <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
@@ -122,42 +119,52 @@
<CompileAsWinRT>false</CompileAsWinRT> <CompileAsWinRT>false</CompileAsWinRT>
<MultiProcessorCompilation>true</MultiProcessorCompilation> <MultiProcessorCompilation>true</MultiProcessorCompilation>
<CreateHotpatchableImage>false</CreateHotpatchableImage> <CreateHotpatchableImage>false</CreateHotpatchableImage>
<RuntimeTypeInfo>false</RuntimeTypeInfo> <RuntimeTypeInfo>true</RuntimeTypeInfo>
<OpenMPSupport>false</OpenMPSupport> <OpenMPSupport>false</OpenMPSupport>
<ForcedIncludeFiles> <ForcedIncludeFiles>
</ForcedIncludeFiles> </ForcedIncludeFiles>
<BasicRuntimeChecks>Default</BasicRuntimeChecks> <BasicRuntimeChecks>Default</BasicRuntimeChecks>
<MinimalRebuild>false</MinimalRebuild> <MinimalRebuild>false</MinimalRebuild>
<CallingConvention>Cdecl</CallingConvention> <CallingConvention>Cdecl</CallingConvention>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion> <InlineFunctionExpansion>Default</InlineFunctionExpansion>
<StringPooling>true</StringPooling> <StringPooling>true</StringPooling>
<EnableEnhancedInstructionSet>NoExtensions</EnableEnhancedInstructionSet> <EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
<FloatingPointExceptions>false</FloatingPointExceptions> <FloatingPointExceptions>true</FloatingPointExceptions>
<UseUnicodeForAssemblerListing>true</UseUnicodeForAssemblerListing> <UseUnicodeForAssemblerListing>true</UseUnicodeForAssemblerListing>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<DebugInformationFormat>None</DebugInformationFormat>
<ControlFlowGuard>false</ControlFlowGuard>
<EnforceTypeConversionRules>true</EnforceTypeConversionRules>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>No</GenerateDebugInformation>
<EnableCOMDATFolding>false</EnableCOMDATFolding> <EnableCOMDATFolding>false</EnableCOMDATFolding>
<OptimizeReferences> <OptimizeReferences>false</OptimizeReferences>
</OptimizeReferences>
<Version>1.0</Version>
<AdditionalLibraryDirectories>$(ProjectDir)\SteamworksSDK\redistributable_bin</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>$(ProjectDir)\SteamworksSDK\redistributable_bin</AdditionalLibraryDirectories>
<AdditionalDependencies>steam_api.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>steam_api.lib;%(AdditionalDependencies)</AdditionalDependencies>
<LinkTimeCodeGeneration>Default</LinkTimeCodeGeneration> <LinkTimeCodeGeneration>
</LinkTimeCodeGeneration>
<LinkStatus> <LinkStatus>
</LinkStatus> </LinkStatus>
<CreateHotPatchableImage>Enabled</CreateHotPatchableImage> <CreateHotPatchableImage>Enabled</CreateHotPatchableImage>
<FixedBaseAddress>false</FixedBaseAddress> <FixedBaseAddress>false</FixedBaseAddress>
<LargeAddressAware>false</LargeAddressAware>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
<FullProgramDatabaseFile>false</FullProgramDatabaseFile>
</Link> </Link>
<ProjectReference> <ProjectReference />
<LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="dllmain.cpp" /> <ClCompile Include="BlitzSteam.cpp" />
<ClCompile Include="Helpers\CSteamID.cpp" /> <ClCompile Include="Helpers\BlitzPointer.cpp" />
<ClCompile Include="Helpers\Callbacks.cpp" /> <ClCompile Include="Helpers\Helper.cpp" />
<ClCompile Include="Types\BlitzCallback.cpp" />
<ClCompile Include="Types\CSteamID.cpp" />
<ClCompile Include="Types\Double.cpp" />
<ClCompile Include="Types\SteamMatchmakingTypes.cpp" />
<ClCompile Include="Types\Long.cpp" />
<ClCompile Include="Types\Memory.cpp" />
<ClCompile Include="Types\SteamTypes.cpp" />
<ClCompile Include="Wrapper\Steam.cpp" /> <ClCompile Include="Wrapper\Steam.cpp" />
<ClCompile Include="Wrapper\SteamAppList.cpp" /> <ClCompile Include="Wrapper\SteamAppList.cpp" />
<ClCompile Include="Wrapper\SteamApps.cpp" /> <ClCompile Include="Wrapper\SteamApps.cpp" />
@@ -170,7 +177,7 @@
<ClCompile Include="Wrapper\SteamHTTP.cpp" /> <ClCompile Include="Wrapper\SteamHTTP.cpp" />
<ClCompile Include="Wrapper\SteamInventory.cpp" /> <ClCompile Include="Wrapper\SteamInventory.cpp" />
<ClCompile Include="Wrapper\SteamMatchmaking.cpp" /> <ClCompile Include="Wrapper\SteamMatchmaking.cpp" />
<ClCompile Include="Wrapper\SteamMatchmakingServer.cpp" /> <ClCompile Include="Wrapper\SteamMatchmakingServers.cpp" />
<ClCompile Include="Wrapper\SteamMusic.cpp" /> <ClCompile Include="Wrapper\SteamMusic.cpp" />
<ClCompile Include="Wrapper\SteamMusicRemote.cpp" /> <ClCompile Include="Wrapper\SteamMusicRemote.cpp" />
<ClCompile Include="Wrapper\SteamNetworking.cpp" /> <ClCompile Include="Wrapper\SteamNetworking.cpp" />
@@ -184,37 +191,71 @@
<ClCompile Include="Wrapper\SteamVideo.cpp" /> <ClCompile Include="Wrapper\SteamVideo.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="dllmain.h" /> <ClInclude Include="BlitzSteam.h" />
<ClInclude Include="BlitzSteamInternal.h" />
<ClInclude Include="Helpers\BlitzPointer.h" /> <ClInclude Include="Helpers\BlitzPointer.h" />
<ClInclude Include="Helpers\Callbacks.h" /> <ClInclude Include="Helpers\Helper.h" />
<ClInclude Include="Helpers\CSteamID.h" /> <ClInclude Include="Types\BlitzCallback.h" />
<ClInclude Include="Types\CSteamID.h" />
<ClInclude Include="Types\Double.h" />
<ClInclude Include="Types\SteamMatchmakingTypes.h" />
<ClInclude Include="Types\Long.h" />
<ClInclude Include="Types\Memory.h" />
<ClInclude Include="Types\SteamTypes.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="LICENSE"> <None Include="Resources\BlitzSteam.bb" />
<Link>LICENSE</Link> <None Include="Resources\BlitzSteam.ipf" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\BlitzSteamUtility.bb" />
</None> <None Include="Resources\Decls\BlitzSteam.decls" />
<None Include="LICENSE.lesser"> <None Include="Resources\Decls\BlitzSteam_Callback.decls" />
<Link>LICENSE.lesser</Link> <None Include="Resources\Decls\BlitzSteam_CSteamID.decls" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\Decls\BlitzSteam_Double.decls" />
</None> <None Include="Resources\Decls\BlitzSteam_Long.decls" />
<None Include="Blitz\BlitzSteam.bb"> <None Include="Resources\Decls\BlitzSteam_Memory.decls" />
<Link>BlitzSteam.bb</Link> <None Include="Resources\Decls\BlitzSteam_Steam.decls" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\Decls\BlitzSteam_SteamAppList.decls" />
</None> <None Include="Resources\Decls\BlitzSteam_SteamApps.decls" />
<None Include="Blitz\BlitzSteamUtility.bb"> <None Include="Resources\Decls\BlitzSteam_SteamClient.decls" />
<Link>BlitzSteamUtility.bb</Link> <None Include="Resources\Decls\BlitzSteam_SteamController.decls" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\Decls\BlitzSteam_SteamFriends.decls" />
</None> <None Include="Resources\Decls\BlitzSteam_SteamGameServer.decls" />
<None Include="Blitz\BlitzSteam.decls"> <None Include="Resources\Decls\BlitzSteam_SteamGameServerStats.decls" />
<Link>BlitzSteam.decls</Link> <None Include="Resources\Decls\BlitzSteam_SteamHTMLSurface.decls" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\Decls\BlitzSteam_SteamHTTP.decls" />
</None> <None Include="Resources\Decls\BlitzSteam_SteamInventory.decls" />
<None Include="SteamworksSDK\redistributable_bin\steam_api.dll"> <None Include="Resources\Decls\BlitzSteam_SteamMatchmaking.decls" />
<Link>steam_api.dll</Link> <None Include="Resources\Decls\BlitzSteam_SteamMatchmakingServers.decls" />
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <None Include="Resources\Decls\BlitzSteam_SteamMatchmakingTypes.decls" />
</None> <None Include="Resources\Decls\BlitzSteam_SteamMusic.decls" />
<None Include="Resources\Decls\BlitzSteam_SteamMusicRemote.decls" />
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<None Include="Resources\BlitzSteam.LICENSE" />
<None Include="Resources\BlitzSteam.LICENSE.lesser" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<Text Include="Resources\Examples\steam_appid.txt" />
</ItemGroup>
<Target Name="CopyResources" BeforeTargets="Build">
<ItemGroup>
<Resources Include="$(ProjectDir)\Resources\**\*.*" />
<Resources Include="$(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" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
+222 -37
View File
@@ -8,24 +8,33 @@
<Filter Include="Source Files\Wrapper"> <Filter Include="Source Files\Wrapper">
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</Filter> </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"> <Filter Include="Source Files\Helpers">
<UniqueIdentifier>{a6fc08f6-97d9-4a53-a803-34b985d9ae7c}</UniqueIdentifier> <UniqueIdentifier>{a6fc08f6-97d9-4a53-a803-34b985d9ae7c}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{a799678b-8efc-42a0-97b2-f3a23da99e17}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
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<Filter Include="Header Files\Helpers">
<UniqueIdentifier>{6cebc940-92bb-4a55-a125-ec97956636f2}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Types">
<UniqueIdentifier>{f9d810ff-605b-4b00-a607-4b7f1d918286}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Types">
<UniqueIdentifier>{812e0ab3-866c-4b15-ae9d-a24d92b05c9a}</UniqueIdentifier>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{65d7146d-e626-44dd-bd9e-525ea8e9252f}</UniqueIdentifier>
</Filter>
<Filter Include="Resource Files\Examples">
<UniqueIdentifier>{65e28d96-6d00-47b5-8211-0cf2753aef67}</UniqueIdentifier>
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<UniqueIdentifier>{59a50312-f52e-475b-9362-7cbb22381620}</UniqueIdentifier>
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</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
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<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Wrapper\Steam.cpp">
<Filter>Source Files\Wrapper</Filter>
</ClCompile>
<ClCompile Include="Wrapper\SteamClient.cpp"> <ClCompile Include="Wrapper\SteamClient.cpp">
<Filter>Source Files\Wrapper</Filter> <Filter>Source Files\Wrapper</Filter>
</ClCompile> </ClCompile>
@@ -53,9 +62,6 @@
<ClCompile Include="Wrapper\SteamMatchmaking.cpp"> <ClCompile Include="Wrapper\SteamMatchmaking.cpp">
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</ClCompile> </ClCompile>
<ClCompile Include="Wrapper\SteamMatchmakingServer.cpp">
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<ClCompile Include="Wrapper\SteamUserStats.cpp"> <ClCompile Include="Wrapper\SteamUserStats.cpp">
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@@ -95,41 +101,220 @@
<ClCompile Include="Wrapper\SteamVideo.cpp"> <ClCompile Include="Wrapper\SteamVideo.cpp">
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</ClCompile> </ClCompile>
<ClCompile Include="Helpers\CSteamID.cpp"> <ClCompile Include="BlitzSteam.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Helpers\Helper.cpp">
<Filter>Source Files\Helpers</Filter> <Filter>Source Files\Helpers</Filter>
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<ClCompile Include="Helpers\Callbacks.cpp"> <ClCompile Include="Wrapper\SteamMatchmakingServers.cpp">
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<Filter>Source Files\Types</Filter>
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<Filter>Source Files\Types</Filter>
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<ClCompile Include="Helpers\BlitzPointer.cpp">
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<ClInclude Include="dllmain.h"> <ClInclude Include="BlitzSteam.h">
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<ItemGroup>
<Text Include="Resources\Examples\steam_appid.txt">
<Filter>Resource Files\Examples</Filter>
</Text>
</ItemGroup> </ItemGroup>
</Project> </Project>
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// 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/>.
#pragma once
// Macros
//#define DLL_FUNCTION(type) extern "C" type __stdcall
#define DLL(type) extern "C" __declspec(dllexport) type __stdcall
// C/C++ Includes
#include <math.h>
#include <stddef.h>
#include <float.h>
#include <inttypes.h>
// Steam
#include "SteamworksSDK/public/steam/steam_api.h"
#include "SteamworksSDK/public/steam/steam_gameserver.h"
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// 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 "BlitzPointer.h"
DLL(intptr_t) BS_BlitzPointer_GetReturnAddress() {
intptr_t BasePointer, ReturnAddress;
__asm { //ASM. Do touch if suicidal.
mov BasePointer, ebp; // Store current BasePointer
}
// Blitz uses X86 Call-Near (E8) instructions to call its own functions.
// We can simply deduce the Return Address like this because of that.
//-- Parent_EBP = *EBP
//-- Parent_RP = Parent_EBP + 16
ReturnAddress = *(intptr_t*)((*(intptr_t*)BasePointer) + 16);
return ReturnAddress;
}
DLL(intptr_t) BS_BlitzPointer_GetFunctionPointer() {
intptr_t BasePointer, ReturnAddress, FunctionPointer;
__asm { //ASM. Do touch if suicidal.
mov BasePointer, ebp; // Store current BasePointer
}
// Blitz uses X86 Call-Near (E8) instructions to call its own functions.
// We can simply deduce the Return Address like this because of that.
//-- Parent_EBP = *EBP
//-- Parent_RP = Parent_EBP + 16
ReturnAddress = *(intptr_t*)((*(intptr_t*)BasePointer) + 16);
// And since it's a Call-Near, the call is offset to the return address.
FunctionPointer = ReturnAddress + *(intptr_t*)(ReturnAddress - 4);
return FunctionPointer;
}
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// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #pragma once
#include "BlitzSteamInternal.h"
typedef uint32_t(__stdcall *BP_Function0_t)(); DLL(intptr_t) BS_BlitzPointer_GetReturnAddress();
typedef uint32_t(__stdcall *BP_Function1_t)(uint32_t); DLL(intptr_t) BS_BlitzPointer_GetFunctionPointer();
typedef uint32_t(__stdcall *BP_Function2_t)(uint32_t, uint32_t);
typedef uint32_t(__stdcall *BP_Function3_t)(uint32_t, uint32_t, uint32_t);
typedef uint32_t(__stdcall *BP_Function4_t)(uint32_t, uint32_t, uint32_t, uint32_t);
#define BP_CallFunction0(ptr) ((BP_Function0_t)ptr)() // Types of Blitz Functions.
#define BP_CallFunction1(ptr, p1) ((BP_Function1_t)ptr)(p1) typedef int32_t(__stdcall *BP_BlitzFunction0_t)();
#define BP_CallFunction2(ptr, p1, p2) ((BP_Function2_t)ptr)(p1, p2) typedef int32_t(__stdcall *BP_BlitzFunction1_t)(int32_t);
#define BP_CallFunction3(ptr, p1, p2, p3) ((BP_Function3_t)ptr)(p1, p2, p3) typedef int32_t(__stdcall *BP_BlitzFunction2_t)(int32_t, int32_t);
#define BP_CallFunction4(ptr, p1, p2, p3, p4) ((BP_Function4_t)ptr)(p1, p2, p3, p4) typedef int32_t(__stdcall *BP_BlitzFunction3_t)(int32_t, int32_t, int32_t);
typedef int32_t(__stdcall *BP_BlitzFunction4_t)(int32_t, int32_t, int32_t, int32_t);
typedef int32_t(__stdcall *BP_BlitzFunction5_t)(int32_t, int32_t, int32_t, int32_t, int32_t);
#define BP_CallFunction0(ptr) (ptr)()
#define BP_CallFunction1(ptr, p1) (ptr)(p1)
#define BP_CallFunction2(ptr, p1, p2) (ptr)(p1, p2)
#define BP_CallFunction3(ptr, p1, p2, p3) (ptr)(p1, p2, p3)
#define BP_CallFunction4(ptr, p1, p2, p3, p4) (ptr)(p1, p2, p3, p4)
#define BP_CallFunction5(ptr, p1, p2, p3, p4, p5) (ptr)(p1, p2, p3, p4, p5)
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// 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 "dllmain.h"
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_New() {
return new CSteamID();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_New=_BS_CSteamID_New@0")
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromID(uint32_t unAccountID, EUniverse eUniverse, EAccountType eAccountType) {
return new CSteamID(unAccountID, eUniverse, eAccountType);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_FromID=_BS_CSteamID_FromID@12")
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromIDInstance(uint32_t unAccountID, uint32_t unInstance, EUniverse eUniverse, EAccountType eAccountType) {
return new CSteamID(unAccountID, unInstance, eUniverse, eAccountType);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_FromIDInstance=_BS_CSteamID_FromIDInstance@16")
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromSteamID(uint64_t* ulSteamID) {
return new CSteamID(*ulSteamID);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_FromSteamID=_BS_CSteamID_FromSteamID@4")
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_Copy(CSteamID* pSteamID) {
return new CSteamID(*pSteamID);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_Copy=_BS_CSteamID_Copy@4")
DLL_EXPORT void DLL_CALL BS_CSteamID_Destroy(CSteamID* pSteamID) {
delete pSteamID;
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_Destroy=_BS_CSteamID_Destroy@4")
DLL_EXPORT void DLL_CALL BS_CSteamID_Set(CSteamID* pSteamID, uint32_t unAccountID, EUniverse eUniverse, EAccountType eAccountType) {
pSteamID->Set(unAccountID, eUniverse, eAccountType);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_Set=_BS_CSteamID_Set@16")
DLL_EXPORT void DLL_CALL BS_CSteamID_InstancedSet(CSteamID* pSteamID, uint32_t unAccountID, uint32_t unInstance, EUniverse eUniverse, EAccountType eAccountType) {
pSteamID->InstancedSet(unAccountID, unInstance, eUniverse, eAccountType);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_InstancedSet=_BS_CSteamID_InstancedSet@20")
DLL_EXPORT void DLL_CALL BS_CSteamID_FullSet(CSteamID* pSteamID, uint64_t* ulIdentifier, EUniverse eUniverse, EAccountType eAccountType) {
pSteamID->FullSet(*ulIdentifier, eUniverse, eAccountType);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_FullSet=_BS_CSteamID_FullSet@16")
DLL_EXPORT void DLL_CALL BS_CSteamID_SetFromUInt64(CSteamID* pSteamID, uint64_t* ulSteamID) {
pSteamID->SetFromUint64(*ulSteamID);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_SetFromUInt64=_BS_CSteamID_SetFromUInt64@8")
DLL_EXPORT void DLL_CALL BS_CSteamID_Clear(CSteamID* pSteamID) {
pSteamID->Clear();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_Clear=_BS_CSteamID_Clear@4")
DLL_EXPORT uint64_t* DLL_CALL BS_CSteamID_ConvertToUInt64(CSteamID* pSteamID) {
uint64_t* val = new uint64_t;
*val = pSteamID->ConvertToUint64();
return val;
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ConvertToUInt64=_BS_CSteamID_ConvertToUInt64@4")
DLL_EXPORT uint64_t* DLL_CALL BS_CSteamID_GetStaticAccountKey(CSteamID* pSteamID) {
uint64_t* val = new uint64_t;
*val = pSteamID->GetStaticAccountKey();
return val;
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GetStaticAccountKey=_BS_CSteamID_GetStaticAccountKey@4")
DLL_EXPORT void DLL_CALL BS_CSteamID_CreateBlankAnonLogon(CSteamID* pSteamID, EUniverse eUniverse) {
pSteamID->CreateBlankAnonLogon(eUniverse);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_CreateBlankAnonLogon=_BS_CSteamID_CreateBlankAnonLogon@8")
DLL_EXPORT void DLL_CALL BS_CSteamID_CreateBlankAnonUserLogon(CSteamID* pSteamID, EUniverse eUniverse) {
pSteamID->CreateBlankAnonUserLogon(eUniverse);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_CreateBlankAnonUserLogon=_BS_CSteamID_CreateBlankAnonUserLogon@8")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_BlankAnonAccount(CSteamID* pSteamID) {
return pSteamID->BBlankAnonAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_BlankAnonAccount=_BS_CSteamID_BlankAnonAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_GameServerAccount(CSteamID* pSteamID) {
return pSteamID->BGameServerAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GameServerAccount=_BS_CSteamID_GameServerAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_PersistentGameServerAccount(CSteamID* pSteamID) {
return pSteamID->BPersistentGameServerAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_PersistentGameServerAccount=_BS_CSteamID_PersistentGameServerAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonGameServerAccount(CSteamID* pSteamID) {
return pSteamID->BAnonGameServerAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_AnonGameServerAccount=_BS_CSteamID_AnonGameServerAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ContentServerAccount(CSteamID* pSteamID) {
return pSteamID->BContentServerAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ContentServerAccount=_BS_CSteamID_ContentServerAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ClanAccount(CSteamID* pSteamID) {
return pSteamID->BClanAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ClanAccount=_BS_CSteamID_ClanAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ChatAccount(CSteamID* pSteamID) {
return pSteamID->BChatAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ChatAccount=_BS_CSteamID_ChatAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IsLobby(CSteamID* pSteamID) {
return pSteamID->IsLobby();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_IsLobby=_BS_CSteamID_IsLobby@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IndividualAccount(CSteamID* pSteamID) {
return pSteamID->BIndividualAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_IndividualAccount=_BS_CSteamID_IndividualAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonAccount(CSteamID* pSteamID) {
return pSteamID->BAnonAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_AnonAccount=_BS_CSteamID_AnonAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonUserAccount(CSteamID* pSteamID) {
return pSteamID->BAnonUserAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_AnonUserAccount=_BS_CSteamID_AnonUserAccount@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ConsoleUserAccount(CSteamID* pSteamID) {
return pSteamID->BConsoleUserAccount();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ConsoleUserAccount=_BS_CSteamID_ConsoleUserAccount@4")
DLL_EXPORT void DLL_CALL BS_CSteamID_SetAccountID(CSteamID* pSteamID, AccountID_t unAccountID) {
pSteamID->SetAccountID(unAccountID);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_SetAccountID=_BS_CSteamID_SetAccountID@8")
DLL_EXPORT void DLL_CALL BS_CSteamID_SetAccountInstance(CSteamID* pSteamID, uint32_t unInstance) {
pSteamID->SetAccountInstance(unInstance);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_SetAccountInstance=_BS_CSteamID_SetAccountInstance@8")
DLL_EXPORT void DLL_CALL BS_CSteamID_ClearIndividualInstance(CSteamID* pSteamID) {
pSteamID->ClearIndividualInstance();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_ClearIndividualInstance=_BS_CSteamID_ClearIndividualInstance@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_HasNoIndividualInstance(CSteamID* pSteamID) {
return pSteamID->HasNoIndividualInstance();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_HasNoIndividualInstance=_BS_CSteamID_HasNoIndividualInstance@4")
DLL_EXPORT AccountID_t DLL_CALL BS_CSteamID_GetAccountID(CSteamID* pSteamID) {
return pSteamID->GetAccountID();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GetAccountID=_BS_CSteamID_GetAccountID@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_GetAccountInstance(CSteamID* pSteamID) {
return pSteamID->GetUnAccountInstance();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GetAccountInstance=_BS_CSteamID_GetAccountInstance@4")
DLL_EXPORT EAccountType DLL_CALL BS_CSteamID_GetEAccountType(CSteamID* pSteamID) {
return pSteamID->GetEAccountType();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GetEAccountType=_BS_CSteamID_GetEAccountType@4")
DLL_EXPORT EUniverse DLL_CALL BS_CSteamID_GetEUniverse(CSteamID* pSteamID) {
return pSteamID->GetEUniverse();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_GetEUniverse=_BS_CSteamID_GetEUniverse@4")
DLL_EXPORT void DLL_CALL BS_CSteamID_SetEUniverse(CSteamID* pSteamID, EUniverse eUniverse) {
pSteamID->SetEUniverse(eUniverse);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_SetEUniverse=_BS_CSteamID_SetEUniverse@8")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IsValid(CSteamID* pSteamID) {
return pSteamID->IsValid();
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_IsValid=_BS_CSteamID_IsValid@4")
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_Compare(CSteamID* pSteamID, CSteamID* pSteamIDOther) {
return (pSteamID == pSteamIDOther ? 1 : 0) + (pSteamID < pSteamIDOther ? 2 : 0) + (pSteamID > pSteamIDOther ? 4 : 0);
}
#pragma comment(linker, "/EXPORT:BS_CSteamID_Compare=_BS_CSteamID_Compare@8")
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// 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 "dllmain.h"
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_New();
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromID(uint32_t unAccountID, EUniverse eUniverse, EAccountType eAccountType);
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromIDInstance(uint32_t unAccountID, uint32_t unInstance, EUniverse eUniverse, EAccountType eAccountType);
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_FromSteamID(uint64_t* ulSteamID);
DLL_EXPORT CSteamID* DLL_CALL BS_CSteamID_Copy(CSteamID* pSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_Destroy(CSteamID* pSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_Set(CSteamID* pSteamID, uint32_t unAccountID, EUniverse eUniverse, EAccountType eAccountType);
DLL_EXPORT void DLL_CALL BS_CSteamID_InstancedSet(CSteamID* pSteamID, uint32_t unAccountID, uint32_t unInstance, EUniverse eUniverse, EAccountType eAccountType);
DLL_EXPORT void DLL_CALL BS_CSteamID_FullSet(CSteamID* pSteamID, uint64_t* ulIdentifier, EUniverse eUniverse, EAccountType eAccountType);
DLL_EXPORT void DLL_CALL BS_CSteamID_SetFromUInt64(CSteamID* pSteamID, uint64_t* ulSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_Clear(CSteamID* pSteamID);
DLL_EXPORT uint64_t* DLL_CALL BS_CSteamID_ConvertToUInt64(CSteamID* pSteamID);
DLL_EXPORT uint64_t* DLL_CALL BS_CSteamID_GetStaticAccountKey(CSteamID* pSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_CreateBlankAnonLogon(CSteamID* pSteamID, EUniverse eUniverse);
DLL_EXPORT void DLL_CALL BS_CSteamID_CreateBlankAnonUserLogon(CSteamID* pSteamID, EUniverse eUniverse);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_BlankAnonAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_GameServerAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_PersistentGameServerAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonGameServerAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ContentServerAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ClanAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ChatAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IsLobby(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IndividualAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_AnonUserAccount(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_ConsoleUserAccount(CSteamID* pSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_SetAccountID(CSteamID* pSteamID, AccountID_t unAccountID);
DLL_EXPORT void DLL_CALL BS_CSteamID_SetAccountInstance(CSteamID* pSteamID, uint32_t unInstance);
DLL_EXPORT void DLL_CALL BS_CSteamID_ClearIndividualInstance(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_HasNoIndividualInstance(CSteamID* pSteamID);
DLL_EXPORT AccountID_t DLL_CALL BS_CSteamID_GetAccountID(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_GetAccountInstance(CSteamID* pSteamID);
DLL_EXPORT EAccountType DLL_CALL BS_CSteamID_GetEAccountType(CSteamID* pSteamID);
DLL_EXPORT EUniverse DLL_CALL BS_CSteamID_GetEUniverse(CSteamID* pSteamID);
DLL_EXPORT void DLL_CALL BS_CSteamID_SetEUniverse(CSteamID* pSteamID, EUniverse eUniverse);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_IsValid(CSteamID* pSteamID);
DLL_EXPORT uint32_t DLL_CALL BS_CSteamID_Compare(CSteamID* pSteamID, CSteamID* pSteamIDOther);
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// 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 "dllmain.h"
#include "Helpers/BlitzPointer.h"
#include <time.h>
// Callbacks
class BS_Callback : CCallbackBase {
public:
uint32_t blitzFunctionPointer;
virtual void Run(void *pvParam) {
BP_CallFunction4((uint32_t)blitzFunctionPointer, (uint32_t)pvParam, 0, 0, 0);
}
virtual void Run(void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall) {
BP_CallFunction4((uint32_t)blitzFunctionPointer, (uint32_t)pvParam, bIOFailure, (uint32_t)(hSteamAPICall & 0xFFFFFFFF), (uint32_t)(hSteamAPICall >> 32));
}
virtual int GetCallbackSizeBytes() {
return sizeof(BS_Callback);
}
};
DLL_EXPORT void* DLL_CALL BS_Helper_CreateCallback(uint32_t fpFunctionPointer) {
BS_Callback* lpBSCallback = new BS_Callback();
lpBSCallback->blitzFunctionPointer = fpFunctionPointer;
return lpBSCallback;
}
#pragma comment(linker, "/EXPORT:BS_Helper_CreateCallback=_BS_Helper_CreateCallback@4")
DLL_EXPORT void DLL_CALL BS_Helper_DestroyCallback(uint32_t lpCallback) {
BS_Callback* lpBSCallback = (BS_Callback*)lpCallback;
if (lpBSCallback != nullptr) {
delete lpBSCallback;
}
}
#pragma comment(linker, "/EXPORT:BS_Helper_DestroyCallback=_BS_Helper_DestroyCallback@4")
DLL_EXPORT const char* DLL_CALL BS_Helper_FormatUnixTime(uint32_t unTime, const char* pchFormat) {
char* output = new char[strlen(pchFormat) * 4];
time_t t = unTime;
struct tm *tm = localtime(&t);
strftime(output, sizeof(output), pchFormat, tm);
delete tm;
return output;
}
#pragma comment(linker, "/EXPORT:BS_Helper_FormatUnixTime=_BS_Helper_FormatUnixTime@8")
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// 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 "Helper.h"
DLL(const char*) BS_Helper_FormatUnixTime(uint32_t unTime, const char* pchFormat) {
char* output = new char[strlen(pchFormat) * 4];
time_t t = unTime;
struct tm *tm = localtime(&t);
strftime(output, sizeof(output), pchFormat, tm);
delete tm;
return output;
}
DLL(void) BS_Helper_CopyMemoryIntMangle(void* pSource, void* pDest, int32_t iMangling,
uint32_t iSourceW, uint32_t iSourceH, uint32_t iDestW, uint32_t iDestH,
uint32_t iAreaX, uint32_t iAreaY, uint32_t iAreaW, uint32_t iAreaH) {
int8_t iMangleByte0 = static_cast<int8_t>((iMangling & 0xFF));
int8_t iMangleByte1 = static_cast<int8_t>((iMangling & 0xFF00) >> 8);
int8_t iMangleByte2 = static_cast<int8_t>((iMangling & 0xFF0000) >> 16);
int8_t iMangleByte3 = static_cast<int8_t>((iMangling & 0xFF000000) >> 24);
// Start at beginning
for (uint32_t iY = iAreaY; iY < (iAreaY + iAreaH); iY++) {
// Only do this once per loop
for (uint32_t iX = iAreaX; iX < (iAreaX + iAreaW); iX++) {
// Could technically optimize the following into single instructions, but this is fast enough for now.
uint32_t* pSourceOff = reinterpret_cast<uint32_t*>(pSource) + ((iSourceW * iY) + iX);
uint32_t* pDestOff = reinterpret_cast<uint32_t*>(pDest) + ((iDestW * iY) + iX);
// Allow Mangling using just a single integer and checking on the fly if it's positive or negative to branch out to the correct shift.
*pDestOff =
(iMangleByte0 > 0 ?
(*pSourceOff & 0xFF) >> iMangleByte0 :
(*pSourceOff & 0xFF) << -iMangleByte0)
+ (iMangleByte1 > 0 ?
(*pSourceOff & 0xFF00) >> iMangleByte1 :
(*pSourceOff & 0xFF00) << -iMangleByte1)
+ (iMangleByte2 > 0 ?
(*pSourceOff & 0xFF0000) >> iMangleByte2 :
(*pSourceOff & 0xFF0000) << -iMangleByte2)
+ (iMangleByte3 > 0 ?
(*pSourceOff & 0xFF000000) >> iMangleByte3 :
(*pSourceOff & 0xFF000000) << -iMangleByte3);
}
}
}
+21
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@@ -0,0 +1,21 @@
// 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/>.
#pragma once
#include "BlitzSteam.h"
#include <time.h>
DLL(const char*) BS_Helper_FormatUnixTime(uint32_t unTime, const char* pchFormat);
+41
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@@ -0,0 +1,41 @@
# BlitzSteam - Steam wrapper for Blitz
## Wrapped APIs
* Steam: v1.36
* SteamAppList: v1.36
* SteamApps: v1.36
* SteamClient: v1.36
* SteamController: v1.36
* SteamFriends: v1.36
* SteamGameServer: v1.36
* SteamGameServerStats: v1.36
* SteamHTMLSurface: v1.36
* SteamHTTP: v1.36
* SteamInventory: v1.36
* SteamMatchmaking: v1.36
* SteamMatchmakingServers: v1.36
* SteamMusic: -
* SteamMusicRemote: -
* SteamNetworking: v1.36
* SteamRemoteStorage: -
* SteamScreenshots: -
* SteamUGC: -
* SteamUnifiedMessages: -
* SteamUser: v1.36
* SteamUserStats: v1.36
* SteamUtils: -
* SteamVideo: -
# Helping Out
Install the Steamworks SDK to 'SteamworksSDK/' and then it should compile.
# License
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/>.
File diff suppressed because it is too large Load Diff
+22
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@@ -0,0 +1,22 @@
[IDEal Project file]
<Settings>
Version="1"
Expanded="True"
Icon=""
MainFile="SteamHTMLSurface_Example.bb"
Compiler="Blitz3D"
CommandLine=""
</Settings>
<Folders>
AbsPath="\Examples" Expanded="True"
</Folders>
<Files>
AbsPath="\BlitzSteam.bb" PrjFolder="" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\BlitzSteamUtility.bb" PrjFolder="" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamAPI_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamAppList_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamApps_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamController_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamHTMLSurface_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
AbsPath="\Examples\SteamMatchmakingServers_Example.bb" PrjFolder="\Examples" Line="0" Column="0" Tip="0" Visible="False"
</Files>
@@ -14,130 +14,61 @@
; You should have received a copy of the GNU Lesser General Public License ; 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/>. ; along with this program. If not, see <http:;www.gnu.org/licenses/>.
;---------------------------------------------------------------- ;------------------------------------------------------------------------------
; -- Constants ;! Constants
;---------------------------------------------------------------- ;------------------------------------------------------------------------------
Const BSU_NAME_LENGTH = 4096 Const BSU_NAME_LENGTH = 4096
Const BSU_INSTALLDIR_LENGTH = 4096 Const BSU_INSTALLDIR_LENGTH = 4096
Const BSU_APPID_COUNT = 4096 Const BSU_APPID_COUNT = 4096
Const BSU_INSTALLEDDEPOTS_COUNT = 4096 Const BSU_INSTALLEDDEPOTS_COUNT = 4096
;---------------------------------------------------------------- ;------------------------------------------------------------------------------
; -- Globals ;! Globals
;---------------------------------------------------------------- ;------------------------------------------------------------------------------
Global BSU_Initialized = False Global BSU_Initialized = False
Global BSU_IsSteamRunning% = False Global BSU_IsSteamRunning% = False
; -- Interfaces ; -- Interfaces
Global BSU_AppList%, BSU_Apps%, BSU_Client%, BSU_Controller% Global BSU_AppList%
Global BSU_Friends%, BSU_HTTP%, BSU_HTMLSurface%, BSU_Inventory% Global BSU_Apps%
Global BSU_Matchmaking%, BSU_MatchmakingServers%, BSU_Music% Global BSU_Client%
Global BSU_MusicRemote%, BSU_Networking%, BSU_RemoteStorage% Global BSU_Controller%
Global BSU_Screenshots%, BSU_UGC%, BSU_UnifiedMessages%, BSU_User% Global BSU_Friends%
Global BSU_UserStats%, BSU_Utils%, BSU_Video% Global BSU_GameServer%
Global BSU_GameServerStats%
Global BSU_HTMLSurface%
Global BSU_HTTP%
Global BSU_Inventory%
Global BSU_Matchmaking%
Global BSU_MatchmakingServers%
Global BSU_Music%
Global BSU_MusicRemote%
Global BSU_Networking%
Global BSU_RemoteStorage%
Global BSU_Screenshots%
Global BSU_UGC%
Global BSU_UnifiedMessages%
Global BSU_User%
Global BSU_UserStats%
Global BSU_Utils%
Global BSU_Video%
;---------------------------------------------------------------- ;[Block] API: Steam
; -- Types ;------------------------------------------------------------------------------
;---------------------------------------------------------------- ;! API: Steam
Type BSU_App ;------------------------------------------------------------------------------
Field AppId%
Field Name$
Field InstallDir$
End Type
Type BSU_DLC
Field AppId%
Field Available%
Field Name$
End Type
Type BSU_Depot
Field DepotId%
End Type
Type BSU_Friend
Field SteamID_L, SteamID_R
Field Name$
Field NickName$
Field Index%
Field Relationship%
Field State%
Field SteamLevel%
End Type
;----------------------------------------------------------------
; -- Globals
;----------------------------------------------------------------
Global BSU_AppCount
Global BSU_DLCCount
Global BSU_DepotCount
Global BSU_FriendCount
;----------------------------------------------------------------
; -- Functions
;----------------------------------------------------------------
; -- Utility
; Writes a C-String value to a Bank.
; Returns amount of bytes written.
Function BSU_PokeCString%(Bank%, Pos%, Value$)
If Bank Then
Local BankSz = BankSize(Bank)
If Pos < 0 Then Pos = 0
If Pos >= BankSz Then Pos = BankSz - 1
Local ValuePos, ValueLen = Len(Value)
For ValuePos = 1 To ValueLen
; Don't write over the edge, we still need space for the 0-byte
If (Pos + ValuePos) >= (BankSz - 1) Then Exit
PokeByte Bank, Pos + ValuePos, Asc(Mid(Value, ValuePos, 1))
Next
PokeByte Bank, Pos + ValuePos, 0
Return ValuePos
EndIf
End Function
; Reads a C-String value from a Bank.
; Returns read C-String
Function BSU_PeekCString$(Bank%, Pos%)
If Bank Then
Local BankSz = BankSize(Bank)
If Pos < 0 Then Pos = 0
If Pos >= BankSz Then Pos = BankSz - 1
Local OutStr$, OutLen = (BankSz - Pos)
Local BankPos
For BankPos = 0 To OutLen
If (Pos + BankPos) >= BankSz Then Exit
Local Value = PeekByte(Bank, Pos + BankPos)
If Value = 0 Then
Exit
Else
OutStr=OutStr+Chr(Value)
EndIf
Next
Return OutStr
EndIf
End Function
; -- Steam
Function BSU_Init() Function BSU_Init()
BSU_IsSteamRunning = BS_IsSteamRunning() BSU_IsSteamRunning = BS_Steam_IsSteamRunning()
If BSU_IsSteamRunning Then If BSU_IsSteamRunning And BS_Steam_Init() Then
BS_Init()
BSU_AppList = BS_AppList() BSU_AppList = BS_AppList()
BSU_Apps = BS_Apps() BSU_Apps = BS_Apps()
BSU_Client = BS_Client() BSU_Client = BS_Client()
BSU_Controller = BS_Controller() BSU_Controller = BS_Controller()
BSU_Friends = BS_Friends() BSU_Friends = BS_Friends()
BSU_HTTP = BS_HTTP() BSU_GameServer = BS_GameServer()
BSU_GameServerStats = BS_GameServerStats()
BSU_HTMLSurface = BS_HTMLSurface() BSU_HTMLSurface = BS_HTMLSurface()
BSU_HTTP = BS_HTTP()
BSU_Inventory = BS_Inventory() BSU_Inventory = BS_Inventory()
BSU_Matchmaking = BS_Matchmaking() BSU_Matchmaking = BS_Matchmaking()
BSU_MatchmakingServers = BS_MatchmakingServers() BSU_MatchmakingServers = BS_MatchmakingServers()
@@ -148,8 +79,8 @@ Function BSU_Init()
BSU_Screenshots = BS_Screenshots() BSU_Screenshots = BS_Screenshots()
BSU_UGC = BS_UGC() BSU_UGC = BS_UGC()
BSU_UnifiedMessages = BS_UnifiedMessages() BSU_UnifiedMessages = BS_UnifiedMessages()
BSU_User = BS_User() BSU_User = BS_User()
BSU_UserStats = BS_UserStats() BSU_UserStats = BS_ISteamUserStats()
BSU_Utils = BS_Utils() BSU_Utils = BS_Utils()
BSU_Video = BS_Video() BSU_Video = BS_Video()
@@ -159,15 +90,18 @@ End Function
Function BSU_Shutdown() Function BSU_Shutdown()
If BSU_IsSteamRunning If BSU_IsSteamRunning
BS_Shutdown() BS_GameServer_Shutdown()
BS_Steam_Shutdown()
BSU_AppList=0 BSU_AppList=0
BSU_Apps=0 BSU_Apps=0
BSU_Client=0 BSU_Client=0
BSU_Controller=0 BSU_Controller=0
BSU_Friends=0 BSU_Friends=0
BSU_GameServer=0
BSU_GameServerStats=0
BSU_HTTP=0 BSU_HTTP=0
BSU_HTMLSurface=0 BSU_HTMLSurface=0
BSU_Initialized=0
BSU_Matchmaking=0 BSU_Matchmaking=0
BSU_MatchmakingServers=0 BSU_MatchmakingServers=0
BSU_Music=0 BSU_Music=0
@@ -185,8 +119,19 @@ Function BSU_Shutdown()
BSU_Initialized = False BSU_Initialized = False
EndIf EndIf
End Function End Function
;[End Block]
;[Block] API: AppList
;------------------------------------------------------------------------------
;! API: AppList
;------------------------------------------------------------------------------
Type BSU_App
Field AppId%
Field Name$
Field InstallDir$
End Type
Global BSU_AppCount = 0
; -- SteamAppList
Function BSU_AppList_GetInstalledApps(BankAppIdsStorage=0, BankAppNameStorage=0, BankAppInstallDirStorage=0) Function BSU_AppList_GetInstalledApps(BankAppIdsStorage=0, BankAppNameStorage=0, BankAppInstallDirStorage=0)
Local BankAppIds, BankAppIdsSz = BSU_APPID_COUNT Local BankAppIds, BankAppIdsSz = BSU_APPID_COUNT
Local BankAppName, BankAppNameSz = BSU_NAME_LENGTH Local BankAppName, BankAppNameSz = BSU_NAME_LENGTH
@@ -240,11 +185,11 @@ Function BSU_AppList_GetInstalledApps(BankAppIdsStorage=0, BankAppNameStorage=0,
; Free temporary storage for name and installdir. ; Free temporary storage for name and installdir.
If BankAppInstallDirStorage = 0 Then FreeBank BankAppInstallDir If BankAppInstallDirStorage = 0 Then FreeBank BankAppInstallDir
If BankAppNameStorage = 0 FreeBank BankAppName If BankAppNameStorage = 0 Then FreeBank BankAppName
EndIf EndIf
; Free temporary storage for AppIds. ; Free temporary storage for AppIds.
If BankAppIdsStorage = 0 FreeBank BankAppIds If BankAppIdsStorage = 0 Then FreeBank BankAppIds
EndIf EndIf
End Function End Function
@@ -303,8 +248,24 @@ Function BSU_AppList_GetInstallDir$(AppID%, BankStorage=0)
; Return name read. ; Return name read.
Return AppInstallDir Return AppInstallDir
End Function End Function
;[End Block]
;[Block] API: Apps
;------------------------------------------------------------------------------
;! API: Apps
;------------------------------------------------------------------------------
Type BSU_DLC
Field AppId%
Field Available%
Field Name$
End Type
Global BSU_DLCCount
Type BSU_Depot
Field DepotId%
End Type
Global BSU_DepotCount
; -- SteamApps
Function BSU_Apps_GetDLCData(BankAppIdStorage=0, BankAvailableStorage=0, BankNameStorage=0) Function BSU_Apps_GetDLCData(BankAppIdStorage=0, BankAvailableStorage=0, BankNameStorage=0)
Local BankAppId%, BankAvailable% Local BankAppId%, BankAvailable%
Local BankName%, BankNameSz% = BSU_NAME_LENGTH Local BankName%, BankNameSz% = BSU_NAME_LENGTH
@@ -516,9 +477,26 @@ Function BSU_Apps_GetDLCDownloadProgress#(nAppID%)
EndIf EndIf
Return Progress Return Progress
End Function End Function
;[End Block]
; -- SteamFriends ;[Block] API: Apps
Function BSU_Friends_GetFriends(iFriendFlags=BS_EFriendFlags_All) ;------------------------------------------------------------------------------
;! API: Friends
;------------------------------------------------------------------------------
Type BSU_Friend
Field SteamID_L, SteamID_R
Field Name$
Field NickName$
Field Index%
Field Relationship%
Field State%
Field SteamLevel%
End Type
Global BSU_FriendCount
Function BSU_Friends_GetFriends(iFriendFlags = BS_EFriendFlags_All)
If BSU_Initialized Then If BSU_Initialized Then
Delete Each BSU_Friend Delete Each BSU_Friend
@@ -551,6 +529,100 @@ Function BSU_Friends_GetFriends(iFriendFlags=BS_EFriendFlags_All)
EndIf EndIf
End Function End Function
;[Block] API: GameServer
;------------------------------------------------------------------------------
;! API: GameServer
;------------------------------------------------------------------------------
Function BSU_GameServer_Init(IPv4%=0, Port%=27015, SteamPort%=27016, QueryPort=27017, ServerMode=BS_EServerMode_AuthenticationAndSecure, Version$="1.0.0.0")
If BS_SteamGameServer_Init(IPv4, SteamPort, Port, QueryPort, ServerMode, Version) Then
BSU_GameServer = BS_GameServer()
BSU_GameServerStats = BS_GameServerStats()
BSU_HTTP = BS_GameServerHTTP()
BSU_Inventory = BS_GameServerInventory()
BSU_Networking = BS_GameServerNetworking()
BSU_UGC = BS_GameServerUGC()
BSU_Utils = BS_GameServerUtils()
BSU_Initialized = True
EndIf
End Function
Function BSU_GameServer_Shutdown()
If BSU_Initialized = True
BS_SteamGameServer_Shutdown()
BSU_GameServer=0
BSU_GameServerStats=0
BSU_HTTP=0
BSU_Inventory=0
BSU_Networking=0
BSU_UGC=0
BSU_Utils=0
BSU_Initialized = False
EndIf
End Function
;[End Block]
;------------------------------------------------------------------------------
;! API: GameServerStats
;------------------------------------------------------------------------------
;[Block] Blitz Stuff
;----------------------------------------------------------------
;! Blitz Stuff
;----------------------------------------------------------------
; -- Utility
; Writes a C-String value to a Bank.
; Returns amount of bytes written.
Function BSU_PokeCString%(Bank%, Pos%, Value$)
If Bank Then
Local BankSz = BankSize(Bank)
If Pos < 0 Then Pos = 0
If Pos >= BankSz Then Pos = BankSz - 1
Local ValuePos, ValueLen = Len(Value)
For ValuePos = 1 To ValueLen
; Don't write over the edge, we still need space for the 0-byte
If (Pos + ValuePos) >= (BankSz - 1) Then Exit
PokeByte Bank, Pos + ValuePos, Asc(Mid(Value, ValuePos, 1))
Next
PokeByte Bank, Pos + ValuePos, 0
Return ValuePos
EndIf
End Function
; Reads a C-String value from a Bank.
; Returns read C-String
Function BSU_PeekCString$(Bank%, Pos%, Len%=-1)
If Bank Then
Local BankSz = BankSize(Bank)
If Pos < 0 Then Pos = 0
If Pos >= BankSz Then Pos = BankSz - 1
Local OutStr$, OutLen = (BankSz - Pos)
Local BankPos
For BankPos = 0 To OutLen
If (Pos + BankPos) >= BankSz Then Exit
Local Value = PeekByte(Bank, Pos + BankPos)
If (Value = 0 And Len = -1) Or (Pos > Len) Then
Exit
Else
OutStr=OutStr+Chr(Value)
EndIf
Next
Return OutStr
EndIf
End Function
;[End Block]
;~IDEal Editor Parameters: ;~IDEal Editor Parameters:
;~F#52#67#80#9F#BD#FA#116#133#163#195#1B1#1D0 ;~F#3A#5A#7F#86#C3#DF#100#107#10C#13C#16E#18A#1A9#1C4
;~C#Blitz3D ;~C#Blitz3D
+23
View File
@@ -0,0 +1,23 @@
; 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/>.
.lib "BlitzSteam.dll"
; Generic ---------------------------------------------------------------------
BS_Helper_FormatUnixTime$(unixTime%, pchFormat$) :"_BS_Helper_FormatUnixTime@8"
BS_Helper_CopyMemoryIntMangle(pSource%, pDest%, iMangling%, iSourceW%, iSourceH%, iDestW%, iDestH%, iAreaX%, iAreaY%, iAreaW%, iAreaH%):"_BS_Helper_CopyMemoryIntMangle@44"
BS_BlitzPointer_GetReturnAddress%() :"_BS_BlitzPointer_GetReturnAddress@0"
BS_BlitzPointer_GetFunctionPointer%() :"_BS_BlitzPointer_GetFunctionPointer@0"
@@ -0,0 +1,33 @@
; 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/>.
.lib "BlitzSteam.dll"
; BlitzCallback ---------------------------------------------------------------
BS_Callback_New%(pFunction%) :"_BS_Callback_New@4"
BS_Callback_Destroy(pThis%) :"_BS_Callback_Destroy@4"
BS_Callback_GetCallbackSizeBytes%(pThis%) :"_BS_Callback_GetCallbackSizeBytes@4"
BS_Callback_SetCallback(pThis%, iCallback%) :"_BS_Callback_SetCallback@8"
BS_Callback_GetCallback%(pThis%) :"_BS_Callback_GetCallback@4"
BS_Callback_SetFunction(pThis%, pFunction%) :"_BS_Callback_SetFunction@8"
BS_Callback_GetFunction%(pThis%) :"_BS_Callback_GetFunction@4"
BS_Callback_SetRegistered(pThis%, bIsRegistered%) :"_BS_Callback_SetRegistered@8"
BS_Callback_IsRegistered%(pThis%) :"_BS_Callback_IsRegistered@4"
BS_Callback_SetGameServer(pThis%, bIsGameServer%) :"_BS_Callback_SetGameServer@8"
BS_Callback_IsGameServer%(pThis%) :"_BS_Callback_IsGameServer@4"
BS_Callback_Register(pThis%, iCallback%) :"_BS_Callback_Register@8"
BS_Callback_Unregister(pThis%) :"_BS_Callback_Unregister@4"
BS_Callback_RegisterResult(pThis%, lSteamAPICall%, iCallback%) :"_BS_Callback_RegisterResult@12"
BS_Callback_UnregisterResult(pThis%) :"_BS_Callback_UnregisterResult@4"
+55
View File
@@ -0,0 +1,55 @@
; 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/>.
.lib "BlitzSteam.dll"
; CSteamID --------------------------------------------------------------------
BS_CSteamID_New%() :"_BS_CSteamID_New@0"
BS_CSteamID_Copy%(pThis%) :"_BS_CSteamID_Copy@4"
BS_CSteamID_Destroy(pThis%) :"_BS_CSteamID_Destroy@4"
BS_CSteamID_New_IdUniverseType%(iAccountId%, EUniverse%, EAccountType%) :"_BS_CSteamID_New_IdUniverseType@12"
BS_CSteamID_New_IdInstanceUniverseType%(iAccountId%, iInstance%, EUniverse%, EAccountType%):"_BS_CSteamID_New_IdInstanceUniverseType@16"
BS_CSteamID_FromL%(pOther%) :"_BS_CSteamID_FromL@4"
BS_CSteamID_ToL%(pThis%) :"_BS_CSteamID_ToL@4"
BS_CSteamID_Set(pThis%, iAccountId%, EUniverse%, EAccountType%) :"_BS_CSteamID_Set@16"
BS_CSteamID_InstancedSet(pThis%, iAccountId%, iInstance%, EUniverse%, EAccountType%):"_BS_CSteamID_InstancedSet@20"
BS_CSteamID_FullSet(pThis%, plIdentifier%, EUniverse%, EAccountType%) :"_BS_CSteamID_FullSet@16"
BS_CSteamID_SetFromLong(pthis%, plSteamID%) :"_BS_CSteamID_SetFromLong@8"
BS_CSteamID_Clear(pThis%) :"_BS_CSteamID_Clear@4"
BS_CSteamID_GetStaticAccountKey%(pThis%) :"_BS_CSteamID_GetStaticAccountKey@4"
BS_CSteamID_CreateBlankAnonLogon(pThis%, EUniverse%) :"_BS_CSteamID_CreateBlankAnonLogon@8"
BS_CSteamID_CreateBlankAnonUserLogon(pThis%, EUniverse%) :"_BS_CSteamID_CreateBlankAnonUserLogon@8"
BS_CSteamID_IsBlankAnonAccount%(pThis%) :"_BS_CSteamID_IsBlankAnonAccount@4"
BS_CSteamID_IsGameServerAccount%(pThis%) :"_BS_CSteamID_IsGameServerAccount@4"
BS_CSteamID_IsPersistentGameServerAccount%(pThis%) :"_BS_CSteamID_IsPersistentGameServerAccount@4"
BS_CSteamID_IsAnonGameServerAccount%(pThis%) :"_BS_CSteamID_IsAnonGameServerAccount@4"
BS_CSteamID_IsContentServerAccount%(pThis%) :"_BS_CSteamID_IsContentServerAccount@4"
BS_CSteamID_IsClanAccount%(pThis%) :"_BS_CSteamID_IsClanAccount@4"
BS_CSteamID_IsChatAccount%(pThis%) :"_BS_CSteamID_IsChatAccount@4"
BS_CSteamID_IsLobby%(pThis%) :"_BS_CSteamID_IsLobby@4"
BS_CSteamID_IsIndividualAccount%(pThis%) :"_BS_CSteamID_IsIndividualAccount@4"
BS_CSteamID_IsAnonAccount%(pThis%) :"_BS_CSteamID_IsAnonAccount@4"
BS_CSteamID_IsAnonUserAccount%(pThis%) :"_BS_CSteamID_IsAnonUserAccount@4"
BS_CSteamID_IsConsoleUserAccount%(pThis%) :"_BS_CSteamID_IsConsoleUserAccount@4"
BS_CSteamID_SetAccountID(pThis%, iAccountId%) :"_BS_CSteamID_SetAccountID@8"
BS_CSteamID_GetAccountID%(pThis%) :"_BS_CSteamID_GetAccountID@4"
BS_CSteamID_SetAccountInstance(pThis%, iInstance%) :"_BS_CSteamID_SetAccountInstance@8"
BS_CSteamID_ClearIndividualInstance(pThis%) :"_BS_CSteamID_ClearIndividualInstance@4"
BS_CSteamID_HasNoIndividualInstance%(pThis%) :"_BS_CSteamID_HasNoIndividualInstance@4"
BS_CSteamID_GetAccountInstance%(pThis%) :"_BS_CSteamID_GetAccountInstance@4"
BS_CSteamID_GetEAccountType%(pThis%) :"_BS_CSteamID_GetEAccountType@4"
BS_CSteamID_SetEUniverse%(pThis%, EUniverse%) :"_BS_CSteamID_SetEUniverse@8"
BS_CSteamID_GetEUniverse%(pThis%) :"_BS_CSteamID_GetEUniverse@4"
BS_CSteamID_Compare%(pThis%, pOther%) :"_BS_CSteamID_Compare@8"
+42
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@@ -0,0 +1,42 @@
; 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
; aDouble with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; Double ------------------------------------------------------------------------
BS_Double_New%() :"_BS_Double_New@0"
BS_Double_Copy%(pThis%) :"_BS_Double_Copy@4"
BS_Double_Destroy(pThis%) :"_BS_Double_Destroy@4"
BS_Double_ToString$(pThis%) :"_BS_Double_ToString@4"
BS_Double_FromString%(cString$) :"_BS_Double_FromString@4"
BS_Double_FromF%(Float#) :"_BS_Double_FromF@4"
BS_Double_ToF#(pThis%) :"_BS_Double_ToF@4"
BS_Double_FromI%(iRight%) :"_BS_Double_FromI@4"
BS_Double_ToI%(pThis%) :"_BS_Double_ToI@8"
BS_Double_FromL(pDouble%) :"_BS_Double_FromL@4"
BS_Double_ToL(pThis%) :"_BS_Double_ToL@4"
BS_Double_Compare%(pThis%, pOther%) :"_BS_Double_Compare@8"
BS_Double_Set%(pThis%, pOther%) :"_BS_Double_Set@8"
BS_Double_Add%(pThis%, pOther%) :"_BS_Double_Add@8"
BS_Double_Sub%(pThis%, pOther%) :"_BS_Double_Sub@8"
BS_Double_Div%(pThis%, pOther%) :"_BS_Double_Div@8"
BS_Double_Mul%(pThis%, pOther%) :"_BS_Double_Mul@8"
BS_Double_Mod%(pThis%, pOther%) :"_BS_Double_Mod@8"
BS_Double_SetF%(pThis%, fOther%) :"_BS_Double_SetF@8"
BS_Double_AddF%(pThis%, fOther%) :"_BS_Double_AddF@8"
BS_Double_SubF%(pThis%, fOther%) :"_BS_Double_SubF@8"
BS_Double_DivF%(pThis%, fOther%) :"_BS_Double_DivF@8"
BS_Double_MulF%(pThis%, fOther%) :"_BS_Double_MulF@8"
BS_Double_ModF%(pThis%, fOther%) :"_BS_Double_ModF@8"
+52
View File
@@ -0,0 +1,52 @@
; 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/>.
.lib "BlitzSteam.dll"
; Long ------------------------------------------------------------------------
BS_Long_New%() :"_BS_Long_New@0"
BS_Long_Copy%(pThis%) :"_BS_Long_Copy@4"
BS_Long_Destroy(pThis%) :"_BS_Long_Destroy@4"
BS_Long_ToString$(pThis%) :"_BS_Long_ToString@4"
BS_Long_FromString%(cString$) :"_BS_Long_FromString@4"
BS_Long_FromI%(iRight%) :"_BS_Long_FromI@4"
BS_Long_FromII%(iLeft%, iRight%) :"_BS_Long_FromII@8"
BS_Long_ToI%(pThis%, iShift%) :"_BS_Long_ToI@8"
BS_Long_ToIH%(pThis%) :"_BS_Long_ToIH@4"
BS_Long_ToIL%(pThis%) :"_BS_Long_ToIL@4"
BS_Long_FromF%(Float#) :"_BS_Long_FromF@4"
BS_Long_ToF#(pThis%) :"_BS_Long_ToF@4"
BS_Long_FromD(pDouble%) :"_BS_Long_FromD@4"
BS_Long_ToD(pThis%) :"_BS_Long_ToD@4"
BS_Long_Compare%(pThis%, pRight%) :"_BS_Long_Compare@8"
BS_Long_Set%(pThis%, pOther%) :"_BS_Long_Set@8"
BS_Long_Add%(pThis%, pOther%) :"_BS_Long_Add@8"
BS_Long_Sub%(pThis%, pOther%) :"_BS_Long_Sub@8"
BS_Long_Div%(pThis%, pOther%) :"_BS_Long_Div@8"
BS_Long_Mul%(pThis%, pOther%) :"_BS_Long_Mul@8"
BS_Long_Mod%(pThis%, pOther%) :"_BS_Long_Mod@8"
BS_Long_SetI%(pThis%, iRight%) :"_BS_Long_SetI@8"
BS_Long_AddI%(pThis%, iRight%) :"_BS_Long_AddI@8"
BS_Long_SubI%(pThis%, iRight%) :"_BS_Long_SubI@8"
BS_Long_DivI%(pThis%, iRight%) :"_BS_Long_DivI@8"
BS_Long_MulI%(pThis%, iRight%) :"_BS_Long_MulI@8"
BS_Long_ModI%(pThis%, iRight%) :"_BS_Long_ModI@8"
BS_Long_SetII%(pThis%, iLeft%, iRight%) :"_BS_Long_SetII@12"
BS_Long_AddII%(pThis%, iLeft%, iRight%) :"_BS_Long_AddII@12"
BS_Long_SubII%(pThis%, iLeft%, iRight%) :"_BS_Long_SubII@12"
BS_Long_DivII%(pThis%, iLeft%, iRight%) :"_BS_Long_DivII@12"
BS_Long_MulII%(pThis%, iLeft%, iRight%) :"_BS_Long_MulII@12"
BS_Long_ModII%(pThis%, iLeft%, iRight%) :"_BS_Long_ModII@12"
BS_Long_Shift%(pThis%, iRight%) :"_BS_Long_Shift@8"
+33
View File
@@ -0,0 +1,33 @@
; 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/>.
.lib "BlitzSteam.dll"
; Memory ----------------------------------------------------------------------
BS_Memory_Alloc%(iSize%) :"_BS_Memory_Alloc@4"
BS_Memory_ReAlloc%(pMemory%, iSize%) :"_BS_Memory_ReAlloc@8"
BS_Memory_Free(pMemory%) :"_BS_Memory_Free@4"
BS_Memory_PokeByte(pMemory%, iOffset%, bValue%) :"_BS_Memory_PokeByte@12"
BS_Memory_PeekByte%(pMemory%, iOffset%) :"_BS_Memory_PeekByte@8"
BS_Memory_PokeShort(pMemory%, iOffset%, sValue%) :"_BS_Memory_PokeShort@12"
BS_Memory_PeekShort%(pMemory%, iOffset%) :"_BS_Memory_PeekShort@8"
BS_Memory_PokeInt(pMemory%, iOffset%, iValue%) :"_BS_Memory_PokeInt@12"
BS_Memory_PeekInt%(pMemory%, iOffset%) :"_BS_Memory_PeekInt@8"
BS_Memory_PokeFloat(pMemory%, iOffset%, fValue#) :"_BS_Memory_PokeFloat@12"
BS_Memory_PeekFloat#(pMemory%, iOffset%) :"_BS_Memory_PeekFloat@8"
BS_Memory_PokeLong(pMemory%, iOffset%, lValue%) :"_BS_Memory_PokeLong@12"
BS_Memory_PeekLong%(pMemory%, iOffset%) :"_BS_Memory_PeekLong@8"
BS_Memory_PokeDouble(pMemory%, iOffset%, dValue%) :"_BS_Memory_PokeDouble@12"
BS_Memory_PeekDouble%(pMemory%, iOffset%) :"_BS_Memory_PeekDouble@8"
+28
View File
@@ -0,0 +1,28 @@
; 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/>.
.lib "BlitzSteam.dll"
; Steam -----------------------------------------------------------------------
BS_SteamAPI_Init%() :"_BS_SteamAPI_Init@0"
BS_SteamAPI_Shutdown() :"_BS_SteamAPI_Shutdown@0"
BS_SteamAPI_IsSteamRunning%() :"_BS_SteamAPI_IsSteamRunning@0"
BS_SteamAPI_RestartAppIfNecessary%(iAppId%) :"_BS_SteamAPI_RestartAppIfNecessary@4"
BS_SteamAPI_SetMiniDumpComment(cComment$) :"_BS_SteamAPI_SetMiniDumpComment@4"
BS_SteamAPI_WriteMiniDump(iExceptionCode%, pExceptionInfo*, iBuildId%) :"_BS_SteamAPI_WriteMiniDump@12"
BS_SteamAPI_WriteMiniDumpEx(iExceptionCode%, pExceptionInfo%, iBuildId%) :"_BS_SteamAPI_WriteMiniDump@12"
BS_SteamAPI_ReleaseCurrentThreadMemory%() :"_BS_SteamAPI_ReleaseCurrentThreadMemory@0"
BS_SteamAPI_RunCallbacks() :"_BS_SteamAPI_RunCallbacks@0"
@@ -0,0 +1,28 @@
; 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/>.
.lib "BlitzSteam.dll"
; AppList ---------------------------------------------------------------------
BS_SteamAppList%() :"_BS_SteamAppList@0"
BS_ISteamAppList_GetNumInstalledApps%(pThis%) :"_BS_ISteamAppList_GetNumInstalledApps@4"
BS_ISteamAppList_GetInstalledApps%(pThis%, pAppIdBuffer*, iMaxIDs%) :"_BS_ISteamAppList_GetInstalledApps@12"
BS_ISteamAppList_GetInstalledAppsEx%(pThis%, pAppIdBuffer%, iMaxIDs%) :"_BS_ISteamAppList_GetInstalledApps@12"
BS_ISteamAppList_GetAppName%(pThis%, iAppId%, pNameBuffer*, iNameMax%) :"_BS_ISteamAppList_GetAppName@12"
BS_ISteamAppList_GetAppNameEx%(pThis%, iAppId%, pNameBuffer%, iNameMax%) :"_BS_ISteamAppList_GetAppName@12"
BS_ISteamAppList_GetAppInstallDir%(pThis%, iAppId%, pPathBuffer*, iPathMax%) :"_BS_ISteamAppList_GetAppInstallDir@16"
BS_ISteamAppList_GetAppInstallDirEx%(pThis%, iAppId%, pPathBuffer%, iPathMax%) :"_BS_ISteamAppList_GetAppInstallDir@16"
BS_ISteamAppList_GetAppBuildId%(pThis%, iAppId%) :"_BS_ISteamAppList_GetAppBuildId@8"
@@ -0,0 +1,49 @@
; 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/>.
.lib "BlitzSteam.dll"
; Apps ------------------------------------------------------------------------
BS_SteamApps%() :"_BS_SteamApps@0"
BS_ISteamApps_IsSubscribed%(pThis%) :"_BS_ISteamApps_IsSubscribed@4"
BS_ISteamApps_IsLowViolence%(pThis%) :"_BS_ISteamApps_IsLowViolence@4"
BS_ISteamApps_IsCybercafe%(pThis%) :"_BS_ISteamApps_IsCybercafe@4"
BS_ISteamApps_IsVACBanned%(pThis%) :"_BS_ISteamApps_IsVACBanned@4"
BS_ISteamApps_GetCurrentGameLanguage$(pThis%) :"_BS_ISteamApps_GetCurrentGameLanguage@4"
BS_ISteamApps_GetAvailableGameLanguages$(pThis%) :"_BS_ISteamApps_GetAvailableGameLanguages@4"
BS_ISteamApps_IsSubscribedApp%(pThis%, iAppId%) :"_BS_ISteamApps_IsSubscribedApp@8"
BS_ISteamApps_IsDlcInstalled%(pThis%, iAppId%) :"_BS_ISteamApps_IsDlcInstalled@8"
BS_ISteamApps_GetEarliestPurchaseUnixTime%(pThis%, iAppId%) :"_BS_ISteamApps_GetEarliestPurchaseUnixTime@8"
BS_ISteamApps_IsSubscribedFromFreeWeekend%(pThis%) :"_BS_ISteamApps_IsSubscribedFromFreeWeekend@4"
BS_ISteamApps_GetDLCCount%(pThis%) :"_BS_ISteamApps_GetDLCCount@4"
BS_ISteamApps_GetDLCDataByIndex%(pThis%, iDLC%, pAppId*, pAvailable*, pName*, iNameSize%):"_BS_ISteamApps_GetDLCDataByIndex@24"
BS_ISteamApps_GetDLCDataByIndexEx%(pThis%, iDLC%, pAppId%, pAvailable%, pName%, iNameSize%):"_BS_ISteamApps_GetDLCDataByIndex@24"
BS_ISteamApps_InstallDLC(pThis%, iAppId%) :"_BS_ISteamApps_InstallDLC@8"
BS_ISteamApps_UninstallDLC(pThis%, iAppId%) :"_BS_ISteamApps_UninstallDLC@8"
BS_ISteamApps_RequestAppProofOfPurchaseKey(pThis%, iAppId%) :"_BS_ISteamApps_RequestAppProofOfPurchaseKey@8"
BS_ISteamApps_GetCurrentBetaName%(pThis%, pName*, iNameSize%) :"_BS_ISteamApps_GetCurrentBetaName@12"
BS_ISteamApps_GetCurrentBetaNameEx%(pThis%, pName%, iNameSize%) :"_BS_ISteamApps_GetCurrentBetaName@12"
BS_ISteamApps_MarkContentCorrupt%(pThis%, bMissingFilesOnly%) :"_BS_ISteamApps_MarkContentCorrupt@8"
BS_ISteamApps_GetInstalledDepots%(pThis%, iAppId%, pDepots*, iMaxDepots%) :"_BS_ISteamApps_GetInstalledDepots@16"
BS_ISteamApps_GetInstalledDepotsEx%(pThis%, iAppId%, pDepots%, iMaxDepots%) :"_BS_ISteamApps_GetInstalledDepots@16"
BS_ISteamApps_GetAppInstallDir%(pThis%, iAppId%, pPathBuffer*, iPathBufferSize%):"_BS_ISteamApps_GetAppInstallDir@16"
BS_ISteamApps_GetAppInstallDirEx%(pThis%, iAppId%, pPathBuffer%, iPathBufferSize%):"_BS_ISteamApps_GetAppInstallDir@16"
BS_ISteamApps_IsAppInstalled%(pThis%, iAppId%) :"_BS_ISteamApps_IsAppInstalled@8"
BS_ISteamApps_GetAppOwner%(pThis%) :"_BS_ISteamApps_GetAppOwner@4"
BS_ISteamApps_GetLaunchQueryParam$(pThis%, cKey$) :"_BS_ISteamApps_GetLaunchQueryParam@8"
BS_ISteamApps_GetDlcDownloadProgress%(pThis%, iAppId%, llDownloaded*, llTotal*) :"_BS_ISteamApps_GetDlcDownloadProgress@16"
BS_ISteamApps_GetDlcDownloadProgressEx%(pThis%, iAppId%, llDownloaded%, llTotal%):"_BS_ISteamApps_GetDlcDownloadProgress@16"
BS_ISteamApps_GetAppBuildId%(pThis%) :"_BS_ISteamApps_GetAppBuildId@4"
@@ -0,0 +1,51 @@
; 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/>.
.lib "BlitzSteam.dll"
; Client ----------------------------------------------------------------------
BS_SteamClient%() :"_BS_SteamClient@0"
BS_ISteamClient_CreateSteamPipe%(pThis%) :"_BS_ISteamClient_CreateSteamPipe@4"
BS_ISteamClient_ReleaseSteamPipe%(pThis%, hPipe%) :"_BS_ISteamClient_ReleaseSteamPipe@8"
BS_ISteamClient_ConnectToGlobalUser%(pThis%, hPipe%) :"_BS_ISteamClient_ConnectToGlobalUser@8"
BS_ISteamClient_SetLocalIPBinding(pThis, unIP%, usPort%) :"_BS_ISteamClient_SetLocalIPBinding@12"
BS_ISteamClient_CreateLocalUser%(pThis%, pSteamPipe%, EAccountType%) :"_BS_ISteamClient_CreateLocalUser@12"
BS_ISteamClient_ReleaseUser(pThis%, hPipe%, hUser%) :"_BS_ISteamClient_ReleaseUser@12"
BS_ISteamClient_GetIPCCallCount%(pThis%) :"_BS_ISteamClient_GetIPCCallCount@4"
BS_ISteamClient_ShutdownIfAllPipesClosed%(pThis%) :"_BS_ISteamClient_ShutdownIfAllPipesClosed@4"
BS_ISteamClient_GetSteamAppList%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamAppList@16"
BS_ISteamClient_GetSteamApps%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamApps@16"
BS_ISteamClient_GetSteamController%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamController@16"
BS_ISteamClient_GetSteamFriends%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamFriends@16"
BS_ISteamClient_GetSteamGameServer%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamGameServer@16"
BS_ISteamClient_GetSteamGameServerStats%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamGameServerStats@16"
BS_ISteamClient_GetSteamHTMLSurface%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamHTMLSurface@16"
BS_ISteamClient_GetSteamHTTP%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamHTTP@16"
BS_ISteamClient_GetSteamInventory%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamInventory@16"
BS_ISteamClient_GetSteamMatchmaking%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamMatchmaking@16"
BS_ISteamClient_GetSteamMatchmakingServers%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamMatchmakingServers@16"
BS_ISteamClient_GetSteamMusic%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamMusic@16"
BS_ISteamClient_GetSteamMusicRemote%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamMusicRemote@16"
BS_ISteamClient_GetSteamNetworking%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamNetworking@16"
BS_ISteamClient_GetSteamRemoteStorage%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamRemoteStorage@16"
BS_ISteamClient_GetSteamScreenshots%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamScreenshots@16"
BS_ISteamClient_GetSteamUGC%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamUGC@16"
BS_ISteamClient_GetSteamUnifiedMessages%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamUnifiedMessages@16"
BS_ISteamClient_GetSteamUser%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamUser@16"
BS_ISteamClient_GetSteamUserStats%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamUserStats@16"
BS_ISteamClient_GetSteamUtils%(pThis%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamUtils@12"
BS_ISteamClient_GetSteamVideo%(pThis%, hUser%, hPipe%, cVersion$) :"_BS_ISteamClient_GetSteamVideo@16"
BS_ISteamClient_SetWarningMessageHook(pThis%, pFunction%) :"_BS_ISteamClient_SetWarningMessageHook@8"
@@ -0,0 +1,48 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; Controller ------------------------------------------------------------------
BS_SteamController%() :"_BS_SteamController@0"
BS_SteamController_Init%(pThis%, cControlConfigVDF$) :"_BS_ISteamController_Init@8"
BS_ISteamController_Shutdown%(pThis%) :"_BS_ISteamController_Shutdown@4"
BS_ISteamController_RunFrame(pThis%) :"_BS_ISteamController_RunFrame@4"
BS_ISteamController_GetConnectedControllers%(pThis%, pHandles*) :"_BS_ISteamController_GetConnectedControllers@8"
BS_ISteamController_GetConnectedControllersEx%(pThis%, pHandles%) :"_BS_ISteamController_GetConnectedControllers@8"
BS_ISteamController_GetConnectedControllersSimple%(pThis%) :"_BS_ISteamController_GetConnectedControllersSimple@4"
BS_ISteamController_GetConnectedControllersSimple_Index%(iIndex%) :"_BS_ISteamController_GetConnectedControllersSimple@4"
BS_ISteamController_ShowBindingPanel%(pThis%, pController%) :"_BS_ISteamController_ShowBindingPanel@8"
BS_ISteamController_GetActionSetHandle%(pThis%, cSetName$) :"_BS_ISteamController_GetActionSetHandle@8"
;! Returns: ControllerActionSetHandle_t*. Clean Up!
BS_ISteamController_ActivateActionSet(pThis%, pController%, pActionSet%) :"_BS_ISteamController_ActivateActionSet@12"
BS_ISteamController_GetCurrentActionSet%(pThis%, pController%) :"_BS_ISteamController_GetCurrentActionSet@8"
;! Returns: ControllerActionSetHandle_t*. Clean Up!
BS_ISteamController_GetDigitalActionHandle%(pThis%, cName$) :"_BS_ISteamController_GetDigitalActionHandle@8"
;! Returns: ControllerDigitalActionHandle_t*. Clean Up!
BS_ISteamController_GetDigitalActionData%(pThis%, pController%, pDigital%) :"_BS_ISteamController_GetDigitalActionData@12"
;! Returns: ControllerDigitalActionData_t*. Clean Up!
BS_ISteamController_GetDigitalActionOrigins%(pThis%, pController%, pActionSet%, pDigital%, pEControllerActionOrigin*):"_BS_ISteamController_GetDigitalActionOrigins@20"
BS_ISteamController_GetDigitalActionOriginsEx%(pThis%, pController%, pActionSet%, pDigital%, pEControllerActionOrigin%):"_BS_ISteamController_GetDigitalActionOrigins@20"
BS_ISteamController_GetAnalogActionHandle%(pThis%, cName$) :"_BS_ISteamController_GetAnalogActionHandle@8"
;! Returns: ControllerAnalogActionHandle_t*. Clean Up!
BS_ISteamController_GetAnalogActionData%(pThis%, pController%, pAnalog%) :"_BS_ISteamController_GetAnalogActionData@12"
;! Returns: ControllerAnalogActionData_t*. Clean Up!
BS_ISteamController_GetAnalogActionOrigins%(pThis%, pController%, pActionSet%, pAnalog%, pEControllerActionOrigin*):"_BS_ISteamController_GetAnalogActionOrigins@20"
BS_ISteamController_GetAnalogActionOriginsEx%(pThis%, pController%, pActionSet%, pAnalog%, pEControllerActionOrigin*):"_BS_ISteamController_GetAnalogActionOrigins@20"
BS_ISteamController_StopAnalogActionMomentum(pThis%, pController%, pAnalog%):"_BS_ISteamController_StopAnalogActionMomentum@12"
BS_ISteamController_TriggerHapticPulse(pThis%, pController%, ESteamControllerPad%, iDuration%):"_BS_ISteamController_TriggerHapticPulse@16"
BS_ISteamController_TriggerRepeatedHapticPulse(pThis%, pController%, ESteamControllerPad%, iDuration%, iOffDuration%, iRepeats%, iFlags%):"_BS_ISteamController_TriggerRepeatedHapticPulse@28"
@@ -0,0 +1,104 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; Friends ---------------------------------------------------------------------
BS_SteamFriends%() :"_BS_SteamFriends@0"
BS_ISteamFriends_GetPersonaName$(pThis%) :"_BS_ISteamFriends_GetPersonaName@4"
BS_ISteamFriends_SetPersonaName%(pThis%, cPersonaName$) :"_BS_ISteamFriends_SetPersonaName@8"
;! Returns: SteamAPICall_t*. Clean Up!
BS_ISteamFriends_GetPersonaState%(pThis%) :"_BS_ISteamFriends_GetPersonaState@4"
BS_ISteamFriends_GetFriendCount%(pThis%, EFriendFlags%) :"_BS_ISteamFriends_GetFriendCount@8"
BS_ISteamFriends_GetFriendByIndex%(pThis%, iFriend%, EFriendFlags%) :"_BS_ISteamFriends_GetFriendByIndex@12"
;! Returns: CSteamID*. Clean Up!
BS_ISteamFriends_GetFriendRelationship%(pThis%, pllFriend%) :"_BS_ISteamFriends_GetFriendRelationship@8"
BS_ISteamFriends_GetFriendPersonaState%(pThis%, pllFriend%) :"_BS_ISteamFriends_GetFriendPersonaState@8"
BS_ISteamFriends_GetFriendPersonaName$(pThis%, pllFriend%) :"_BS_ISteamFriends_GetFriendPersonaName@8"
BS_ISteamFriends_GetFriendGamePlayed%(pThis%, pllFriend%, pFriendGameInfo*) :"_BS_ISteamFriends_GetFriendGamePlayed@12"
BS_ISteamFriends_GetFriendGamePlayedEx%(pThis%, pllFriend%, pFriendGameInfo%) :"_BS_ISteamFriends_GetFriendGamePlayed@12"
BS_ISteamFriends_GetFriendPersonaNameHistory$(pThis%, pllFriend%, iDepth%) :"_BS_ISteamFriends_GetFriendPersonaNameHistory@12"
BS_ISteamFriends_GetFriendSteamLevel%(pThis%, pllFriend%) :"_BS_ISteamFriends_GetFriendSteamLevel@8"
BS_ISteamFriends_GetPlayerNickname$(pThis%, pllFriend%) :"_BS_ISteamFriends_GetPlayerNickname@8"
BS_ISteamFriends_GetFriendsGroupCount%(pThis%) :"_BS_ISteamFriends_GetFriendsGroupCount@4"
BS_ISteamFriends_GetFriendsGroupIDByIndex%(pThis%, iIndex%) :"_BS_ISteamFriends_GetFriendsGroupIDByIndex@8"
BS_ISteamFriends_GetFriendsGroupName$(pThis%, iGroupID%) :"_BS_ISteamFriends_GetFriendsGroupName@8"
BS_ISteamFriends_GetFriendsGroupMembersCount%(pThis%, iGroupID%) :"_BS_ISteamFriends_GetFriendsGroupMembersCount@8"
BS_ISteamFriends_GetFriendsGroupMembersList(pThis%, iGroupID%, pllMembers*, nMembersCount%):"_BS_ISteamFriends_GetFriendsGroupMembersList@16"
BS_ISteamFriends_GetFriendsGroupMembersListEx(pThis%, iGroupID%, pllMembers%, nMembersCount%):"_BS_ISteamFriends_GetFriendsGroupMembersList@16"
BS_ISteamFriends_HasFriend(pThis%, pllFriend%, EFriendFlags%) :"_BS_ISteamFriends_HasFriend@12"
BS_ISteamFriends_GetClanCount%(pThis%) :"_BS_ISteamFriends_GetClanCount@4"
BS_ISteamFriends_GetClanByIndex%(pThis%, iClan%) :"_BS_ISteamFriends_GetClanByIndex@8"
BS_ISteamFriends_GetClanName$(pThis%, llClanID%) :"_BS_ISteamFriends_GetClanName@8"
BS_ISteamFriends_GetClanTag$(pThis%, llClanID%) :"_BS_ISteamFriends_GetClanTag@8"
BS_ISteamFriends_GetClanActivityCounts%(pThis%, llClanID%, pnOnline*, pnInGame*, pnChatting*):"_BS_ISteamFriends_GetClanActivityCounts@20"
BS_ISteamFriends_GetClanActivityCountsEx%(pThis%, llClanID%, pnOnline%, pnInGame%, pnChatting%):"_BS_ISteamFriends_GetClanActivityCounts@20"
BS_ISteamFriends_DownloadClanActivityCounts%(pThis%, llClanID%, cClansToRequest%):"_BS_ISteamFriends_DownloadClanActivityCounts@12"
BS_ISteamFriends_GetFriendCountFromSource%(pThis%, llSourceID%) :"_BS_ISteamFriends_GetFriendCountFromSource@8"
BS_ISteamFriends_GetFriendFromSourceByIndex%(pThis%, llSourceID%, iFriend%) :"_BS_ISteamFriends_GetFriendFromSourceByIndex@12"
BS_ISteamFriends_IsUserInSource%(pThis%, llSteamID%, llSourceID%) :"_BS_ISteamFriends_IsUserInSource@12"
BS_ISteamFriends_SetInGameVoiceSpeaking(pThis%, llSteamID%, bSpeaking%) :"_BS_ISteamFriends_SetInGameVoiceSpeaking@12"
BS_ISteamFriends_ActivateGameOverlay(pThis%, cDialog$) :"_BS_ISteamFriends_ActivateGameOverlay@8"
BS_ISteamFriends_ActivateGameOverlayToUser(pThis%, cDialog$, llSteamID%) :"_BS_ISteamFriends_ActivateGameOverlayToUser@12"
BS_ISteamFriends_ActivateGameOverlayToWebPage(pThis%, cURL$) :"_BS_ISteamFriends_ActivateGameOverlayToWebPage@8"
BS_ISteamFriends_ActivateGameOverlayToStore(pThis%, nAppID%, EOverlayToStoreFlag%):"_BS_ISteamFriends_ActivateGameOverlayToStore@12"
BS_ISteamFriends_SetPlayedWith(pThis%, llSteamID%) :"_BS_ISteamFriends_SetPlayedWith@8"
BS_ISteamFriends_ActivateGameOverlayInviteDialog(pThis%, llLobbyID%) :"_BS_ISteamFriends_ActivateGameOverlayInviteDialog@8"
BS_ISteamFriends_GetSmallFriendAvatar%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetSmallFriendAvatar@8"
BS_ISteamFriends_GetMediumFriendAvatar%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetMediumFriendAvatar@8"
BS_ISteamFriends_GetLargeFriendAvatar%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetLargeFriendAvatar@8"
BS_ISteamFriends_RequestUserInformation%(pThis%, llSteamID%, bNameOnly%) :"_BS_ISteamFriends_RequestUserInformation@12"
BS_ISteamFriends_RequestClanOfficerList%(pThis%, llClanID%) :"_BS_ISteamFriends_RequestClanOfficerList@8"
BS_ISteamFriends_GetClanOwner%(pThis%, llClanID%) :"_BS_ISteamFriends_GetClanOwner@8"
BS_ISteamFriends_GetClanOfficerCount%(pThis%, llClanID%) :"_BS_ISteamFriends_GetClanOfficerCount@8"
BS_ISteamFriends_GetClanOfficerByIndex%(pThis%, llClanID%, iOfficer%) :"_BS_ISteamFriends_GetClanOfficerByIndex@12"
;! Returns: CSteamID*. Clean Up!
BS_ISteamFriends_GetUserRestrictions%(pThis%) :"_BS_ISteamFriends_GetUserRestrictions@4"
BS_ISteamFriends_SetRichPresence%(pThis%, cKey$, cValue$) :"_BS_ISteamFriends_SetRichPresence@12"
BS_ISteamFriends_ClearRichPresence(pThis%) :"_BS_ISteamFriends_ClearRichPresence@4"
BS_ISteamFriends_GetFriendRichPresence$(pThis%, llSteamID%, cKey$) :"_BS_ISteamFriends_GetFriendRichPresence@12"
BS_ISteamFriends_GetFriendRichPresenceKeyCount%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetFriendRichPresenceKeyCount@8"
BS_ISteamFriends_GetFriendRichPresenceKeyByIndex$(pThis%, llSteamID%, iKey%) :"_BS_ISteamFriends_GetFriendRichPresenceKeyByIndex@12"
BS_ISteamFriends_RequestFriendRichPresence(pThis%, llSteamID%) :"_BS_ISteamFriends_RequestFriendRichPresence@8"
BS_ISteamFriends_InviteUserToGame%(pThis%, llSteamID%, cConnectString%) :"_BS_ISteamFriends_InviteUserToGame@12"
BS_ISteamFriends_GetCoplayFriendCount%(pThis%) :"_BS_ISteamFriends_GetCoplayFriendCount@4"
BS_ISteamFriends_GetCoplayFriend%(pThis%, iCoplayFriend%) :"_BS_ISteamFriends_GetCoplayFriend@8"
;! Returns: CSteamID*. Clean Up!
BS_ISteamFriends_GetFriendCoplayTime%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetFriendCoplayTime@8"
BS_ISteamFriends_GetFriendCoplayGame%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetFriendCoplayGame@8"
BS_ISteamFriends_JoinClanChatRoom%(pThis%, llClanID%) :"_BS_ISteamFriends_JoinClanChatRoom@8"
;! Returns: SteamAPICall_t*. Clean Up!
BS_ISteamFriends_LeaveClanChatRoom%(pThis%, llClanID%) :"_BS_ISteamFriends_LeaveClanChatRoom@8"
BS_ISteamFriends_GetClanChatMemberCount%(pThis%, llClanID%) :"_BS_ISteamFriends_GetClanChatMemberCount@8"
BS_ISteamFriends_GetChatMemberByIndex%(pThis%, llClanID%, iUser%) :"_BS_ISteamFriends_GetChatMemberByIndex@12"
;! Returns: CSteamID*. Clean Up!
BS_ISteamFriends_SendClanChatMessage%(pThis%, llClanChatID%, cMessage$) :"_BS_ISteamFriends_SendClanChatMessage@12"
BS_ISteamFriends_GetClanChatMessage%(pThis%, llClanChatID%, iMessage%, pMessage*, iMessageSize%, pEChatEntryType*, pSteamID*):"_BS_ISteamFriends_GetClanChatMessage@28"
BS_ISteamFriends_GetClanChatMessageEx%(pThis%, llClanChatID%, iMessage%, pMessage%, iMessageSize%, peChatEntryType%, pSteamID%):"_BS_ISteamFriends_GetClanChatMessage@28"
BS_ISteamFriends_IsClanChatAdmin%(pThis%, llClanChatID%, llSteamID%) :"_BS_ISteamFriends_IsClanChatAdmin@12"
BS_ISteamFriends_IsClanChatWindowOpenInSteam%(pThis%, llClanChatID%) :"_BS_ISteamFriends_IsClanChatWindowOpenInSteam@8"
BS_ISteamFriends_OpenClanChatWindowInSteam%(pThis%, llClanChatID%) :"_BS_ISteamFriends_OpenClanChatWindowInSteam@8"
BS_ISteamFriends_CloseClanChatWindowInSteam%(pThis%, llClanChatID%) :"_BS_ISteamFriends_CloseClanChatWindowInSteam@8"
BS_ISteamFriends_SetListenForFriendsMessages%(pThis%, bInterceptEnabled%) :"_BS_ISteamFriends_SetListenForFriendsMessages@8"
BS_ISteamFriends_ReplyToFriendMessage%(pThis%, llSteamID%, cMessage$) :"_BS_ISteamFriends_ReplyToFriendMessage@12"
BS_ISteamFriends_GetFriendMessage%(pThis%, llSteamID%, iMessageID%, pData*, iDataSize%, pEChatEntryType*):"_BS_ISteamFriends_GetFriendMessage@24"
BS_ISteamFriends_GetFriendMessageEx%(pThis%, llSteamID%, iMessageID%, pData%, iDataSize%, pEChatEntryType%):"_BS_ISteamFriends_GetFriendMessage@24"
BS_ISteamFriends_GetFollowerCount%(pThis%, llSteamID%) :"_BS_ISteamFriends_GetFollowerCount@8"
;! Returns: SteamAPICall_t*. Clean Up!
BS_ISteamFriends_IsFollowing%(pThis%, llSteamID%) :"_BS_ISteamFriends_IsFollowing@8"
;! Returns: SteamAPICall_t*. Clean Up!
BS_ISteamFriends_EnumerateFollowingList%(pThis%, iStartIndex%) :"_BS_ISteamFriends_EnumerateFollowingList@8"
;! Returns: SteamAPICall_t*. Clean Up!
@@ -0,0 +1,77 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; GameServer ------------------------------------------------------------------
BS_SteamGameServer_Init%(iIP%, sSteamPort%, sGamePort%, sQueryPort%, EServerMode%, cVersion$):"_BS_SteamGameServer_Init@24"
BS_SteamGameServer_Shutdown() :"_BS_SteamGameServer_Shutdown@0"
BS_SteamGameServer_RunCallbacks() :"_BS_SteamGameServer_RunCallbacks@0"
BS_SteamGameServer_GetHSteamPipe%() :"_BS_SteamGameServer_GetHSteamPipe@0"
BS_SteamGameServer_IsSecure%() :"_BS_SteamGameServer_IsSecure@0"
BS_SteamGameServer_GetSteamID%() :"_BS_SteamGameServer_GetSteamID@0"
;! Function above returns a CSteamID*, clean it up afterwards!
BS_SteamGameServer%() :"_BS_SteamGameServer@0"
BS_ISteamGameServer_InitGameServer%(pThis%, iIP%, sGamePort%, sQueryPort%, iFlags%, iAppId%, cVersion$):"_BS_ISteamGameServer_InitGameServer@24"
BS_ISteamGameServer_SetProduct(pThis%, cProduct$) :"_BS_ISteamGameServer_SetProduct@8"
BS_ISteamGameServer_SetGameDescription(pThis%, cDescription$) :"_BS_ISteamGameServer_SetGameDescription@8"
BS_ISteamGameServer_SetModDir(pThis%, cDirectory$) :"_BS_ISteamGameServer_SetModDir@8"
BS_ISteamGameServer_SetDedicatedServer(pThis%, bDedicated%) :"_BS_ISteamGameServer_SetDedicatedServer@8"
BS_ISteamGameServer_LogOn(pThis%, cToken$) :"_BS_ISteamGameServer_LogOn@8"
BS_ISteamGameServer_LogOnAnonymous(pThis%) :"_BS_ISteamGameServer_LogOnAnonymous@4"
BS_ISteamGameServer_LogOff(pThis%) :"_BS_ISteamGameServer_LogOff@4"
BS_ISteamGameServer_IsLoggedOn%(pThis%) :"_BS_ISteamGameServer_IsLoggedOn@4"
BS_ISteamGameServer_IsSecure%(pThis%) :"_BS_ISteamGameServer_IsSecure@4"
BS_ISteamGameServer_GetSteamID%(pThis%) :"_BS_ISteamGameServer_GetSteamID@4"
BS_ISteamGameServer_WasRestartRequested%(pThis%) :"_BS_ISteamGameServer_WasRestartRequested@4"
BS_ISteamGameServer_SetMaxPlayerCount(pThis%, iMaxPlayers%) :"_BS_ISteamGameServer_SetMaxPlayerCount@8"
BS_ISteamGameServer_SetBotPlayerCount(pThis%, iBotPlayers%) :"_BS_ISteamGameServer_SetBotPlayerCount@8"
BS_ISteamGameServer_SetServerName(pThis%, cName$) :"_BS_ISteamGameServer_SetServerName@8"
BS_ISteamGameServer_SetMapName(pThis%, cName$) :"_BS_ISteamGameServer_SetMapName@8"
BS_ISteamGameServer_SetPasswordProtected(pThis%, bPassworded%) :"_BS_ISteamGameServer_SetPasswordProtected@8"
BS_ISteamGameServer_SetSpectatorPort(pThis%, sPort%) :"_BS_ISteamGameServer_SetSpectatorPort@8"
BS_ISteamGameServer_SetSpectatorServerName(pThis%, cName$) :"_BS_ISteamGameServer_SetSpectatorServerName@8"
BS_ISteamGameServer_ClearAllKeyValues(pThis%) :"_BS_ISteamGameServer_ClearAllKeyValues@4"
BS_ISteamGameServer_SetKeyValue(pThis%, cKey$, cValue$) :"_BS_ISteamGameServer_SetKeyValue@12"
BS_ISteamGameServer_SetGameTags(pThis%, cTags$) :"_BS_ISteamGameServer_SetGameTags@8"
BS_ISteamGameServer_SetGameData(pThis%, cData$) :"_BS_ISteamGameServer_SetGameData@8"
BS_ISteamGameServer_SetRegion(pThis%, cRegion$) :"_BS_ISteamGameServer_SetRegion@8"
BS_ISteamGameServer_SendUserConnectAndAuthenticate%(pThis%, iIP%, pAuthBlob*, iAuthBlobSize%, lSteamId%):"_BS_ISteamGameServer_SendUserConnectAndAuthenticate@20"
BS_ISteamGameServer_SendUserConnectAndAuthenticateEx%(pThis%, iIP%, pAuthBlob%, iAuthBlobSize%, lSteamId%):"_BS_ISteamGameServer_SendUserConnectAndAuthenticate@20"
BS_ISteamGameServer_CreateUnauthenticatedUserConnection%(pThis%) :"_BS_ISteamGameServer_CreateUnauthenticatedUserConnection@4"
;! Function above returns a CSteamID*, clean it up afterwards!
BS_ISteamGameServer_SendUserDisconnect(pThis%, lSteamId%) :"_BS_ISteamGameServer_SendUserDisconnect@8"
BS_ISteamGameServer_UpdateUserData%(pThis%, lSteamId%, cName$, iScore%):"_BS_ISteamGameServer_UpdateUserData@16"
BS_ISteamGameServer_GetAuthSessionTicket%(pThis%, pTicket*, iTicketSize%, piTicketSize*):"_BS_ISteamGameServer_GetAuthSessionTicket@16"
BS_ISteamGameServer_GetAuthSessionTicketEx%(pThis%, pTicket%, iTicketSize%, piTicketSize%):"_BS_ISteamGameServer_GetAuthSessionTicket@16"
BS_ISteamGameServer_BeginAuthSession%(pThis%, pTicket*, iTicketSize%, lSteamId%):"_BS_ISteamGameServer_BeginAuthSession@16"
BS_ISteamGameServer_BeginAuthSessionEx%(pThis%, pTicket%, iTicketSize%, lSteamId%):"_BS_ISteamGameServer_BeginAuthSession@16"
BS_ISteamGameServer_EndAuthSession(pThis%, lSteamId%) :"_BS_ISteamGameServer_EndAuthSession@8"
BS_ISteamGameServer_CancelAuthTicket(pThis%, iAuthTicket%) :"_BS_ISteamGameServer_CancelAuthTicket@8"
BS_ISteamGameServer_UserHasLicenseForApp%(pThis%, lSteamId%, iAppId%) :"_BS_ISteamGameServer_UserHasLicenseForApp@12"
BS_ISteamGameServer_RequestUserGroupStatus%(pThis%, lSteamId%, pSteamIdGroup%) :"_BS_ISteamGameServer_RequestUserGroupStatus@12"
BS_ISteamGameServer_GetPublicIP%(pThis%) :"_BS_ISteamGameServer_GetPublicIP@4"
BS_ISteamGameServer_HandleIncomingPacket%(pThis%, pBuffer*, iBufferSize%, iIP%, sPort%):"_BS_ISteamGameServer_HandleIncomingPacket@20"
BS_ISteamGameServer_HandleIncomingPacketEx%(pThis%, pBuffer%, iBufferSize%, iIP%, sPort%):"_BS_ISteamGameServer_HandleIncomingPacket@20"
BS_ISteamGameServer_GetNextOutgoingPacket%(pThis%, pBuffer*, iBufferSize%, piIP*, psPort*):"_BS_ISteamGameServer_GetNextOutgoingPacket@20"
BS_ISteamGameServer_GetNextOutgoingPacketEx%(pThis%, pBuffer%, iBufferSize%, piIP%, psPort%):"_BS_ISteamGameServer_GetNextOutgoingPacket@20"
BS_ISteamGameServer_EnableHeartbeats(pThis%, bActive%) :"_BS_ISteamGameServer_EnableHeartbeats@8"
BS_ISteamGameServer_SetHeartbeatInterval(pThis%, iInterval%) :"_BS_ISteamGameServer_SetHeartbeatInterval@8"
BS_ISteamGameServer_ForceHeartbeat(pThis%) :"_BS_ISteamGameServer_ForceHeartbeat@4"
BS_ISteamGameServer_AssociateWithClan%(pThis%, pSteamIDClan%) :"_BS_ISteamGameServer_AssociateWithClan@8"
;! Function above returns a SteamAPICall_t*, clean it up afterwards!
BS_ISteamGameServer_ComputeNewPlayerCompatibility%(pThis%, pSteamIDNewPlayer%) :"_BS_ISteamGameServer_ComputeNewPlayerCompatibility@8"
;! Function above returns a SteamAPICall_t*, clean it up afterwards!
@@ -0,0 +1,36 @@
; 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/>.
.lib "BlitzSteam.dll"
; GameServerStats -------------------------------------------------------------
BS_SteamGameServerStats%() :"_BS_SteamGameServerStats@0"
BS_ISteamGameServerStats_RequestUserStats%(pThis%, lSteamId%) :"_BS_ISteamGameServerStats_RequestUserStats@8"
;! Function above returns a SteamAPICall_t*, clean it up afterwards!
BS_ISteamGameServerStats_StoreUserStats%(pThis%, lSteamId%) :"_BS_ISteamGameServerStats_StoreUserStats@8"
;! Function above returns a SteamAPICall_t*, clean it up afterwards!
BS_ISteamGameServerStats_GetUserStat%(pThis%, lSteamId%, cName$, pData*) :"_BS_ISteamGameServerStats_GetUserStat@16"
BS_ISteamGameServerStats_GetUserStatEx%(pThis%, lSteamId%, cName$, pData%) :"_BS_ISteamGameServerStats_GetUserStat@16"
BS_ISteamGameServerStats_GetUserStatF%(pThis%, lSteamId%, cName$, pData*) :"_BS_ISteamGameServerStats_GetUserStatF@16"
BS_ISteamGameServerStats_GetUserStatFEx%(pThis%, lSteamId%, cName$, pData%) :"_BS_ISteamGameServerStats_GetUserStatF@16"
BS_ISteamGameServerStats_GetUserAchievement%(pThis%, lSteamId%, cName$, pbAchieved*):"_BS_ISteamGameServerStats_GetUserAchievement@16"
BS_ISteamGameServerStats_GetUserAchievementEx%(pThis%, lSteamId%, cName$, pbAchieved%):"_BS_ISteamGameServerStats_GetUserAchievement@16"
BS_ISteamGameServerStats_SetUserStat%(pThis%, lSteamId%, cName%, iData%) :"_BS_ISteamGameServerStats_SetUserStat@16"
BS_ISteamGameServerStats_SetUserStatF%(pThis%, lSteamId%, cName%, fData#) :"_BS_ISteamGameServerStats_SetUserStatF@16"
BS_ISteamGameServerStats_UpdateUserAvgRateStat%(pThis%, lSteamId%, cName$, fCountThisSession#, dSessionLength%):"_BS_ISteamGameServerStats_UpdateUserAvgRateStat@20"
;! Function above takes a Double* as last parameter.
BS_ISteamGameServerStats_SetUserAchievement%(pThis%, lSteamId%, cName$) :"_BS_ISteamGameServerStats_SetUserAchievement@12"
BS_ISteamGameServerStats_ClearUserAchievement%(pThis%, lSteamId%, cName$) :"_BS_ISteamGameServerStats_ClearUserAchievement@12"
@@ -0,0 +1,56 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; HTMLSurface -----------------------------------------------------------------
BS_SteamHTMLSurface%() :"_BS_SteamHTMLSurface@0"
BS_ISteamHTMLSurface_Init%(pThis%) :"_BS_ISteamHTMLSurface_Init@4"
BS_ISteamHTMLSurface_Shutdown%(pThis%) :"_BS_ISteamHTMLSurface_Shutdown@4"
BS_ISteamHTMLSurface_CreateBrowser%(pThis%, cUserAgent$, cUserCSS$) :"_BS_ISteamHTMLSurface_CreateBrowser@12"
;! Function above returns a SteamAPICall_t*, clean it up afterwards!
BS_ISteamHTMLSurface_RemoveBrowser(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_RemoveBrowser@8"
BS_ISteamHTMLSurface_LoadURL(pThis%, iHandle%, cURL$, cPostData$) :"_BS_ISteamHTMLSurface_LoadURL@16"
BS_ISteamHTMLSurface_SetSize(pThis%, iHandle%, iWidth%, iHeight%) :"_BS_ISteamHTMLSurface_SetSize@16"
BS_ISteamHTMLSurface_StopLoad(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_StopLoad@8"
BS_ISteamHTMLSurface_Reload(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_Reload@8"
BS_ISteamHTMLSurface_GoBack(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_GoBack@8"
BS_ISteamHTMLSurface_GoForward(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_GoForward@8"
BS_ISteamHTMLSurface_AddHeader(pThis%, iHandle%, cKey$, cValue$) :"_BS_ISteamHTMLSurface_AddHeader@16"
BS_ISteamHTMLSurface_ExecuteJavascript(pThis%, iHandle%, cScript$) :"_BS_ISteamHTMLSurface_ExecuteJavascript@12"
BS_ISteamHTMLSurface_MouseUp(pThis%, iHandle%, EMouseButton%) :"_BS_ISteamHTMLSurface_MouseUp@12"
BS_ISteamHTMLSurface_MouseDown(pThis%, iHandle%, EMouseButton%) :"_BS_ISteamHTMLSurface_MouseDown@12"
BS_ISteamHTMLSurface_MouseDoubleClick(pThis%, iHandle%, EMouseButton%) :"_BS_ISteamHTMLSurface_MouseDoubleClick@12"
BS_ISteamHTMLSurface_MouseMove(pThis%, iHandle%, X%, Y%) :"_BS_ISteamHTMLSurface_MouseMove@16"
BS_ISteamHTMLSurface_MouseWheel(pThis%, iHandle%, iDelta%) :"_BS_ISteamHTMLSurface_MouseWheel@12"
BS_ISteamHTMLSurface_KeyDown(pThis%, iHandle%, iKeyCode%, EHTMLKeyModifiers%) :"_BS_ISteamHTMLSurface_KeyDown@16"
BS_ISteamHTMLSurface_KeyUp(pThis%, iHandle%, iKeyCode%, EHTMLKeyModifiers%) :"_BS_ISteamHTMLSurface_KeyUp@16"
BS_ISteamHTMLSurface_KeyChar(pThis%, iHandle%, iUnicodeChar%, EHTMLKeyModifiers%):"_BS_ISteamHTMLSurface_KeyChar@16"
BS_ISteamHTMLSurface_SetHorizontalScroll(pThis%, iHandle%, iAbsolutePixelScroll%):"_BS_ISteamHTMLSurface_SetHorizontalScroll@16"
BS_ISteamHTMLSurface_SetVerticalScroll(pThis%, iHandle%, iAbsolutePixelScroll%) :"_BS_ISteamHTMLSurface_SetVerticalScroll@16"
BS_ISteamHTMLSurface_SetKeyFocus(pThis%, iHandle%, bHasKeyFocus%) :"_BS_ISteamHTMLSurface_SetKeyFocus@12"
BS_ISteamHTMLSurface_ViewSource(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_ViewSource@8"
BS_ISteamHTMLSurface_CopyToClipboard(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_CopyToClipboard@8"
BS_ISteamHTMLSurface_PasteFromClipboard(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_PasteFromClipboard@8"
BS_ISteamHTMLSurface_Find(pThis%, iHandle%, cSearch$, bCurrentlyInFind%, bReverse%):"_BS_ISteamHTMLSurface_Find@20"
BS_ISteamHTMLSurface_StopFind(pThis%, iHandle%) :"_BS_ISteamHTMLSurface_StopFind@8"
BS_ISteamHTMLSurface_GetLinkAtPosition(pThis%, iHandle%, X%, Y%) :"_BS_ISteamHTMLSurface_GetLinkAtPosition@16"
BS_ISteamHTMLSurface_SetCookie(pThis%, iHandle%, cHostName$, cKey$, cValue$, cPath$, nExpires%, bSecure%, bHTTPOnly%):"_BS_ISteamHTMLSurface_SetCookie@36"
BS_ISteamHTMLSurface_SetPageScaleFactor(pThis%, iHandle%, fZoom#, iX%, iY%) :"_BS_ISteamHTMLSurface_SetPageScaleFactor@20"
BS_ISteamHTMLSurface_SetBackgroundMode(pThis%, iHandle%, bBackgroundMode%) :"_BS_ISteamHTMLSurface_SetBackgroundMode@12"
BS_ISteamHTMLSurface_AllowStartRequest(pThis%, iHandle%, bAllowed%) :"_BS_ISteamHTMLSurface_AllowStartRequest@12"
BS_ISteamHTMLSurface_JSDialogResponse(pThis%, iHandle%, bResult%) :"_BS_ISteamHTMLSurface_JSDialogResponse@12"
BS_ISteamHTMLSurface_FileLoadDialogResponse(pThis%, iHandle%, pcSelectedFiles%) :"_BS_ISteamHTMLSurface_FileLoadDialogResponse@12"
@@ -0,0 +1,54 @@
; BlitzSteam - Steam wrapper for Blitz
; Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as
; published by the Free Software Foundation, either version 3 of the
; License, or (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU Lesser General Public License
; along with this program. If not, see <http:;www.gnu.org/licenses/>.
.lib "BlitzSteam.dll"
; HTTP ------------------------------------------------------------------------
BS_SteamHTTP%() :"_BS_SteamHTTP@0"
BS_SteamGameServerHTTP%() :"_BS_SteamGameServerHTTP@0"
BS_ISteamHTTP_CreateHTTPRequest%(pThis%, EHTTPRequestMethod%, cAbsoluteUrl$) :"_BS_ISteamHTTP_CreateHTTPRequest@12"
BS_ISteamHTTP_SetHTTPRequestContextValue%(pThis%, iRequest%, lContextValue%) :"_BS_ISteamHTTP_SetHTTPRequestContextValue@12"
BS_ISteamHTTP_SetHTTPNetworkActivityTimeout%(pThis%, iRequest%, iSeconds%) :"_BS_ISteamHTTP_SetHTTPNetworkActivityTimeout@12"
BS_ISteamHTTP_SetHTTPRequestHeaderValue%(pThis%, iRequest%, cName$, cValue$) :"_BS_ISteamHTTP_SetHTTPRequestHeaderValue@16"
BS_ISteamHTTP_SetHTTPRequestGetOrPostParameter%(pThis%, iRequest%, cName$, cValue$):"_BS_ISteamHTTP_SetHTTPRequestGetOrPostParameter@16"
BS_ISteamHTTP_SendHTTPRequest%(pThis%, iRequest, lCallHandle%) :"_BS_ISteamHTTP_SendHTTPRequest@12"
BS_ISteamHTTP_SendHTTPRequestAndStreamResponse%(pThis%, iRequest%, lCallHandle%):"_BS_ISteamHTTP_SendHTTPRequestAndStreamResponse@12"
BS_ISteamHTTP_DeferHTTPRequest%(pThis%, iRequest%) :"_BS_ISteamHTTP_DeferHTTPRequest@8"
BS_ISteamHTTP_PrioritizeHTTPRequest%(pThis%, iRequest%) :"_BS_ISteamHTTP_PrioritizeHTTPRequest@8"
BS_ISteamHTTP_GetHTTPResponseHeaderSize%(pThis%, iRequest%, cName$, piSize*) :"_BS_ISteamHTTP_GetHTTPResponseHeaderSize@16"
BS_ISteamHTTP_GetHTTPResponseHeaderSizeEx%(pThis%, iRequest%, cName$, piSize%) :"_BS_ISteamHTTP_GetHTTPResponseHeaderSize@16"
BS_ISteamHTTP_GetHTTPResponseHeaderValue%(pThis%, iRequest%, cName$, pBuffer*, iSize%):"_BS_ISteamHTTP_GetHTTPResponseHeaderValue@20"
BS_ISteamHTTP_GetHTTPResponseHeaderValueEx%(pThis%, iRequest%, cName$, pBuffer%, iSize%):"_BS_ISteamHTTP_GetHTTPResponseHeaderValue@20"
BS_ISteamHTTP_GetHTTPResponseBodySize%(pThis%, iRequest%, piSize*) :"_BS_ISteamHTTP_GetHTTPResponseBodySize@12"
BS_ISteamHTTP_GetHTTPResponseBodySizeEx%(pThis%, iRequest%, piSize%) :"_BS_ISteamHTTP_GetHTTPResponseBodySize@12"
BS_ISteamHTTP_GetHTTPResponseBodyData%(pThis%, iRequest%, pBuffer*, nSize%) :"_BS_ISteamHTTP_GetHTTPResponseBodyData@16"
BS_ISteamHTTP_GetHTTPResponseBodyDataEx%(pThis%, iRequest%, pBuffer%, nSize%) :"_BS_ISteamHTTP_GetHTTPResponseBodyData@16"
BS_ISteamHTTP_GetHTTPStreamingResponseBodyData%(pThis%, iRequest%, iOffset%, pBuffer*, nSize%):"_BS_ISteamHTTP_GetHTTPStreamingResponseBodyData@20"
BS_ISteamHTTP_GetHTTPStreamingResponseBodyDataEx%(pThis%, iRequest%, iOffset%, pBuffer%, nSize%):"_BS_ISteamHTTP_GetHTTPStreamingResponseBodyData@20"
BS_ISteamHTTP_ReleaseHTTPRequest%(pThis%, iRequest%) :"_BS_ISteamHTTP_ReleaseHTTPRequest@8"
BS_ISteamHTTP_GetHTTPDownloadProgressPct%(pThis%, iRequest%, pfPercent*) :"_BS_ISteamHTTP_GetHTTPDownloadProgressPct@12"
BS_ISteamHTTP_GetHTTPDownloadProgressPctEx%(pThis%, iRequest%, pfPercent%) :"_BS_ISteamHTTP_GetHTTPDownloadProgressPct@12"
BS_ISteamHTTP_SetHTTPRequestRawPostBody%(pThis%, iRequest%, cType$, pBody*, nSize%):"_BS_ISteamHTTP_SetHTTPRequestRawPostBody@16"
BS_ISteamHTTP_SetHTTPRequestRawPostBodyEx%(pThis%, iRequest%, cType$, pBody*, nSize%):"_BS_ISteamHTTP_SetHTTPRequestRawPostBody@16"
BS_ISteamHTTP_CreateCookieContainer%(pThis%, bAllowResponsesToModify%) :"_BS_ISteamHTTP_CreateCookieContainer@8"
BS_ISteamHTTP_ReleaseCookieContainer%(pThis%, iCookieContainer%) :"_BS_ISteamHTTP_ReleaseCookieContainer@8"
BS_ISteamHTTP_SetCookie%(pthis%, iCookieContainer%, cHost$, cUrl$, cCookie$) :"_BS_ISteamHTTP_SetCookie@20"
BS_ISteamHTTP_SetHTTPRequestCookieContainer%(pThis%, iRequest%, iCookieContainer%):"_BS_ISteamHTTP_SetHTTPRequestCookieContainer@12"
BS_ISteamHTTP_SetHTTPRequestUserAgentInfo%(pThis%, iRequest%, cUserAgent$) :"_BS_ISteamHTTP_SetHTTPRequestUserAgentInfo@12"
BS_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate%(pThis%, iRequest%, bRequire%):"_BS_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate@12"
BS_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS%(pThis%, iRequest%, iMilliseconds%):"_BS_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS@12"
BS_ISteamHTTP_GetHTTPRequestWasTimedOut%(pThis%, iRequest%, pbWasTimedOut*) :"_BS_ISteamHTTP_GetHTTPRequestWasTimedOut@12"
BS_ISteamHTTP_GetHTTPRequestWasTimedOutEx%(pThis%, iRequest%, pbWasTimedOut%) :"_BS_ISteamHTTP_GetHTTPRequestWasTimedOut@12"
@@ -0,0 +1,59 @@
; 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/>.
.lib "BlitzSteam.dll"
; Inventory -------------------------------------------------------------------
BS_SteamInventory%() :"_BS_SteamInventory@0"
BS_SteamGameServerInventory%() :"_BS_SteamGameServerInventory@0"
BS_ISteamInventory_GetResultStatus%(pThis%, iResultHandle%) :"_BS_ISteamInventory_GetResultStatus@8"
BS_ISteamInventory_GetResultItems%(pThis%, iResultHandle%, pItemsArray*, piItemsArraySize*):"_BS_ISteamInventory_GetResultItems@16"
BS_ISteamInventory_GetResultItemsEx%(pThis%, iResultHandle%, pItemsArray%, piItemsArraySize%):"_BS_ISteamInventory_GetResultItems@16"
BS_ISteamInventory_GetResultTimestamp%(pThis%, iResultHandle%) :"_BS_ISteamInventory_GetResultTimestamp@8"
BS_ISteamInventory_CheckResultSteamID%(pThis%, iResultHandle%, lSteamIdExpected%):"_BS_ISteamInventory_GetResultTimestamp@12"
BS_ISteamInventory_DestroyResult(pThis%, iResultHandle%) :"_BS_ISteamInventory_DestroyResult@8"
BS_ISteamInventory_GetAllItems%(pThis%, piResultHandle*) :"_BS_ISteamInventory_GetAllItems@8"
BS_ISteamInventory_GetAllItemsEx%(pThis%, piResultHandle%) :"_BS_ISteamInventory_GetAllItems@8"
BS_ISteamInventory_GetItemsByID%(pThis%, piResultHandle*, plInstanceIds*, iInstanceIdCount%):"_BS_ISteamInventory_GetItemsByID@16"
BS_ISteamInventory_GetItemsByIDEx%(pThis%, piResultHandle%, plInstanceIds%, iInstanceIdCount%):"_BS_ISteamInventory_GetItemsByID@16"
BS_ISteamInventory_SerializeResult%(pThis%, iResultHandle%, pOutBuffer*, piOutBufferSize*):"_BS_ISteamInventory_SerializeResult@16"
BS_ISteamInventory_SerializeResultEx%(pThis%, iResultHandle%, pOutBuffer%, piOutBufferSize%):"_BS_ISteamInventory_SerializeResult@16"
BS_ISteamInventory_DeserializeResult%(pThis%, piResultHandle*, pBuffer*, iBufferSize%, bReservedMustBeFalse):"_BS_ISteamInventory_DeserializeResult@20"
BS_ISteamInventory_DeserializeResultEx%(pThis%, piResultHandle%, pBuffer%, iBufferSize%, bReservedMustBeFalse):"_BS_ISteamInventory_DeserializeResult@20"
BS_ISteamInventory_GenerateItems%(pThis%, piResultHandle*, piIdArray*, piQuantityArray*, iArrayLength%):"_BS_ISteamInventory_GenerateItems@20"
BS_ISteamInventory_GenerateItemsEx%(pThis%, piResultHandle%, piIdArray%, piQuantityArray%, iArrayLength%):"_BS_ISteamInventory_GenerateItems@20"
BS_ISteamInventory_GrantPromoItems%(pThis%, piResultHandle*) :"_BS_ISteamInventory_GrantPromoItems@8"
BS_ISteamInventory_GrantPromoItemsEx%(pThis%, piResultHandle%) :"_BS_ISteamInventory_GrantPromoItems@8"
BS_ISteamInventory_AddPromoItem%(pThis%, piResultHandle*, iId%) :"_BS_ISteamInventory_AddPromoItem@12"
BS_ISteamInventory_AddPromoItemEx%(pThis%, piResultHandle%, iId%) :"_BS_ISteamInventory_AddPromoItem@12"
BS_ISteamInventory_AddPromoItems%(pThis%, piResultHandle*, piIdsArray*, iArrayLength%):"_BS_ISteamInventory_AddPromoItems@16"
BS_ISteamInventory_AddPromoItemsEx%(pThis%, piResultHandle%, piIdsArray%, iArrayLength%):"_BS_ISteamInventory_AddPromoItems@16"
BS_ISteamInventory_ConsumeItem%(pThis%, piResultHandle*, iId%, iQuantity%) :"_BS_ISteamInventory_ConsumeItem@16"
BS_ISteamInventory_ConsumeItemEx%(pThis%, piResultHandle%, iId%, iQuantity%) :"_BS_ISteamInventory_ConsumeItem@16"
BS_ISteamInventory_ExchangeItems%(pThis%, piResultHandle*, piGenerateArray*, piGenerateQuantityArray*, iArrayGenerateLength%, piDestroyArray*, piDestroyQuantityArray*, iArrayDestroyLength%):"_BS_ISteamInventory_ExchangeItems@32"
BS_ISteamInventory_ExchangeItemsEx%(pThis%, piResultHandle%, piGenerateArray%, piGenerateQuantityArray%, iArrayGenerateLength%, piDestroyArray%, piDestroyQuantityArray%, iArrayDestroyLength%):"_BS_ISteamInventory_ExchangeItems@32"
BS_ISteamInventory_TransferItemQuantity%(pThis%, piResultHandle*, iSourceId%, iQuantity%, iDestId%):"_BS_ISteamInventory_TransferItemQuantity@20"
BS_ISteamInventory_TransferItemQuantityEx%(pThis%, piResultHandle%, iSourceId%, iQuantity%, iDestId%):"_BS_ISteamInventory_TransferItemQuantity@20"
BS_ISteamInventory_SendItemDropHeartbeat%(pThis%) :"_BS_ISteamInventory_SendItemDropHeartbeat@4"
BS_ISteamInventory_TriggerItemDrop%(pThis%, piResultHandle*, iDropListId%) :"_BS_ISteamInventory_TriggerItemDrop@12"
BS_ISteamInventory_TriggerItemDropEx%(pThis%, piResultHandle%, iDropListId%) :"_BS_ISteamInventory_TriggerItemDrop@12"
BS_ISteamInventory_TradeItems%(pThis%, piResultHandle*, lSteamIdPartner%, piArrayGive*, piArrayGiveQuantity*, iArrayGiveLength%, piArrayGet*, piArrayGetQuantity*, iArrayGetLength%):"_BS_ISteamInventory_TradeItems@36"
BS_ISteamInventory_TradeItemsEx%(pThis%, piResultHandle%, lSteamIdPartner%, piArrayGive%, piArrayGiveQuantity%, iArrayGiveLength%, piArrayGet%, piArrayGetQuantity%, iArrayGetLength%):"_BS_ISteamInventory_TradeItems@36"
BS_ISteamInventory_LoadItemDefinitions%(pThis%) :"_BS_ISteamInventory_LoadItemDefinitions@4"
BS_ISteamInventory_GetItemDefinitionIDs%(pThis%, piArrayId*, piArrayIdSize*) :"_BS_ISteamInventory_GetItemDefinitionIDs@12"
BS_ISteamInventory_GetItemDefinitionIDsEx%(pThis%, piArrayId%, piArrayIdSize%) :"_BS_ISteamInventory_GetItemDefinitionIDs@12"
BS_ISteamInventory_GetItemDefinitionProperty%(pThis%, iId%, cName$, pcValueBuffer*, piValueBufferSize*):"_BS_ISteamInventory_GetItemDefinitionProperty@20"
BS_ISteamInventory_GetItemDefinitionPropertyEx%(pThis%, iId%, cName$, pcValueBuffer%, piValueBufferSize%):"_BS_ISteamInventory_GetItemDefinitionProperty@20"
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; Matchmaking -----------------------------------------------------------------
BS_SteamMatchmaking%() :"_BS_SteamMatchmaking@0"
; Todo
@@ -0,0 +1,42 @@
; 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/>.
.lib "BlitzSteam.dll"
; MatchmakingServers ----------------------------------------------------------
BS_SteamMatchmakingServers%() :"_BS_SteamMatchmakingServers@0"
BS_ISteamMatchmakingServers_RequestInternetServerList%(pThis%, iApp%, ppchFilters*, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestInternetServerList@20"
BS_ISteamMatchmakingServers_RequestInternetServerListEx%(pThis%, iApp%, ppchFilters%, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestInternetServerList@20"
BS_ISteamMatchmakingServers_RequestLANServerList%(pThis%, iApp%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestLANServerList@12"
BS_ISteamMatchmakingServers_RequestFriendsServerList%(pThis%, iApp%, ppchFilters*, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestFriendsServerList@20"
BS_ISteamMatchmakingServers_RequestFriendsServerListEx%(pThis%, iApp%, ppchFilters%, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestFriendsServerList@20"
BS_ISteamMatchmakingServers_RequestFavoritesServerList%(pThis%, iApp%, ppchFilters*, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestFavoritesServerList@20"
BS_ISteamMatchmakingServers_RequestFavoritesServerListEx%(pThis%, iApp%, ppchFilters%, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestFavoritesServerList@20"
BS_ISteamMatchmakingServers_RequestHistoryServerList%(pThis%, iApp%, ppchFilters*, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestHistoryServerList@20"
BS_ISteamMatchmakingServers_RequestHistoryServerListEx%(pThis%, iApp%, ppchFilters%, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestHistoryServerList@20"
BS_ISteamMatchmakingServers_RequestSpectatorServerList%(pThis%, iApp%, ppchFilters*, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestSpectatorServerList@20"
BS_ISteamMatchmakingServers_RequestSpectatorServerListEx%(pThis%, iApp%, ppchFilters%, nFilters%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_RequestSpectatorServerList@20"
BS_ISteamMatchmakingServers_ReleaseRequest%(pThis%, hServerListRequest%) :"_BS_ISteamMatchmakingServers_ReleaseRequest@8"
BS_ISteamMatchmakingServers_GetServerDetails%(pThis%, hRequest%, iServer%) :"_BS_ISteamMatchmakingServers_GetServerDetails@12"
BS_ISteamMatchmakingServers_CancelQuery%(pThis%, hRequest%) :"_BS_ISteamMatchmakingServers_CancelQuery@8"
BS_ISteamMatchmakingServers_RefreshQuery%(pThis%, hRequest%) :"_BS_ISteamMatchmakingServers_RefreshQuery@8"
BS_ISteamMatchmakingServers_IsRefreshing%(pThis%, hRequest%) :"_BS_ISteamMatchmakingServers_IsRefreshing@8"
BS_ISteamMatchmakingServers_GetServerCount%(pThis%, hRequest%) :"_BS_ISteamMatchmakingServers_GetServerCount@8"
BS_ISteamMatchmakingServers_RefreshServer%(pThis%, hRequest%) :"_BS_ISteamMatchmakingServers_RefreshServer@8"
BS_ISteamMatchmakingServers_PingServer%(pThis%, unIP%, usPort%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_PingServer@16"
BS_ISteamMatchmakingServers_PlayerDetails%(pThis%, unIP%, usPort%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_PlayerDetails@16"
BS_ISteamMatchmakingServers_ServerRules%(pThis%, unIP%, usPort%, pRequestServersResponse%):"_BS_ISteamMatchmakingServers_ServerRules@16"
BS_ISteamMatchmakingServers_CancelServerQuery%(pThis%, hServerQuery) :"_BS_ISteamMatchmakingServers_CancelServerQuery@8"
@@ -0,0 +1,78 @@
; 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/>.
.lib "BlitzSteam.dll"
; ISteamMatchmakingServerListResponse -----------------------------------------
BS_ISteamMatchmakingServerListResponse_New%(Data%, pServerResponded%, pServerFailedToRespond%, pRefreshComplete%):"_BS_ISteamMatchmakingServerListResponse_New@16"
BS_ISteamMatchmakingServerListResponse_Destroy%(pThis%):"_BS_ISteamMatchmakingServerListResponse_Destroy@4"
;- Callback pServerResponded: Function(Data%, hRequest%, iServer%)
;- Callback pServerFailedToRespond: Function(Data%, hRequest%, iServer%)
;- Callback pRefreshComplete: Function(Data%)
; ISteamMatchmakingPingResponse -----------------------------------------------
BS_ISteamMatchmakingPingResponse_New%(Data%, pServerResponded%, pServerFailedToRespond%):"_BS_ISteamMatchmakingPingResponse_New@12"
BS_ISteamMatchmakingPingResponse_Destroy%(pThis%):"_BS_ISteamMatchmakingPingResponse_Destroy@4"
;- Callback pServerResponded: Function(Data%, TGameServerItem%)
;- Callback pServerFailedToRespond: Function(Data%)
; ISteamMatchmakingPlayersResponse --------------------------------------------
BS_ISteamMatchmakingPlayersResponse_New%(Data%, pAddPlayerToList%, pPlayersFailedToRespond%, pPlayersRefreshComplete%):"_BS_ISteamMatchmakingPlayersResponse_New@16"
BS_ISteamMatchmakingPlayersResponse_Destroy%(pThis%):"_BS_ISteamMatchmakingPlayersResponse_Destroy@4"
;- Callback pAddPlayerToList: Function(Data%, pchName%, nScore%, flTimePlayer#)
;- Callback pPlayersFailedToRespond: Function(Data%)
;- Callback pPlayersRefreshComplete: Function(Data%)
; ISteamMatchmakingRulesResponse ----------------------------------------------
BS_ISteamMatchmakingRulesResponse_New%(Data%, pRulesResponded%, pRulesFailedToRespond%, pRulesRefreshComplete%):"_BS_ISteamMatchmakingRulesResponse_New@16"
BS_ISteamMatchmakingRulesResponse_Destroy%(pThis%):"_BS_ISteamMatchmakingPlayersResponse_Destroy@4"
;- Callback pRulesResponded: Function(Data%, pchRule%, pchValue%)
;- Callback pRulesFailedToRespond: Function(Data%)
;- Callback pRulesRefreshComplete: Function(Data%)
; TGameServerItem -------------------------------------------------------------
BS_TGameServerItem_GetName$(pThis%) :"_BS_TGameServerItem_GetName@4"
BS_TGameServerItem_SetName(pThis%, cName$) :"_BS_TGameServerItem_SetName@8"
BS_TGameServerItem_NetAdr%(pThis%) :"_BS_TGameServerItem_NetAdr@4"
BS_TGameServerItem_Ping%(pThis%) :"_BS_TGameServerItem_Ping@4"
BS_TGameServerItem_HadSuccessfulResponse%(pThis%) :"_BS_TGameServerItem_HadSuccessfulResponse@4"
BS_TGameServerItem_DoNotRefresh%(pThis%) :"_BS_TGameServerItem_DoNotRefresh@4"
BS_TGameServerItem_GameDir$(pThis%) :"_BS_TGameServerItem_GameDir@4"
BS_TGameServerItem_Map$(pThis%) :"_BS_TGameServerItem_Map@4"
BS_TGameServerItem_GameDescription$(pThis%) :"_BS_TGameServerItem_GameDescription@4"
BS_TGameServerItem_AppId%(pThis%) :"_BS_TGameServerItem_AppId@4"
BS_TGameServerItem_Players%(pThis%) :"_BS_TGameServerItem_Players@4"
BS_TGameServerItem_MaxPlayers%(pThis%) :"_BS_TGameServerItem_MaxPlayers@4"
BS_TGameServerItem_BotPlayers%(pThis%) :"_BS_TGameServerItem_BotPlayers@4"
BS_TGameServerItem_Password%(pThis%) :"_BS_TGameServerItem_Password@4"
BS_TGameServerItem_Secure%(pThis%) :"_BS_TGameServerItem_Secure@4"
BS_TGameServerItem_TimeLastPlayed%(pThis%) :"_BS_TGameServerItem_TimeLastPlayed@4"
BS_TGameServerItem_ServerVersion%(pThis%) :"_BS_TGameServerItem_ServerVersion@4"
BS_TGameServerItem_GameTags$(pThis%) :"_BS_TGameServerItem_GameTags@4"
BS_TGameServerItem_SteamID%(pThis%) :"_BS_TGameServerItem_SteamID@4"
; TServerNetAdr ---------------------------------------------------------------
BS_TServerNetAdr_Set(pThis%, pThat%) :"_BS_TServerNetAdr_Set@8"
BS_TServerNetAdr_Init(pThis%, iIP%, iQueryPort%, iConnectionPort%) :"_BS_TServerNetAdr_Init@16"
BS_TServerNetAdr_GetQueryPort%(pThis%) :"_BS_TServerNetAdr_GetQueryPort@4"
BS_TServerNetAdr_SetQueryPort(pThis%, iPort%) :"_BS_TServerNetAdr_SetQueryPort@8"
BS_TServerNetAdr_GetConnectionPort%(pThis%) :"_BS_TServerNetAdr_GetConnectionPort@4"
BS_TServerNetAdr_SetConnectionPort(pThis%, iPort%) :"_BS_TServerNetAdr_SetConnectionPort@8"
BS_TServerNetAdr_GetIP%(pThis%) :"_BS_TServerNetAdr_GetIP@4"
BS_TServerNetAdr_SetIP(pThis%, iIP%) :"_BS_TServerNetAdr_SetIP@8"
BS_TServerNetAdr_GetConnectionAddressString$(pThis%) :"_BS_TServerNetAdr_GetConnectionAddressString@4"
BS_TServerNetAdr_GetQueryAddressString$(pThis%) :"_BS_TServerNetAdr_GetQueryAddressString@4"
BS_TServerNetAdr_Compare%(pThis%, pThat%) :"_BS_TServerNetAdr_Compare@8"
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; Music -----------------------------------------------------------------------
BS_SteamMusic%() :"_BS_SteamMusic@0"
; Todo
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; MusicRemote -----------------------------------------------------------------
BS_SteamMusicRemote%() :"_BS_SteamMusicRemote@0"
; Todo
@@ -0,0 +1,32 @@
; 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/>.
.lib "BlitzSteam.dll"
; Networking ------------------------------------------------------------------
BS_SteamNetworking%() :"_BS_SteamNetworking@0"
BS_SteamGameServerNetworking%() :"_BS_SteamGameServerNetworking@0"
BS_ISteamNetworking_SendP2PPacket%(pThis%, lRemoteSteamId%, pData*, iDataSize%, EP2PSendType%, iChannel%):"_BS_ISteamNetworking_SendP2PPacket@24"
BS_ISteamNetworking_SendP2PPacketEx%(pThis%, lRemoteSteamId%, pData%, iDataSize%, EP2PSendType%, iChannel%):"_BS_ISteamNetworking_SendP2PPacket@24"
BS_ISteamNetworking_IsP2PPacketAvailable%(pThis%, piSize*, iChannel%) :"_BS_ISteamNetworking_IsP2PPacketAvailable@12"
BS_ISteamNetworking_IsP2PPacketAvailableEx%(pThis%, piSize%, iChannel%) :"_BS_ISteamNetworking_IsP2PPacketAvailable@12"
BS_ISteamNetworking_ReadP2PPacket%(pThis%, pBuffer*, iBufferSize%, piMessageSize*, plRemoteSteamId*, iChannel%):"_BS_ISteamNetworking_ReadP2PPacket@24"
BS_ISteamNetworking_ReadP2PPacketEx%(pThis%, pBuffer%, iBufferSize%, piMessageSize%, plRemoteSteamId%, iChannel%):"_BS_ISteamNetworking_ReadP2PPacket@24"
BS_ISteamNetworking_AcceptP2PSessionWithUser%(pThis%, lRemoteSteamId%) :"_BS_ISteamNetworking_AcceptP2PSessionWithUser@8"
BS_ISteamNetworking_CloseP2PSessionWithUser%(pThis%, lRemoteSteamId%) :"_BS_ISteamNetworking_CloseP2PSessionWithUser@8"
BS_ISteamNetworking_CloseP2PChannelWithUser%(pThis%, lRemoteSteamId%, iChannel%):"_BS_ISteamNetworking_CloseP2PChannelWithUser@12"
BS_ISteamNetworking_GetP2PSessionState%(pThis%, lRemoteSteamId%, pConnectionState*):"_BS_ISteamNetworking_GetP2PSessionState@12"
BS_ISteamNetworking_AllowP2PPacketRelay%(pThis%, bAllow%) :"_BS_ISteamNetworking_AllowP2PPacketRelay@8"
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; RemoteStorage ---------------------------------------------------------------
BS_SteamRemoteStorage%() :"_BS_SteamRemoteStorage@0"
; Todo
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; Screenshots -----------------------------------------------------------------
BS_SteamScreenshots%() :"_BS_SteamScreenshots@0"
; Todo
+22
View File
@@ -0,0 +1,22 @@
; 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/>.
.lib "BlitzSteam.dll"
; UGC -------------------------------------------------------------------------
BS_SteamUGC%() :"_BS_SteamUGC@0"
BS_SteamGameServerUGC%() :"_BS_SteamGameServerUGC@0"
; Todo
@@ -0,0 +1,20 @@
; 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/>.
.lib "BlitzSteam.dll"
; UnifiedMessages -------------------------------------------------------------
BS_SteamUnifiedMessages%() :"_BS_SteamUnifiedMessages@0"
@@ -0,0 +1,49 @@
; 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/>.
.lib "BlitzSteam.dll"
; User ------------------------------------------------------------------------
BS_SteamUser%() :"_BS_SteamUser@0"
BS_ISteamUser_GetHSteamUser%(pThis%) :"_BS_ISteamUser_GetHSteamUser@4"
BS_ISteamUser_IsLoggedOn%(pThis%) :"_BS_ISteamUser_IsLoggedOn@4"
BS_ISteamUser_GetSteamID%(pThis%) :"_BS_ISteamUser_GetSteamID@4"
BS_ISteamUser_InitiateGameConnection%(pThis%, pAuthBlob*, iAuthBlobSize%, lSteamId%, iIp%, sPort%, bSecure%):"_BS_ISteamUser_InitiateGameConnection@28"
BS_ISteamUser_InitiateGameConnectionEx%(pThis%, pAuthBlob%, iAuthBlobSize%, lSteamId%, iIp%, sPort%, bSecure%):"_BS_ISteamUser_InitiateGameConnection@28"
BS_ISteamUser_TerminateGameConnection(pThis%, iIp%, sPort%) :"_BS_ISteamUser_TerminateGameConnection@12"
BS_ISteamUser_TrackAppUsageEvent(pThis%, iAppId%, EAppUsageEvent%, cExtraInfo$) :"_BS_ISteamUser_TrackAppUsageEvent@16"
BS_ISteamUser_GetUserDataFolder%(pThis%, pBuffer*, iBufferSize%) :"_BS_ISteamUser_GetUserDataFolder@12"
BS_ISteamUser_StartVoiceRecording(pThis%) :"_BS_ISteamUser_StartVoiceRecording@4"
BS_ISteamUser_StopVoiceRecording(pThis%) :"_BS_ISteamUser_StopVoiceRecording@4"
BS_ISteamUser_GetAvailableVoice%(pThis%, pCompressed*, pUncompressed*, nDesiredSampleRate%):"_BS_ISteamUser_GetAvailableVoice@16"
BS_ISteamUser_GetAvailableVoiceEx%(pThis%, pCompressed%, pUncompressed%, nDesiredSampleRate%):"_BS_ISteamUser_GetAvailableVoice@16"
BS_ISteamUser_GetVoice%(pThis%, bCompressed%, pCompressed*, iCompressedSize%, piCompressedBytesWritten*, bUncompressed%, pUncompressed*, iUncompressedSize%, piUncompressedBytesWritten*, iSampleRate%):"_BS_ISteamUser_GetVoice@36"
BS_ISteamUser_GetVoiceEx%(pThisEx%, bCompressed%, pCompressed%, iCompressedSize%, piCompressedBytesWritten%, bUncompressed%, pUncompressed%, iUncompressedSize%, piUncompressedBytesWritten%, iSampleRate%):"_BS_ISteamUser_GetVoice@36"
BS_ISteamUser_DecompressVoice(pThis%, pCompressed*, iCompressedSize%, pUncompressed*, iUncompressedSize%, iUncompressedBytesWritten*, iSampleRate%):"_BS_ISteamUser_DecompressVoice@28"
BS_ISteamUser_DecompressVoiceEx(pThis%, pCompressed*, iCompressedSize%, pUncompressed%, iUncompressedSize%, iUncompressedBytesWritten%, iSampleRate%):"_BS_ISteamUser_DecompressVoice@28"
BS_ISteamUser_GetVoiceOptimalSampleRate%(pThis%) :"_BS_ISteamUser_GetVoiceOptimalSampleRate@4"
BS_ISteamUser_GetAuthSessionTicket%(pThis%, pTicket*, iTicketSize%, piTicketSize*):"_BS_ISteamUser_GetAuthSessionTicket@16"
BS_ISteamUser_BeginAuthSession%(pThis%, pAuthTicket*, iAuthTicketSize%, lSteamId%):"_BS_ISteamUser_BeginAuthSession@16"
BS_ISteamUser_EndAuthSession(pThis%, lSteamId%) :"_BS_ISteamUser_EndAuthSession@8"
BS_ISteamUser_CancelAuthTicket(pThis%, hAuthTicket%) :"_BS_ISteamUser_CancelAuthTicket@8"
BS_ISteamUser_UserHasLicenseForApp%(pThis%, lSteamId%, iAppId%) :"_BS_ISteamUser_UserHasLicenseForApp@12"
BS_ISteamUser_IsBehindNAT%(pThis%) :"_BS_ISteamUser_IsBehindNAT@4"
BS_ISteamUser_AdvertiseGame%(pThis%, lSteamId%, iIp%, sPort%) :"_BS_ISteamUser_AdvertiseGame@16"
BS_ISteamUser_RequestEncryptedAppTicket%(pThis%, pData*, iDataSize%) :"_BS_ISteamUser_RequestEncryptedAppTicket@12"
BS_ISteamUser_GetEncryptedAppTicket%(pThis%, pTicket*, iTicketSize%, piTicketSize*):"_BS_ISteamUser_GetEncryptedAppTicket@16"
BS_ISteamUser_GetGameBadgeLevel%(pThis%, iSeries%, bFoil%) :"_BS_ISteamUser_GetGameBadgeLevel@12"
BS_ISteamUser_GetPlayerSteamLevel%(pThis%) :"_BS_ISteamUser_GetPlayerSteamLevel@4"
BS_ISteamUser_RequestStoreAuthURL%(pThis%, cRedirectUrl$) :"_BS_ISteamUser_RequestStoreAuthURL@8"
@@ -0,0 +1,77 @@
; 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/>.
.lib "BlitzSteam.dll"
; UserStats -------------------------------------------------------------------
BS_SteamUserStats%() :"_BS_ISteamUserStats@0"
BS_ISteamUserStats_RequestCurrentStats%(pThis%) :"_BS_ISteamUserStats_RequestCurrentStats@4"
BS_ISteamUserStats_GetStat%(pThis%, cName$, pData*) :"_BS_ISteamUserStats_GetStat@12"
BS_ISteamUserStats_GetStatEx%(pThis%, cName$, pData%) :"_BS_ISteamUserStats_GetStat@12"
BS_ISteamUserStats_GetStatF%(pThis%, cName$, pData*) :"_BS_ISteamUserStats_GetStatF@12"
BS_ISteamUserStats_GetStatFEx%(pThis%, cName$, pData%) :"_BS_ISteamUserStats_GetStatF@12"
BS_ISteamUserStats_SetStat%(pThis%, cName$, pData%) :"_BS_ISteamUserStats_SetStat@12"
BS_ISteamUserStats_SetStatF%(pThis%, cName$, pData#) :"_BS_ISteamUserStats_SetStatF@12"
BS_ISteamUserStats_UpdateAvgRateStat%(pThis%, cName$, fCountThisSession#, dSessionLength%) :"_BS_ISteamUserStats_UpdateAvgRateStat@16"
BS_ISteamUserStats_GetAchievement%(pThis%, cName$, pbAchieved*) :"_BS_ISteamUserStats_GetAchievement@12"
BS_ISteamUserStats_GetAchievementEx%(pThis%, cName$, pbAchieved%) :"_BS_ISteamUserStats_GetAchievement@12"
BS_ISteamUserStats_SetAchievement%(pThis%, cName$) :"_BS_ISteamUserStats_SetAchievement@8"
BS_ISteamUserStats_ClearAchievement%(pThis%, cName$) :"_BS_ISteamUserStats_ClearAchievement@8"
BS_ISteamUserStats_GetAchievementAndUnlockTime%(pThis%, cName$, pbAchieved*, piUnlockTime*) :"_BS_ISteamUserStats_GetAchievementAndUnlockTime@16"
BS_ISteamUserStats_GetAchievementAndUnlockTimeEx%(pThis%, cName$, pbAchieved%, piUnlockTime%) :"_BS_ISteamUserStats_GetAchievementAndUnlockTime@16"
BS_ISteamUserStats_StoreStats%(pThis%) :"_BS_ISteamUserStats_StoreStats@4"
BS_ISteamUserStats_GetAchievementIcon%(pThis%, cName$) :"_BS_ISteamUserStats_GetAchievementIcon@8"
BS_ISteamUserStats_GetAchievementDisplayAttribute$(pThis%, cName$, cKey$) :"_BS_ISteamUserStats_GetAchievementDisplayAttribute@12"
BS_ISteamUserStats_IndicateAchievementProgress%(pThis%, cName$, iProgress%, iMaxProgress%) :"_BS_ISteamUserStats_IndicateAchievementProgress@16"
BS_ISteamUserStats_GetNumAchievements%(pThis%) :"_BS_ISteamUserStats_GetNumAchievements@4"
BS_ISteamUserStats_GetAchievementName$(pThis%, iAchievement%) :"_BS_ISteamUserStats_GetAchievementName@8"
BS_ISteamUserStats_RequestUserStats%(pThis%, lSteamId%) :"_BS_ISteamUserStats_RequestUserStats@8"
BS_ISteamUserStats_GetUserStat%(pThis%, lSteamId%, cName$, pData*) :"_BS_ISteamUserStats_GetUserStat@16"
BS_ISteamUserStats_GetUserStatEx%(pThis%, lSteamId%, cName$, pData%) :"_BS_ISteamUserStats_GetUserStat@16"
BS_ISteamUserStats_GetUserStatF%(pThis%, lSteamId%, cName$, pData*) :"_BS_ISteamUserStats_GetUserStatF@16"
BS_ISteamUserStats_GetUserStatFEx%(pThis%, lSteamId%, cName$, pData%) :"_BS_ISteamUserStats_GetUserStatF@16"
BS_ISteamUserStats_GetUserAchievement%(pThis%, lSteamId%, cName$, pbAchieved*) :"_BS_ISteamUserStats_GetUserAchievement@16"
BS_ISteamUserStats_GetUserAchievementEx%(pThis%, lSteamId%, cName$, pbAchieved%) :"_BS_ISteamUserStats_GetUserAchievement@16"
BS_ISteamUserStats_GetUserAchievementAndUnlockTime%(pThis%, lSteamId%, cName$, pbAchieved*, piUnlockTime*) :"_BS_ISteamUserStats_GetUserAchievementAndUnlockTime@20"
BS_ISteamUserStats_GetUserAchievementAndUnlockTimeEx%(pThis%, lSteamId%, cName$, pbAchieved%, piUnlockTime%) :"_BS_ISteamUserStats_GetUserAchievementAndUnlockTime@20"
BS_ISteamUserStats_ResetAllStats%(pThis%, bAchievementsToo%) :"_BS_ISteamUserStats_ResetAllStats@8"
BS_ISteamUserStats_FindOrCreateLeaderboard%(pThis%, cLeaderboardName$, eLeaderboardSortMethod%, eLeaderboardDisplayType%) :"_BS_ISteamUserStats_FindOrCreateLeaderboard@16"
BS_ISteamUserStats_FindLeaderboard%(pThis%, cLeaderboardName$) :"_BS_ISteamUserStats_FindLeaderboard@8"
BS_ISteamUserStats_GetLeaderboardName$(pThis%, hSteamLeaderboard%) :"_BS_ISteamUserStats_GetLeaderboardName@8"
BS_ISteamUserStats_GetLeaderboardEntryCount%(pThis%, hSteamLeaderboard%) :"_BS_ISteamUserStats_GetLeaderboardEntryCount@8"
BS_ISteamUserStats_GetLeaderboardSortMethod%(pThis%, hSteamLeaderboard%) :"_BS_ISteamUserStats_GetLeaderboardSortMethod@8"
BS_ISteamUserStats_GetLeaderboardDisplayType%(pThis%, hSteamLeaderboard%) :"_BS_ISteamUserStats_GetLeaderboardDisplayType@8"
BS_ISteamUserStats_DownloadLeaderboardEntries%(pThis%, hSteamLeaderboard%, eLeaderboardDataRequest%, iRangeStart%, iRangeEnd%) :"_BS_ISteamUserStats_DownloadLeaderboardEntries@20"
BS_ISteamUserStats_DownloadLeaderboardEntriesForUsers%(pThis%, hSteamLeaderboard%, plUsers*, iUserCount%) :"_BS_ISteamUserStats_DownloadLeaderboardEntriesForUsers@16"
BS_ISteamUserStats_DownloadLeaderboardEntriesForUsersEx%(pThis%, hSteamLeaderboard%, plUsers%, iUserCount%) :"_BS_ISteamUserStats_DownloadLeaderboardEntriesForUsers@16"
BS_ISteamUserStats_GetDownloadedLeaderboardEntry%(lpSteamUsers%, hSteamLeaderboardEntries%, iIndex%, pLeaderboardEntry*, pDetails*, iDetailsMax%) :"_BS_ISteamUserStats_GetDownloadedLeaderboardEntry@24"
BS_ISteamUserStats_GetDownloadedLeaderboardEntryEx%(lpSteamUsers%, hSteamLeaderboardEntries%, iIndex%, pLeaderboardEntry%, pDetails%, iDetailsMax%) :"_BS_ISteamUserStats_GetDownloadedLeaderboardEntry@24"
BS_ISteamUserStats_UploadLeaderboardScore%(pThis%, hSteamLeaderboard%, eLeaderboardUploadScoreMethod%, iScore%, pScoreDetails*, iScoreDetailsCount%) :"_BS_ISteamUserStats_UploadLeaderboardScore@24"
BS_ISteamUserStats_UploadLeaderboardScoreEx%(pThis%, hSteamLeaderboard%, eLeaderboardUploadScoreMethod%, iScore%, pScoreDetails%, iScoreDetailsCount%) :"_BS_ISteamUserStats_UploadLeaderboardScore@24"
BS_ISteamUserStats_AttachLeaderboardUGC%(pThis%, hSteamLeaderboard%, hUGC%) :"_BS_ISteamUserStats_AttachLeaderboardUGC@12"
BS_ISteamUserStats_GetNumberOfCurrentPlayers%(pThis%) :"_BS_ISteamUserStats_GetNumberOfCurrentPlayers@4"
BS_ISteamUserStats_RequestGlobalAchievementPercentages%(pThis%) :"_BS_ISteamUserStats_RequestGlobalAchievementPercentages@4"
BS_ISteamUserStats_GetMostAchievedAchievementInfo%(pThis%, cName$, iNameLength%, pfPercent*, pbAchieved*) :"_BS_ISteamUserStats_GetMostAchievedAchievementInfo@20"
BS_ISteamUserStats_GetMostAchievedAchievementInfoEx%(pThis%, cName$, iNameLength%, pfPercent%, pbAchieved%) :"_BS_ISteamUserStats_GetMostAchievedAchievementInfo@20"
BS_ISteamUserStats_GetNextMostAchievedAchievementInfo%(pThis%, iIteratorPrevious%, cName$, iNameLength%, pfPercent*, pbAchieved*) :"_BS_ISteamUserStats_GetNextMostAchievedAchievementInfo@24"
BS_ISteamUserStats_GetNextMostAchievedAchievementInfoEx%(pThis%, iIteratorPrevious%, cName$, iNameLength%, pfPercent%, pbAchieved%) :"_BS_ISteamUserStats_GetNextMostAchievedAchievementInfo@24"
BS_ISteamUserStats_GetAchievementAchievedPercent%(pThis%, cName$, pfPercent*) :"_BS_ISteamUserStats_GetAchievementAchievedPercent@12"
BS_ISteamUserStats_GetAchievementAchievedPercentEx%(pThis%, cName$, pfPercent%) :"_BS_ISteamUserStats_GetAchievementAchievedPercent@12"
BS_ISteamUserStats_RequestGlobalStats%(pThis%, iHistoryDays%) :"_BS_ISteamUserStats_RequestGlobalStats@8"
BS_ISteamUserStats_GetGlobalStatL%(pThis, cStatName$, plData%) :"_BS_ISteamUserStats_GetGlobalStatL@12"
BS_ISteamUserStats_GetGlobalStatD%(pThis, cStatName$, pdData%) :"_BS_ISteamUserStats_GetGlobalStatD@12"
BS_ISteamUserStats_GetGlobalStatHistoryL%(pThis, cStatName$, plDataArray%, iDataSize%) :"_BS_ISteamUserStats_GetGlobalStatHistoryL@16"
BS_ISteamUserStats_GetGlobalStatHistoryD%(pThis, cStatName$, pdDataArray%, iDataSize%) :"_BS_ISteamUserStats_GetGlobalStatHistoryD@16"
@@ -0,0 +1,21 @@
; 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/>.
.lib "BlitzSteam.dll"
; Utils -----------------------------------------------------------------------
BS_SteamUtils%() :"_BS_SteamUtils@0"
BS_SteamGameServerUtils%() :"_BS_SteamGameServerUtils@0"
@@ -0,0 +1,20 @@
; 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/>.
.lib "BlitzSteam.dll"
; Utils -----------------------------------------------------------------------
BS_SteamVideo%() :"_BS_SteamVideo@0"
+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_SteamAPI_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)
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_SteamAPI_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_SteamAPI_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_ISteamAppList_GetNumInstalledApps(BS_SteamAppList())
Local Buffer = CreateBank(4 * SteamAppList_Count)
Local AppNameBuffer = CreateBank(1024)
Local PathBuffer = CreateBank(260)
Local AppIdCount = BS_ISteamAppList_GetInstalledApps(BS_SteamAppList(), 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_ISteamAppList_GetAppName(BS_SteamAppList(), AppId, AppNameBuffer, 1024)
SAL\Name = PeekCString(AppNameBuffer, 0, AppNameLen)
Local PathLen = BS_ISteamAppList_GetAppInstallDir(BS_SteamAppList(), AppId, PathBuffer, 260)
SAL\InstallDir = PeekCString(PathBuffer, 0, PathLen)
SAL\BuildId = BS_ISteamAppList_GetAppBuildId(BS_SteamAppList(), 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_SteamAPI_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_SteamAPI_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_ISteamApps_GetDLCCount(BS_SteamApps())
Delete Each SteamAppsDLC
For Index = 0 To SteamAppsDLC_Count - 1
If BS_ISteamApps_GetDLCDataByIndex(BS_SteamApps(), 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_ISteamApps_GetCurrentBetaName(BS_SteamApps(), BetaBuffer, 1024)
Local Beta$ = PeekCString(BetaBuffer, 0, 1024)
FreeBank BetaBuffer
Local AppInstallDir$, AppInstallDirBuffer = CreateBank(260)
BS_ISteamApps_GetAppInstallDir(BS_SteamApps(), 480, AppInstallDirBuffer, 260)
AppInstallDir = PeekCString(AppInstallDirBuffer, 0, 260)
FreeBank AppInstallDirBuffer
Local llOwner = BS_ISteamApps_GetAppOwner(BS_SteamApps())
Local OwnerId$ = "[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_ISteamApps_IsSubscribed(BS_SteamApps())
Text 0, 45, "Is Low Violence? " + BS_ISteamApps_IsLowViolence(BS_SteamApps())
Text 0, 60, "Is Cybercafe? " + BS_ISteamApps_IsCybercafe(BS_SteamApps())
Text 0, 75, "Is VAC Banned? " + BS_ISteamApps_IsVACBanned(BS_SteamApps())
Text 0, 90, "Current Game Language: " + BS_ISteamApps_GetCurrentGameLanguage(BS_SteamApps())
Text 0,105, "Available Game Languages: " + BS_ISteamApps_GetAvailableGameLanguages(BS_SteamApps())
Text 0,120, "Is Subscribed App (480)? " + BS_ISteamApps_IsSubscribedApp(BS_SteamApps(), 480)
Text 0,135, "Is DLC (323180) Installed? " + BS_ISteamApps_IsDlcInstalled(BS_SteamApps(), 323180) ; Portal 2 Soundtrack DLC
Text 0,150, "Earliest Purchase Unix Time (480): " + BS_ISteamApps_GetEarliestPurchaseUnixTime(BS_SteamApps(), 480)
Text 0,165, "Is Subscribed from Free Weekend? " + BS_ISteamApps_IsSubscribedFromFreeWeekend(BS_SteamApps())
Text 0,180, "DLC Count: " + BS_ISteamApps_GetDLCCount(BS_SteamApps())
Text 0,195, "Current Beta Name: " + Beta
Text 0,210, "App Install Dir: " + AppInstallDir$
Text 0,225, "Is App Installed (480): " + BS_ISteamApps_IsAppInstalled(BS_SteamApps(), 480)
Text 0,240, "App Owner Id: " + OwnerId
Text 0,255, "App Built Id: " + BS_ISteamApps_GetAppBuildId(BS_SteamApps())
; BS_ISteamApps_GetLanchQueryParam$(BS_SteamApps(), pchKey$)
; // 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_ISteamApps_MarkContentCorrupt signals steam that game files are corrupt or missing. Forces a validation after quit and before next start.
; How To Use: BS_ISteamApps_RequestProofOfPurchaseKey(BS_SteamApps(), 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_ISteamApps_InstallDLC, BS_ISteamApps_UninstallDLC
; BS_ISteamApps_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_SteamAPI_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
@@ -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_SteamAPI_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)
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_SteamAPI_Shutdown()
End
;~IDEal Editor Parameters:
;~C#Blitz3D
@@ -0,0 +1,396 @@
; 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"
;----------------------------------------------------------------
;! Steam Stuff
;----------------------------------------------------------------
; SteamClient: WarningMessageHook
Global Steam_WarningMessageHook_Callback = 0
Function Steam_WarningMessageHook(bIsWarning%, pchMessageBuffer%)
If Steam_WarningMessageHook_Callback = 0 Then
Steam_WarningMessageHook_Callback = BP_GetFunctionPointer()
Return
EndIf
; Read Message from buffer
Local msg$ = ""
If bIsWarning = 1 Then
msg = "[Warning]"
Else
msg = "[Info]"
EndIf
msg = msg + PeekMemoryStringC(pchMessageBuffer)
DebugLog "[Steam]" + msg$
End Function:Steam_WarningMessageHook(0, 0)
Function PeekMemoryStringC(Memory%, Length%=-1)
Local Ptr = Memory
Local iChar = 0, tiChar = 0
Local sOut$ = ""
Repeat
tiChar = PeekMemoryByte(Ptr)
; Advance memory, decrease Length
Ptr = Ptr + 1
Length = Length - 1
If (tiChar = 0) Then
Length = 0
Else
sOut = sOut + Chr(tiChar)
EndIf
Until Length = 0
Return sOut
End Function
;----------------------------------------------------------------
;! SteamBrowser (Image & Texture Drawing)
;----------------------------------------------------------------
Global SteamBrowser_Callback_BrowserReady_p = 0, SteamBrowser_Callback_BrowserReady_c = 0
Global SteamBrowser_Callback_NeedsPaint_p = 0, SteamBrowser_Callback_NeedsPaint_c = 0
Global SteamBrowser_Callback_StartRequest_p = 0, SteamBrowser_Callback_StartRequest_c = 0
Type SteamBrowser
Field Id%, lSteamAPICall%
Field Size%[1] ;Width, Height
Field URL$
; CEF Stuff
Field UpdateRegion[3] ;X,Y,W,H
Field Serial%, Scale#, ScrollX%, ScrollY%
; Image Based
Field hImage%
; Texture Based
Field hTexture%
End Type
Function SteamBrowser_Create.SteamBrowser(Width%, Height%, URL$="http://google.com/", UserAgent$="SteamBrowser", UserCSS$="")
; Create our Object
Local SB.SteamBrowser = New SteamBrowser
SB\Id = 0 ; Initialize to 0 until the Browser is ready.
SB\Size[0] = Width
SB\Size[1] = Height
SB\URL = URL
SB\lSteamAPICall = BS_ISteamHTMLSurface_CreateBrowser(BS_SteamHTMLSurface(), UserAgent, UserCSS)
; We need to register our callbacks, or nothing will work.
BS_Callback_RegisterResult SteamBrowser_Callback_BrowserReady_c, SB\lSteamAPICall, BS_SteamHTMLSurface_BrowserReady ; Listen to the result of the last SteamAPICall.
BS_Callback_Register SteamBrowser_Callback_NeedsPaint_c, BS_SteamHTMLSurface_NeedsPaint
BS_Callback_Register SteamBrowser_Callback_StartRequest_c, BS_SteamHTMLSurface_StartRequest
; Image Based
SB\hImage = CreateImage(SB\Size[0], SB\Size[1])
; Texture Based
SB\hTexture = CreateTexture(SB\Size[0], SB\Size[1], 1+2)
Return SB
End Function
Function SteamBrowser_Destroy(SB.SteamBrowser)
; Texture Based
FreeTexture SB\hTexture
; Image Based
FreeImage SB\hImage
BS_ISteamHTMLSurface_RemoveBrowser BS_SteamHTMLSurface(), SB\Id
Delete SB
End Function
Function SteamBrowser_Find.SteamBrowser(iId%, lSteamAPICall%)
Local SB.SteamBrowser = Null
; Find by Id
If iId <> 0
For SB.SteamBrowser = Each SteamBrowser
If (SB\Id = iId) Then
Return SB
EndIf
Next
EndIf
; Find by SteamAPICall
If lSteamAPICall <> 0
For SB.SteamBrowser = Each SteamBrowser
If (SB\lSteamAPICall <> 0) And (BS_Long_Compare(lSteamAPICall, SB\lSteamAPICall) = 0) Then
Return SB
EndIf
Next
EndIf
Return Null
End Function
Function SteamBrowser_SetSize(SB.SteamBrowser, Width%, Height%)
SB\Size[0] = Width
SB\Size[1] = Height
; Update Browser Size
BS_ISteamHTMLSurface_SetSize BS_SteamHTMLSurface(), SB\Id, Width, Height
; Image Based
FreeImage(SB\hImage)
SB\hImage = CreateImage(Width, Height)
; Texture Based
FreeTexture(SB\hTexture)
SB\hTexture = CreateTexture(Width, Height, 1+2)
End Function
Function SteamBrowser_LoadUrl(SB.SteamBrowser, URL$, PostData$="")
BS_ISteamHTMLSurface_LoadURL BS_SteamHTMLSurface(), SB\Id, URL, PostData
End Function
Function SteamBrowser_IsReady(SB.SteamBrowser)
Return (SB\Id <> 0)
End Function
Function SteamBrowser_GetImageHandle(SB.SteamBrowser)
Return SB\hImage
End Function
Function SteamBrowser_GetTextureHandle(SB.SteamBrowser)
Return SB\hTexture
End Function
Function SteamBrowser_Callback_BrowserReady(pvParam%, bIOFailure, lSteamAPICall)
If (SteamBrowser_Callback_BrowserReady_p = 0) Then
SteamBrowser_Callback_BrowserReady_p = BP_GetFunctionPointer()
SteamBrowser_Callback_BrowserReady_c = BS_Callback_New(SteamBrowser_Callback_BrowserReady_p)
Return
EndIf
; Search for a valid SteamBrowser object.
Local SB.SteamBrowser = SteamBrowser_Find(0, lSteamAPICall)
SB\Id = BS_Memory_PeekInt(pvParam, 0)
SteamBrowser_SetSize(SB, SB\Size[0], SB\Size[1])
SteamBrowser_LoadUrl(SB, SB\URL)
; Destroy our SteamAPICall pointer and clear the value.
BS_Long_Destroy(SB\lSteamAPICall):SB\lSteamAPICall = 0
End Function:SteamBrowser_Callback_BrowserReady(0, 0, 0)
Function SteamBrowser_Callback_NeedsPaint(pvParam%, p2, p3)
If (SteamBrowser_Callback_NeedsPaint_p = 0) Then
SteamBrowser_Callback_NeedsPaint_p = BP_GetFunctionPointer()
SteamBrowser_Callback_NeedsPaint_c = BS_Callback_New(SteamBrowser_Callback_NeedsPaint_p)
Return
EndIf
; Search for a valid SteamBrowser object.
Local SB.SteamBrowser = SteamBrowser_Find(BS_Memory_PeekInt(pvParam, 0), 0)
; Parse Data from pvParam
Local pBuffer, pW, pH, pUpdateX, pUpdateY, pUpdateW, pUpdateH, pScrollX, pScrollY, pScale#, pSerial
pBuffer = BS_Memory_PeekInt(pvParam, 4)
pW = BS_Memory_PeekInt(pvParam, 8)
pH = BS_Memory_PeekInt(pvParam, 12)
pUpdateX = BS_Memory_PeekInt(pvParam, 16)
pUpdateY = BS_Memory_PeekInt(pvParam, 20)
pUpdateW = BS_Memory_PeekInt(pvParam, 24)
pUpdateH = BS_Memory_PeekInt(pvParam, 28)
pScrollX = BS_Memory_PeekInt(pvParam, 32)
pScrollY = BS_Memory_PeekInt(pvParam, 36)
pScale = BS_Memory_PeekFloat(pvParam, 40)
pSerial = BS_Memory_PeekInt(pvParam, 44)
; Assign to Object
SB\UpdateRegion[0] = pUpdateX
SB\UpdateRegion[1] = pUpdateY
SB\UpdateRegion[2] = pUpdateW
SB\UpdateRegion[3] = pUpdateH
SB\Scale = pScale
SB\ScrollX = pScrollX
SB\ScrollY = pScrollY
SB\Serial = pSerial
; Fix up Buffer Size (Always next bigger 16*n, for whatever reason (SIBLY WHAT DID YOU DO!?))
Local nW = (16 * Ceil(pW / 16.0))
;DebugLog ImageWidth(SB\hImage) + ":" + ImageHeight(SB\hImage)
; Image Based
Local hImageBuffer = ImageBuffer(SB\hImage)
LockBuffer hImageBuffer
BS_Helper_CopyMemoryIntMangle pBuffer, BS_Memory_PeekInt(hImageBuffer, 72), 0, pW, pH, nW, SB\Size[1], pUpdateX, pUpdateY, pUpdateW, pUpdateH
UnlockBuffer hImageBuffer
; Texture Based (Identical)
Local hTextureBuffer = ImageBuffer(SB\hImage)
LockBuffer hTextureBuffer
BS_Helper_CopyMemoryIntMangle pBuffer, BS_Memory_PeekInt(hTextureBuffer, 72), 0, pW, pH, nW, SB\Size[1], pUpdateX, pUpdateY, pUpdateW, pUpdateH
UnlockBuffer hTextureBuffer
; pvParam Structure
;CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the browser that needs the paint
;CALLBACK_MEMBER(1, const char *, pBGRA ) // a pointer to the B8G8R8A8 data for this surface, valid until SteamAPI_RunCallbacks is next called
;CALLBACK_MEMBER(2, uint32, unWide) // the total width of the pBGRA texture
;CALLBACK_MEMBER(3, uint32, unTall) // the total height of the pBGRA texture
;CALLBACK_MEMBER(4, uint32, unUpdateX) // the offset in X for the damage rect for this update
;CALLBACK_MEMBER(5, uint32, unUpdateY) // the offset in Y for the damage rect for this update
;CALLBACK_MEMBER(6, uint32, unUpdateWide) // the width of the damage rect for this update
;CALLBACK_MEMBER(7, uint32, unUpdateTall) // the height of the damage rect for this update
;CALLBACK_MEMBER(8, uint32, unScrollX) // the page scroll the browser was at when this texture was rendered
;CALLBACK_MEMBER(9, uint32, unScrollY) // the page scroll the browser was at when this texture was rendered
;CALLBACK_MEMBER(10, float, flPageScale) // the page scale factor on this page when rendered
;CALLBACK_MEMBER(11, uint32, unPageSerial) // incremented on each new page load, you can use this to reject draws while navigating to new pages
End Function:SteamBrowser_Callback_NeedsPaint(0, 0, 0)
Function SteamBrowser_Callback_StartRequest(pvParam%, p2, p3)
If (SteamBrowser_Callback_StartRequest_p = 0) Then
SteamBrowser_Callback_StartRequest_p = BP_GetFunctionPointer()
SteamBrowser_Callback_StartRequest_c = BS_Callback_New(SteamBrowser_Callback_StartRequest_p)
Return
EndIf
; Search for a valid SteamBrowser object.
Local SB.SteamBrowser = SteamBrowser_Find(BS_Memory_PeekInt(pvParam, 0), 0)
; Default to allow all requests. (Why not? For an Example, this is good enough.)
; Could implement a simple filter using a second type, but why don't you experiment a bit?
BS_ISteamHTMLSurface_AllowStartRequest BS_SteamHTMLSurface(), SB\Id, True
End Function:SteamBrowser_Callback_StartRequest(0, 0, 0)
;----------------------------------------------------------------
;! Example Code
;----------------------------------------------------------------
If BS_SteamAPI_Init() = 0 Then RuntimeError "Steam failed to initialize."
; Steam: Hooks, Callbacks, CallResults
BS_ISteamClient_SetWarningMessageHook BS_SteamClient(), Steam_WarningMessageHook_Callback
; Steam: HTMLSurface API
If BS_SteamHTMLSurface() = 0 Then RuntimeError "Steam: HTMLSurface API is not available."
If BS_ISteamHTMLSurface_Init(BS_SteamHTMLSurface()) = 0 Then RuntimeError "Steam: HTMLSurface API did not want to be initialized?!"
;BS_ISteamHTMLSurface_SetSize BS_SteamHTMLSurface(), 0, GraphicsWidth(), GraphicsHeight()
Const FPS = 60
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)
; Create a Browser
Local myBrowser.SteamBrowser = SteamBrowser_Create(GraphicsWidth(), GraphicsHeight(), "http://store.steampowered.com/app/368720/")
Local Mouse[3], MouseButton[3], Key[255]
While Not KeyHit(1)
Cls
; Only allow input when the browser is up to date.
;If (myBrowser\iLastDraw > myBrowser\iLastRequest) Then
If True
; Mouse Input
If Mouse[0] <> MouseX() Or Mouse[1] <> MouseY() Then
Mouse[0] = MouseX()
Mouse[1] = MouseY()
BS_ISteamHTMLSurface_MouseMove BS_SteamHTMLSurface(), myBrowser\Id, MouseX(), MouseY()
EndIf
If Mouse[2] <> MouseZ() Then
Mouse[2] = MouseZ()
BS_ISteamHTMLSurface_MouseWheel BS_SteamHTMLSurface(), myBrowser\Id, MouseZSpeed()*30
EndIf
Local Button
For Button = 1 To 3
Local ButtonDown = MouseDown(Button)
If MouseButton[Button] <> ButtonDown Then
MouseButton[Button] = MouseDown(Button)
If ButtonDown
BS_ISteamHTMLSurface_MouseDown BS_SteamHTMLSurface(), myBrowser\Id, Button - 1
Else
BS_ISteamHTMLSurface_MouseUp BS_SteamHTMLSurface(), myBrowser\Id, Button - 1
EndIf
EndIf
Next
; Keyboard
Local Modifier = BS_EHTMLKeyModifiers_None
If KeyDown(42) Or KeyDown(54) Then Modifier = Modifier Or BS_EHTMLKeyModifiers_ShiftDown
If KeyDown(29) Or KeyDown(157) Or KeyDown(184) Then Modifier = Modifier Or BS_EHTMLKeyModifiers_CtrlDown
If KeyDown(56) Or KeyDown(184) Then Modifier = Modifier Or BS_EHTMLKeyModifiers_AltDown
Local VK
For VK = 0 To 255
Local SC = InputEx_User32_MapVirtualKeyEx(VK, 0, 0)
Local KeyDownN = KeyDown(SC)
If Key[VK] <> KeyDownN Then
Key[VK] = KeyDownN
If KeyDownN = 1 Then
BS_ISteamHTMLSurface_KeyDown BS_SteamHTMLSurface(), myBrowser\Id, VK, Modifier
Else
BS_ISteamHTMLSurface_KeyUp BS_SteamHTMLSurface(), myBrowser\Id, VK, Modifier
EndIf
EndIf
Next
Local GetKeyC = GetKey()
If GetKeyC
BS_ISteamHTMLSurface_KeyChar BS_SteamHTMLSurface(), myBrowser\Id, GetKeyC, Modifier
EndIf
EndIf
; Steam: Run any Callbacks
; Q: Why before RenderWorld/Flip?
; A: If we did any changes, having them available before Rendering helps responsiveness.
; A one-frame Delay is noticeable, even to people claiming the eye only sees 30 fps.
; Please read a Biology book if you are one of those, it doesn't work like that.
BS_SteamAPI_RunCallbacks()
RenderWorld
;If (myBrowser\iLastDraw > myBrowser\iLastRequest) Then
If Not KeyDown(57)
DrawBlock SteamBrowser_GetImageHandle(myBrowser), 0, 0, 0
Color 255, 0, 0
Rect myBrowser\UpdateRegion[0],myBrowser\UpdateRegion[1],myBrowser\UpdateRegion[2],myBrowser\UpdateRegion[3], 0
Else
EntityTexture demoCube, SteamBrowser_GetTextureHandle(myBrowser)
EndIf
;EndIf
Flip
WaitTimer demoTimer
Wend
; Destroy existing Browser
SteamBrowser_Destroy(myBrowser):myBrowser = Null
; Steam: HTMLSurface API
BS_ISteamHTMLSurface_Shutdown(BS_SteamHTMLSurface())
BS_SteamAPI_Shutdown()
EndGraphics
End
;~IDEal Editor Parameters:
;~F#17#28
;~C#Blitz3D
@@ -0,0 +1,90 @@
; 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"
;----------------------------------------------------------------
;! Configuration
;----------------------------------------------------------------
Const APPID = 480 ; Test App / SpaceWar
Const FRAMERATE = 60
Const RESOLUTION_X = 1024
Const RESOLUTION_Y = 768
Const RESOLUTION_Z = 32
Const RESOLUTION_MODE = 2
;----------------------------------------------------------------
;! Init Code
;----------------------------------------------------------------
Global Timer = CreateTimer(FRAMERATE)
Global ServerListResponse_ServerResponded_p%:ServerListResponse_ServerResponded(0, 0, 0)
Global ServerListResponse_RefreshComplete_p%:ServerListResponse_RefreshComplete(0, 0, 0)
Graphics3D RESOLUTION_X, RESOLUTION_Y, RESOLUTION_Z, RESOLUTION_MODE
SetBuffer BackBuffer()
If Not BS_SteamAPI_Init() Then RuntimeError "Failed to initialize Steam!"
;----------------------------------------------------------------
;! Main Code
;----------------------------------------------------------------
Local Bank =CreateBank(1)
Local pRequestServersResponse = BS_ISteamMatchmakingServerListResponse_New(0, ServerListResponse_ServerResponded_p, 0, ServerListResponse_RefreshComplete_p)
Local hRequest = BS_ISteamMatchmakingServers_RequestInternetServerList(BS_SteamMatchmakingServers(), 480, Bank, 0, pRequestServersResponse)
While Not KeyHit(1)
WaitTimer Timer
BS_SteamAPI_RunCallbacks()
Wend
BS_ISteamMatchmakingServers_ReleaseRequest(BS_SteamMatchmakingServers(), hRequest)
BS_SteamAPI_Shutdown()
;----------------------------------------------------------------
;! Functions
;----------------------------------------------------------------
Function ServerListResponse_ServerResponded(pData%, hRequest%, iServer%)
If (Not ServerListResponse_ServerResponded_p)
ServerListResponse_ServerResponded_p = BP_GetFunctionPointer()
Return
EndIf
Print iServer
Return
End Function
Function ServerListResponse_RefreshComplete(pData%, hRequest%, eMatchMakingServerResponse%)
If (Not ServerListResponse_RefreshComplete_p)
ServerListResponse_RefreshComplete_p = BP_GetFunctionPointer()
Return
EndIf
Select eMatchMakingServerResponse
Case BS_EMatchMakingServerResponse_ServerResponded
Print "Got Servers"
Case BS_EMatchMakingServerResponse_ServerFailedToRespond
Print "Server did not respond"
Case BS_EMatchMakingServerResponse_NoServersListedOnMasterServer
Print "No Servers listed for this game."
Default
Print "Unknown"
End Select
Return
End Function
;~IDEal Editor Parameters:
;~C#Blitz3D
+1
View File
@@ -0,0 +1 @@
480
+266
View File
@@ -0,0 +1,266 @@
// 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 "BlitzCallback.h"
void BlitzCallback::Initialize() {
#define BlitzCallback_DefineSize(T) BlitzCallback::Sizes.emplace(T::k_iCallback, sizeof(T));
// Do nothing if it was already done.
if (BlitzCallback::Sizes.size() > 0)
return;
// Default to the size of the class itself if no callback id is given.
BlitzCallback::Sizes.emplace(0, sizeof(BlitzCallback));
// SteamAPI
// SteamAppList
BlitzCallback_DefineSize(SteamAppInstalled_t);
BlitzCallback_DefineSize(SteamAppUninstalled_t);
// SteamApps
BlitzCallback_DefineSize(DlcInstalled_t);
BlitzCallback_DefineSize(RegisterActivationCodeResponse_t);
BlitzCallback_DefineSize(AppProofOfPurchaseKeyResponse_t);
BlitzCallback_DefineSize(NewLaunchQueryParameters_t);
// SteamController
// SteamFriends
BlitzCallback_DefineSize(PersonaStateChange_t);
BlitzCallback_DefineSize(GameOverlayActivated_t);
BlitzCallback_DefineSize(GameServerChangeRequested_t);
BlitzCallback_DefineSize(GameLobbyJoinRequested_t);
BlitzCallback_DefineSize(AvatarImageLoaded_t);
BlitzCallback_DefineSize(ClanOfficerListResponse_t);
BlitzCallback_DefineSize(FriendRichPresenceUpdate_t);
BlitzCallback_DefineSize(GameRichPresenceJoinRequested_t);
BlitzCallback_DefineSize(GameConnectedClanChatMsg_t);
BlitzCallback_DefineSize(GameConnectedChatJoin_t);
BlitzCallback_DefineSize(GameConnectedChatLeave_t);
BlitzCallback_DefineSize(DownloadClanActivityCountsResult_t);
BlitzCallback_DefineSize(JoinClanChatRoomCompletionResult_t);
BlitzCallback_DefineSize(GameConnectedFriendChatMsg_t);
BlitzCallback_DefineSize(FriendsGetFollowerCount_t);
BlitzCallback_DefineSize(FriendsIsFollowing_t);
BlitzCallback_DefineSize(FriendsEnumerateFollowingList_t);
BlitzCallback_DefineSize(SetPersonaNameResponse_t);
// SteamGameServer
BlitzCallback_DefineSize(GSClientApprove_t);
BlitzCallback_DefineSize(GSClientDeny_t);
BlitzCallback_DefineSize(GSClientKick_t);
BlitzCallback_DefineSize(GSClientAchievementStatus_t);
BlitzCallback_DefineSize(GSPolicyResponse_t);
BlitzCallback_DefineSize(GSGameplayStats_t);
BlitzCallback_DefineSize(GSClientGroupStatus_t);
BlitzCallback_DefineSize(GSReputation_t);
BlitzCallback_DefineSize(AssociateWithClanResult_t);
BlitzCallback_DefineSize(ComputeNewPlayerCompatibilityResult_t);
// SteamGameServerStats
BlitzCallback_DefineSize(GSStatsReceived_t);
BlitzCallback_DefineSize(GSStatsStored_t);
BlitzCallback_DefineSize(GSStatsUnloaded_t);
// SteamHTMLSurface
BlitzCallback_DefineSize(HTML_BrowserReady_t);
// SteamHTTP
BlitzCallback_DefineSize(HTTPRequestCompleted_t);
BlitzCallback_DefineSize(HTTPRequestHeadersReceived_t);
BlitzCallback_DefineSize(HTTPRequestDataReceived_t);
// SteamInventory
BlitzCallback_DefineSize(SteamInventoryResultReady_t);
BlitzCallback_DefineSize(SteamInventoryFullUpdate_t);
BlitzCallback_DefineSize(SteamInventoryDefinitionUpdate_t);
// SteamMatchmaking
// SteamMatchmakingServers
// SteamMusic
// SteamMusicRemote
// SteamNetworking
BlitzCallback_DefineSize(P2PSessionRequest_t);
BlitzCallback_DefineSize(P2PSessionConnectFail_t);
BlitzCallback_DefineSize(SocketStatusCallback_t);
}
std::map<int32_t, size_t> BlitzCallback::Sizes;
BlitzCallback::BlitzCallback(BP_BlitzFunction3_t pFunctionPointer) {
BlitzCallback::Initialize();
// Initialize all values to 0.
this->m_iCallback = 0;
this->m_nCallbackFlags = 0;
this->m_hSteamAPICall = 0;
// Set function pointer.
this->m_pFunctionPointer = pFunctionPointer;
}
BlitzCallback::~BlitzCallback() {
// Unregister if we are still registered.
this->UnregisterResult();
this->Unregister();
// Reset all variables to 0.
this->m_iCallback = 0;
this->m_nCallbackFlags = 0;
this->m_hSteamAPICall = 0;
this->m_pFunctionPointer = 0;
}
void BlitzCallback::Run(void *pvParam) {
if (m_hSteamAPICall != 0)
m_hSteamAPICall = 0; // Caller unregisters for us.
BP_CallFunction3(m_pFunctionPointer, reinterpret_cast<int32_t>(pvParam), 0, 0);
}
void BlitzCallback::Run(void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall) {
if (m_hSteamAPICall != 0)
m_hSteamAPICall = 0; // Caller unregisters for us.
BP_CallFunction3(m_pFunctionPointer, reinterpret_cast<int32_t>(pvParam), (bIOFailure ? 0 : 1), reinterpret_cast<int32_t>(&hSteamAPICall));
}
int BlitzCallback::GetCallbackSizeBytes() {
return (BlitzCallback::Sizes.find(this->m_iCallback)->second);
}
void BlitzCallback::SetCallback(int32_t iCallback) {
this->m_iCallback = iCallback;
}
int32_t BlitzCallback::GetCallback() {
return this->m_iCallback;
}
void BlitzCallback::SetFunction(BP_BlitzFunction3_t pFunction) {
this->m_pFunctionPointer = pFunction;
}
BP_BlitzFunction3_t BlitzCallback::GetFunction() {
return this->m_pFunctionPointer;
}
bool BlitzCallback::IsRegistered() {
return (this->m_nCallbackFlags & this->k_ECallbackFlagsRegistered) != 0;
}
void BlitzCallback::SetRegistered(bool bIsRegistered) {
this->m_nCallbackFlags &= ~k_ECallbackFlagsRegistered;
if (bIsRegistered)
this->m_nCallbackFlags |= k_ECallbackFlagsRegistered;
}
bool BlitzCallback::IsGameServer() {
return (this->m_nCallbackFlags & this->k_ECallbackFlagsGameServer) != 0;
}
void BlitzCallback::SetGameServer(bool bIsGameServer) {
this->m_nCallbackFlags &= ~k_ECallbackFlagsGameServer;
if (bIsGameServer)
this->m_nCallbackFlags |= k_ECallbackFlagsGameServer;
}
void BlitzCallback::Register(uint32_t iCallback) {
if (this->IsRegistered())
this->Unregister();
SteamAPI_RegisterCallback(this, iCallback);
this->m_iCallback = iCallback;
}
void BlitzCallback::Unregister() {
if (this->IsRegistered()) {
SteamAPI_UnregisterCallback(this);
this->m_iCallback = 0;
}
}
void BlitzCallback::RegisterResult(SteamAPICall_t hSteamAPICall, uint32_t iCallback) {
if (this->m_hSteamAPICall != 0)
this->UnregisterResult();
this->m_hSteamAPICall = hSteamAPICall;
this->m_iCallback = iCallback;
SteamAPI_RegisterCallResult(this, hSteamAPICall);
}
void BlitzCallback::UnregisterResult() {
if (this->m_hSteamAPICall != 0) {
SteamAPI_UnregisterCallResult(this, this->m_hSteamAPICall);
this->m_hSteamAPICall = 0;
this->m_iCallback = 0;
}
}
//-----------------------------------------------------------------------------
// C-Callables
//-----------------------------------------------------------------------------
DLL(BlitzCallback*) BS_Callback_New(BP_BlitzFunction3_t pFunctionPointer) {
return new BlitzCallback(pFunctionPointer);
}
DLL(void) BS_Callback_Destroy(BlitzCallback* pCallback) {
delete pCallback;
}
DLL(int32_t) BS_Callback_GetCallbackSizeBytes(BlitzCallback* pCallback) {
return pCallback->GetCallbackSizeBytes();
}
DLL(void) BS_Callback_SetCallback(BlitzCallback* pCallback, int32_t iCallback) {
pCallback->SetCallback(iCallback);
}
DLL(int32_t) BS_Callback_GetCallback(BlitzCallback* pCallback) {
return pCallback->GetCallback();
}
DLL(void) BS_Callback_SetFunction(BlitzCallback* pCallback, BP_BlitzFunction3_t pFunction) {
pCallback->SetFunction(pFunction);
}
DLL(BP_BlitzFunction3_t) BS_Callback_GetFunction(BlitzCallback* pCallback) {
return pCallback->GetFunction();
}
DLL(int32_t) BS_Callback_IsRegistered(BlitzCallback* pCallback) {
return pCallback->IsRegistered();
}
DLL(void) BS_Callback_SetRegistered(BlitzCallback* pCallback, int32_t bIsRegistered) {
pCallback->SetRegistered(!!bIsRegistered);
}
DLL(int32_t) BS_Callback_IsGameServer(BlitzCallback* pCallback) {
return pCallback->IsGameServer();
}
DLL(void) BS_Callback_SetGameServer(BlitzCallback* pCallback, int32_t bIsGameServer) {
pCallback->SetGameServer(!!bIsGameServer);
}
DLL(void) BS_Callback_Register(BlitzCallback* pCallback, uint32_t iCallback) {
pCallback->Register(iCallback);
}
DLL(void) BS_Callback_Unregister(BlitzCallback* pCallback) {
pCallback->Unregister();
}
DLL(void) BS_Callback_RegisterResult(BlitzCallback* pCallback, SteamAPICall_t* pSteamAPICall, uint32_t iCallback) {
pCallback->RegisterResult(*pSteamAPICall, iCallback);
}
DLL(void) BS_Callback_UnregisterResult(BlitzCallback* pCallback) {
pCallback->UnregisterResult();
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
#include "../Helpers/BlitzPointer.h"
#include <list>
#include <vector>
#include <map>
class BlitzCallback : public CCallbackBase {
// Static Parts
public:
/// Initializes the CallbackSizes list for future use.
static void Initialize();
static std::map<int32_t, size_t> Sizes;
// Class Parts
public:
// Constructor
BlitzCallback(BP_BlitzFunction3_t pFunctionPointer);
// Destructor
~BlitzCallback();
// Run
virtual void Run(void *pvParam);
virtual void Run(void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall);
// Callback Size
virtual int GetCallbackSizeBytes();
// Accessors
void SetCallback(int32_t iCallback);
int32_t GetCallback();
void SetFunction(BP_BlitzFunction3_t pFunction);
BP_BlitzFunction3_t GetFunction();
bool IsRegistered();
void SetRegistered(bool bIsRegistered);
bool IsGameServer();
void SetGameServer(bool bIsGameServer);
// Registration in Steam
/// Register as Callback
void Register(uint32_t iCallback);
void Unregister();
/// Register as CallResult
void RegisterResult(SteamAPICall_t hSteamAPICall, uint32_t iCallback);
void UnregisterResult();
private:
/// Function to Call
BP_BlitzFunction3_t m_pFunctionPointer;
/// Assigned SteamAPICall
SteamAPICall_t m_hSteamAPICall;
};
//-----------------------------------------------------------------------------
// C-Callables
//-----------------------------------------------------------------------------
DLL(BlitzCallback*) BS_Callback_New(BP_BlitzFunction3_t pFunctionPointer);
DLL(void) BS_Callback_Destroy(BlitzCallback* pCallback);
DLL(int32_t) BS_Callback_GetCallbackSizeBytes(BlitzCallback* pCallback);
DLL(void) BS_Callback_SetCallback(BlitzCallback* pCallback, int32_t iCallback);
DLL(int32_t) BS_Callback_GetCallback(BlitzCallback* pCallback);
DLL(void) BS_Callback_SetFunction(BlitzCallback* pCallback, BP_BlitzFunction3_t pFunction);
DLL(BP_BlitzFunction3_t) BS_Callback_GetFunction(BlitzCallback* pCallback);
DLL(void) BS_Callback_SetRegistered(BlitzCallback* pCallback, int32_t bIsRegistered);
DLL(int32_t) BS_Callback_IsRegistered(BlitzCallback* pCallback);
DLL(void) BS_Callback_SetGameServer(BlitzCallback* pCallback, int32_t bIsGameServer);
DLL(int32_t) BS_Callback_IsGameServer(BlitzCallback* pCallback);
DLL(void) BS_Callback_Register(BlitzCallback* pCallback, uint32_t iCallback);
DLL(void) BS_Callback_Unregister(BlitzCallback* pCallback);
DLL(void) BS_Callback_RegisterResult(BlitzCallback* pCallback, SteamAPICall_t* pSteamAPICall, uint32_t iCallback);
DLL(void) BS_Callback_UnregisterResult(BlitzCallback* pCallback);
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// 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 "CSteamID.h"
DLL(CSteamID*) BS_CSteamID_New() {
return new CSteamID();
}
DLL(CSteamID*) BS_CSteamID_Copy(CSteamID* pOther) {
return new CSteamID(*pOther);
}
DLL(void) BS_CSteamID_Destroy(CSteamID* pThis) {
delete pThis;
}
DLL(CSteamID*) BS_CSteamID_New_IdUniverseType(AccountID_t iAccountId, EUniverse eUniverse, EAccountType eAccountType) {
return new CSteamID(iAccountId, eUniverse, eAccountType);
}
DLL(CSteamID*) BS_CSteamID_New_IdInstanceUniverseType(AccountID_t iAccountId, uint32_t iInstance, EUniverse eUniverse, EAccountType eAccountType) {
return new CSteamID(iAccountId, iInstance, eUniverse, eAccountType);
}
DLL(CSteamID*) BS_CSteamID_FromL(int64_t* pOther) {
return new CSteamID((uint64_t)*pOther);
}
DLL(int64_t*) BS_CSteamID_ToL(CSteamID* pThis) {
return new int64_t(pThis->ConvertToUint64());
}
DLL(void) BS_CSteamID_Set(CSteamID* pThis, AccountID_t iAccountID, EUniverse eUniverse, EAccountType eAccountType) {
pThis->Set(iAccountID, eUniverse, eAccountType);
}
DLL(void) BS_CSteamID_InstancedSet(CSteamID* pThis, AccountID_t iAccountId, uint32_t iInstance, EUniverse eUniverse, EAccountType eAccountType) {
pThis->InstancedSet(iAccountId, iInstance, eUniverse, eAccountType);
}
DLL(void) BS_CSteamID_FullSet(CSteamID* pThis, int64_t* plIdentifier, EUniverse eUniverse, EAccountType eAccountType) {
pThis->FullSet(*plIdentifier, eUniverse, eAccountType);
}
DLL(void) BS_CSteamID_SetFromLong(CSteamID* pThis, int64_t* plSteamID) {
pThis->SetFromUint64(*plSteamID);
}
DLL(void) BS_CSteamID_Clear(CSteamID* pThis) {
pThis->Clear();
}
DLL(int64_t*) BS_CSteamID_GetStaticAccountKey(CSteamID* pThis) {
return new int64_t(pThis->GetStaticAccountKey());
}
DLL(void) BS_CSteamID_CreateBlankAnonLogon(CSteamID* pThis, EUniverse eUniverse) {
pThis->CreateBlankAnonLogon(eUniverse);
}
DLL(void) BS_CSteamID_CreateBlankAnonUserLogon(CSteamID* pThis, EUniverse eUniverse) {
pThis->CreateBlankAnonUserLogon(eUniverse);
}
DLL(int32_t) BS_CSteamID_IsBlankAnonAccount(CSteamID* pThis) {
return pThis->BBlankAnonAccount();
}
DLL(int32_t) BS_CSteamID_IsGameServerAccount(CSteamID* pThis) {
return pThis->BGameServerAccount();
}
DLL(int32_t) BS_CSteamID_IsPersistentGameServerAccount(CSteamID* pThis) {
return pThis->BPersistentGameServerAccount();
}
DLL(int32_t) BS_CSteamID_IsAnonGameServerAccount(CSteamID* pThis) {
return pThis->BAnonGameServerAccount();
}
DLL(int32_t) BS_CSteamID_IsContentServerAccount(CSteamID* pThis) {
return pThis->BContentServerAccount();
}
DLL(int32_t) BS_CSteamID_IsClanAccount(CSteamID* pThis) {
return pThis->BClanAccount();
}
DLL(int32_t) BS_CSteamID_IsChatAccount(CSteamID* pThis) {
return pThis->BChatAccount();
}
DLL(int32_t) BS_CSteamID_IsLobby(CSteamID* pThis) {
return pThis->IsLobby();
}
DLL(int32_t) BS_CSteamID_IsIndividualAccount(CSteamID* pThis) {
return pThis->BIndividualAccount();
}
DLL(int32_t) BS_CSteamID_IsAnonAccount(CSteamID* pThis) {
return pThis->BAnonAccount();
}
DLL(int32_t) BS_CSteamID_IsAnonUserAccount(CSteamID* pThis) {
return pThis->BAnonUserAccount();
}
DLL(int32_t) BS_CSteamID_IsConsoleUserAccount(CSteamID* pThis) {
return pThis->BConsoleUserAccount();
}
DLL(void) BS_CSteamID_SetAccountID(CSteamID* pThis, AccountID_t iAccountId) {
pThis->SetAccountID(iAccountId);
}
DLL(AccountID_t) BS_CSteamID_GetAccountID(CSteamID* pThis) {
return pThis->GetAccountID();
}
DLL(void) BS_CSteamID_SetAccountInstance(CSteamID* pThis, uint32_t iInstance) {
pThis->SetAccountInstance(iInstance);
}
DLL(void) BS_CSteamID_ClearIndividualInstance(CSteamID* pThis) {
pThis->ClearIndividualInstance();
}
DLL(int32_t) BS_CSteamID_HasNoIndividualInstance(CSteamID* pThis) {
return pThis->HasNoIndividualInstance();
}
DLL(uint32_t) BS_CSteamID_GetAccountInstance(CSteamID* pThis) {
return pThis->GetUnAccountInstance();
}
DLL(EAccountType) BS_CSteamID_GetEAccountType(CSteamID* pThis) {
return pThis->GetEAccountType();
}
DLL(void) BS_CSteamID_SetEUniverse(CSteamID* pThis, EUniverse eUniverse) {
pThis->SetEUniverse(eUniverse);
}
DLL(EUniverse) BS_CSteamID_GetEUniverse(CSteamID* pThis) {
return pThis->GetEUniverse();
}
DLL(int32_t) BS_CSteamID_Compare(CSteamID* pThis, CSteamID* pOther) {
if ((pThis == nullptr) || (pOther == nullptr))
return -1;
return /* It can either be Equal (0) or Smaller or Greater. Easy to check. */
/* Greater */
(*pThis > *pOther ? 1 : 0) +
/* Smaller */
(*pThis < *pOther ? -1 : 0);
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
DLL(CSteamID*) BS_CSteamID_New();
DLL(CSteamID*) BS_CSteamID_Copy(CSteamID* pOther);
DLL(void) BS_CSteamID_Destroy(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
DLL(CSteamID*) BS_CSteamID_New_IdUniverseType(AccountID_t iAccountId, EUniverse eUniverse, EAccountType eAccountType);
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : unAccountID - 32-bit account ID
// unAccountInstance - instance
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
DLL(CSteamID*) BS_CSteamID_New_IdInstanceUniverseType(AccountID_t iAccountId, uint32_t iInstance, EUniverse eUniverse, EAccountType eAccountType);
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : ulSteamID - 64-bit representation of a Steam ID
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
// See the stubbed out overloads in the private: section for more info.
//-----------------------------------------------------------------------------
DLL(CSteamID*) BS_CSteamID_FromL(int64_t* pOther);
DLL(int64_t*) BS_CSteamID_ToL(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Sets parameters for steam ID
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_Set(CSteamID* pThis, AccountID_t iAccountID, EUniverse eUniverse, EAccountType eAccountType);
//-----------------------------------------------------------------------------
// Purpose: Sets parameters for steam ID
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_InstancedSet(CSteamID* pThis, AccountID_t iAccountId, uint32_t iInstance, EUniverse eUniverse, EAccountType eAccountType);
//-----------------------------------------------------------------------------
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
// Input : ulIdentifier - 52 bits of goodness
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_FullSet(CSteamID* pThis, int64_t* plIdentifier, EUniverse eUniverse, EAccountType eAccountType);
//-----------------------------------------------------------------------------
// Purpose: Initializes a steam ID from its 64-bit representation
// Input : ulSteamID - 64-bit representation of a Steam ID
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_SetFromLong(CSteamID* pThis, int64_t* plSteamID);
//-----------------------------------------------------------------------------
// Purpose: Clear all fields, leaving an invalid ID.
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_Clear(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
// For multiseat accounts, all instances of that account will have the
// same static account key, so they can be grouped together by the static
// account key.
// Output : 64-bit static account key
//-----------------------------------------------------------------------------
DLL(int64_t*) BS_CSteamID_GetStaticAccountKey(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: create an anonymous game server login to be filled in by the AM
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_CreateBlankAnonLogon(CSteamID* pThis, EUniverse eUniverse);
//-----------------------------------------------------------------------------
// Purpose: create an anonymous game server login to be filled in by the AM
//-----------------------------------------------------------------------------
DLL(void) BS_CSteamID_CreateBlankAnonUserLogon(CSteamID* pThis, EUniverse eUniverse);
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous game server login that will be filled in?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsBlankAnonAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a game server account id? (Either persistent or anonymous)
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsGameServerAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a persistent (not anonymous) game server account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsPersistentGameServerAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous game server account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsAnonGameServerAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a content server account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsContentServerAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a clan account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsClanAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a chat account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsChatAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a Lobby?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsLobby(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this an individual user account id?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsIndividualAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous account?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsAnonAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous user account? ( used to create an account or reset a password )
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsAnonUserAccount(CSteamID* pThis);
//-----------------------------------------------------------------------------
// Purpose: Is this a faked up Steam ID for a PSN friend account?
//-----------------------------------------------------------------------------
DLL(int32_t) BS_CSteamID_IsConsoleUserAccount(CSteamID* pThis);
// simple accessors
DLL(void) BS_CSteamID_SetAccountID(CSteamID* pThis, AccountID_t iAccountId);
DLL(AccountID_t) BS_CSteamID_GetAccountID(CSteamID* pThis);
DLL(void) BS_CSteamID_SetAccountInstance(CSteamID* pThis, uint32_t iInstance);
DLL(void) BS_CSteamID_ClearIndividualInstance(CSteamID* pThis);
DLL(int32_t) BS_CSteamID_HasNoIndividualInstance(CSteamID* pThis);
DLL(uint32_t) BS_CSteamID_GetAccountInstance(CSteamID* pThis);
DLL(EAccountType) BS_CSteamID_GetEAccountType(CSteamID* pThis);
DLL(void) BS_CSteamID_SetEUniverse(CSteamID* pThis, EUniverse eUniverse);
DLL(EUniverse) BS_CSteamID_GetEUniverse(CSteamID* pThis);
DLL(int32_t) BS_CSteamID_Compare(CSteamID* pThis, CSteamID* pOther);
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// 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 "Long.h"
DLL(double_t*) BS_Double_New() {
return new double_t;
}
DLL(double_t*) BS_Double_Copy(double_t* pOther) {
return new double_t(*pOther);
}
DLL(void) BS_Double_Destroy(double_t* pThis) {
delete pThis;
}
char* BS_Double_Buffer = new char[32];
DLL(const char*) BS_Double_ToString(double_t* pThis) {
std::stringstream myStream;
myStream << (*pThis);
const char* myBuffer = myStream.str().c_str();
strcpy_s(BS_Double_Buffer, 32, myBuffer);
return BS_Double_Buffer;
}
DLL(double_t*) BS_Double_FromString(const char* pString) {
double_t* pThis = new double_t;
std::stringstream myStream = std::stringstream(pString);
myStream >> *pThis;
return pThis;
}
DLL(double_t*) BS_Double_FromF(float_t fOther) {
return new double_t(fOther);
}
DLL(float_t) BS_Double_ToF(double_t* pThis) {
return (float_t)*pThis;
}
DLL(double_t*) BS_Double_FromI(int32_t iOther) {
return new double_t(iOther);
}
DLL(int32_t) BS_Double_ToI(double_t* pThis) {
return (int32_t)*pThis;
}
DLL(double_t*) BS_Double_FromL(int64_t* pOther) {
return new double_t((double_t)*pOther);
}
DLL(int64_t*) BS_Double_ToL(double_t* pThis) {
return new int64_t((int64_t)*pThis);
}
DLL(int32_t) BS_Double_Compare(double_t* pThis, double_t* pOther) {
if ((pThis == nullptr) || (pOther == nullptr))
return -1;
return /* It can either be Equal (0) or Smaller or Greater. Easy to check. */
/* Greater */
(*pThis > *pOther ? 1 : 0) +
/* Smaller */
(*pThis < *pOther ? -1 : 0);
}
DLL(double_t*) BS_Double_Set(double_t* pThis, double_t* pOther) {
*pThis = *pOther;
return pThis;
}
DLL(double_t*) BS_Double_Add(double_t* pThis, double_t* pOther) {
*pThis += *pOther;
return pThis;
}
DLL(double_t*) BS_Double_Sub(double_t* pThis, double_t* pOther) {
*pThis -= *pOther;
return pThis;
}
DLL(double_t*) BS_Double_Div(double_t* pThis, double_t* pOther) {
*pThis /= *pOther;
return pThis;
}
DLL(double_t*) BS_Double_Mul(double_t* pThis, double_t* pOther) {
*pThis *= *pOther;
return pThis;
}
DLL(double_t*) BS_Double_Mod(double_t* pThis, double_t* pOther) {
*pThis = fmod(*pThis, *pOther);
return pThis;
}
DLL(double_t*) BS_Double_SetF(double_t* pThis, float_t fOther) {
*pThis = fOther;
return pThis;
}
DLL(double_t*) BS_Double_AddF(double_t* pThis, float_t fOther) {
*pThis += fOther;
return pThis;
}
DLL(double_t*) BS_Double_SubF(double_t* pThis, float_t fOther) {
*pThis -= fOther;
return pThis;
}
DLL(double_t*) BS_Double_DivF(double_t* pThis, float_t fOther) {
*pThis /= fOther;
return pThis;
}
DLL(double_t*) BS_Double_MulF(double_t* pThis, float_t fOther) {
*pThis *= fOther;
return pThis;
}
DLL(double_t*) BS_Double_ModF(double_t* pThis, float_t fOther) {
*pThis = fmod(*pThis, fOther);
return pThis;
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
#include <sstream>
DLL(double_t*) BS_Double_New();
DLL(double_t*) BS_Double_Copy(double_t* pRight);
DLL(void) BS_Double_Destroy(double_t* pThis);
DLL(const char*) BS_Double_ToString(double_t* pThis);
DLL(double_t*) BS_Double_FromString(const char* pString);
DLL(double_t*) BS_Double_FromF(float_t fOther);
DLL(float_t) BS_Double_ToF(double_t* pThis);
DLL(double_t*) BS_Double_FromI(int32_t iOther);
DLL(int32_t) BS_Double_ToI(double_t* pThis);
DLL(double_t*) BS_Double_FromL(int64_t* pOther);
DLL(int64_t*) BS_Double_ToL(double_t* pThis);
DLL(int32_t) BS_Double_Compare(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Set(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Add(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Sub(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Div(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Mul(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_Mod(double_t* pThis, double_t* pOther);
DLL(double_t*) BS_Double_SetF(double_t* pThis, float_t fOther);
DLL(double_t*) BS_Double_AddF(double_t* pThis, float_t fOther);
DLL(double_t*) BS_Double_SubF(double_t* pThis, float_t fOther);
DLL(double_t*) BS_Double_DivF(double_t* pThis, float_t fOther);
DLL(double_t*) BS_Double_MulF(double_t* pThis, float_t fOther);
DLL(double_t*) BS_Double_ModF(double_t* pThis, float_t fOther);
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// 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 "Long.h"
DLL(int64_t*) BS_Long_New() {
return new int64_t;
}
DLL(int64_t*) BS_Long_Copy(int64_t* pOther) {
return new int64_t(*pOther);
}
DLL(void) BS_Long_Destroy(int64_t* pThis) {
delete pThis;
}
char* BS_Long_Buffer = new char[32];
DLL(const char*) BS_Long_ToString(int64_t* pThis) {
std::stringstream myStream;
myStream << (*pThis);
const char* myBuffer = myStream.str().c_str();
strcpy_s(BS_Long_Buffer, 32, myBuffer);
return BS_Long_Buffer;
}
DLL(int64_t*) BS_Long_FromString(const char* pString) {
int64_t* pThis = new int64_t;
std::stringstream myStream = std::stringstream(pString);
myStream >> *pThis;
return pThis;
}
DLL(int64_t*) BS_Long_FromI(int32_t iRight) {
return new int64_t(iRight);
}
DLL(int64_t*) BS_Long_FromII(int32_t iLeft, int32_t iRight) {
return new int64_t(((int64_t)(iLeft) << 32) + iRight);
}
DLL(int32_t) BS_Long_ToI(int64_t* pThis, int32_t iShift) {
if (iShift >= 0)
return (int32_t)(*pThis >> iShift);
else
return (int32_t)(*pThis << -iShift);
}
DLL(int32_t) BS_Long_ToIH(int64_t* pThis) {
return (int32_t)(*pThis >> 32);
}
DLL(int32_t) BS_Long_ToIL(int64_t* pThis) {
return (int32_t)*pThis;
}
DLL(int64_t*) BS_Long_FromF(float_t fOther) {
return new int64_t((int64_t)fOther);
}
DLL(float_t) BS_Long_ToF(int64_t* pThis) {
return (float_t)*pThis;
}
DLL(int64_t*) BS_Long_FromD(double_t* pOther) {
return new int64_t((int64_t)*pOther);
}
DLL(double_t*) BS_Long_ToD(int64_t* pThis) {
return new double_t((double_t)*pThis);
}
DLL(int32_t) BS_Long_Compare(int64_t* pThis, int64_t* pOther) {
if ((pThis == nullptr) || (pOther == nullptr))
return -1;
return /* It can either be Equal (0) or Smaller or Greater. Easy to check. */
/* Greater */
(*pThis > *pOther ? 1 : 0) +
/* Smaller */
(*pThis < *pOther ? -1 : 0);
}
DLL(int64_t*) BS_Long_Set(int64_t* pThis, int64_t* pOther) {
*pThis = *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_Add(int64_t* pThis, int64_t* pOther) {
*pThis += *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_Sub(int64_t* pThis, int64_t* pOther) {
*pThis -= *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_Div(int64_t* pThis, int64_t* pOther) {
*pThis /= *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_Mul(int64_t* pThis, int64_t* pOther) {
*pThis *= *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_Mod(int64_t* pThis, int64_t* pOther) {
*pThis %= *pOther;
return pThis;
}
DLL(int64_t*) BS_Long_SetI(int64_t* pThis, int32_t iRight) {
*pThis = iRight;
return pThis;
}
DLL(int64_t*) BS_Long_AddI(int64_t* pThis, int32_t iRight) {
*pThis += iRight;
return pThis;
}
DLL(int64_t*) BS_Long_SubI(int64_t* pThis, int32_t iRight) {
*pThis -= iRight;
return pThis;
}
DLL(int64_t*) BS_Long_DivI(int64_t* pThis, int32_t iRight) {
*pThis /= iRight;
return pThis;
}
DLL(int64_t*) BS_Long_MulI(int64_t* pThis, int32_t iRight) {
*pThis *= iRight;
return pThis;
}
DLL(int64_t*) BS_Long_ModI(int64_t* pThis, int32_t iRight) {
*pThis %= iRight;
return pThis;
}
DLL(int64_t*) BS_Long_SetII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis = (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_AddII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis += (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_SubII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis -= (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_DivII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis /= (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_MulII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis *= (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_ModII(int64_t* pThis, int32_t iLeft, int32_t iRight) {
*pThis %= (((int64_t)iLeft << 32) + iRight);
return pThis;
}
DLL(int64_t*) BS_Long_Shift(int64_t* pThis, int32_t iRight) {
if (iRight >= 0)
*pThis >>= iRight;
else
*pThis <<= -iRight;
return pThis;
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
#include <sstream>
DLL(int64_t*) BS_Long_New();
DLL(int64_t*) BS_Long_Copy(int64_t* pRight);
DLL(void) BS_Long_Destroy(int64_t* pThis);
DLL(const char*) BS_Long_ToString(int64_t* pThis);
DLL(int64_t*) BS_Long_FromString(const char* pString);
DLL(int64_t*) BS_Long_FromI(int32_t iRight);
DLL(int64_t*) BS_Long_FromII(int32_t iLeft, int32_t iRight);
DLL(int32_t) BS_Long_ToI(int64_t* pThis, int32_t iShift);
DLL(int32_t) BS_Long_ToIH(int64_t* pThis);
DLL(int32_t) BS_Long_ToIL(int64_t* pThis);
DLL(int64_t*) BS_Long_FromF(float_t fOther);
DLL(float_t) BS_Long_ToF(int64_t* pThis);
DLL(int64_t*) BS_Long_FromD(double_t* pOther);
DLL(double_t*) BS_Long_ToD(int64_t* pThis);
DLL(int32_t) BS_Long_Compare(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Set(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Add(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Sub(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Div(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Mul(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_Mod(int64_t* pThis, int64_t* pOther);
DLL(int64_t*) BS_Long_SetI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_AddI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_SubI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_DivI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_MulI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_ModI(int64_t* pThis, int32_t iRight);
DLL(int64_t*) BS_Long_SetII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_AddII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_SubII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_DivII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_MulII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_ModII(int64_t* pThis, int32_t iLeft, int32_t iRight);
DLL(int64_t*) BS_Long_Shift(int64_t* pThis, int32_t iShift);
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// 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 "Memory.h"
DLL(void*) BS_Memory_Alloc(uint32_t iSize) {
return malloc(iSize);
}
DLL(void*) BS_Memory_ReAlloc(void* pMemory, uint32_t iNewSize) {
return realloc(pMemory, iNewSize);
}
DLL(void) BS_Memory_Free(void* pMemory) {
free(pMemory);
}
DLL(void) BS_Memory_PokeByte(void* pMemory, uint32_t offset, int8_t value) {
*((reinterpret_cast<uint8_t*>(pMemory) + offset)) = value;
}
DLL(int32_t) BS_Memory_PeekByte(void* pMemory, uint32_t offset) {
return *(reinterpret_cast<uint8_t*>(pMemory) + offset);
}
DLL(void) BS_Memory_PokeShort(void* pMemory, uint32_t offset, int16_t value) {
*(reinterpret_cast<int16_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)) = value;
}
DLL(int32_t) BS_Memory_PeekShort(void* pMemory, uint32_t offset) {
return *(int16_t*)(reinterpret_cast<uint8_t*>(pMemory) + offset);
}
DLL(void) BS_Memory_PokeInt(void* pMemory, uint32_t offset, int32_t value) {
*(reinterpret_cast<uint32_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)) = value;
}
DLL(int32_t) BS_Memory_PeekInt(void* pMemory, uint32_t offset) {
return *(int32_t*)(reinterpret_cast<uint8_t*>(pMemory) + offset);
}
DLL(void) BS_Memory_PokeFloat(void* pMemory, uint32_t offset, float_t value) {
*(reinterpret_cast<float_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)) = value;
}
DLL(float_t) BS_Memory_PeekFloat(void* pMemory, uint32_t offset) {
return *(float_t*)(reinterpret_cast<uint8_t*>(pMemory) + offset);
}
DLL(void) BS_Memory_PokeLong(void* pMemory, uint32_t offset, int64_t* value) {
*(reinterpret_cast<int64_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)) = *value;
}
DLL(int64_t*) BS_Memory_PeekLong(void* pMemory, uint32_t offset) {
return new int64_t(*(reinterpret_cast<int64_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)));
}
DLL(void) BS_Memory_PokeDouble(void* pMemory, uint32_t offset, double_t* value) {
*(reinterpret_cast<double_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)) = *value;
}
DLL(double_t*) BS_Memory_PeekDouble(void* pMemory, uint32_t offset) {
return new double_t(*(reinterpret_cast<double_t*>(reinterpret_cast<uint8_t*>(pMemory) + offset)));
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
#include <stdlib.h>
DLL(void*) BS_Memory_Alloc(uint32_t iSize);
DLL(void*) BS_Memory_ReAlloc(void* pMemory, uint32_t iNewSize);
DLL(void) BS_Memory_Free(void* pMemory);
DLL(void) BS_Memory_PokeByte(void* pMemory, uint32_t offset, int8_t value);
DLL(int32_t) BS_Memory_PeekByte(void* pMemory, uint32_t offset);
DLL(void) BS_Memory_PokeShort(void* pMemory, uint32_t offset, int16_t value);
DLL(int32_t) BS_Memory_PeekShort(void* pMemory, uint32_t offset);
DLL(void) BS_Memory_PokeInt(void* pMemory, uint32_t offset, int32_t value);
DLL(int32_t) BS_Memory_PeekInt(void* pMemory, uint32_t offset);
DLL(void) BS_Memory_PokeFloat(void* pMemory, uint32_t offset, float_t value);
DLL(float_t) BS_Memory_PeekFloat(void* pMemory, uint32_t offset);
DLL(void) BS_Memory_PokeLong(void* pMemory, uint32_t offset, int64_t* value);
DLL(int64_t*) BS_Memory_PeekLong(void* pMemory, uint32_t offset);
DLL(void) BS_Memory_PokeDouble(void* pMemory, uint32_t offset, double_t* value);
DLL(double_t*) BS_Memory_PeekDouble(void* pMemory, uint32_t offset);
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// 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 "SteamMatchmakingTypes.h"
//////////////////////////////////////////////////////////////////////////
BlitzISteamMatchmakingServerListResponse::BlitzISteamMatchmakingServerListResponse(void* pData, BP_BlitzFunction3_t pServerResponded,
BP_BlitzFunction3_t pServerFailedToRespond, BP_BlitzFunction3_t pRefreshComplete)
: m_pData(pData), m_pServerResponded(pServerResponded), m_pServerFailedToRespond(pServerFailedToRespond), m_pRefreshComplete(pRefreshComplete) {}
void BlitzISteamMatchmakingServerListResponse::ServerResponded(HServerListRequest hRequest, int iServer) {
if (this->m_pServerResponded != nullptr)
BP_CallFunction3(m_pServerResponded, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(hRequest), iServer);
}
void BlitzISteamMatchmakingServerListResponse::ServerFailedToRespond(HServerListRequest hRequest, int iServer) {
if (this->m_pServerFailedToRespond != nullptr)
BP_CallFunction3(m_pServerFailedToRespond, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(hRequest), iServer);
}
void BlitzISteamMatchmakingServerListResponse::RefreshComplete(HServerListRequest hRequest, EMatchMakingServerResponse response) {
if (this->m_pRefreshComplete != nullptr)
BP_CallFunction3(m_pRefreshComplete, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(hRequest), static_cast<int32_t>(response));
}
DLL(BlitzISteamMatchmakingServerListResponse*) BS_ISteamMatchmakingServerListResponse_New(void* pData, BP_BlitzFunction3_t pServerResponded, BP_BlitzFunction3_t pServerFailedToRespond, BP_BlitzFunction3_t pRefreshComplete) {
return new BlitzISteamMatchmakingServerListResponse(pData, pServerResponded, pServerFailedToRespond, pRefreshComplete);
}
DLL(void) BS_ISteamMatchmakingServerListResponse_Destroy(BlitzISteamMatchmakingServerListResponse* pThis) {
delete pThis;
}
//////////////////////////////////////////////////////////////////////////
BlitzISteamMatchmakingPingResponse::BlitzISteamMatchmakingPingResponse(void* pData, BP_BlitzFunction2_t pServerResponded, BP_BlitzFunction1_t pServerFailedToRespond)
: m_pData(pData), m_pServerResponded(pServerResponded), m_pServerFailedToRespond(pServerFailedToRespond) {}
void BlitzISteamMatchmakingPingResponse::ServerResponded(gameserveritem_t &server) {
if (this->m_pServerResponded != nullptr)
BP_CallFunction2(m_pServerResponded, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(&server));
}
void BlitzISteamMatchmakingPingResponse::ServerFailedToRespond() {
if (this->m_pServerFailedToRespond != nullptr)
BP_CallFunction1(m_pServerFailedToRespond, reinterpret_cast<int32_t>(m_pData));
}
DLL(BlitzISteamMatchmakingPingResponse*) BS_ISteamMatchmakingPingResponse_New(void* pData, BP_BlitzFunction2_t pServerResponded, BP_BlitzFunction1_t pServerFailedToRespond) {
return new BlitzISteamMatchmakingPingResponse(pData, pServerResponded, pServerFailedToRespond);
}
DLL(void) BS_ISteamMatchmakingPingResponse_Destroy(BlitzISteamMatchmakingPingResponse* pThis) {
delete pThis;
}
//////////////////////////////////////////////////////////////////////////
BlitzISteamMatchmakingPlayersResponse::BlitzISteamMatchmakingPlayersResponse(void* pData, BP_BlitzFunction4_t pAddPlayerToList, BP_BlitzFunction1_t pPlayersFailedToRespond, BP_BlitzFunction1_t pPlayersRefreshComplete)
: m_pData(pData), m_pAddPlayerToList(pAddPlayerToList), m_pPlayersFailedToRespond(pPlayersFailedToRespond), m_pPlayersRefreshComplete(pPlayersRefreshComplete) {}
void BlitzISteamMatchmakingPlayersResponse::AddPlayerToList(const char *pchName, int nScore, float flTimePlayed) {
if (m_pAddPlayerToList != nullptr)
BP_CallFunction4(m_pAddPlayerToList, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(pchName), nScore, *reinterpret_cast<int32_t*>(&flTimePlayed));
}
void BlitzISteamMatchmakingPlayersResponse::PlayersFailedToRespond() {
if (m_pPlayersFailedToRespond != nullptr)
BP_CallFunction1(m_pPlayersFailedToRespond, reinterpret_cast<int32_t>(m_pData));
}
void BlitzISteamMatchmakingPlayersResponse::PlayersRefreshComplete() {
if (m_pPlayersRefreshComplete != nullptr)
BP_CallFunction1(m_pPlayersRefreshComplete, reinterpret_cast<int32_t>(m_pData));
}
DLL(BlitzISteamMatchmakingPlayersResponse*) BS_ISteamMatchmakingPlayersResponse_New(void* pData, BP_BlitzFunction4_t pAddPlayerToList, BP_BlitzFunction1_t pPlayersFailedToRespond, BP_BlitzFunction1_t pPlayersRefreshComplete) {
return new BlitzISteamMatchmakingPlayersResponse(pData, pAddPlayerToList, pPlayersFailedToRespond, pPlayersRefreshComplete);
}
DLL(void) BS_ISteamMatchmakingPlayersResponse_Destroy(BlitzISteamMatchmakingPlayersResponse* pThis) {
delete pThis;
}
//////////////////////////////////////////////////////////////////////////
BlitzISteamMatchmakingRulesResponse::BlitzISteamMatchmakingRulesResponse(void* pData, BP_BlitzFunction3_t pRulesResponded, BP_BlitzFunction1_t pRulesFailedToRespond, BP_BlitzFunction1_t pRulesRefreshComplete)
: m_pData(pData), m_pRulesResponded(pRulesResponded), m_pRulesFailedToRespond(pRulesFailedToRespond), m_pRulesRefreshComplete(pRulesRefreshComplete) {}
void BlitzISteamMatchmakingRulesResponse::RulesResponded(const char *pchRule, const char *pchValue) {
if (this->m_pRulesResponded != nullptr)
BP_CallFunction3(m_pRulesResponded, reinterpret_cast<int32_t>(m_pData), reinterpret_cast<int32_t>(pchRule), reinterpret_cast<int32_t>(pchValue));
}
void BlitzISteamMatchmakingRulesResponse::RulesFailedToRespond() {
if (this->m_pRulesFailedToRespond != nullptr)
BP_CallFunction1(m_pRulesFailedToRespond, reinterpret_cast<int32_t>(m_pData));
}
void BlitzISteamMatchmakingRulesResponse::RulesRefreshComplete() {
if (this->m_pRulesRefreshComplete != nullptr)
BP_CallFunction1(m_pRulesRefreshComplete, reinterpret_cast<int32_t>(m_pData));
}
DLL(BlitzISteamMatchmakingRulesResponse*) BS_ISteamMatchmakingRulesResponse_New(void* pData, BP_BlitzFunction3_t pRulesResponded, BP_BlitzFunction1_t pRulesFailedToRespond, BP_BlitzFunction1_t pRulesRefreshComplete) {
return new BlitzISteamMatchmakingRulesResponse(pData, pRulesResponded, pRulesFailedToRespond, pRulesRefreshComplete);
}
DLL(void) BS_ISteamMatchmakingRulesResponse_Destroy(BlitzISteamMatchmakingRulesResponse* pThis) {
delete pThis;
}
//////////////////////////////////////////////////////////////////////////
char* BS_TGameServerItem_CharBuffer = new char[128];
DLL(const char*) BS_TGameServerItem_GetName(gameserveritem_t* pThis) {
strcpy(BS_TGameServerItem_CharBuffer, pThis->GetName());
return BS_TGameServerItem_CharBuffer;
}
DLL(void) BS_TGameServerItem_SetName(gameserveritem_t* pThis, const char* cName) {
pThis->SetName(cName);
}
///< IP/Query Port/Connection Port for this server
DLL(servernetadr_t*) BS_TGameServerItem_NetAdr(gameserveritem_t* pThis) {
return &(pThis->m_NetAdr);
}
///< current ping time in milliseconds
DLL(int) BS_TGameServerItem_Ping(gameserveritem_t* pThis) {
return pThis->m_nPing;
}
///< server has responded successfully in the past
DLL(bool) BS_TGameServerItem_HadSuccessfulResponse(gameserveritem_t* pThis) {
return pThis->m_bHadSuccessfulResponse;
}
///< server is marked as not responding and should no longer be refreshed
DLL(bool) BS_TGameServerItem_DoNotRefresh(gameserveritem_t* pThis) {
return pThis->m_bDoNotRefresh;
}
///< current game directory
DLL(const char*) BS_TGameServerItem_GameDir(gameserveritem_t* pThis) {
strcpy(BS_TGameServerItem_CharBuffer, pThis->m_szGameDir);
return BS_TGameServerItem_CharBuffer;
}
///< current map
DLL(const char*) BS_TGameServerItem_Map(gameserveritem_t* pThis) {
strcpy(BS_TGameServerItem_CharBuffer, pThis->m_szMap);
return BS_TGameServerItem_CharBuffer;
}
///< game description
DLL(const char*) BS_TGameServerItem_GameDescription(gameserveritem_t* pThis) {
strcpy(BS_TGameServerItem_CharBuffer, pThis->m_szGameDescription);
return BS_TGameServerItem_CharBuffer;
}
///< Steam App ID of this server
DLL(uint32_t) BS_TGameServerItem_AppId(gameserveritem_t* pThis) {
return pThis->m_nAppID;
}
///< total number of players currently on the server. INCLUDES BOTS!!
DLL(uint32_t) BS_TGameServerItem_Players(gameserveritem_t* pThis) {
return pThis->m_nPlayers;
}
///< Maximum players that can join this server
DLL(uint32_t) BS_TGameServerItem_MaxPlayers(gameserveritem_t* pThis) {
return pThis->m_nMaxPlayers;
}
///< Number of bots (i.e simulated players) on this server
DLL(uint32_t) BS_TGameServerItem_BotPlayers(gameserveritem_t* pThis) {
return pThis->m_nBotPlayers;
}
///< true if this server needs a password to join
DLL(bool) BS_TGameServerItem_Password(gameserveritem_t* pThis) {
return pThis->m_bPassword;
}
///< Is this server protected by VAC
DLL(bool) BS_TGameServerItem_Secure(gameserveritem_t* pThis) {
return pThis->m_bSecure;
}
///< time (in unix time) when this server was last played on (for favorite/history servers)
DLL(uint32_t) BS_TGameServerItem_TimeLastPlayed(gameserveritem_t* pThis) {
return pThis->m_ulTimeLastPlayed;
}
///< server version as reported to Steam
DLL(uint32_t) BS_TGameServerItem_ServerVersion(gameserveritem_t* pThis) {
return pThis->m_nServerVersion;
}
/// the tags this server exposes
DLL(const char*) BS_TGameServerItem_GameTags(gameserveritem_t* pThis) {
strcpy(BS_TGameServerItem_CharBuffer, pThis->m_szGameTags);
return BS_TGameServerItem_CharBuffer;
}
/// steamID of the game server - invalid if it's doesn't have one (old server, or not connected to Steam)
DLL(CSteamID*) BS_TGameServerItem_SteamID(gameserveritem_t* pThis) {
return &(pThis->m_steamID);
}
//////////////////////////////////////////////////////////////////////////
char* BS_TServerNetAdr_CharBuffer = new char[128];
DLL(void) BS_TServerNetAdr_Set(servernetadr_t* pThis, servernetadr_t* pThat) {
*pThis = *pThat;
}
DLL(void) BS_TServerNetAdr_Init(servernetadr_t* pThis, uint32_t iIP, uint16_t iQueryPort, uint16_t iConnectionPort) {
pThis->Init(iIP, iQueryPort, iConnectionPort);
}
DLL(uint16_t) BS_TServerNetAdr_GetQueryPort(servernetadr_t* pThis) {
return pThis->GetQueryPort();
}
DLL(void) BS_TServerNetAdr_SetQueryPort(servernetadr_t* pThis, uint16_t iPort) {
pThis->SetQueryPort(iPort);
}
DLL(uint16_t) BS_TServerNetAdr_GetConnectionPort(servernetadr_t* pThis) {
return pThis->GetConnectionPort();
}
DLL(void) BS_TServerNetAdr_SetConnectionPort(servernetadr_t* pThis, uint16_t iPort) {
pThis->SetConnectionPort(iPort);
}
DLL(uint32_t) BS_TServerNetAdr_GetIP(servernetadr_t* pThis) {
return pThis->GetIP();
}
DLL(void) BS_TServerNetAdr_SetIP(servernetadr_t* pThis, uint32_t iIP) {
pThis->SetIP(iIP);
}
DLL(const char*) BS_TServerNetAdr_GetConnectionAddressString(servernetadr_t* pThis) {
strcpy(BS_TServerNetAdr_CharBuffer, pThis->GetConnectionAddressString());
return BS_TServerNetAdr_CharBuffer;
}
DLL(const char*) BS_TServerNetAdr_GetQueryAddressString(servernetadr_t* pThis) {
strcpy(BS_TServerNetAdr_CharBuffer, pThis->GetQueryAddressString());
return BS_TServerNetAdr_CharBuffer;
}
DLL(uint32_t) BS_TServerNetAdr_Compare(servernetadr_t* pThis, servernetadr_t* pThat) {
return (pThis < pThat ? -1 : (pThis > pThat ? 1 : 0));
}
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
#include "../Helpers/BlitzPointer.h"
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after a server list refresh
// or an individual server update.
//
// Since you get these callbacks after requesting full list refreshes you will
// usually implement this interface inside an object like CServerBrowser. If that
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
// to cancel any in-progress queries so you don't get a callback into the destructed
// object and crash.
//-----------------------------------------------------------------------------
class BlitzISteamMatchmakingServerListResponse : public ISteamMatchmakingServerListResponse {
private:
void* m_pData;
BP_BlitzFunction3_t m_pServerResponded;
BP_BlitzFunction3_t m_pServerFailedToRespond;
BP_BlitzFunction3_t m_pRefreshComplete;
public:
BlitzISteamMatchmakingServerListResponse(void* pData, BP_BlitzFunction3_t pServerResponded, BP_BlitzFunction3_t pServerFailedToRespond, BP_BlitzFunction3_t pRefreshComplete);
// Server has responded ok with updated data
virtual void ServerResponded(HServerListRequest hRequest, int iServer) override;
// Server has failed to respond
virtual void ServerFailedToRespond(HServerListRequest hRequest, int iServer) override;
// A list refresh you had initiated is now 100% completed
virtual void RefreshComplete(HServerListRequest hRequest, EMatchMakingServerResponse response) override;
};
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after pinging an individual server
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class BlitzISteamMatchmakingPingResponse : public ISteamMatchmakingPingResponse {
private:
void* m_pData;
BP_BlitzFunction2_t m_pServerResponded;
BP_BlitzFunction1_t m_pServerFailedToRespond;
public:
BlitzISteamMatchmakingPingResponse(void* pData, BP_BlitzFunction2_t pServerResponded, BP_BlitzFunction1_t pServerFailedToRespond);
// Server has responded successfully and has updated data
virtual void ServerResponded(gameserveritem_t &server) override;
// Server failed to respond to the ping request
virtual void ServerFailedToRespond() override;
};
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting details on
// who is playing on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class BlitzISteamMatchmakingPlayersResponse : public ISteamMatchmakingPlayersResponse {
private:
void* m_pData;
BP_BlitzFunction4_t m_pAddPlayerToList;
BP_BlitzFunction1_t m_pPlayersFailedToRespond;
BP_BlitzFunction1_t m_pPlayersRefreshComplete;
public:
BlitzISteamMatchmakingPlayersResponse(void* pData, BP_BlitzFunction4_t pAddPlayerToList, BP_BlitzFunction1_t pPlayersFailedToRespond, BP_BlitzFunction1_t pPlayersRefreshComplete);
// Got data on a new player on the server -- you'll get this callback once per player
// on the server which you have requested player data on.
virtual void AddPlayerToList(const char *pchName, int nScore, float flTimePlayed) override;
// The server failed to respond to the request for player details
virtual void PlayersFailedToRespond() override;
// The server has finished responding to the player details request
// (ie, you won't get anymore AddPlayerToList callbacks)
virtual void PlayersRefreshComplete() override;
};
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting rules
// details on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class BlitzISteamMatchmakingRulesResponse : public ISteamMatchmakingRulesResponse {
private:
void* m_pData;
BP_BlitzFunction3_t m_pRulesResponded;
BP_BlitzFunction1_t m_pRulesFailedToRespond, m_pRulesRefreshComplete;
public:
BlitzISteamMatchmakingRulesResponse(void* pData, BP_BlitzFunction3_t pRulesResponded, BP_BlitzFunction1_t pRulesFailedToRespond, BP_BlitzFunction1_t pRulesRefreshComplete);
// Got data on a rule on the server -- you'll get one of these per rule defined on
// the server you are querying
virtual void RulesResponded(const char *pchRule, const char *pchValue) override;
// The server failed to respond to the request for rule details
virtual void RulesFailedToRespond() override;
// The server has finished responding to the rule details request
// (ie, you won't get anymore RulesResponded callbacks)
virtual void RulesRefreshComplete() override;
};
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// 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 "SteamTypes.h"
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// 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/>.
#pragma once
#include "BlitzSteamInternal.h"
+60 -140
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@@ -14,166 +14,86 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT uint32_t DLL_CALL BS_Init() { //----------------------------------------------------------------------------------------------------------------------------------------------------------//
// Steam API setup & shutdown
//
// These functions manage loading, initializing and shutdown of the steamclient.dll
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
DLL(int32_t) BS_SteamAPI_Init() {
return SteamAPI_Init(); return SteamAPI_Init();
} }
#pragma comment(linker, "/EXPORT:BS_Init=_BS_Init@0")
DLL_EXPORT void DLL_CALL BS_Shutdown() { DLL(void) BS_SteamAPI_Shutdown() {
SteamAPI_Shutdown(); SteamAPI_Shutdown();
} }
#pragma comment(linker, "/EXPORT:BS_Shutdown=_BS_Shutdown@0")
DLL_EXPORT uint32_t DLL_CALL BS_IsSteamRunning() { // checks if a local Steam client is running
DLL(int32_t) BS_SteamAPI_IsSteamRunning() {
return SteamAPI_IsSteamRunning(); return SteamAPI_IsSteamRunning();
} }
#pragma comment(linker, "/EXPORT:BS_IsSteamRunning=_BS_IsSteamRunning@0")
DLL_EXPORT uint32_t DLL_CALL BS_RestartAppIfNecessary(uint32 unOwnAppID) { // Detects if your executable was launched through the Steam client, and restarts your game through
// the client if necessary. The Steam client will be started if it is not running.
//
// Returns: true if your executable was NOT launched through the Steam client. This function will
// then start your application through the client. Your current process should exit.
//
// false if 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.
//
// NOTE: This function should be used only if you are using CEG or not using Steam's DRM. Once applied
// to your executable, Steam's DRM will handle restarting through Steam if necessary.
DLL(int32_t) BS_SteamAPI_RestartAppIfNecessary(uint32_t unOwnAppID) {
return SteamAPI_RestartAppIfNecessary(unOwnAppID); return SteamAPI_RestartAppIfNecessary(unOwnAppID);
} }
#pragma comment(linker, "/EXPORT:BS_RestartAppIfNecessary=_BS_RestartAppIfNecessary@4")
DLL_EXPORT void DLL_CALL BS_SetMiniDumpComment(const char* pchMsg) { // crash dump recording functions
SteamAPI_SetMiniDumpComment(pchMsg); DLL(void) BS_SteamAPI_WriteMiniDump(uint32_t uStructuredExceptionCode, void* pvExceptionInfo, uint32_t uBuildID) {
}
#pragma comment(linker, "/EXPORT:BS_SetMiniDumpComment=_BS_SetMiniDumpComment@4")
DLL_EXPORT void DLL_CALL BS_WriteMiniDump(uint32_t uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID) {
SteamAPI_WriteMiniDump(uStructuredExceptionCode, pvExceptionInfo, uBuildID); SteamAPI_WriteMiniDump(uStructuredExceptionCode, pvExceptionInfo, uBuildID);
} }
#pragma comment(linker, "/EXPORT:BS_WriteMiniDump=_BS_WriteMiniDump@12")
// Interface Pointers, configured by SteamAPI_Init(). DLL(void) BS_SteamAPI_SetMiniDumpComment(const char* pchMsg) {
DLL_EXPORT ISteamClient* DLL_CALL BS_Client() { SteamAPI_SetMiniDumpComment(pchMsg);
return SteamClient();
} }
#pragma comment(linker, "/EXPORT:BS_Client=_BS_Client@0")
DLL_EXPORT ISteamUser* DLL_CALL BS_User() { // Most Steam API functions allocate some amount of thread-local memory for
return SteamUser(); // parameter storage. The SteamAPI_ReleaseCurrentThreadMemory() function
// will free all API-related memory associated with the calling thread.
// This memory is also released automatically by SteamAPI_RunCallbacks(), so
// a single-threaded program does not need to explicitly call this function.
DLL(void) BS_SteamAPI_ReleaseCurrentThreadMemory() {
return SteamAPI_ReleaseCurrentThreadMemory();
} }
#pragma comment(linker, "/EXPORT:BS_User=_BS_User@0")
DLL_EXPORT ISteamFriends* DLL_CALL BS_Friends() { // -- Callbacks
return SteamFriends(); //----------------------------------------------------------------------------------------------------------------------------------------------------------//
} // steam callback and call-result helpers
#pragma comment(linker, "/EXPORT:BS_Friends=_BS_Friends@0") //
// The following macros and classes are used to register your application for
// callbacks and call-results, which are delivered in a predictable manner.
//
// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
// They map a Steam notification callback directly to a class member function
// which is automatically prototyped as "void func( callback_type *pParam )".
//
// CCallResult is used with specific Steam APIs that return "result handles".
// The handle can be passed to a CCallResult object's Set function, along with
// an object pointer and member-function pointer. The member function will
// be executed once the results of the Steam API call are available.
//
// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
// macros if you require finer control over registration and unregistration.
//
// Callbacks and call-results are queued automatically and are only
// delivered/executed when your application calls SteamAPI_RunCallbacks().
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
DLL_EXPORT ISteamUtils* DLL_CALL BS_Utils() { // SteamAPI_RunCallbacks is safe to call from multiple threads simultaneously,
return SteamUtils(); // but if you choose to do this, callback code may be executed on any thread.
} DLL(void) BS_SteamAPI_RunCallbacks() {
#pragma comment(linker, "/EXPORT:BS_Utils=_BS_Utils@0")
DLL_EXPORT ISteamMatchmaking* DLL_CALL BS_Matchmaking() {
return SteamMatchmaking();
}
#pragma comment(linker, "/EXPORT:BS_Matchmaking=_BS_Matchmaking@0")
DLL_EXPORT ISteamUserStats* DLL_CALL BS_UserStats() {
return SteamUserStats();
}
#pragma comment(linker, "/EXPORT:BS_UserStats=_BS_UserStats@0")
DLL_EXPORT ISteamApps* DLL_CALL BS_Apps() {
return SteamApps();
}
#pragma comment(linker, "/EXPORT:BS_Apps=_BS_Apps@0")
DLL_EXPORT ISteamNetworking* DLL_CALL BS_Networking() {
return SteamNetworking();
}
#pragma comment(linker, "/EXPORT:BS_Networking=_BS_Networking@0")
DLL_EXPORT ISteamMatchmakingServers* DLL_CALL BS_MatchmakingServers() {
return SteamMatchmakingServers();
}
#pragma comment(linker, "/EXPORT:BS_MatchmakingServers=_BS_MatchmakingServers@0")
DLL_EXPORT ISteamRemoteStorage* DLL_CALL BS_RemoteStorage() {
return SteamRemoteStorage();
}
#pragma comment(linker, "/EXPORT:BS_RemoteStorage=_BS_RemoteStorage@0")
DLL_EXPORT ISteamScreenshots* DLL_CALL BS_Screenshots() {
return SteamScreenshots();
}
#pragma comment(linker, "/EXPORT:BS_Screenshots=_BS_Screenshots@0")
DLL_EXPORT ISteamHTTP* DLL_CALL BS_HTTP() {
return SteamHTTP();
}
#pragma comment(linker, "/EXPORT:BS_HTTP=_BS_HTTP@0")
DLL_EXPORT ISteamUnifiedMessages* DLL_CALL BS_UnifiedMessages() {
return SteamUnifiedMessages();
}
#pragma comment(linker, "/EXPORT:BS_UnifiedMessages=_BS_UnifiedMessages@0")
DLL_EXPORT ISteamController* DLL_CALL BS_Controller() {
return SteamController();
}
#pragma comment(linker, "/EXPORT:BS_Controller=_BS_Controller@0")
DLL_EXPORT ISteamUGC* DLL_CALL BS_UGC() {
return SteamUGC();
}
#pragma comment(linker, "/EXPORT:BS_UGC=_BS_UGC@0")
DLL_EXPORT ISteamAppList* DLL_CALL BS_AppList() {
return SteamAppList();
}
#pragma comment(linker, "/EXPORT:BS_AppList=_BS_AppList@0")
DLL_EXPORT ISteamMusic* DLL_CALL BS_Music() {
return SteamMusic();
}
#pragma comment(linker, "/EXPORT:BS_Music=_BS_Music@0")
DLL_EXPORT ISteamMusicRemote* DLL_CALL BS_MusicRemote() {
return SteamMusicRemote();
}
#pragma comment(linker, "/EXPORT:BS_MusicRemote=_BS_MusicRemote@0")
DLL_EXPORT ISteamHTMLSurface* DLL_CALL BS_HTMLSurface() {
return SteamHTMLSurface();
}
#pragma comment(linker, "/EXPORT:BS_HTMLSurface=_BS_HTMLSurface@0")
DLL_EXPORT ISteamInventory* DLL_CALL BS_Inventory() {
return SteamInventory();
}
#pragma comment(linker, "/EXPORT:BS_Inventory=_BS_Inventory@0")
DLL_EXPORT ISteamVideo* DLL_CALL BS_Video() {
return SteamVideo();
}
#pragma comment(linker, "/EXPORT:BS_Video=_BS_Video@0")
// Callbacks & Hooks
DLL_EXPORT void DLL_CALL BS_RunCallbacks() {
SteamAPI_RunCallbacks(); SteamAPI_RunCallbacks();
} }
#pragma comment(linker, "/EXPORT:BS_RunCallbacks=_BS_RunCallbacks@0")
DLL_EXPORT void DLL_CALL BS_RegisterCallback(class CCallbackBase *pCallback, int iCallback) {
SteamAPI_RegisterCallback(pCallback, iCallback);
}
#pragma comment(linker, "/EXPORT:BS_RegisterCallback=_BS_RegisterCallback@8")
DLL_EXPORT void DLL_CALL BS_UnregisterCallback(class CCallbackBase *pCallback) {
SteamAPI_UnregisterCallback(pCallback);
}
#pragma comment(linker, "/EXPORT:BS_UnregisterCallback=_BS_UnregisterCallback@4")
DLL_EXPORT void DLL_CALL BS_RegisterCallResult(class CCallbackBase *pCallback, uint32_t hAPICall_L, uint32_t hAPICall_R) {
SteamAPI_RegisterCallResult(pCallback, ((uint64_t)hAPICall_L << 32) + (uint64_t)hAPICall_R);
}
#pragma comment(linker, "/EXPORT:BS_RegisterCallResult=_BS_RegisterCallResult@12")
DLL_EXPORT void DLL_CALL BS_UnregisterCallResult(class CCallbackBase *pCallback, uint32_t hAPICall_L, uint32_t hAPICall_R) {
SteamAPI_UnregisterCallResult(pCallback, ((uint64_t)hAPICall_L << 32) + (uint64_t)hAPICall_R);
}
#pragma comment(linker, "/EXPORT:BS_UnregisterCallResult=_BS_UnregisterCallResult@12")
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// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT uint32_t DLL_CALL BS_AppList_GetNumInstalledApps(ISteamAppList* lpSteamAppList) { //-----------------------------------------------------------------------------
// Purpose: This is a restricted interface that can only be used by previously approved apps,
// contact your Steam Account Manager if you believe you need access to this API.
// This interface lets you detect installed apps for the local Steam client, useful for debugging tools
// to offer lists of apps to debug via Steam.
//-----------------------------------------------------------------------------
DLL(ISteamAppList*) BS_SteamAppList() {
return SteamAppList();
}
DLL(int32_t) BS_ISteamAppList_GetNumInstalledApps(ISteamAppList* lpSteamAppList) {
return lpSteamAppList->GetNumInstalledApps(); return lpSteamAppList->GetNumInstalledApps();
} }
#pragma comment(linker, "/EXPORT:BS_AppList_GetNumInstalledApps=_BS_AppList_GetNumInstalledApps@4")
DLL_EXPORT uint32_t DLL_CALL BS_AppList_GetInstalledApps(ISteamAppList* lpSteamAppList, AppId_t *pvecAppID, uint32 unMaxAppIDs) { DLL(int32_t) BS_ISteamAppList_GetInstalledApps(ISteamAppList* lpSteamAppList, AppId_t *pvecAppID, uint32_t unMaxAppIDs) {
return lpSteamAppList->GetInstalledApps(pvecAppID, unMaxAppIDs); return lpSteamAppList->GetInstalledApps(pvecAppID, unMaxAppIDs);
} }
#pragma comment(linker, "/EXPORT:BS_AppList_GetInstalledApps=_BS_AppList_GetInstalledApps@12")
DLL_EXPORT uint32_t DLL_CALL BS_AppList_GetAppName(ISteamAppList* lpSteamAppList, AppId_t nAppID, char* pchName, uint32_t cchNameMax) { // returns -1 if no name was found
return lpSteamAppList->GetAppName(nAppID, pchName, cchNameMax); DLL(int32_t) BS_ISteamAppList_GetAppName(ISteamAppList* lpSteamAppList, AppId_t nAppID, const char* pchName, uint32_t cchNameMax) {
return lpSteamAppList->GetAppName(nAppID, (char*)pchName, cchNameMax);
} }
#pragma comment(linker, "/EXPORT:BS_AppList_GetAppName=_BS_AppList_GetAppName@16")
DLL_EXPORT uint32_t DLL_CALL BS_AppList_GetAppInstallDir(ISteamAppList* lpSteamAppList, AppId_t nAppID, char* pchDirectory, uint32_t cchDirectoryMax) { // returns -1 if no dir was found
return lpSteamAppList->GetAppInstallDir(nAppID, pchDirectory, cchDirectoryMax); DLL(int32_t) BS_ISteamAppList_GetAppInstallDir(ISteamAppList* lpSteamAppList, AppId_t nAppID, char* pchDirectoryBuffer, uint32_t cchDirectoryMax) {
return lpSteamAppList->GetAppInstallDir(nAppID, pchDirectoryBuffer, cchDirectoryMax);
} }
#pragma comment(linker, "/EXPORT:BS_AppList_GetAppInstallDir=_BS_AppList_GetAppInstallDir@16")
DLL_EXPORT uint32_t DLL_CALL BS_AppList_GetAppBuildId(ISteamAppList* lpSteamAppList, AppId_t nAppID) { // return the buildid of this app, may change at any time based on backend updates to the game
DLL(int32_t) BS_ISteamAppList_GetAppBuildId(ISteamAppList* lpSteamAppList, AppId_t nAppID) {
return lpSteamAppList->GetAppBuildId(nAppID); return lpSteamAppList->GetAppBuildId(nAppID);
} }
#pragma comment(linker, "/EXPORT:BS_AppList_GetAppBuildId=_BS_AppList_GetAppBuildId@8")
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// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
#include "Helpers/CSteamID.h"
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsSubscribed(ISteamApps* lpSteamApps) { //-----------------------------------------------------------------------------
// Purpose: interface to app data
//-----------------------------------------------------------------------------
DLL(ISteamApps*) BS_SteamApps() {
return SteamApps();
}
DLL(int32_t) BS_ISteamApps_IsSubscribed(ISteamApps* lpSteamApps) {
return lpSteamApps->BIsSubscribed(); return lpSteamApps->BIsSubscribed();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsSubscribed=_BS_Apps_IsSubscribed@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsLowViolence(ISteamApps* lpSteamApps) { DLL(int32_t) BS_ISteamApps_IsLowViolence(ISteamApps* lpSteamApps) {
return lpSteamApps->BIsLowViolence(); return lpSteamApps->BIsLowViolence();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsLowViolence=_BS_Apps_IsLowViolence@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsCybercafe(ISteamApps* lpSteamApps) { DLL(int32_t) BS_ISteamApps_IsCybercafe(ISteamApps* lpSteamApps) {
return lpSteamApps->BIsCybercafe(); return lpSteamApps->BIsCybercafe();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsCybercafe=_BS_Apps_IsCybercafe@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsVACBanned(ISteamApps* lpSteamApps) { DLL(int32_t) BS_ISteamApps_IsVACBanned(ISteamApps* lpSteamApps) {
return lpSteamApps->BIsVACBanned(); return lpSteamApps->BIsVACBanned();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsVACBanned=_BS_Apps_IsVACBanned@4")
DLL_EXPORT const char* DLL_CALL BS_Apps_GetCurrentGameLanguage(ISteamApps* lpSteamApps) { DLL(const char*) BS_ISteamApps_GetCurrentGameLanguage(ISteamApps* lpSteamApps) {
return lpSteamApps->GetCurrentGameLanguage(); return lpSteamApps->GetCurrentGameLanguage();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetCurrentGameLanguage=_BS_Apps_GetCurrentGameLanguage@4")
DLL_EXPORT const char* DLL_CALL BS_Apps_GetAvailableGameLanguages(ISteamApps* lpSteamApps) { DLL(const char*) BS_ISteamApps_GetAvailableGameLanguages(ISteamApps* lpSteamApps) {
return lpSteamApps->GetAvailableGameLanguages(); return lpSteamApps->GetAvailableGameLanguages();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetAvailableGameLanguages=_BS_Apps_GetAvailableGameLanguages@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsSubscribedApp(ISteamApps* lpSteamApps, AppId_t appID) { // only use this member if you need to check ownership of another game related to yours, a demo for example
DLL(int32_t) BS_ISteamApps_IsSubscribedApp(ISteamApps* lpSteamApps, AppId_t appID) {
return lpSteamApps->BIsSubscribedApp(appID); return lpSteamApps->BIsSubscribedApp(appID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsSubscribedApp=_BS_Apps_IsSubscribedApp@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsDlcInstalled(ISteamApps* lpSteamApps, AppId_t appID) { // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
DLL(int32_t) BS_ISteamApps_IsDlcInstalled(ISteamApps* lpSteamApps, AppId_t appID) {
return lpSteamApps->BIsDlcInstalled(appID); return lpSteamApps->BIsDlcInstalled(appID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsDlcInstalled=_BS_Apps_IsDlcInstalled@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetEarliestPurchaseUnixTime(ISteamApps* lpSteamApps, AppId_t appID) { // returns the Unix time of the purchase of the app
DLL(int32_t) BS_ISteamApps_GetEarliestPurchaseUnixTime(ISteamApps* lpSteamApps, AppId_t appID) {
return lpSteamApps->GetEarliestPurchaseUnixTime(appID); return lpSteamApps->GetEarliestPurchaseUnixTime(appID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetEarliestPurchaseUnixTime=_BS_Apps_GetEarliestPurchaseUnixTime@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsSubscribedFromFreeWeekend(ISteamApps* lpSteamApps) { // Checks if the user is subscribed to the current app through a free weekend
// This function will return false for users who have a retail or other type of license
// Before using, please ask your Valve technical contact how to package and secure your free weekened
DLL(int32_t) BS_ISteamApps_IsSubscribedFromFreeWeekend(ISteamApps* lpSteamApps) {
return lpSteamApps->BIsSubscribedFromFreeWeekend(); return lpSteamApps->BIsSubscribedFromFreeWeekend();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsSubscribedFromFreeWeekend=_BS_Apps_IsSubscribedFromFreeWeekend@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetDLCCount(ISteamApps* lpSteamApps) { // Returns the number of DLC pieces for the running app
DLL(int32_t) BS_ISteamApps_GetDLCCount(ISteamApps* lpSteamApps) {
return lpSteamApps->GetDLCCount(); return lpSteamApps->GetDLCCount();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetDLCCount=_BS_Apps_GetDLCCount@4")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetDLCDataByIndex(ISteamApps* lpSteamApps, uint32_t iDLC, AppId_t *pAppId, bool* pbAvailable, char *pchName, uint32_t cchNameBufferSize) { // Returns metadata for DLC by index, of range [0, GetDLCCount()]
return lpSteamApps->BGetDLCDataByIndex(iDLC, pAppId, (bool*)pbAvailable, pchName, cchNameBufferSize); DLL(int32_t) BS_ISteamApps_GetDLCDataByIndex(ISteamApps* lpSteamApps, uint32_t iDLC, AppId_t *pAppIdBuffer, bool* pbAvailableBuffer, char *pchNameBuffer, uint32_t cchNameBufferSize) {
return lpSteamApps->BGetDLCDataByIndex(iDLC, pAppIdBuffer, (bool*)pbAvailableBuffer, pchNameBuffer, cchNameBufferSize);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetDLCDataByIndex=_BS_Apps_GetDLCDataByIndex@24")
DLL_EXPORT void DLL_CALL BS_Apps_InstallDLC(ISteamApps* lpSteamApps, AppId_t nAppID) { // Install/Uninstall control for optional DLC
DLL(void) BS_ISteamApps_InstallDLC(ISteamApps* lpSteamApps, AppId_t nAppID) {
lpSteamApps->InstallDLC(nAppID); lpSteamApps->InstallDLC(nAppID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_InstallDLC=_BS_Apps_InstallDLC@8")
DLL_EXPORT void DLL_CALL BS_Apps_UninstallDLC(ISteamApps* lpSteamApps, AppId_t nAppID) { DLL(void) BS_ISteamApps_UninstallDLC(ISteamApps* lpSteamApps, AppId_t nAppID) {
lpSteamApps->UninstallDLC(nAppID); lpSteamApps->UninstallDLC(nAppID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_UninstallDLC=_BS_Apps_UninstallDLC@8")
DLL_EXPORT void DLL_CALL BS_Apps_RequestAppProofOfPurchaseKey(ISteamApps* lpSteamApps, AppId_t 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).
DLL(void) BS_ISteamApps_RequestAppProofOfPurchaseKey(ISteamApps* lpSteamApps, AppId_t nAppID) {
lpSteamApps->RequestAppProofOfPurchaseKey(nAppID); lpSteamApps->RequestAppProofOfPurchaseKey(nAppID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_RequestAppProofOfPurchaseKey=_BS_Apps_RequestAppProofOfPurchaseKey@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetCurrentBetaName(ISteamApps* lpSteamApps, char *pchName, int cchNameBufferSize) { // returns current beta branch name, 'public' is the default branch
return lpSteamApps->GetCurrentBetaName(pchName, cchNameBufferSize); DLL(int32_t) BS_ISteamApps_GetCurrentBetaName(ISteamApps* lpSteamApps, char* pchNameBuffer, int cchNameBufferSize) {
return lpSteamApps->GetCurrentBetaName(pchNameBuffer, cchNameBufferSize);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetCurrentBetaName=_BS_Apps_GetCurrentBetaName@12")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_MarkContentCorrupt(ISteamApps* lpSteamApps, uint32_t bMissingFilesOnly) { // signal Steam that game files seems corrupt or missing
DLL(int32_t) BS_ISteamApps_MarkContentCorrupt(ISteamApps* lpSteamApps, uint32_t bMissingFilesOnly) {
return lpSteamApps->MarkContentCorrupt(bMissingFilesOnly != 0); return lpSteamApps->MarkContentCorrupt(bMissingFilesOnly != 0);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_MarkContentCorrupt=_BS_Apps_MarkContentCorrupt@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetInstalledDepots(ISteamApps* lpSteamApps, AppId_t nAppID, DepotId_t *pvecDepots, uint32_t cMaxDepots) { // return installed depots in mount order
return lpSteamApps->GetInstalledDepots(nAppID, pvecDepots, cMaxDepots); DLL(int32_t) BS_ISteamApps_GetInstalledDepots(ISteamApps* lpSteamApps, AppId_t nAppID, DepotId_t *pDepotsBuffer, uint32_t cMaxDepots) {
return lpSteamApps->GetInstalledDepots(nAppID, pDepotsBuffer, cMaxDepots);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetInstalledDepots=_BS_Apps_GetInstalledDepots@16")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetAppInstallDir(ISteamApps* lpSteamApps, AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize) { // returns current app install folder for AppID, returns folder name length
return lpSteamApps->GetAppInstallDir(appID, pchFolder, cchFolderBufferSize); DLL(int32_t) BS_ISteamApps_GetAppInstallDir(ISteamApps* lpSteamApps, AppId_t appID, char *pchFolderBuffer, uint32_t cchFolderBufferSize) {
return lpSteamApps->GetAppInstallDir(appID, pchFolderBuffer, cchFolderBufferSize);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetAppInstallDir=_BS_Apps_GetAppInstallDir@16")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_IsAppInstalled(ISteamApps* lpSteamApps, AppId_t appID) { // returns true if that app is installed (not necessarily owned)
DLL(int32_t) BS_ISteamApps_IsAppInstalled(ISteamApps* lpSteamApps, AppId_t appID) {
return lpSteamApps->BIsAppInstalled(appID); return lpSteamApps->BIsAppInstalled(appID);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_IsAppInstalled=_BS_Apps_IsAppInstalled@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Apps_GetAppOwner(ISteamApps* lpSteamApps) { // returns the SteamID of the original owner. If different from current user, it's borrowed
CSteamID* steamID = new CSteamID(lpSteamApps->GetAppOwner()); DLL(CSteamID*) BS_ISteamApps_GetAppOwner(ISteamApps* lpSteamApps) {
return BS_CSteamID_Copy(steamID); return new CSteamID(lpSteamApps->GetAppOwner());
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetAppOwner=_BS_Apps_GetAppOwner@4")
DLL_EXPORT const char* DLL_CALL BS_Apps_GetLaunchQueryParam(ISteamApps* lpSteamApps, const char *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.
DLL(const char*) BS_ISteamApps_GetLaunchQueryParam(ISteamApps* lpSteamApps, const char *pchKey) {
return lpSteamApps->GetLaunchQueryParam(pchKey); return lpSteamApps->GetLaunchQueryParam(pchKey);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetLaunchQueryParam=_BS_Apps_GetLaunchQueryParam@8")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetDlcDownloadProgress(ISteamApps* lpSteamApps, AppId_t nAppID, uint64_t* punBytesDownloaded, uint64_t* punBytesTotal) { // get download progress for optional DLC
return lpSteamApps->GetDlcDownloadProgress(nAppID, punBytesDownloaded, punBytesTotal); DLL(int32_t) BS_ISteamApps_GetDlcDownloadProgress(ISteamApps* lpSteamApps, AppId_t nAppID, uint64_t* pLLBytesDownloaded, uint64_t* pLLBytesTotal) {
return lpSteamApps->GetDlcDownloadProgress(nAppID, pLLBytesDownloaded, pLLBytesTotal);
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetDlcDownloadProgress=_BS_Apps_GetDlcDownloadProgress@16")
DLL_EXPORT uint32_t DLL_CALL BS_Apps_GetAppBuildId(ISteamApps* lpSteamApps) { // return the buildid of this app, may change at any time based on backend updates to the game
DLL(int32_t) BS_ISteamApps_GetAppBuildId(ISteamApps* lpSteamApps) {
return lpSteamApps->GetAppBuildId(); return lpSteamApps->GetAppBuildId();
} }
#pragma comment(linker, "/EXPORT:BS_Apps_GetAppBuildId=_BS_Apps_GetAppBuildId@4")
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// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT HSteamPipe DLL_CALL BS_Client_CreateSteamPipe(ISteamClient* lpSteamClient) { DLL(ISteamClient*) BS_SteamClient() {
return SteamClient();
}
DLL(HSteamPipe) BS_ISteamClient_CreateSteamPipe(ISteamClient* lpSteamClient) {
return lpSteamClient->CreateSteamPipe(); return lpSteamClient->CreateSteamPipe();
} }
#pragma comment(linker, "/EXPORT:BS_Client_CreateSteamPipe=_BS_Client_CreateSteamPipe@4")
DLL_EXPORT uint32_t DLL_CALL BS_Client_ReleaseSteamPipe(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe) { DLL(int32_t) BS_ISteamClient_ReleaseSteamPipe(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe) {
return lpSteamClient->BReleaseSteamPipe(hSteamPipe); return lpSteamClient->BReleaseSteamPipe(hSteamPipe);
} }
#pragma comment(linker, "/EXPORT:BS_Client_ReleaseSteamPipe=_BS_Client_ReleaseSteamPipe@8")
DLL_EXPORT HSteamUser DLL_CALL BS_Client_ConnectToGlobalUser(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe) { DLL(HSteamUser) BS_ISteamClient_ConnectToGlobalUser(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe) {
return lpSteamClient->ConnectToGlobalUser(hSteamPipe); return lpSteamClient->ConnectToGlobalUser(hSteamPipe);
} }
#pragma comment(linker, "/EXPORT:BS_Client_ConnectToGlobalUser=_BS_Client_ConnectToGlobalUser@8")
DLL_EXPORT void DLL_CALL BS_Client_SetLocalIPBinding(ISteamClient* lpSteamClient, uint32_t unIP, uint16 usPort) { DLL(void) BS_ISteamClient_SetLocalIPBinding(ISteamClient* lpSteamClient, uint32_t unIP, uint16 usPort) {
return lpSteamClient->SetLocalIPBinding(unIP, usPort); return lpSteamClient->SetLocalIPBinding(unIP, usPort);
} }
#pragma comment(linker, "/EXPORT:BS_Client_SetLocalIPBinding=_BS_Client_SetLocalIPBinding@12")
DLL_EXPORT HSteamUser DLL_CALL BS_Client_CreateLocalUser(ISteamClient* lpSteamClient, HSteamPipe* phSteamPipe, EAccountType eAccountType) { DLL(HSteamUser) BS_ISteamClient_CreateLocalUser(ISteamClient* lpSteamClient, HSteamPipe* phSteamPipe, EAccountType eAccountType) {
return lpSteamClient->CreateLocalUser(phSteamPipe, eAccountType); return lpSteamClient->CreateLocalUser(phSteamPipe, eAccountType);
} }
#pragma comment(linker, "/EXPORT:BS_Client_CreateLocalUser=_BS_Client_CreateLocalUser@12")
DLL_EXPORT void DLL_CALL BS_Client_ReleaseUser(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe, HSteamUser hSteamUser) { DLL(void) BS_ISteamClient_ReleaseUser(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe, HSteamUser hSteamUser) {
return lpSteamClient->ReleaseUser(hSteamPipe, hSteamUser); return lpSteamClient->ReleaseUser(hSteamPipe, hSteamUser);
} }
#pragma comment(linker, "/EXPORT:BS_Client_ReleaseUser=_BS_Client_ReleaseUser@12")
DLL_EXPORT void DLL_CALL BS_Client_RunFrame(ISteamClient* lpSteamClient) { DLL(int32_t) BS_ISteamClient_GetIPCCallCount(ISteamClient* lpSteamClient) {
lpSteamClient->RunFrame();
}
#pragma comment(linker, "/EXPORT:BS_Client_RunFrame=_BS_Client_RunFrame@4")
DLL_EXPORT uint32_t DLL_CALL BS_Client_GetIPCCallCount(ISteamClient* lpSteamClient) {
return lpSteamClient->GetIPCCallCount(); return lpSteamClient->GetIPCCallCount();
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetIPCCallCount=_BS_Client_GetIPCCallCount@4")
DLL_EXPORT uint32_t DLL_CALL BS_Client_ShutdownIfAllPipesClosed(ISteamClient* lpSteamClient) { DLL(int32_t) BS_ISteamClient_ShutdownIfAllPipesClosed(ISteamClient* lpSteamClient) {
return lpSteamClient->BShutdownIfAllPipesClosed(); return lpSteamClient->BShutdownIfAllPipesClosed();
} }
// Interfaces // Interfaces
DLL_EXPORT ISteamAppList* DLL_CALL BS_Client_GetSteamAppList(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamAppList*) BS_ISteamClient_GetSteamAppList(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamAppList(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamAppList(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamAppList=_BS_Client_GetSteamAppList@16")
DLL_EXPORT ISteamApps* DLL_CALL BS_Client_GetSteamApps(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamApps*) BS_ISteamClient_GetSteamApps(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamApps(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamApps(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamApps=_BS_Client_GetSteamApps@16")
DLL_EXPORT ISteamController* DLL_CALL BS_Client_GetSteamController(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamController*) BS_ISteamClient_GetSteamController(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamController(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamController(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamController=_BS_Client_GetSteamController@16")
DLL_EXPORT ISteamFriends* DLL_CALL BS_Client_GetSteamFriends(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamFriends*) BS_ISteamClient_GetSteamFriends(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamFriends(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamFriends(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamFriends=_BS_Client_GetSteamFriends@16")
DLL_EXPORT ISteamGameServer* DLL_CALL BS_Client_GetSteamGameServer(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamGameServer*) BS_ISteamClient_GetSteamGameServer(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamGameServer(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamGameServer(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamGameServer=_BS_Client_GetSteamGameServer@16")
DLL_EXPORT ISteamGameServerStats* DLL_CALL BS_Client_GetSteamGameServerStats(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamGameServerStats*) BS_ISteamClient_GetSteamGameServerStats(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamGameServerStats(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamGameServerStats(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamGameServerStats=_BS_Client_GetSteamGameServerStats@16")
DLL_EXPORT ISteamHTMLSurface* DLL_CALL BS_Client_GetSteamHTMLSurface(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamHTMLSurface*) BS_ISteamClient_GetSteamHTMLSurface(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamHTMLSurface(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamHTMLSurface(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamHTMLSurface=_BS_Client_GetSteamHTMLSurface@16")
DLL_EXPORT ISteamHTTP* DLL_CALL BS_Client_GetSteamHTTP(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamHTTP*) BS_ISteamClient_GetSteamHTTP(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamHTTP(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamHTTP(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamHTTP=_BS_Client_GetSteamHTTP@16")
DLL_EXPORT ISteamInventory* DLL_CALL BS_Client_GetSteamInventory(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamInventory*) BS_ISteamClient_GetSteamInventory(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamInventory(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamInventory(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamInventory=_BS_Client_GetSteamInventory@16")
DLL_EXPORT ISteamMatchmaking* DLL_CALL BS_Client_GetSteamMatchmaking(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamMatchmaking*) BS_ISteamClient_GetSteamMatchmaking(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamMatchmaking(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamMatchmaking(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamMatchmaking=_BS_Client_GetSteamMatchmaking@16")
DLL_EXPORT ISteamMatchmakingServers* DLL_CALL BS_Client_GetSteamMatchmakingServers(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamMatchmakingServers*) BS_ISteamClient_GetSteamMatchmakingServers(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamMatchmakingServers(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamMatchmakingServers(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamMatchmakingServers=_BS_Client_GetSteamMatchmakingServers@16")
DLL_EXPORT ISteamMusic* DLL_CALL BS_Client_GetSteamMusic(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamMusic*) BS_ISteamClient_GetSteamMusic(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamMusic(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamMusic(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamMusic=_BS_Client_GetSteamMusic@16")
DLL_EXPORT ISteamMusicRemote* DLL_CALL BS_Client_GetSteamMusicRemote(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamMusicRemote*) BS_ISteamClient_GetSteamMusicRemote(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamMusicRemote(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamMusicRemote(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamMusicRemote=_BS_Client_GetSteamMusicRemote@16")
DLL_EXPORT ISteamNetworking* DLL_CALL BS_Client_GetSteamNetworking(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamNetworking*) BS_ISteamClient_GetSteamNetworking(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamNetworking(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamNetworking(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamNetworking=_BS_Client_GetSteamNetworking@16")
DLL_EXPORT ISteamRemoteStorage* DLL_CALL BS_Client_GetSteamRemoteStorage(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamRemoteStorage*) BS_ISteamClient_GetSteamRemoteStorage(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamRemoteStorage(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamRemoteStorage(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamRemoteStorage=_BS_Client_GetSteamRemoteStorage@16")
DLL_EXPORT ISteamScreenshots* DLL_CALL BS_Client_GetSteamScreenshots(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamScreenshots*) BS_ISteamClient_GetSteamScreenshots(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamScreenshots(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamScreenshots(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamScreenshots=_BS_Client_GetSteamScreenshots@16")
DLL_EXPORT ISteamUGC* DLL_CALL BS_Client_GetSteamUGC(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamUGC*) BS_ISteamClient_GetSteamUGC(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamUGC(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamUGC(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamUGC=_BS_Client_GetSteamUGC@16")
DLL_EXPORT ISteamUnifiedMessages* DLL_CALL BS_Client_GetSteamUnifiedMessages(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamUnifiedMessages*) BS_ISteamClient_GetSteamUnifiedMessages(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamUnifiedMessages(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamUnifiedMessages(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamUnifiedMessages=_BS_Client_GetSteamUnifiedMessages@16")
DLL_EXPORT ISteamUser* DLL_CALL BS_Client_GetSteamUser(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamUser*) BS_ISteamClient_GetSteamUser(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamUser(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamUser(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamUser=_BS_Client_GetSteamUser@16")
DLL_EXPORT ISteamUserStats* DLL_CALL BS_Client_GetSteamUserStats(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamUserStats*) BS_ISteamClient_GetSteamUserStats(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamUserStats(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamUserStats(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamUserStats=_BS_Client_GetSteamUserStats@16")
DLL_EXPORT ISteamUtils* DLL_CALL BS_Client_GetSteamUtils(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamUtils*) BS_ISteamClient_GetSteamUtils(ISteamClient* lpSteamClient, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamUtils(hSteamPipe, pchVersion); return lpSteamClient->GetISteamUtils(hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamUtils=_BS_Client_GetSteamUtils@12")
DLL_EXPORT ISteamVideo* DLL_CALL BS_Client_GetSteamVideo(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) { DLL(ISteamVideo*) BS_ISteamClient_GetSteamVideo(ISteamClient* lpSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion) {
return lpSteamClient->GetISteamVideo(hSteamUser, hSteamPipe, pchVersion); return lpSteamClient->GetISteamVideo(hSteamUser, hSteamPipe, pchVersion);
} }
#pragma comment(linker, "/EXPORT:BS_Client_GetSteamVideo=_BS_Client_GetSteamVideo@16")
// Callbacks & Hooks // Callbacks & Hooks
DLL_EXPORT void DLL_CALL BS_Client_SetWarningMessageHook(ISteamClient* lpSteamClient, SteamAPIWarningMessageHook_t fpfunction) { DLL(void) BS_ISteamClient_SetWarningMessageHook(ISteamClient* lpSteamClient, SteamAPIWarningMessageHook_t fpfunction) {
lpSteamClient->SetWarningMessageHook(fpfunction); lpSteamClient->SetWarningMessageHook(fpfunction);
} }
#pragma comment(linker, "/EXPORT:BS_Client_SetWarningMessageHook=_BS_Client_SetWarningMessageHook@8")
DLL_EXPORT void DLL_CALL BS_Client_Set_SteamAPI_CPostAPIResultInProcess(ISteamClient* lpSteamClient, SteamAPI_PostAPIResultInProcess_t fpFunction) {
lpSteamClient->Set_SteamAPI_CPostAPIResultInProcess(fpFunction);
}
#pragma comment(linker, "/EXPORT:BS_Client_Set_SteamAPI_CPostAPIResultInProcess=_BS_Client_Set_SteamAPI_CPostAPIResultInProcess@8")
DLL_EXPORT void DLL_CALL BS_Client_Remove_SteamAPI_CPostAPIResultInProcess(ISteamClient* lpSteamClient, SteamAPI_PostAPIResultInProcess_t fpFunction) {
lpSteamClient->Remove_SteamAPI_CPostAPIResultInProcess(fpFunction);
}
#pragma comment(linker, "/EXPORT:BS_Client_Remove_SteamAPI_CPostAPIResultInProcess=_BS_Client_Remove_SteamAPI_CPostAPIResultInProcess@8")
DLL_EXPORT void DLL_CALL BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess(ISteamClient* lpSteamClient, SteamAPI_CheckCallbackRegistered_t fpFunction) {
lpSteamClient->Set_SteamAPI_CCheckCallbackRegisteredInProcess(fpFunction);
}
#pragma comment(linker, "/EXPORT:BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess=_BS_Client_Set_SteamAPI_CCheckCallbackRegisteredInProcess@8")
+95 -18
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@@ -14,36 +14,113 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT uint32_t DLL_CALL BS_Controller_Init(ISteamController* lpSteamController) { //-----------------------------------------------------------------------------
// Purpose: Native Steam controller support API
//-----------------------------------------------------------------------------
DLL(ISteamController*) BS_SteamController() {
return SteamController();
}
// Init and Shutdown must be called when starting/ending use of this interface
DLL(int32_t) BS_ISteamController_Init(ISteamController* lpSteamController) {
return lpSteamController->Init(); return lpSteamController->Init();
} }
#pragma comment(linker, "/EXPORT:BS_Controller_Init=_BS_Controller_Init@4")
DLL_EXPORT uint32_t DLL_CALL BS_Controller_Shutdown(ISteamController* lpSteamController) { // Init and Shutdown must be called when starting/ending use of this interface
DLL(int32_t) BS_ISteamController_Shutdown(ISteamController* lpSteamController) {
return lpSteamController->Shutdown(); return lpSteamController->Shutdown();
} }
#pragma comment(linker, "/EXPORT:BS_Controller_Shutdown=_BS_Controller_Shutdown@4")
DLL_EXPORT void DLL_CALL BS_Controller_RunFrame(ISteamController* lpSteamController) { // Pump callback/callresult events
// Note: SteamAPI_RunCallbacks will do this for you, so you should never need to call this directly.
DLL(void) BS_ISteamController_RunFrame(ISteamController* lpSteamController) {
lpSteamController->RunFrame(); lpSteamController->RunFrame();
} }
#pragma comment(linker, "/EXPORT:BS_Controller_RunFrame=_BS_Controller_RunFrame@4")
#if 0 // Enumerate currently connected controllers
DLL_EXPORT uint32_t DLL_CALL BS_Controller_GetControllerState( ISteamController* lpSteamController, uint32_t unControllerIndex, SteamControllerState_t *pState ) { // handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
return lpSteamController->GetControllerState( unControllerIndex, pState ); // Returns the number of handles written to handlesOut
DLL(int32_t) BS_ISteamController_GetConnectedControllers(ISteamController* lpSteamController, ControllerHandle_t* pHandlesOut) {
return lpSteamController->GetConnectedControllers(pHandlesOut);
} }
#pragma comment(linker, "/EXPORT:BS_Controller_GetControllerState=_BS_Controller_GetControllerState@12")
DLL_EXPORT void DLL_CALL BS_Controller_TriggerHapticPulse( ISteamController* lpSteamController, uint32_t unControllerIndex, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec ) { ControllerHandle_t* pControllerHandles = new ControllerHandle_t[STEAM_CONTROLLER_MAX_COUNT];
lpSteamController->TriggerHapticPulse( unControllerIndex, eTargetPad, usDurationMicroSec ); DLL(int32_t) BS_ISteamController_GetConnectedControllersSimple(ISteamController* lpSteamController) {
return lpSteamController->GetConnectedControllers(pControllerHandles);
} }
#pragma comment(linker, "/EXPORT:BS_Controller_TriggerHapticPulse=_BS_Controller_TriggerHapticPulse@16")
DLL_EXPORT void DLL_CALL BS_Controller_SetOverrideMode( ISteamController* lpSteamController, const char *pchMode ) { DLL(ControllerHandle_t*) BS_ISteamController_GetConnectedControllersSimple_Index(uint32_t index) {
lpSteamController->SetOverrideMode( pchMode ); if (index >= STEAM_CONTROLLER_MAX_COUNT)
index = STEAM_CONTROLLER_MAX_COUNT - 1;
return &(pControllerHandles[index]);
}
// Invokes the Steam overlay and brings up the binding screen
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
DLL(int32_t) BS_ISteamController_ShowBindingPanel(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle) {
return lpSteamController->ShowBindingPanel(*pControllerHandle);
}
// ACTION SETS
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
DLL(ControllerActionSetHandle_t*) BS_ISteamController_GetActionSetHandle(ISteamController* lpSteamController, const char* pszActionSetName) {
return new ControllerActionSetHandle_t(lpSteamController->GetActionSetHandle(pszActionSetName));
}
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
DLL(void) BS_ISteamController_ActivateActionSet(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle) {
lpSteamController->ActivateActionSet(*pControllerHandle, *pActionSetHandle);
}
DLL(ControllerActionSetHandle_t*) BS_ISteamController_GetCurrentActionSet(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle) {
return new ControllerActionSetHandle_t(lpSteamController->GetCurrentActionSet(*pControllerHandle));
}
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
DLL(ControllerDigitalActionHandle_t*) BS_ISteamController_GetDigitalActionHandle(ISteamController* lpSteamController, const char* pszActionName) {
return new ControllerDigitalActionHandle_t(lpSteamController->GetDigitalActionHandle(pszActionName));
}
// Returns the current state of the supplied digital game action
DLL(ControllerDigitalActionData_t*) BS_ISteamController_GetDigitalActionData(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerDigitalActionHandle_t* pDigitalActionHandle) {
return &lpSteamController->GetDigitalActionData(*pControllerHandle, *pDigitalActionHandle);
}
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
DLL(int32_t) BS_ISteamController_GetDigitalActionOrigins(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle, ControllerDigitalActionHandle_t* pDigitalActionHandle, EControllerActionOrigin *pEControllerActionOrigin) {
return lpSteamController->GetDigitalActionOrigins(*pControllerHandle, *pActionSetHandle, *pDigitalActionHandle, pEControllerActionOrigin);
}
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
DLL(ControllerAnalogActionHandle_t*) BS_ISteamController_GetAnalogActionHandle(ISteamController* lpSteamController, const char *pszActionName) {
return new ControllerAnalogActionHandle_t(lpSteamController->GetAnalogActionHandle(pszActionName));
}
// Returns the current state of these supplied analog game action
DLL(ControllerAnalogActionData_t*) BS_ISteamController_GetAnalogActionData(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle) {
return &lpSteamController->GetAnalogActionData(*pControllerHandle, *pAnalogActionHandle);
}
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
DLL(int32_t) BS_ISteamController_GetAnalogActionOrigins(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle, EControllerActionOrigin *pEControllerActionOrigin) {
return lpSteamController->GetAnalogActionOrigins(*pControllerHandle, *pActionSetHandle, *pAnalogActionHandle, pEControllerActionOrigin);
}
DLL(void) BS_ISteamController_StopAnalogActionMomentum(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle) {
lpSteamController->StopAnalogActionMomentum(*pControllerHandle, *pAnalogActionHandle);
}
// Trigger a haptic pulse on a controller
DLL(void) BS_ISteamController_TriggerHapticPulse(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec) {
lpSteamController->TriggerHapticPulse(*pControllerHandle, eTargetPad, (uint16_t)usDurationMicroSec);
}
DLL(void) BS_ISteamController_TriggerRepeatedHapticPulse(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec, uint32_t usOffMicroSec, uint32_t unRepeat, uint32_t nFlags) {
lpSteamController->TriggerRepeatedHapticPulse(*pControllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
} }
#pragma comment(linker, "/EXPORT:BS_Controller_SetOverrideMode=_BS_Controller_SetOverrideMode@8")
#endif // 0
+207 -160
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@@ -14,365 +14,412 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT const char* DLL_CALL BS_Friends_GetPersonaName(ISteamFriends* lpSteamFriends) { //-----------------------------------------------------------------------------
// Purpose: interface to accessing information about individual users,
// that can be a friend, in a group, on a game server or in a lobby with the local user
//-----------------------------------------------------------------------------
DLL(ISteamFriends*) BS_SteamFriends() {
return SteamFriends();
}
// returns the local players name - guaranteed to not be NULL.
// this is the same name as on the users community profile page
// this is stored in UTF-8 format
// like all the other interface functions that return a char *, it's important that this pointer is not saved
// off; it will eventually be free'd or re-allocated
DLL(const char*) BS_ISteamFriends_GetPersonaName(ISteamFriends* lpSteamFriends) {
return lpSteamFriends->GetPersonaName(); return lpSteamFriends->GetPersonaName();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetPersonaName=_BS_Friends_GetPersonaName@4")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_SetPersonaName(ISteamFriends* lpSteamFriends, const char* pchPersonaName) { // Sets the player name, stores it on the server and publishes the changes to all friends who are online.
return lpSteamFriends->SetPersonaName(pchPersonaName); // Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
//
// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
//
// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
// to change the name back, in addition to the SetPersonaNameResponse_t callback.
DLL(SteamAPICall_t*) BS_ISteamFriends_SetPersonaName(ISteamFriends* lpSteamFriends, const char* pchPersonaName) {
return new uint64_t(lpSteamFriends->SetPersonaName(pchPersonaName));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SetPersonaName=_BS_Friends_SetPersonaName@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetPersonaState(ISteamFriends* lpSteamFriends) { // gets the status of the current user
DLL(int32_t) BS_ISteamFriends_GetPersonaState(ISteamFriends* lpSteamFriends) {
return lpSteamFriends->GetPersonaState(); return lpSteamFriends->GetPersonaState();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetPersonaState=_BS_Friends_GetPersonaState@4")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendCount(ISteamFriends* lpSteamFriends, int32_t iFriendFlags) { // friend iteration
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
// then GetFriendByIndex() can then be used to return the id's of each of those users
DLL(int32_t) BS_ISteamFriends_GetFriendCount(ISteamFriends* lpSteamFriends, int32_t iFriendFlags) {
return lpSteamFriends->GetFriendCount(iFriendFlags); return lpSteamFriends->GetFriendCount(iFriendFlags);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendCount=_BS_Friends_GetFriendCount@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetFriendByIndex(ISteamFriends* lpSteamFriends, int32_t iFriend, int32_t iFriendFlags) { // returns the steamID of a user
CSteamID* pSteamID = new CSteamID(lpSteamFriends->GetFriendByIndex(iFriend, iFriendFlags)); // iFriend is a index of range [0, GetFriendCount())
return pSteamID; // iFriendsFlags must be the same value as used in GetFriendCount()
// the returned CSteamID can then be used by all the functions below to access details about the user
DLL(CSteamID*) BS_ISteamFriends_GetFriendByIndex(ISteamFriends* lpSteamFriends, int32_t iFriend, int32_t iFriendFlags) {
return new CSteamID(lpSteamFriends->GetFriendByIndex(iFriend, iFriendFlags));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendByIndex=_BS_Friends_GetFriendByIndex@12")
DLL_EXPORT EFriendRelationship DLL_CALL BS_Friends_GetFriendRelationship(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // returns a relationship to a user
DLL(EFriendRelationship) BS_ISteamFriends_GetFriendRelationship(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendRelationship(*steamIDFriend); return lpSteamFriends->GetFriendRelationship(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendRelationship=_BS_Friends_GetFriendRelationship@8")
DLL_EXPORT EPersonaState DLL_CALL BS_Friends_GetFriendPersonaState(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // returns the current status of the specified user
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
DLL(EPersonaState) BS_ISteamFriends_GetFriendPersonaState(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendPersonaState(*steamIDFriend); return lpSteamFriends->GetFriendPersonaState(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendPersonaState=_BS_Friends_GetFriendPersonaState@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetFriendPersonaName(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
DLL(const char*) BS_ISteamFriends_GetFriendPersonaName(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendPersonaName(*steamIDFriend); return lpSteamFriends->GetFriendPersonaName(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendPersonaName=_BS_Friends_GetFriendPersonaName@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_GetFriendGamePlayed(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, FriendGameInfo_t *pFriendGameInfo) { // returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
DLL(uint32_t) BS_ISteamFriends_GetFriendGamePlayed(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, FriendGameInfo_t *pFriendGameInfo) {
return lpSteamFriends->GetFriendGamePlayed(*steamIDFriend, pFriendGameInfo); return lpSteamFriends->GetFriendGamePlayed(*steamIDFriend, pFriendGameInfo);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendGamePlayed=_BS_Friends_GetFriendGamePlayed@12")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetFriendPersonaNameHistory(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iPersonaName) { // accesses old friends names - returns an empty string when their are no more items in the history
DLL(const char*) BS_ISteamFriends_GetFriendPersonaNameHistory(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iPersonaName) {
return lpSteamFriends->GetFriendPersonaNameHistory(*steamIDFriend, iPersonaName); return lpSteamFriends->GetFriendPersonaNameHistory(*steamIDFriend, iPersonaName);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendPersonaNameHistory=_BS_Friends_GetFriendPersonaNameHistory@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendSteamLevel(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // friends steam level
DLL(int32_t) BS_ISteamFriends_GetFriendSteamLevel(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendSteamLevel(*steamIDFriend); return lpSteamFriends->GetFriendSteamLevel(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendSteamLevel=_BS_Friends_GetFriendSteamLevel@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetPlayerNickname(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriends) { // Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
DLL(const char*) BS_ISteamFriends_GetPlayerNickname(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriends) {
const char* nickname = lpSteamFriends->GetPlayerNickname(*steamIDFriends); const char* nickname = lpSteamFriends->GetPlayerNickname(*steamIDFriends);
if (nickname == NULL) { if (nickname == NULL) {
nickname = ""; nickname = "";
} }
return nickname; return nickname;
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetPlayerNickname=_BS_Friends_GetPlayerNickname@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendsGroupCount(ISteamFriends* lpSteamFriends) { // friend grouping (tag) apis
// returns the number of friends groups
DLL(int32_t) BS_ISteamFriends_GetFriendsGroupCount(ISteamFriends* lpSteamFriends) {
return lpSteamFriends->GetFriendsGroupCount(); return lpSteamFriends->GetFriendsGroupCount();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendsGroupCount=_BS_Friends_GetFriendsGroupCount@4")
DLL_EXPORT FriendsGroupID_t DLL_CALL BS_Friends_GetFriendsGroupIDByIndex(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { // returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
DLL(FriendsGroupID_t) BS_ISteamFriends_GetFriendsGroupIDByIndex(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
return lpSteamFriends->GetFriendsGroupIDByIndex(friendsGroupID); return lpSteamFriends->GetFriendsGroupIDByIndex(friendsGroupID);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendsGroupIDByIndex=_BS_Friends_GetFriendsGroupIDByIndex@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetFriendsGroupName(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { // returns the name for the given friends group (NULL in the case of invalid friends group IDs)
DLL(const char*) BS_ISteamFriends_GetFriendsGroupName(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
return lpSteamFriends->GetFriendsGroupName(friendsGroupID); return lpSteamFriends->GetFriendsGroupName(friendsGroupID);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendsGroupName=_BS_Friends_GetFriendsGroupName@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendsGroupMembersCount(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { // returns the number of members in a given friends group
DLL(int32_t) BS_ISteamFriends_GetFriendsGroupMembersCount(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
return lpSteamFriends->GetFriendsGroupMembersCount(friendsGroupID); return lpSteamFriends->GetFriendsGroupMembersCount(friendsGroupID);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendsGroupMembersCount=_BS_Friends_GetFriendsGroupMembersCount@8")
DLL_EXPORT void DLL_CALL BS_Friends_GetFriendsGroupMembersList(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID, CSteamID* pOutSteamIDMembers, int32_t nMembersCount) { // gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
DLL(void) BS_ISteamFriends_GetFriendsGroupMembersList(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID, CSteamID* pOutSteamIDMembers, int32_t nMembersCount) {
lpSteamFriends->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount); lpSteamFriends->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendsGroupMembersList=_BS_Friends_GetFriendsGroupMembersList@16")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_HasFriend(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iFriendsFlags) { // returns true if the specified user meets any of the criteria specified in iFriendFlags
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
DLL(uint32_t) BS_ISteamFriends_HasFriend(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iFriendsFlags) {
return lpSteamFriends->HasFriend(*steamIDFriend, iFriendsFlags); return lpSteamFriends->HasFriend(*steamIDFriend, iFriendsFlags);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_HasFriends=_BS_Friends_HasFriend@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetClanCount(ISteamFriends* lpSteamFriends) { // clan (group) iteration and access functions
DLL(int32_t) BS_ISteamFriends_GetClanCount(ISteamFriends* lpSteamFriends) {
return lpSteamFriends->GetClanCount(); return lpSteamFriends->GetClanCount();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanCount=_BS_Friends_GetClanCount@4")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetClanByIndex(ISteamFriends* lpSteamFriends, int32_t iClan) { DLL(CSteamID*) BS_ISteamFriends_GetClanByIndex(ISteamFriends* lpSteamFriends, int32_t iClan) {
CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanByIndex(iClan)); CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanByIndex(iClan));
return steamID; return steamID;
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanByIndex=_BS_Friends_GetClanByIndex@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetClanName(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { DLL(const char*) BS_ISteamFriends_GetClanName(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return lpSteamFriends->GetClanName(*steamIDClan); return lpSteamFriends->GetClanName(*steamIDClan);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanName=_BS_Friends_GetClanName@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetClanTag(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { DLL(const char*) BS_ISteamFriends_GetClanTag(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return lpSteamFriends->GetClanTag(*steamIDClan); return lpSteamFriends->GetClanTag(*steamIDClan);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanTag=_BS_Friends_GetClanTag@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_GetClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t* pnOnline, int32_t* pnInGame, int32_t* pnChatting) { // returns the most recent information we have about what's happening in a clan
DLL(uint32_t) BS_ISteamFriends_GetClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t* pnOnline, int32_t* pnInGame, int32_t* pnChatting) {
return lpSteamFriends->GetClanActivityCounts(*steamIDClan, pnOnline, pnInGame, pnChatting); return lpSteamFriends->GetClanActivityCounts(*steamIDClan, pnOnline, pnInGame, pnChatting);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanActivityCounts=_BS_Friends_GetClanActivityCounts@20")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_DownloadClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* psteamIDClans, int32_t cClansToRequest) { // for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
return lpSteamFriends->DownloadClanActivityCounts(psteamIDClans, cClansToRequest); DLL(SteamAPICall_t*) BS_ISteamFriends_DownloadClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* psteamIDClans, int32_t cClansToRequest) {
return new uint64_t(lpSteamFriends->DownloadClanActivityCounts(psteamIDClans, cClansToRequest));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_DownloadClanActivityCounts=_BS_Friends_DownloadClanActivityCounts@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendCountFromSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource) { // iterators for getting users in a chat room, lobby, game server or clan
// note that large clans that cannot be iterated by the local user
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
// steamIDSource can be the steamID of a group, game server, lobby or chat room
DLL(int32_t) BS_ISteamFriends_GetFriendCountFromSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource) {
return lpSteamFriends->GetFriendCountFromSource(*steamIDSource); return lpSteamFriends->GetFriendCountFromSource(*steamIDSource);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendCountFromSource=_BS_Friends_GetFriendCountFromSource@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetFriendFromSourceByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource, int32_t iFriend) { DLL(CSteamID*) BS_ISteamFriends_GetFriendFromSourceByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource, int32_t iFriend) {
CSteamID* steamID = new CSteamID(lpSteamFriends->GetFriendFromSourceByIndex(*steamIDSource, iFriend)); return new CSteamID(lpSteamFriends->GetFriendFromSourceByIndex(*steamIDSource, iFriend));
return steamID;
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendFromSourceByIndex=_BS_Friends_GetFriendFromSourceByIndex@12")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_IsUserInSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, CSteamID* steamIDSource) { // returns true if the local user can see that steamIDUser is a member or in steamIDSource
DLL(uint32_t) BS_ISteamFriends_IsUserInSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, CSteamID* steamIDSource) {
return lpSteamFriends->IsUserInSource(*steamIDUser, *steamIDSource); return lpSteamFriends->IsUserInSource(*steamIDUser, *steamIDSource);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_IsUserInSource=_BS_Friends_IsUserInSource@12")
DLL_EXPORT void DLL_CALL BS_Friends_SetInGameVoiceSpeaking(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bSpeaking) { // User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
DLL(void) BS_ISteamFriends_SetInGameVoiceSpeaking(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bSpeaking) {
lpSteamFriends->SetInGameVoiceSpeaking(*steamIDUser, bSpeaking != 0); lpSteamFriends->SetInGameVoiceSpeaking(*steamIDUser, bSpeaking != 0);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SetInGameVoiceSpeaking=_BS_Friends_SetInGameVoiceSpeaking@12")
DLL_EXPORT void DLL_CALL BS_Friends_ActivateGameOverlay(ISteamFriends* lpSteamFriends, const char* pchDialog) { // activates the game overlay, with an optional dialog to open
// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
DLL(void) BS_ISteamFriends_ActivateGameOverlay(ISteamFriends* lpSteamFriends, const char* pchDialog) {
lpSteamFriends->ActivateGameOverlay(pchDialog); lpSteamFriends->ActivateGameOverlay(pchDialog);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ActivateGameOverlay=_BS_Friends_ActivateGameOverlay@8")
DLL_EXPORT void DLL_CALL BS_Friends_ActivateGameOverlayToUser(ISteamFriends* lpSteamFriends, const char* pchDialog, CSteamID* steamID) { // activates game overlay to a specific place
// valid options are
// "steamid" - opens the overlay web browser to the specified user or groups profile
// "chat" - opens a chat window to the specified user, or joins the group chat
// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
// "stats" - opens the overlay web browser to the specified user's stats
// "achievements" - opens the overlay web browser to the specified user's achievements
// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
DLL(void) BS_ISteamFriends_ActivateGameOverlayToUser(ISteamFriends* lpSteamFriends, const char* pchDialog, CSteamID* steamID) {
lpSteamFriends->ActivateGameOverlayToUser(pchDialog, *steamID); lpSteamFriends->ActivateGameOverlayToUser(pchDialog, *steamID);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ActivateGameOverlayToUser=_BS_Friends_ActivateGameOverlayToUser@12")
DLL_EXPORT void DLL_CALL BS_Friends_ActivateGameOverlayToWebPage(ISteamFriends* lpSteamFriends, const char* pchURL) { // activates game overlay web browser directly to the specified URL
// full address with protocol type is required, e.g. http://www.steamgames.com/
DLL(void) BS_ISteamFriends_ActivateGameOverlayToWebPage(ISteamFriends* lpSteamFriends, const char* pchURL) {
lpSteamFriends->ActivateGameOverlayToWebPage(pchURL); lpSteamFriends->ActivateGameOverlayToWebPage(pchURL);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ActivateGameOverlayToWebPage=_BS_Friends_ActivateGameOverlayToWebPage@8")
DLL_EXPORT void DLL_CALL BS_Friends_ActivateGameOverlayToStore(ISteamFriends* lpSteamFriends, AppId_t nAppID, EOverlayToStoreFlag eFlag) { // activates game overlay to store page for app
DLL(void) BS_ISteamFriends_ActivateGameOverlayToStore(ISteamFriends* lpSteamFriends, AppId_t nAppID, EOverlayToStoreFlag eFlag) {
lpSteamFriends->ActivateGameOverlayToStore(nAppID, eFlag); lpSteamFriends->ActivateGameOverlayToStore(nAppID, eFlag);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ActivateGameOverlayToStore=_BS_Friends_ActivateGameOverlayToStore@12")
DLL_EXPORT void DLL_CALL BS_Friends_SetPlayedWith(ISteamFriends* lpSteamFriends, CSteamID* steamIDUserPlayedWith) { // Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
// in game
DLL(void) BS_ISteamFriends_SetPlayedWith(ISteamFriends* lpSteamFriends, CSteamID* steamIDUserPlayedWith) {
lpSteamFriends->SetPlayedWith(*steamIDUserPlayedWith); lpSteamFriends->SetPlayedWith(*steamIDUserPlayedWith);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SetPlayedWith=_BS_Friends_SetPlayedWith@8")
DLL_EXPORT void DLL_CALL BS_Friends_ActivateGameOverlayInviteDialog(ISteamFriends* lpSteamFriends, CSteamID* steamIDLobby) { // activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
DLL(void) BS_ISteamFriends_ActivateGameOverlayInviteDialog(ISteamFriends* lpSteamFriends, CSteamID* steamIDLobby) {
lpSteamFriends->ActivateGameOverlayInviteDialog(*steamIDLobby); lpSteamFriends->ActivateGameOverlayInviteDialog(*steamIDLobby);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ActivateGameOverlayInviteDialog=_BS_Friends_ActivateGameOverlayInviteDialog@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetSmallFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
DLL(int32_t) BS_ISteamFriends_GetSmallFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetSmallFriendAvatar(*steamIDFriend); return lpSteamFriends->GetSmallFriendAvatar(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetSmallFriendAvatar=_BS_Friends_GetSmallFriendAvatar@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetMediumFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
DLL(int32_t) BS_ISteamFriends_GetMediumFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetMediumFriendAvatar(*steamIDFriend); return lpSteamFriends->GetMediumFriendAvatar(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetMediumFriendAvatar=_BS_Friends_GetMediumFriendAvatar@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetLargeFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
DLL(int32_t) BS_ISteamFriends_GetLargeFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetLargeFriendAvatar(*steamIDFriend); return lpSteamFriends->GetLargeFriendAvatar(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetLargeFriendAvatar=_BS_Friends_GetLargeFriendAvatar@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_RequestUserInformation(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bRequireNameOnly) { // requests information about a user - persona name & avatar
// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
// if returns false, it means that we already have all the details about that user, and functions can be called immediately
DLL(uint32_t) BS_ISteamFriends_RequestUserInformation(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bRequireNameOnly) {
return lpSteamFriends->RequestUserInformation(*steamIDUser, bRequireNameOnly != 0); return lpSteamFriends->RequestUserInformation(*steamIDUser, bRequireNameOnly != 0);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_RequestUserInformation=_BS_Friends_RequestUserInformation@12")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_RequestClanOfficerList(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { // requests information about a clan officer list
return lpSteamFriends->RequestClanOfficerList(*steamIDClan); // when complete, data is returned in ClanOfficerListResponse_t call result
// this makes available the calls below
// you can only ask about clans that a user is a member of
// note that this won't download avatars automatically; if you get an officer,
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
DLL(SteamAPICall_t*) BS_ISteamFriends_RequestClanOfficerList(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return new uint64_t(lpSteamFriends->RequestClanOfficerList(*steamIDClan));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_RequestClanOfficerList=_BS_Friends_RequestClanOfficerList@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetClanOwner(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { // iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanOwner(*steamIDClan));
return steamID; // returns the steamID of the clan owner
DLL(CSteamID*) BS_ISteamFriends_GetClanOwner(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return new CSteamID(lpSteamFriends->GetClanOwner(*steamIDClan));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanOwner=_BS_Friends_GetClanOwner@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetClanOfficerCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { // returns the number of officers in a clan (including the owner)
DLL(int32_t) BS_ISteamFriends_GetClanOfficerCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return lpSteamFriends->GetClanOfficerCount(*steamIDClan); return lpSteamFriends->GetClanOfficerCount(*steamIDClan);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanOfficerCount=_BS_Friends_GetClanOfficerCount@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetClanOfficerByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iOfficer) { // returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanOfficerByIndex(*steamIDClan, iOfficer)); DLL(CSteamID*) BS_ISteamFriends_GetClanOfficerByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iOfficer) {
return steamID; return new CSteamID(lpSteamFriends->GetClanOfficerByIndex(*steamIDClan, iOfficer));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanOfficerByIndex=_BS_Friends_GetClanOfficerByIndex@12")
DLL_EXPORT EUserRestriction DLL_CALL BS_Friends_GetUserRestrictions(ISteamFriends* lpSteamFriends) { // if current user is chat restricted, he can't send or receive any text/voice chat messages.
// the user can't see custom avatars. But the user can be online and send/recv game invites.
// a chat restricted user can't add friends or join any groups.
DLL(EUserRestriction) BS_ISteamFriends_GetUserRestrictions(ISteamFriends* lpSteamFriends) {
return (EUserRestriction)lpSteamFriends->GetUserRestrictions(); return (EUserRestriction)lpSteamFriends->GetUserRestrictions();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetUserRestrictions=_BS_Friends_GetUserRestrictions@4")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_SetRichPresence(ISteamFriends* lpSteamFriends, const char* pchKey, const char* pchValue) { // Rich Presence data is automatically shared between friends who are in the same game
// Each user has a set of Key/Value pairs
// Up to 20 different keys can be set
// There are two magic keys:
// "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
// GetFriendRichPresence() returns an empty string "" if no value is set
// SetRichPresence() to a NULL or an empty string deletes the key
// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
DLL(uint32_t) BS_ISteamFriends_SetRichPresence(ISteamFriends* lpSteamFriends, const char* pchKey, const char* pchValue) {
return lpSteamFriends->SetRichPresence(pchKey, pchValue); return lpSteamFriends->SetRichPresence(pchKey, pchValue);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SetRichPresence=_BS_Friends_SetRichPresence@12")
DLL_EXPORT void DLL_CALL BS_Friends_ClearRichPresence(ISteamFriends* lpSteamFriends) { DLL(void) BS_ISteamFriends_ClearRichPresence(ISteamFriends* lpSteamFriends) {
lpSteamFriends->ClearRichPresence(); lpSteamFriends->ClearRichPresence();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ClearRichPresence=_BS_Friends_ClearRichPresence@4")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchKey) { DLL(const char*) BS_ISteamFriends_GetFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchKey) {
return lpSteamFriends->GetFriendRichPresence(*steamIDFriend, pchKey); return lpSteamFriends->GetFriendRichPresence(*steamIDFriend, pchKey);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendRichPresence=_BS_Friends_GetFriendRichPresence@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendRichPresenceKeyCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { DLL(int32_t) BS_ISteamFriends_GetFriendRichPresenceKeyCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendRichPresenceKeyCount(*steamIDFriend); return lpSteamFriends->GetFriendRichPresenceKeyCount(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendRichPresenceKeyCount=_BS_Friends_GetFriendRichPresenceKeyCount@8")
DLL_EXPORT const char* DLL_CALL BS_Friends_GetFriendRichPresenceKeyByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iKey) { DLL(const char*) BS_ISteamFriends_GetFriendRichPresenceKeyByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iKey) {
return lpSteamFriends->GetFriendRichPresenceKeyByIndex(*steamIDFriend, iKey); return lpSteamFriends->GetFriendRichPresenceKeyByIndex(*steamIDFriend, iKey);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendRichPresenceKeyByIndex=_BS_Friends_GetFriendRichPresenceKeyByIndex@12")
DLL_EXPORT void DLL_CALL BS_Friends_RequestFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { // Requests rich presence for a specific user.
DLL(void) BS_ISteamFriends_RequestFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
lpSteamFriends->RequestFriendRichPresence(*steamIDFriend); lpSteamFriends->RequestFriendRichPresence(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_RequestFriendRichPresence=_BS_Friends_RequestFriendRichPresence@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_InviteUserToGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char *pchConnectString) { // rich invite support
// if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
// if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
// invites can only be sent to friends
DLL(uint32_t) BS_ISteamFriends_InviteUserToGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char *pchConnectString) {
return lpSteamFriends->InviteUserToGame(*steamIDFriend, pchConnectString); return lpSteamFriends->InviteUserToGame(*steamIDFriend, pchConnectString);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_InviteUserToGame=_BS_Friends_InviteUserToGame@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetCoplayFriendCount(ISteamFriends* lpSteamFriends) { // recently-played-with friends iteration
// this iterates the entire list of users recently played with, across games
// GetFriendCoplayTime() returns as a unix time
DLL(int32_t) BS_ISteamFriends_GetCoplayFriendCount(ISteamFriends* lpSteamFriends) {
return lpSteamFriends->GetCoplayFriendCount(); return lpSteamFriends->GetCoplayFriendCount();
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetCoplayFriendCount=_BS_Friends_GetCoplayFriendCount@4")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetCoplayFriend(ISteamFriends* lpSteamFriends, int32_t iCoplayFriend) { DLL(CSteamID*) BS_ISteamFriends_GetCoplayFriend(ISteamFriends* lpSteamFriends, int32_t iCoplayFriend) {
CSteamID* steamID = new CSteamID(lpSteamFriends->GetCoplayFriend(iCoplayFriend)); return new CSteamID(lpSteamFriends->GetCoplayFriend(iCoplayFriend));
return steamID;
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetCoplayFriend=_BS_Friends_GetCoplayFriend@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendCoplayTime(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { DLL(int32_t) BS_ISteamFriends_GetFriendCoplayTime(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendCoplayTime(*steamIDFriend); return lpSteamFriends->GetFriendCoplayTime(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendCoplayTime=_BS_Friends_GetFriendCoplayTime@8")
DLL_EXPORT AppId_t DLL_CALL BS_Friends_GetFriendCoplayGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { DLL(AppId_t) BS_ISteamFriends_GetFriendCoplayGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
return lpSteamFriends->GetFriendCoplayGame(*steamIDFriend); return lpSteamFriends->GetFriendCoplayGame(*steamIDFriend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendCoplayGame=_BS_Friends_GetFriendCoplayGame@8")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_JoinClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { // chat interface for games
return lpSteamFriends->JoinClanChatRoom(*steamIDClan); // this allows in-game access to group (clan) chats from in the game
// the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
DLL(SteamAPICall_t*) BS_ISteamFriends_JoinClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return new SteamAPICall_t(lpSteamFriends->JoinClanChatRoom(*steamIDClan));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_JoinClanChatRoom=_BS_Friends_JoinClanChatRoom@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_LeaveClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { DLL(uint32_t) BS_ISteamFriends_LeaveClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return lpSteamFriends->LeaveClanChatRoom(*steamIDClan); return lpSteamFriends->LeaveClanChatRoom(*steamIDClan);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_LeaveClanChatRoom=_BS_Friends_LeaveClanChatRoom@8")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetClanChatMemberCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { DLL(int32_t) BS_ISteamFriends_GetClanChatMemberCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
return lpSteamFriends->GetClanChatMemberCount(*steamIDClan); return lpSteamFriends->GetClanChatMemberCount(*steamIDClan);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanChatMemberCount=_BS_Friends_GetClanChatMemberCount@8")
DLL_EXPORT CSteamID* DLL_CALL BS_Friends_GetChatMemberByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iUser) { DLL(CSteamID*) BS_ISteamFriends_GetChatMemberByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iUser) {
CSteamID* steamID = new CSteamID(lpSteamFriends->GetChatMemberByIndex(*steamIDClan, iUser)); return new CSteamID(lpSteamFriends->GetChatMemberByIndex(*steamIDClan, iUser));
return steamID;
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetChatMemberByIndex=_BS_Friends_GetChatMemberByIndex@12")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_SendClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, const char *pchText) { DLL(uint32_t) BS_ISteamFriends_SendClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, const char *pchText) {
return lpSteamFriends->SendClanChatMessage(*steamIDClanChat, pchText); return lpSteamFriends->SendClanChatMessage(*steamIDClanChat, pchText);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SendClanChatMessage=_BS_Friends_SendClanChatMessage@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, int32_t iMessage, void* prgchText, int32_t cchTextMax, EChatEntryType* peChatEntryType, CSteamID* psteamidChatter) { DLL(int32_t) BS_ISteamFriends_GetClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, int32_t iMessage, void* prgchText, int32_t cchTextMax, EChatEntryType* peChatEntryType, CSteamID* psteamidChatter) {
return lpSteamFriends->GetClanChatMessage(*steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter); return lpSteamFriends->GetClanChatMessage(*steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetClanChatMessage=_BS_Friends_GetClanChatMessage@28")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_IsClanChatAdmin(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, CSteamID* steamIDUser) { DLL(uint32_t) BS_ISteamFriends_IsClanChatAdmin(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, CSteamID* steamIDUser) {
return lpSteamFriends->IsClanChatAdmin(*steamIDClanChat, *steamIDUser); return lpSteamFriends->IsClanChatAdmin(*steamIDClanChat, *steamIDUser);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_IsClanChatAdmin=_BS_Friends_IsClanChatAdmin@12")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_IsClanChatWindowOpenInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { // interact with the Steam (game overlay / desktop)
DLL(uint32_t) BS_ISteamFriends_IsClanChatWindowOpenInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
return lpSteamFriends->IsClanChatWindowOpenInSteam(*steamIDClanChat); return lpSteamFriends->IsClanChatWindowOpenInSteam(*steamIDClanChat);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_IsClanChatWindowOpenInSteam=_BS_Friends_IsClanChatWindowOpenInSteam@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_OpenClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { DLL(uint32_t) BS_ISteamFriends_OpenClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
return lpSteamFriends->OpenClanChatWindowInSteam(*steamIDClanChat); return lpSteamFriends->OpenClanChatWindowInSteam(*steamIDClanChat);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_OpenClanChatWindowInSteam=_BS_Friends_OpenClanChatWindowInSteam@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_CloseClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { DLL(uint32_t) BS_ISteamFriends_CloseClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
return lpSteamFriends->CloseClanChatWindowInSteam(*steamIDClanChat); return lpSteamFriends->CloseClanChatWindowInSteam(*steamIDClanChat);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_CloseClanChatWindowInSteam=_BS_Friends_CloseClanChatWindowInSteam@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_SetListenForFriendsMessages(ISteamFriends* lpSteamFriends, uint32_t bInterceptEnabled) { // peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
DLL(uint32_t) BS_ISteamFriends_SetListenForFriendsMessages(ISteamFriends* lpSteamFriends, uint32_t bInterceptEnabled) {
return lpSteamFriends->SetListenForFriendsMessages(bInterceptEnabled != 0); return lpSteamFriends->SetListenForFriendsMessages(bInterceptEnabled != 0);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_SetListenForFriendsMessages=_BS_Friends_SetListenForFriendsMessages@8")
DLL_EXPORT uint32_t DLL_CALL BS_Friends_ReplyToFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchMsgToSend) { DLL(uint32_t) BS_ISteamFriends_ReplyToFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchMsgToSend) {
return lpSteamFriends->ReplyToFriendMessage(*steamIDFriend, pchMsgToSend); return lpSteamFriends->ReplyToFriendMessage(*steamIDFriend, pchMsgToSend);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_ReplyToFriendMessage=_BS_Friends_ReplyToFriendMessage@12")
DLL_EXPORT int32_t DLL_CALL BS_Friends_GetFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iMessageID, void* pvData, int32_t cubData, EChatEntryType* peChatEntryType) { DLL(int32_t) BS_ISteamFriends_GetFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iMessageID, void* pvData, int32_t cubData, EChatEntryType* peChatEntryType) {
return lpSteamFriends->GetFriendMessage(*steamIDFriend, iMessageID, pvData, cubData, peChatEntryType); return lpSteamFriends->GetFriendMessage(*steamIDFriend, iMessageID, pvData, cubData, peChatEntryType);
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFriendMessage=_BS_Friends_GetFriendMessage@24")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_GetFollowerCount(ISteamFriends* lpSteamFriends, CSteamID* steamID) { // following apis
return lpSteamFriends->GetFollowerCount(*steamID); DLL(SteamAPICall_t*) BS_ISteamFriends_GetFollowerCount(ISteamFriends* lpSteamFriends, CSteamID* steamID) {
return new SteamAPICall_t(lpSteamFriends->GetFollowerCount(*steamID));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_GetFollowerCount=_BS_Friends_GetFollowerCount@8")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_IsFollowing(ISteamFriends* lpSteamFriends, CSteamID* steamID) { DLL(SteamAPICall_t*) BS_ISteamFriends_IsFollowing(ISteamFriends* lpSteamFriends, CSteamID* steamID) {
return lpSteamFriends->IsFollowing(*steamID); return new SteamAPICall_t(lpSteamFriends->IsFollowing(*steamID));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_IsFollowing=_BS_Friends_IsFollowing@8")
DLL_EXPORT SteamAPICall_t DLL_CALL BS_Friends_EnumerateFollowingList(ISteamFriends* lpSteamFriends, uint32 unStartIndex) { DLL(SteamAPICall_t*) BS_ISteamFriends_EnumerateFollowingList(ISteamFriends* lpSteamFriends, uint32_t unStartIndex) {
return lpSteamFriends->EnumerateFollowingList(unStartIndex); return new SteamAPICall_t(lpSteamFriends->EnumerateFollowingList(unStartIndex));
} }
#pragma comment(linker, "/EXPORT:BS_Friends_EnumerateFollowingList=_BS_Friends_EnumerateFollowingList@8")
+325 -22
View File
@@ -14,55 +14,358 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
#include "SteamworksSDK/public/steam/steam_gameserver.h"
DLL_EXPORT uint32_t DLL_CALL BS_GameServer_Init(uint32_t unIP, uint16_t usSteamPort, uint16_t usGamePort, uint16_t usQueryPort, EServerMode eServerMode, const char *pchVersionString) { // Initialize ISteamGameServer interface object, and set server properties which may not be changed.
//
// After calling this function, you should set any additional server parameters, and then
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
//
// - usSteamPort is the local port used to communicate with the steam servers.
// - usGamePort is the port that clients will connect to for gameplay.
// - usQueryPort is the port that will manage server browser related duties and info
// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
// - The version string is usually 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.)
DLL(uint32_t) BS_SteamGameServer_Init(uint32_t unIP, uint16_t usSteamPort, uint16_t usGamePort, uint16_t usQueryPort, EServerMode eServerMode, const char *pchVersionString) {
return SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString); return SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString);
} }
DLL_EXPORT void DLL_CALL BS_GameServer_Shutdown() { DLL(void) BS_SteamGameServer_Shutdown() {
SteamGameServer_Shutdown(); SteamGameServer_Shutdown();
} }
DLL_EXPORT void DLL_CALL BS_GameServer_RunCallbacks() { DLL(void) BS_SteamGameServer_RunCallbacks() {
SteamGameServer_RunCallbacks(); SteamGameServer_RunCallbacks();
} }
DLL_EXPORT uint32_t DLL_CALL BS_GameServer_Secure() { DLL(uint32_t) BS_SteamGameServer_IsSecure() {
return SteamGameServer_BSecure(); return SteamGameServer_BSecure();
} }
DLL_EXPORT uint64_t* DLL_CALL BS_GameServer_GetSteamID() { DLL(CSteamID*) BS_SteamGameServer_GetSteamID() {
uint64_t* val = new uint64_t(SteamGameServer_GetSteamID()); return new CSteamID(SteamGameServer_GetSteamID());
return val;
} }
DLL_EXPORT HSteamPipe DLL_CALL BS_GameServer_GetHSteamPipe() { //----------------------------------------------------------------------------------------------------------------------------------------------------------//
// 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
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
DLL(HSteamPipe) BS_SteamGameServer_GetHSteamPipe() {
return SteamGameServer_GetHSteamPipe(); return SteamGameServer_GetHSteamPipe();
} }
// Interfaces // ISteamGameServer Stuff
DLL_EXPORT ISteamGameServer* DLL_CALL BS_GameServer() { //-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
DLL(ISteamGameServer*) BS_SteamGameServer() {
return SteamGameServer(); return SteamGameServer();
} }
DLL_EXPORT ISteamUtils* DLL_CALL BS_GameServerUtils() { //
return SteamGameServerUtils(); // Basic server data. These properties, if set, must be set before before calling LogOn. They
// may not be changed after logged in.
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
DLL(uint32_t) BS_ISteamGameServer_InitGameServer(ISteamGameServer* pSteamGameServer, uint32_t unIP, uint16_t usGamePort, uint16_t usQueryPort, uint32_t unFlags, AppId_t nGameAppId, const char *pchVersionString) {
return pSteamGameServer->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString);
} }
DLL_EXPORT ISteamNetworking* DLL_CALL BS_GameServerNetworking() { /// Game product identifier. This is currently used by the master server for version checking purposes.
return SteamGameServerNetworking(); /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
DLL(void) BS_ISteamGameServer_SetProduct(ISteamGameServer* pSteamGameServer, const char *pszProduct) {
pSteamGameServer->SetProduct(pszProduct);
} }
DLL_EXPORT ISteamGameServerStats* DLL_CALL BS_GameServerStats() { /// Description of the game. This is a required field and is displayed in the steam server browser....for now.
return SteamGameServerStats(); /// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
DLL(void) BS_ISteamGameServer_SetGameDescription(ISteamGameServer* pSteamGameServer, const char *pszGameDescription) {
pSteamGameServer->SetGameDescription(pszGameDescription);
} }
DLL_EXPORT ISteamHTTP* DLL_CALL BS_GameServerHTTP() { /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
return SteamGameServerHTTP(); /// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
DLL(void) BS_ISteamGameServer_SetModDir(ISteamGameServer* pSteamGameServer, const char *pszModDir) {
pSteamGameServer->SetModDir(pszModDir);
} }
DLL_EXPORT ISteamInventory* DLL_CALL BS_GameServerInventory() { /// Is this is a dedicated server? The default value is false.
return SteamGameServerInventory(); DLL(void) BS_ISteamGameServer_SetDedicatedServer(ISteamGameServer* pSteamGameServer, uint32_t bDedicated) {
pSteamGameServer->SetDedicatedServer(!!bDedicated);
}
//
// Login
//
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
DLL(void) BS_ISteamGameServer_LogOn(ISteamGameServer* pSteamGameServer, const char *pszToken) {
pSteamGameServer->LogOn(pszToken);
}
/// Login to a generic, anonymous account.
///
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
/// but this is no longer the case.
DLL(void) BS_ISteamGameServer_LogOnAnonymous(ISteamGameServer* pSteamGameServer) {
pSteamGameServer->LogOnAnonymous();
}
/// Begin process of logging game server out of steam
DLL(void) BS_ISteamGameServer_LogOff(ISteamGameServer* pSteamGameServer) {
pSteamGameServer->LogOff();
}
// status functions
DLL(uint32_t) BS_ISteamGameServer_IsLoggedOn(ISteamGameServer* pSteamGameServer) {
return pSteamGameServer->BLoggedOn();
}
DLL(uint32_t) BS_ISteamGameServer_IsSecure(ISteamGameServer* pSteamGameServer) {
return pSteamGameServer->BSecure();
}
DLL(CSteamID*) BS_ISteamGameServer_GetSteamID(ISteamGameServer* pSteamGameServer) {
return new CSteamID(pSteamGameServer->GetSteamID());
}
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
DLL(uint32_t) BS_ISteamGameServer_WasRestartRequested(ISteamGameServer* pSteamGameServer) {
return pSteamGameServer->WasRestartRequested();
}
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
DLL(void) BS_ISteamGameServer_SetMaxPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cPlayersMax) {
pSteamGameServer->SetMaxPlayerCount(cPlayersMax);
}
/// Number of bots. Default value is zero
DLL(void) BS_ISteamGameServer_SetBotPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cBotplayers) {
pSteamGameServer->SetBotPlayerCount(cBotplayers);
}
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
DLL(void) BS_ISteamGameServer_SetServerName(ISteamGameServer* pSteamGameServer, const char *pszServerName) {
pSteamGameServer->SetServerName(pszServerName);
}
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
DLL(void) BS_ISteamGameServer_SetMapName(ISteamGameServer* pSteamGameServer, const char *pszMapName) {
pSteamGameServer->SetMapName(pszMapName);
}
/// Let people know if your server will require a password
DLL(void) BS_ISteamGameServer_SetPasswordProtected(ISteamGameServer* pSteamGameServer, uint32_t bPasswordProtected) {
pSteamGameServer->SetPasswordProtected(!!bPasswordProtected);
}
/// Spectator server. The default value is zero, meaning the service
/// is not used.
DLL(void) BS_ISteamGameServer_SetSpectatorPort(ISteamGameServer* pSteamGameServer, uint16_t unSpectatorPort) {
pSteamGameServer->SetSpectatorPort(unSpectatorPort);
}
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
DLL(void) BS_ISteamGameServer_SetSpectatorServerName(ISteamGameServer* pSteamGameServer, const char *pszSpectatorServerName) {
pSteamGameServer->SetSpectatorServerName(pszSpectatorServerName);
}
/// Call this to clear the whole list of key/values that are sent in rules queries.
DLL(void) BS_ISteamGameServer_ClearAllKeyValues(ISteamGameServer* pSteamGameServer) {
pSteamGameServer->ClearAllKeyValues();
}
/// Call this to add/update a key/value pair.
DLL(void) BS_ISteamGameServer_SetKeyValue(ISteamGameServer* pSteamGameServer, const char *pKey, const char *pValue) {
pSteamGameServer->SetKeyValue(pKey, pValue);
}
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
///
/// @see k_cbMaxGameServerTags
DLL(void) BS_ISteamGameServer_SetGameTags(ISteamGameServer* pSteamGameServer, const char *pchGameTags) {
pSteamGameServer->SetGameTags(pchGameTags);
}
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
DLL(void) BS_ISteamGameServer_SetGameData(ISteamGameServer* pSteamGameServer, const char *pchGameData) {
pSteamGameServer->SetGameData(pchGameData);
}
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
DLL(void) BS_ISteamGameServer_SetRegion(ISteamGameServer* pSteamGameServer, const char *pszRegion) {
pSteamGameServer->SetRegion(pszRegion);
}
//
// Player list management / authentication
//
// Handles receiving a new connection from a Steam user. This call will ask the Steam
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
// are off-line, then it will validate the cached ticket itself which will validate app ownership
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
// and must then be sent up to the game server for authentication.
//
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
DLL(uint32_t) BS_ISteamGameServer_SendUserConnectAndAuthenticate(ISteamGameServer* pSteamGameServer, uint32_t unIPClient, const void *pvAuthBlob, uint32_t cubAuthBlobSize, CSteamID *pSteamIDUser) {
return pSteamGameServer->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
}
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
// when this user leaves the server just like you would for a real user.
DLL(CSteamID*) BS_ISteamGameServer_CreateUnauthenticatedUserConnection(ISteamGameServer* pSteamGameServer) {
return new CSteamID(pSteamGameServer->CreateUnauthenticatedUserConnection());
}
// Should be called whenever a user leaves our game server, this lets Steam internally
// track which users are currently on which servers for the purposes of preventing a single
// account being logged into multiple servers, showing who is currently on a server, etc.
DLL(void) BS_ISteamGameServer_SendUserDisconnect(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser) {
pSteamGameServer->SendUserDisconnect(*pSteamIDUser);
}
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
// currently connected to the server. For regular users you must call this after you receive a
// GSUserValidationSuccess callback.
//
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
DLL(uint32_t) BS_ISteamGameServer_UpdateUserData(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, const char *pchPlayerName, uint32_t uScore) {
return pSteamGameServer->BUpdateUserData(*pSteamIDUser, pchPlayerName, uScore);
}
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
DLL(HAuthTicket) BS_ISteamGameServer_GetAuthSessionTicket(ISteamGameServer* pSteamGameServer, void *pTicket, int32_t cbMaxTicket, uint32_t *pcbTicket) {
return pSteamGameServer->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket);
}
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
DLL(EBeginAuthSessionResult) BS_ISteamGameServer_BeginAuthSession(ISteamGameServer* pSteamGameServer, const void *pAuthTicket, int32_t cbAuthTicket, CSteamID* pSteamID) {
return pSteamGameServer->BeginAuthSession(pAuthTicket, cbAuthTicket, *pSteamID);
}
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
DLL(void) BS_ISteamGameServer_EndAuthSession(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID) {
pSteamGameServer->EndAuthSession(*pSteamID);
}
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
DLL(void) BS_ISteamGameServer_CancelAuthTicket(ISteamGameServer* pSteamGameServer, HAuthTicket hAuthTicket) {
pSteamGameServer->CancelAuthTicket(hAuthTicket);
}
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
DLL(EUserHasLicenseForAppResult) BS_ISteamGameServer_UserHasLicenseForApp(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID, AppId_t appID) {
return pSteamGameServer->UserHasLicenseForApp(*pSteamID, appID);
}
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
// returns false if we're not connected to the steam servers and thus cannot ask
DLL(uint32_t) BS_ISteamGameServer_RequestUserGroupStatus(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, CSteamID* pSteamIDGroup) {
return pSteamGameServer->RequestUserGroupStatus(*pSteamIDUser, *pSteamIDGroup);
}
// Returns the public IP of the server according to Steam, useful when the server is
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
// connect to
DLL(uint32_t) BS_ISteamGameServer_GetPublicIP(ISteamGameServer* pSteamGameServer) {
return pSteamGameServer->GetPublicIP();
}
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
// socket to talk to the master server on, it lets the game use its socket to forward messages
// back and forth. This prevents us from requiring server ops to open up yet another port
// in their firewalls.
//
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
// These are used when you've elected to multiplex the game server's UDP socket
// rather than having the master server updater use its own sockets.
//
// Source games use this to simplify the job of the server admins, so they
// don't have to open up more ports on their firewalls.
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
// it's for us.
DLL(uint32_t) BS_ISteamGameServer_HandleIncomingPacket(ISteamGameServer* pSteamGameServer, const void *pData, int32_t cbData, uint32_t srcIP, uint16_t srcPort) {
return pSteamGameServer->HandleIncomingPacket(pData, cbData, srcIP, srcPort);
}
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
// This gets a packet that the master server updater needs to send out on UDP.
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
// Call this each frame until it returns 0.
DLL(uint32_t) BS_ISteamGameServer_GetNextOutgoingPacket(ISteamGameServer* pSteamGameServer, void *pOut, int32_t cbMaxOut, uint32_t *pNetAdr, uint16_t *pPort) {
return pSteamGameServer->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
}
//
// Control heartbeats / advertisement with master server
//
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
DLL(void) BS_ISteamGameServer_EnableHeartbeats(ISteamGameServer* pSteamGameServer, uint32_t bActive) {
pSteamGameServer->EnableHeartbeats(!!bActive);
}
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
DLL(void) BS_ISteamGameServer_SetHeartbeatInterval(ISteamGameServer* pSteamGameServer, int32_t iHeartbeatInterval) {
pSteamGameServer->SetHeartbeatInterval(iHeartbeatInterval);
}
// Force a heartbeat to steam at the next opportunity
DLL(void) BS_ISteamGameServer_ForceHeartbeat(ISteamGameServer* pSteamGameServer) {
pSteamGameServer->ForceHeartbeat();
}
// associate this game server with this clan for the purposes of computing player compat
DLL(SteamAPICall_t*) BS_ISteamGameServer_AssociateWithClan(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDClan) {
return new SteamAPICall_t(pSteamGameServer->AssociateWithClan(*pSteamIDClan));
}
// ask if any of the current players dont want to play with this new player - or vice versa
DLL(SteamAPICall_t*) BS_ISteamGameServer_ComputeNewPlayerCompatibility(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDNewPlayer) {
return new SteamAPICall_t(pSteamGameServer->ComputeNewPlayerCompatibility(*pSteamIDNewPlayer));
} }
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// 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.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
DLL(ISteamGameServerStats*) BS_SteamGameServerStats() {
return SteamGameServerStats();
}
// downloads stats for the user
// returns a GSStatsReceived_t callback when completed
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats will only be auto-updated for clients playing on the server. For other
// users you'll need to call RequestUserStats() again to refresh any data
DLL(SteamAPICall_t*) BS_ISteamGameServerStats_RequestUserStats(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser) {
return new SteamAPICall_t(pSteamGameServerStats->RequestUserStats(*steamIDUser));
}
// Store the current data on the server, will get a GSStatsStored_t callback when set.
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
DLL(SteamAPICall_t*) BS_ISteamGameServerStats_StoreUserStats(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser) {
return new SteamAPICall_t(pSteamGameServerStats->StoreUserStats(*steamIDUser));
}
// requests stat information for a user, usable after a successful call to RequestUserStats()
DLL(uint32_t) BS_ISteamGameServerStats_GetUserStat(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName, uint32_t* pData) {
return pSteamGameServerStats->GetUserStat(*steamIDUser, pchName, (int32_t*)pData);
}
DLL(uint32_t) BS_ISteamGameServerStats_GetUserStatF(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName, float_t* pData) {
return pSteamGameServerStats->GetUserStat(*steamIDUser, pchName, pData);
}
DLL(uint32_t) BS_ISteamGameServerStats_GetUserAchievement(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName, uint32_t* pbAchieved) {
return pSteamGameServerStats->GetUserAchievement(*steamIDUser, pchName, (bool*)pbAchieved);
}
// Set / update stats and achievements.
// Note: These updates will work only on stats game servers are allowed to edit and only for
// game servers that have been declared as officially controlled by the game creators.
// Set the IP range of your official servers on the Steamworks page
DLL(uint32_t) BS_ISteamGameServerStats_SetUserStat(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName, uint32_t nData) {
return pSteamGameServerStats->SetUserStat(*steamIDUser, pchName, (int32_t)nData);
}
DLL(uint32_t) BS_ISteamGameServerStats_SetUserStatF(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName, float_t fData) {
return pSteamGameServerStats->SetUserStat(*steamIDUser, pchName, fData);
}
DLL(uint32_t) BS_ISteamGameServerStats_UpdateUserAvgRateStat(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char *pchName, float flCountThisSession, double* pdSessionLength) {
return pSteamGameServerStats->UpdateUserAvgRateStat(*steamIDUser, pchName, flCountThisSession, *pdSessionLength);
}
DLL(uint32_t) BS_ISteamGameServerStats_SetUserAchievement(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName) {
return pSteamGameServerStats->SetUserAchievement(*steamIDUser, pchName);
}
DLL(uint32_t) BS_ISteamGameServerStats_ClearUserAchievement(ISteamGameServerStats* pSteamGameServerStats, CSteamID* steamIDUser, const char* pchName) {
return pSteamGameServerStats->ClearUserAchievement(*steamIDUser, pchName);
}
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// 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.h"
#include "SteamworksSDK/public/steam/isteamhtmlsurface.h"
DLL(ISteamHTMLSurface*) BS_SteamHTMLSurface() {
return SteamHTMLSurface();
}
// Must call init and shutdown when starting/ending use of the interface
DLL(uint32_t) BS_ISteamHTMLSurface_Init(ISteamHTMLSurface* pSteamHTMLSurface) {
return pSteamHTMLSurface->Init();
}
DLL(uint32_t) BS_ISteamHTMLSurface_Shutdown(ISteamHTMLSurface* pSteamHTMLSurface) {
return pSteamHTMLSurface->Shutdown();
}
// Create a browser object for display of a html page, when creation is complete the call handle
// will return a HTML_BrowserReady_t callback for the HHTMLBrowser of your new browser.
// The user agent string is a substring to be added to the general user agent string so you can
// identify your client on web servers.
// The userCSS string lets you apply a CSS style sheet to every displayed page, leave null if
// you do not require this functionality.
DLL(SteamAPICall_t*) BS_ISteamHTMLSurface_CreateBrowser(ISteamHTMLSurface* pSteamHTMLSurface, const char* pchUserAgent, const char* pchUserCSS) {
return new SteamAPICall_t(pSteamHTMLSurface->CreateBrowser(pchUserAgent, pchUserCSS));
}
// Call this when you are done with a html surface, this lets us free the resources being used by it
DLL(void) BS_ISteamHTMLSurface_RemoveBrowser(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->RemoveBrowser(unBrowserHandle);
}
// Navigate to this URL, results in a HTML_StartRequest_t as the request commences
DLL(void) BS_ISteamHTMLSurface_LoadURL(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, const char* pchURL, const char* pchPostData) {
pSteamHTMLSurface->LoadURL(unBrowserHandle, pchURL, pchPostData);
}
// Tells the surface the size in pixels to display the surface
DLL(void) BS_ISteamHTMLSurface_SetSize(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32_t unWidth, uint32_t unHeight) {
pSteamHTMLSurface->SetSize(unBrowserHandle, unWidth, unHeight);
}
// Stop the load of the current html page
DLL(void) BS_ISteamHTMLSurface_StopLoad(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->StopLoad(unBrowserHandle);
}
// Reload (most likely from local cache) the current page
DLL(void) BS_ISteamHTMLSurface_Reload(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->Reload(unBrowserHandle);
}
// navigate back in the page history
DLL(void) BS_ISteamHTMLSurface_GoBack(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->GoBack(unBrowserHandle);
}
// navigate forward in the page history
DLL(void) BS_ISteamHTMLSurface_GoForward(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->GoForward(unBrowserHandle);
}
// add this header to any url requests from this browser
DLL(void) BS_ISteamHTMLSurface_AddHeader(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, const char* pchKey, const char* pchValue) {
pSteamHTMLSurface->AddHeader(unBrowserHandle, pchKey, pchValue);
}
// run this javascript script in the currently loaded page
DLL(void) BS_ISteamHTMLSurface_ExecuteJavascript(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, const char* pchScript) {
pSteamHTMLSurface->ExecuteJavascript(unBrowserHandle, pchScript);
}
// Mouse click and mouse movement commands
DLL(void) BS_ISteamHTMLSurface_MouseUp(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton) {
pSteamHTMLSurface->MouseUp(unBrowserHandle, eMouseButton);
}
DLL(void) BS_ISteamHTMLSurface_MouseDown(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton) {
pSteamHTMLSurface->MouseDown(unBrowserHandle, eMouseButton);
}
DLL(void) BS_ISteamHTMLSurface_MouseDoubleClick(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton) {
pSteamHTMLSurface->MouseDoubleClick(unBrowserHandle, eMouseButton);
}
// x and y are relative to the HTML bounds
DLL(void) BS_ISteamHTMLSurface_MouseMove(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, int32_t x, int32_t y) {
pSteamHTMLSurface->MouseMove(unBrowserHandle, x, y);
}
// nDelta is pixels of scroll
DLL(void) BS_ISteamHTMLSurface_MouseWheel(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, int32_t nDelta) {
pSteamHTMLSurface->MouseWheel(unBrowserHandle, nDelta);
}
// keyboard interactions, native keycode is the virtual key code value from your OS
DLL(void) BS_ISteamHTMLSurface_KeyDown(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers) {
pSteamHTMLSurface->KeyDown(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers);
}
DLL(void) BS_ISteamHTMLSurface_KeyUp(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers) {
pSteamHTMLSurface->KeyUp(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers);
}
// cUnicodeChar is the unicode character point for this keypress (and potentially multiple chars per press)
DLL(void) BS_ISteamHTMLSurface_KeyChar(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers) {
pSteamHTMLSurface->KeyChar(unBrowserHandle, cUnicodeChar, eHTMLKeyModifiers);
}
// programmatically scroll this many pixels on the page
DLL(void) BS_ISteamHTMLSurface_SetHorizontalScroll(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) {
pSteamHTMLSurface->SetHorizontalScroll(unBrowserHandle, nAbsolutePixelScroll);
}
DLL(void) BS_ISteamHTMLSurface_SetVerticalScroll(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) {
pSteamHTMLSurface->SetVerticalScroll(unBrowserHandle, nAbsolutePixelScroll);
}
// tell the html control if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things
DLL(void) BS_ISteamHTMLSurface_SetKeyFocus(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus) {
pSteamHTMLSurface->SetKeyFocus(unBrowserHandle, bHasKeyFocus);
}
// open the current pages html code in the local editor of choice, used for debugging
DLL(void) BS_ISteamHTMLSurface_ViewSource(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->ViewSource(unBrowserHandle);
}
// copy the currently selected text on the html page to the local clipboard
DLL(void) BS_ISteamHTMLSurface_CopyToClipboard(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->CopyToClipboard(unBrowserHandle);
}
// paste from the local clipboard to the current html page
DLL(void) BS_ISteamHTMLSurface_PasteFromClipboard(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->PasteFromClipboard(unBrowserHandle);
}
// find this string in the browser, if bCurrentlyInFind is true then instead cycle to the next matching element
DLL(void) BS_ISteamHTMLSurface_Find(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, const char *pchSearchStr, bool bCurrentlyInFind, bool bReverse) {
pSteamHTMLSurface->Find(unBrowserHandle, pchSearchStr, bCurrentlyInFind, bReverse);
}
// cancel a currently running find
DLL(void) BS_ISteamHTMLSurface_StopFind(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle) {
pSteamHTMLSurface->StopFind(unBrowserHandle);
}
// return details about the link at position x,y on the current page
DLL(void) BS_ISteamHTMLSurface_GetLinkAtPosition(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, int x, int y) {
pSteamHTMLSurface->GetLinkAtPosition(unBrowserHandle, x, y);
}
// set a webcookie for the hostname in question
DLL(void) BS_ISteamHTMLSurface_SetCookie(ISteamHTMLSurface* pSteamHTMLSurface, const char *pchHostname, const char *pchKey, const char *pchValue, const char *pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly) {
pSteamHTMLSurface->SetCookie(pchHostname, pchKey, pchValue, pchPath, nExpires, bSecure, bHTTPOnly);
}
// Zoom the current page by flZoom ( from 0.0 to 2.0, so to zoom to 120% use 1.2 ), zooming around point X,Y in the page (use 0,0 if you don't care)
DLL(void) BS_ISteamHTMLSurface_SetPageScaleFactor(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY) {
pSteamHTMLSurface->SetPageScaleFactor(unBrowserHandle, flZoom, nPointX, nPointY);
}
// Enable/disable low-resource background mode, where javascript and repaint timers are throttled, resources are
// more aggressively purged from memory, and audio/video elements are paused. When background mode is enabled,
// all HTML5 video and audio objects will execute ".pause()" and gain the property "._steam_background_paused = 1".
// When background mode is disabled, any video or audio objects with that property will resume with ".play()".
DLL(void) BS_ISteamHTMLSurface_SetBackgroundMode(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, bool bBackgroundMode) {
pSteamHTMLSurface->SetBackgroundMode(unBrowserHandle, bBackgroundMode);
}
// CALLBACKS
//
// These set of functions are used as responses to callback requests
//
// You MUST call this in response to a HTML_StartRequest_t callback
// Set bAllowed to true to allow this navigation, false to cancel it and stay
// on the current page. You can use this feature to limit the valid pages
// allowed in your HTML surface.
DLL(void) BS_ISteamHTMLSurface_AllowStartRequest(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, bool bAllowed) {
pSteamHTMLSurface->AllowStartRequest(unBrowserHandle, bAllowed);
}
// You MUST call this in response to a HTML_JSAlert_t or HTML_JSConfirm_t callback
// Set bResult to true for the OK option of a confirm, use false otherwise
DLL(void) BS_ISteamHTMLSurface_JSDialogResponse(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, bool bResult) {
pSteamHTMLSurface->JSDialogResponse(unBrowserHandle, bResult);
}
// You MUST call this in response to a HTML_FileOpenDialog_t callback
DLL(void) BS_ISteamHTMLSurface_FileLoadDialogResponse(ISteamHTMLSurface* pSteamHTMLSurface, HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles) {
pSteamHTMLSurface->FileLoadDialogResponse(unBrowserHandle, pchSelectedFiles);
}
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// 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.h"
//-----------------------------------------------------------------------------
// Purpose: interface to http client
//-----------------------------------------------------------------------------
DLL(ISteamHTTP*) BS_HTTP() {
return SteamHTTP();
}
DLL(ISteamHTTP*) BS_GameServerHTTP() {
return SteamGameServerHTTP();
}
// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
// or such.
DLL(HTTPRequestHandle) BS_ISteamHTTP_CreateHTTPRequest(ISteamHTTP* pThis, EHTTPMethod eHTTPRequestMethod, const char* cAbsoluteUrl) {
return pThis->CreateHTTPRequest(eHTTPRequestMethod, cAbsoluteUrl);
}
// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestContextValue(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint64_t* plContextValue) {
return pThis->SetHTTPRequestContextValue(hRequest, *plContextValue);
}
// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
// has already been sent.
DLL(int32_t) BS_ISteamHTTP_SetHTTPNetworkActivityTimeout(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds) {
return pThis->SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds);
}
// Set a request header value for the request, must be called prior to sending the request. Will
// return false if the handle is invalid or the request is already sent.
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestHeaderValue(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue) {
return pThis->SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue);
}
// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
// when creating the request. Must be called prior to sending the request. Will return false if the
// handle is invalid or the request is already sent.
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestGetOrPostParameter(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue) {
return pThis->SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue);
}
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
// asynchronous response via callback.
//
// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
// header and only do a local cache lookup rather than sending any actual remote request.
DLL(int32_t) BS_ISteamHTTP_SendHTTPRequest(ISteamHTTP* pThis, HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle) {
return pThis->SendHTTPRequest(hRequest, pCallHandle);
}
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
// HTTPRequestDataReceived_t callbacks while streaming.
DLL(int32_t) BS_ISteamHTTP_SendHTTPRequestAndStreamResponse(ISteamHTTP* pThis, HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle) {
return pThis->SendHTTPRequestAndStreamResponse(hRequest, pCallHandle);
}
// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
DLL(int32_t) BS_ISteamHTTP_DeferHTTPRequest(ISteamHTTP* pThis, HTTPRequestHandle hRequest) {
return pThis->DeferHTTPRequest(hRequest);
}
// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
DLL(int32_t) BS_ISteamHTTP_PrioritizeHTTPRequest(ISteamHTTP* pThis, HTTPRequestHandle hRequest) {
return pThis->PrioritizeHTTPRequest(hRequest);
}
// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
// GetHTTPResponseHeaderValue.
DLL(int32_t) BS_ISteamHTTP_GetHTTPResponseHeaderSize(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize) {
return pThis->GetHTTPResponseHeaderSize(hRequest, pchHeaderName, unResponseHeaderSize);
}
// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// header is not present or if your buffer is too small to contain it's value. You should first call
// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
DLL(int32_t) BS_ISteamHTTP_GetHTTPResponseHeaderValue(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize) {
return pThis->GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize);
}
// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// handle is invalid.
DLL(int32_t) BS_ISteamHTTP_GetHTTPResponseBodySize(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint32 *unBodySize) {
return pThis->GetHTTPResponseBodySize(hRequest, unBodySize);
}
// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
// the correct buffer size to use.
DLL(int32_t) BS_ISteamHTTP_GetHTTPResponseBodyData(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize) {
return pThis->GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize);
}
// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
// do not match the size and offset sent in HTTPRequestDataReceived_t.
DLL(int32_t) BS_ISteamHTTP_GetHTTPStreamingResponseBodyData(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize) {
return pThis->GetHTTPStreamingResponseBodyData(hRequest, cOffset, pBodyDataBuffer, unBufferSize);
}
// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
// callback and finishing using the response.
DLL(int32_t) BS_ISteamHTTP_ReleaseHTTPRequest(ISteamHTTP* pThis, HTTPRequestHandle hRequest) {
return pThis->ReleaseHTTPRequest(hRequest);
}
// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
// received which included a content-length field. For responses that contain no content-length it will report
// zero for the duration of the request as the size is unknown until the connection closes.
DLL(int32_t) BS_ISteamHTTP_GetHTTPDownloadProgressPct(ISteamHTTP* pThis, HTTPRequestHandle hRequest, float *pflPercentOut) {
return pThis->GetHTTPDownloadProgressPct(hRequest, pflPercentOut);
}
// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
// parameter will set the content-type header for the request so the server may know how to interpret the body.
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestRawPostBody(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen) {
return pThis->SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen);
}
// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
// than any response to your requests using this cookie container may add new cookies which may be transmitted with
// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
// repeat executions of your process.
DLL(HTTPCookieContainerHandle) BS_ISteamHTTP_CreateCookieContainer(ISteamHTTP* pThis, bool bAllowResponsesToModify) {
return pThis->CreateCookieContainer(bAllowResponsesToModify);
}
// Release a cookie container you are finished using, freeing it's memory
DLL(int32_t) BS_ISteamHTTP_ReleaseCookieContainer(ISteamHTTP* pThis, HTTPCookieContainerHandle hCookieContainer) {
return pThis->ReleaseCookieContainer(hCookieContainer);
}
// Adds a cookie to the specified cookie container that will be used with future requests.
DLL(int32_t) BS_ISteamHTTP_SetCookie(ISteamHTTP* pThis, HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie) {
return pThis->SetCookie(hCookieContainer, pchHost, pchUrl, pchCookie);
}
// Set the cookie container to use for a HTTP request
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestCookieContainer(ISteamHTTP* pThis, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) {
return pThis->SetHTTPRequestCookieContainer(hRequest, hCookieContainer);
}
// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestUserAgentInfo(ISteamHTTP* pThis, HTTPRequestHandle hRequest, const char *pchUserAgentInfo) {
return pThis->SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo);
}
// Set that https request should require verified SSL certificate via machines certificate trust store
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(ISteamHTTP* pThis, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) {
return pThis->SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate);
}
// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
// which can bump everytime we get more data
DLL(int32_t) BS_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(ISteamHTTP* pThis, HTTPRequestHandle hRequest, uint32 unMilliseconds) {
return pThis->SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds);
}
// Check if the reason the request failed was because we timed it out (rather than some harder failure)
DLL(int32_t) BS_ISteamHTTP_GetHTTPRequestWasTimedOut(ISteamHTTP* pThis, HTTPRequestHandle hRequest, bool *pbWasTimedOut) {
return pThis->GetHTTPRequestWasTimedOut(hRequest, pbWasTimedOut);
}
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// 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.h"
//-----------------------------------------------------------------------------
// Purpose: Steam Inventory query and manipulation API
//-----------------------------------------------------------------------------
DLL(ISteamInventory*) BS_SteamInventory() {
return SteamInventory();
}
DLL(ISteamInventory*) BS_SteamGameServerInventory() {
return SteamGameServerInventory();
}
// INVENTORY ASYNC RESULT MANAGEMENT
//
// Asynchronous inventory queries always output a result handle which can be used with
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
// be triggered when the asynchronous result becomes ready (or fails).
//
// Find out the status of an asynchronous inventory result handle. Possible values:
// k_EResultPending - still in progress
// k_EResultOK - done, result ready
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
// k_EResultInvalidParam - ERROR: invalid API call parameters
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
// k_EResultFail - ERROR: unknown / generic error
DLL(EResult) BS_ISteamInventory_GetResultStatus(ISteamInventory* pThis, SteamInventoryResult_t resultHandle) {
return pThis->GetResultStatus(resultHandle);
}
// Copies the contents of a result set into a flat array. The specific
// contents of the result set depend on which query which was used.
DLL(bool) BS_ISteamInventory_GetResultItems(ISteamInventory* pThis, SteamInventoryResult_t resultHandle,
OUT_ARRAY_COUNT(punOutItemsArraySize, Output array) SteamItemDetails_t *pOutItemsArray,
uint32 *punOutItemsArraySize) {
return pThis->GetResultItems(resultHandle, pOutItemsArray, punOutItemsArraySize);
}
// Returns the server time at which the result was generated. Compare against
// the value of IClientUtils::GetServerRealTime() to determine age.
DLL(uint32) BS_ISteamInventory_GetResultTimestamp(ISteamInventory* pThis, SteamInventoryResult_t resultHandle) {
return pThis->GetResultTimestamp(resultHandle);
}
// Returns true if the result belongs to the target steam ID, false if the
// result does not. This is important when using DeserializeResult, to verify
// that a remote player is not pretending to have a different user's inventory.
DLL(bool) BS_ISteamInventory_CheckResultSteamID(ISteamInventory* pThis, SteamInventoryResult_t resultHandle, CSteamID* steamIDExpected) {
return pThis->CheckResultSteamID(resultHandle, *steamIDExpected);
}
// Destroys a result handle and frees all associated memory.
DLL(void) BS_ISteamInventory_DestroyResult(ISteamInventory* pThis, SteamInventoryResult_t resultHandle) {
return pThis->DestroyResult(resultHandle);
}
// INVENTORY ASYNC QUERY
//
// Captures the entire state of the current user's Steam inventory.
// You must call DestroyResult on this handle when you are done with it.
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
// Note: calls to this function are subject to rate limits and may return
// cached results if called too frequently. It is suggested that you call
// this function only when you are about to display the user's full inventory,
// or if you expect that the inventory may have changed.
DLL(bool) BS_ISteamInventory_GetAllItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle) {
return pThis->GetAllItems(pResultHandle);
}
// Captures the state of a subset of the current user's Steam inventory,
// identified by an array of item instance IDs. The results from this call
// can be serialized and passed to other players to "prove" that the current
// user owns specific items, without exposing the user's entire inventory.
// For example, you could call GetItemsByID with the IDs of the user's
// currently equipped cosmetic items and serialize this to a buffer, and
// then transmit this buffer to other players upon joining a game.
DLL(bool) BS_ISteamInventory_GetItemsByID(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unCountInstanceIDs) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs) {
return pThis->GetItemsByID(pResultHandle, pInstanceIDs, unCountInstanceIDs);
}
// RESULT SERIALIZATION AND AUTHENTICATION
//
// Serialized result sets contain a short signature which can't be forged
// or replayed across different game sessions. A result set can be serialized
// on the local client, transmitted to other players via your game networking,
// and deserialized by the remote players. This is a secure way of preventing
// hackers from lying about posessing rare/high-value items.
// Serializes a result set with signature bytes to an output buffer. Pass
// NULL as an output buffer to get the required size via punOutBufferSize.
// The size of a serialized result depends on the number items which are being
// serialized. When securely transmitting items to other players, it is
// recommended to use "GetItemsByID" first to create a minimal result set.
// Results have a built-in timestamp which will be considered "expired" after
// an hour has elapsed. See DeserializeResult for expiration handling.
DLL(bool) BS_ISteamInventory_SerializeResult(ISteamInventory* pThis, SteamInventoryResult_t resultHandle, OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize) {
return pThis->SerializeResult(resultHandle, pOutBuffer, punOutBufferSize);
}
// Deserializes a result set and verifies the signature bytes. Returns false
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
// Otherwise returns true and then delivers error codes via GetResultStatus.
//
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
// be set to true by your game at this time.
//
// DeserializeResult has a potential soft-failure mode where the handle status
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
// The "expired" result could indicate that the data may be out of date - not
// just due to timed expiration (one hour), but also because one of the items
// in the result set may have been traded or consumed since the result set was
// generated. You could compare the timestamp from GetResultTimestamp() to
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
// simply ignore the "expired" result code and continue as normal, or you
// could challenge the player with expired data to send an updated result set.
DLL(bool) BS_ISteamInventory_DeserializeResult(ISteamInventory* pThis, SteamInventoryResult_t *pOutResultHandle, BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false) {
return pThis->DeserializeResult(pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE);
}
// INVENTORY ASYNC MODIFICATION
//
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
// notification with a matching nCallbackContext parameter. This API is insecure, and could
// be abused by hacked clients. It is, however, very useful as a development cheat or as
// a means of prototyping item-related features for your game. The use of GenerateItems can
// be restricted to certain item definitions or fully blocked via the Steamworks website.
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
// describe the quantity of each item to generate.
DLL(bool) BS_ISteamInventory_GenerateItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength) {
return pThis->GenerateItems(pResultHandle, pArrayItemDefs, punArrayQuantity, unArrayLength);
}
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
// and grants the items (one time only). On success, the result set will include items which
// were granted, if any. If no items were granted because the user isn't eligible for any
// promotions, this is still considered a success.
DLL(bool) BS_ISteamInventory_GrantPromoItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle) {
return pThis->GrantPromoItems(pResultHandle);
}
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
// scanning for all eligible promotional items, the check is restricted to a single item
// definition or set of item definitions. This can be useful if your game has custom UI for
// showing a specific promo item to the user.
DLL(bool) BS_ISteamInventory_AddPromoItem(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef) {
return pThis->AddPromoItem(pResultHandle, itemDef);
}
DLL(bool) BS_ISteamInventory_AddPromoItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength) {
return pThis->AddPromoItems(pResultHandle, pArrayItemDefs, unArrayLength);
}
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
// Not for the faint of heart - if your game implements item removal at all, a high-friction
// UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity
// can be NULL or else an array of the same length as pArrayItems which describe the quantity
// of each item to destroy. ConsumeItem can be restricted to certain item definitions or
// fully blocked via the Steamworks website to minimize support/abuse issues such as the
// clasic "my brother borrowed my laptop and deleted all of my rare items".
DLL(bool) BS_ISteamInventory_ConsumeItem(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) {
return pThis->ConsumeItem(pResultHandle, itemConsume, unQuantity);
}
// ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be
// used to implement crafting recipes or transmutations, or items which unpack themselves
// into other items. Like GenerateItems, this is a flexible and dangerous API which is
// meant for rapid prototyping. You can configure restrictions on ExchangeItems via the
// Steamworks website, such as limiting it to a whitelist of input/output combinations
// corresponding to recipes.
// (Note: although GenerateItems may be hard or impossible to use securely in your game,
// ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)
DLL(bool) BS_ISteamInventory_ExchangeItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle,
ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength) {
return pThis->ExchangeItems(pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength);
}
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
// quantity greater than one). It can be used to split a stack into two, or to transfer
// quantity from one stack into another stack of identical items. To split one stack into
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
DLL(bool) BS_ISteamInventory_TransferItemQuantity(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) {
return pThis->TransferItemQuantity(pResultHandle, itemIdSource, unQuantity, itemIdDest);
}
// TIMED DROPS AND PLAYTIME CREDIT
//
// Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when
// active gameplay begins, and at least once every two minutes afterwards. The backend
// performs its own time calculations, so the precise timing of the heartbeat is not
// critical as long as you send at least one heartbeat every two minutes. Calling the
// function more often than that is not harmful, it will simply have no effect. Note:
// players may be able to spoof this message by hacking their client, so you should not
// attempt to use this as a mechanism to restrict playtime credits. It is simply meant
// to distinguish between being in any kind of gameplay situation vs the main menu or
// a pre-game launcher window. (If you are stingy with handing out playtime credit, it
// will only encourage players to run bots or use mouse/kb event simulators.)
//
// Playtime credit accumulation can be capped on a daily or weekly basis through your
// Steamworks configuration.
//
DLL(void) BS_ISteamInventory_SendItemDropHeartbeat(ISteamInventory* pThis) {
return pThis->SendItemDropHeartbeat();
}
// Playtime credit must be consumed and turned into item drops by your game. Only item
// definitions which are marked as "playtime item generators" can be spawned. The call
// will return an empty result set if there is not enough playtime credit for a drop.
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
// new items, such as between rounds or while the player is dead. Note that players who
// hack their clients could modify the value of "dropListDefinition", so do not use it
// to directly control rarity. It is primarily useful during testing and development,
// where you may wish to perform experiments with different types of drops.
DLL(bool) BS_ISteamInventory_TriggerItemDrop(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition) {
return pThis->TriggerItemDrop(pResultHandle, dropListDefinition);
}
// IN-GAME TRADING
//
// TradeItems() implements limited in-game trading of items, if you prefer not to use
// the overlay or an in-game web browser to perform Steam Trading through the website.
// You should implement a UI where both players can see and agree to a trade, and then
// each client should call TradeItems simultaneously (+/- 5 seconds) with matching
// (but reversed) parameters. The result is the same as if both players performed a
// Steam Trading transaction through the web. Each player will get an inventory result
// confirming the removal or quantity changes of the items given away, and the new
// item instance id numbers and quantities of the received items.
// (Note: new item instance IDs are generated whenever an item changes ownership.)
DLL(bool) BS_ISteamInventory_TradeItems(ISteamInventory* pThis, SteamInventoryResult_t *pResultHandle, CSteamID* steamIDTradePartner,
ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength) {
return pThis->TradeItems(pResultHandle, *steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength);
}
// ITEM DEFINITIONS
//
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
// to a set of string properties. Some of these properties are required to display items
// on the Steam community web site. Other properties can be defined by applications.
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
// weapon mod = 55) and does not allow for adding new item types without a client patch.
//
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
// Every time new item definitions are available (eg, from the dynamic addition of new
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
// callback will be fired.
DLL(bool) BS_ISteamInventory_LoadItemDefinitions(ISteamInventory* pThis) {
return pThis->LoadItemDefinitions();
}
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
// defined via Steamworks configuration, and not necessarily contiguous integers).
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
// contain the total size necessary for a subsequent call. Otherwise, the call will
// return false if and only if there is not enough space in the output array.
DLL(bool) BS_ISteamInventory_GetItemDefinitionIDs(ISteamInventory* pThis,
OUT_ARRAY_COUNT(punItemDefIDsArraySize, List of item definition IDs) SteamItemDef_t *pItemDefIDs,
DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize) {
return pThis->GetItemDefinitionIDs(pItemDefIDs, punItemDefIDsArraySize);
}
// GetItemDefinitionProperty returns a string property from a given item definition.
// Note that some properties (for example, "name") may be localized and will depend
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
// Property names are always composed of ASCII letters, numbers, and/or underscores.
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
// property names.
DLL(bool) BS_ISteamInventory_GetItemDefinitionProperty(ISteamInventory* pThis, SteamItemDef_t iDefinition, const char *pchPropertyName,
OUT_STRING_COUNT(punValueBufferSize) char *pchValueBuffer, uint32 *punValueBufferSize) {
return pThis->GetItemDefinitionProperty(iDefinition, pchPropertyName, pchValueBuffer, punValueBufferSize);
}
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// 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.h"
DLL(ISteamMatchmaking*) BS_SteamMatchmaking() {
return SteamMatchmaking();
}
// game server favorites storage
// saves basic details about a multiplayer game server locally
// returns the number of favorites servers the user has stored
DLL(int32_t) BS_ISteamMatchmaking_GetFavoriteGameCount(ISteamMatchmaking* pThis) {
return pThis->GetFavoriteGameCount();
}
// returns the details of the game server
// iGame is of range [0,GetFavoriteGameCount())
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
DLL(int32_t) BS_ISteamMatchmaking_GetFavoriteGame(ISteamMatchmaking* pThis, int32_t iGame,
AppId_t *pnAppID, uint32_t *pnIP, uint16_t *pnConnPort, uint16_t *pnQueryPort,
uint32_t *punFlags, uint32_t *pRTime32LastPlayedOnServer) {
return pThis->GetFavoriteGame(iGame, pnAppID, pnIP, pnConnPort, pnQueryPort, punFlags, pRTime32LastPlayedOnServer);
}
// adds the game server to the local list; updates the time played of the server if it already exists in the list
DLL(int) BS_ISteamMatchmaking_AddFavoriteGame(ISteamMatchmaking* pThis, AppId_t nAppID, uint32 nIP, uint16 nConnPort,
uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer) {
return pThis->AddFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer);
}
// removes the game server from the local storage; returns true if one was removed
DLL(bool) BS_ISteamMatchmaking_RemoveFavoriteGame(ISteamMatchmaking* pThis, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags) {
return pThis->RemoveFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags);
}
///////
// Game lobby functions
// Get a list of relevant lobbies
// this is an asynchronous request
// results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
// this will never return lobbies that are full
// to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
// use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
/*
class CMyLobbyListManager
{
CCallResult<CMyLobbyListManager, LobbyMatchList_t> m_CallResultLobbyMatchList;
void FindLobbies()
{
// SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList()
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList );
}
void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure )
{
// lobby list has be retrieved from Steam back-end, use results
}
}
*/
//
//CALL_RESULT(LobbyMatchList_t)
DLL(SteamAPICall_t) BS_ISteamMatchmaking_RequestLobbyList(ISteamMatchmaking* pThis) {
return pThis->RequestLobbyList();
}
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListStringFilter(ISteamMatchmaking* pThis, const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType) {
pThis->AddRequestLobbyListStringFilter(pchKeyToMatch, pchValueToMatch, eComparisonType);
}
// numerical comparison
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListNumericalFilter(ISteamMatchmaking* pThis, const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType) {
pThis->AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, eComparisonType);
}
// returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListNearValueFilter(ISteamMatchmaking* pThis, const char *pchKeyToMatch, int nValueToBeCloseTo) {
pThis->AddRequestLobbyListNearValueFilter(pchKeyToMatch, nValueToBeCloseTo);
}
// returns only lobbies with the specified number of slots available
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable(ISteamMatchmaking* pThis, int nSlotsAvailable) {
pThis->AddRequestLobbyListFilterSlotsAvailable(nSlotsAvailable);
}
// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListDistanceFilter(ISteamMatchmaking* pThis, ELobbyDistanceFilter eLobbyDistanceFilter) {
pThis->AddRequestLobbyListDistanceFilter(eLobbyDistanceFilter);
}
// sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListResultCountFilter(ISteamMatchmaking* pThis, int cMaxResults) {
pThis->AddRequestLobbyListResultCountFilter(cMaxResults);
}
DLL(void) BS_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
pThis->AddRequestLobbyListCompatibleMembersFilter(*steamIDLobby);
}
// returns the CSteamID* of a lobby, as retrieved by a RequestLobbyList call
// should only be called after a LobbyMatchList_t callback is received
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
// the returned CSteamID*::IsValid() will be false if iLobby is out of range
DLL(CSteamID*) BS_ISteamMatchmaking_GetLobbyByIndex(ISteamMatchmaking* pThis, int iLobby) {
return &(pThis->GetLobbyByIndex(iLobby));
}
// Create a lobby on the Steam servers.
// If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID*
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
// this is an asynchronous request
// results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this point
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
//CALL_RESULT(LobbyCreated_t)
DLL(SteamAPICall_t) BS_ISteamMatchmaking_CreateLobby(ISteamMatchmaking* pThis, ELobbyType eLobbyType, int cMaxMembers) {
return pThis->CreateLobby(eLobbyType, cMaxMembers);
}
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
// lobby metadata is available to use immediately on this call completing
//CALL_RESULT(LobbyEnter_t)
DLL(SteamAPICall_t) BS_ISteamMatchmaking_JoinLobby(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->JoinLobby(*steamIDLobby);
}
// Leave a lobby; this will take effect immediately on the client side
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
DLL(void) BS_ISteamMatchmaking_LeaveLobby(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->LeaveLobby(*steamIDLobby);
}
// Invite another user to the lobby
// the target user will receive a LobbyInvite_t callback
// will return true if the invite is successfully sent, whether or not the target responds
// returns false if the local user is not connected to the Steam servers
// if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
// or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
DLL(bool) BS_ISteamMatchmaking_InviteUserToLobby(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, CSteamID* steamIDInvitee) {
return pThis->InviteUserToLobby(*steamIDLobby, *steamIDInvitee);
}
// Lobby iteration, for viewing details of users in a lobby
// only accessible if the lobby user is a member of the specified lobby
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
// and accessible via ISteamFriends interface
// returns the number of users in the specified lobby
DLL(int) BS_ISteamMatchmaking_GetNumLobbyMembers(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->GetNumLobbyMembers(*steamIDLobby);
}
// returns the CSteamID* of a user in the lobby
// iMember is of range [0,GetNumLobbyMembers())
// note that the current user must be in a lobby to retrieve CSteamID*s of other users in that lobby
DLL(CSteamID*) BS_ISteamMatchmaking_GetLobbyMemberByIndex(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, int iMember) {
return &(pThis->GetLobbyMemberByIndex(*steamIDLobby, iMember));
}
// Get data associated with this lobby
// takes a simple key, and returns the string associated with it
// "" will be returned if no value is set, or if steamIDLobby is invalid
DLL(const char*) BS_ISteamMatchmaking_GetLobbyData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, const char *pchKey) {
return pThis->GetLobbyData(*steamIDLobby, pchKey);
}
// Sets a key/value pair in the lobby metadata
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
// this can be used to set lobby names, map, etc.
// to reset a key, just set it to ""
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
DLL(bool) BS_ISteamMatchmaking_SetLobbyData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, const char *pchKey, const char *pchValue) {
return pThis->SetLobbyData(*steamIDLobby, pchKey, pchValue);
}
// returns the number of metadata keys set on the specified lobby
DLL(int) BS_ISteamMatchmaking_GetLobbyDataCount(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->GetLobbyDataCount(*steamIDLobby);
}
// returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
DLL(bool) BS_ISteamMatchmaking_GetLobbyDataByIndex(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize) {
return pThis->GetLobbyDataByIndex(*steamIDLobby, iLobbyData, pchKey, cchKeyBufferSize, pchValue, cchValueBufferSize);
}
// removes a metadata key from the lobby
DLL(bool) BS_ISteamMatchmaking_DeleteLobbyData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, const char *pchKey) {
return pThis->DeleteLobbyData(*steamIDLobby, pchKey);
}
// Gets per-user metadata for someone in this lobby
DLL(const char*) BS_ISteamMatchmaking_GetLobbyMemberData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, CSteamID* steamIDUser, const char *pchKey) {
return pThis->GetLobbyMemberData(*steamIDLobby, *steamIDUser, pchKey);
}
// Sets per-user metadata (for the local user implicitly)
DLL(void) BS_ISteamMatchmaking_SetLobbyMemberData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, const char *pchKey, const char *pchValue) {
pThis->SetLobbyMemberData(*steamIDLobby, pchKey, pchValue);
}
// Broadcasts a chat message to the all the users in the lobby
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
// returns true if the message is successfully sent
// pvMsgBody can be binary or text data, up to 4k
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
DLL(bool) BS_ISteamMatchmaking_SendLobbyChatMsg(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, const void *pvMsgBody, int cubMsgBody) {
return pThis->SendLobbyChatMsg(*steamIDLobby, pvMsgBody, cubMsgBody);
}
// Get a chat message as specified in a LobbyChatMsg_t callback
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
// *pSteamIDUser is filled in with the CSteamID* of the member
// *pvData is filled in with the message itself
// return value is the number of bytes written into the buffer
DLL(int) BS_ISteamMatchmaking_GetLobbyChatEntry(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, int iChatID, OUT_STRUCT() CSteamID* *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType) {
return pThis->GetLobbyChatEntry(*steamIDLobby, iChatID, *pSteamIDUser, pvData, cubData, peChatEntryType);
}
// Refreshes metadata for a lobby you're not necessarily in right now
// you never do this for lobbies you're a member of, only if your
// this will send down all the metadata associated with a lobby
// this is an asynchronous call
// returns false if the local user is not connected to the Steam servers
// results will be returned by a LobbyDataUpdate_t callback
// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
DLL(bool) BS_ISteamMatchmaking_RequestLobbyData(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->RequestLobbyData(*steamIDLobby);
}
// sets the game server associated with the lobby
// usually at this point, the users will join the specified game server
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
DLL(void) BS_ISteamMatchmaking_SetLobbyGameServer(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID* steamIDGameServer) {
pThis->SetLobbyGameServer(*steamIDLobby, unGameServerIP, unGameServerPort, *steamIDGameServer);
}
// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
DLL(bool) BS_ISteamMatchmaking_GetLobbyGameServer(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, OUT_STRUCT() CSteamID* *psteamIDGameServer) {
return pThis->GetLobbyGameServer(*steamIDLobby, punGameServerIP, punGameServerPort, *psteamIDGameServer);
}
// set the limit on the # of users who can join the lobby
DLL(bool) BS_ISteamMatchmaking_SetLobbyMemberLimit(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, int cMaxMembers) {
return pThis->SetLobbyMemberLimit(*steamIDLobby, cMaxMembers);
}
// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
DLL(int) BS_ISteamMatchmaking_GetLobbyMemberLimit(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return pThis->GetLobbyMemberLimit(*steamIDLobby);
}
// updates which type of lobby it is
// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
DLL(bool) BS_ISteamMatchmaking_SetLobbyType(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, ELobbyType eLobbyType) {
return pThis->SetLobbyType(*steamIDLobby, eLobbyType);
}
// sets whether or not a lobby is joinable - defaults to true for a new lobby
// if set to false, no user can join, even if they are a friend or have been invited
DLL(bool) BS_ISteamMatchmaking_SetLobbyJoinable(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, bool bLobbyJoinable) {
return pThis->SetLobbyJoinable(*steamIDLobby, bLobbyJoinable);
}
// returns the current lobby owner
// you must be a member of the lobby to access this
// there always one lobby owner - if the current owner leaves, another user will become the owner
// it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
DLL(CSteamID*) BS_ISteamMatchmaking_GetLobbyOwner(ISteamMatchmaking* pThis, CSteamID* steamIDLobby) {
return &(pThis->GetLobbyOwner(*steamIDLobby));
}
// changes who the lobby owner is
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
// after completion, the local user will no longer be the owner
DLL(bool) BS_ISteamMatchmaking_SetLobbyOwner(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, CSteamID* steamIDNewOwner) {
return pThis->SetLobbyOwner(*steamIDLobby, *steamIDNewOwner);
}
// link two lobbies for the purposes of checking player compatibility
// you must be the lobby owner of both lobbies
DLL(bool) BS_ISteamMatchmaking_SetLinkedLobby(ISteamMatchmaking* pThis, CSteamID* steamIDLobby, CSteamID* steamIDLobbyDependent) {
return pThis->SetLinkedLobby(*steamIDLobby, *steamIDLobbyDependent);
}
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// 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.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game lists and details
//-----------------------------------------------------------------------------
DLL(ISteamMatchmakingServers*) BS_SteamMatchmakingServers() {
return SteamMatchmakingServers();
}
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
// Each call allocates a new asynchronous request object.
// Request object must be released by calling ReleaseRequest( hServerListRequest )
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestInternetServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestInternetServerList(iApp, ppchFilters, nFilters, pRequestServersResponse);
}
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestLANServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestLANServerList(iApp, pRequestServersResponse);
}
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestFriendsServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestFriendsServerList(iApp, ppchFilters, nFilters, pRequestServersResponse);
}
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestFavoritesServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestFavoritesServerList(iApp, ppchFilters, nFilters, pRequestServersResponse);
}
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestHistoryServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestHistoryServerList(iApp, ppchFilters, nFilters, pRequestServersResponse);
}
DLL(HServerListRequest) BS_ISteamMatchmakingServers_RequestSpectatorServerList(ISteamMatchmakingServers* pThis, AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
return pThis->RequestSpectatorServerList(iApp, ppchFilters, nFilters, pRequestServersResponse);
}
// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
// RefreshComplete callback is not posted when request is released.
DLL(void) BS_ISteamMatchmakingServers_ReleaseRequest(ISteamMatchmakingServers* pThis, HServerListRequest hServerListRequest) {
pThis->ReleaseRequest(hServerListRequest);
}
/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
"map"
- Server passes the filter if the server is playing the specified map.
"gamedataand"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
specified strings. The value field is a comma-delimited list of strings to match.
"gamedataor"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
specified strings. The value field is a comma-delimited list of strings to match.
"gamedatanor"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
of the specified strings. The value field is a comma-delimited list of strings to check.
"gametagsand"
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
of the specified strings. The value field is a comma-delimited list of strings to check.
"gametagsnor"
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
of the specified strings. The value field is a comma-delimited list of strings to check.
"and" (x1 && x2 && ... && xn)
"or" (x1 || x2 || ... || xn)
"nand" !(x1 && x2 && ... && xn)
"nor" !(x1 || x2 || ... || xn)
- Performs Boolean operation on the following filters. The operand to this filter specifies
the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
pairs must immediately follow, i.e. this is a prefix logical operator notation.)
In the simplest case where Boolean expressions are not nested, this is simply
the number of operands.
For example, to match servers on a particular map or with a particular tag, would would
use these filters.
( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
"or", "2"
"map", "cp_dustbowl"
"gametagsand", "payload"
If logical inputs are nested, then the operand specifies the size of the entire
"length" of its operands, not the number of immediate children.
( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
"or", "4"
"map", "cp_dustbowl"
"and", "2"
"gametagsand", "payload"
"gametagsnor", "payloadrace"
Unary NOT can be achieved using either "nand" or "nor" with a single operand.
"addr"
- Server passes the filter if the server's query address matches the specified IP or IP:port.
"gameaddr"
- Server passes the filter if the server's game address matches the specified IP or IP:port.
The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
"dedicated"
- Server passes the filter if it passed true to SetDedicatedServer.
"secure"
- Server passes the filter if the server is VAC-enabled.
"notfull"
- Server passes the filter if the player count is less than the reported max player count.
"hasplayers"
- Server passes the filter if the player count is greater than zero.
"noplayers"
- Server passes the filter if it doesn't have any players.
"linux"
- Server passes the filter if it's a linux server
*/
// Get details on a given server in the list, you can get the valid range of index
// values by calling GetServerCount(). You will also receive index values in
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
DLL(gameserveritem_t*) BS_ISteamMatchmakingServers_GetServerDetails(ISteamMatchmakingServers* pThis, HServerListRequest hRequest, int iServer) {
return pThis->GetServerDetails(hRequest, iServer);
}
// Cancel an request which is operation on the given list type. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above list request calls. Not doing so may result in a crash when a callback
// occurs on the destructed object.
// Canceling a query does not release the allocated request handle.
// The request handle must be released using ReleaseRequest( hRequest )
DLL(void) BS_ISteamMatchmakingServers_CancelQuery(ISteamMatchmakingServers* pThis, HServerListRequest hRequest) {
pThis->CancelQuery(hRequest);
}
// Ping every server in your list again but don't update the list of servers
// Query callback installed when the server list was requested will be used
// again to post notifications and RefreshComplete, so the callback must remain
// valid until another RefreshComplete is called on it or the request
// is released with ReleaseRequest( hRequest )
DLL(void) BS_ISteamMatchmakingServers_RefreshQuery(ISteamMatchmakingServers* pThis, HServerListRequest hRequest) {
pThis->RefreshQuery(hRequest);
}
// Returns true if the list is currently refreshing its server list
DLL(bool) BS_ISteamMatchmakingServers_IsRefreshing(ISteamMatchmakingServers* pThis, HServerListRequest hRequest) {
return pThis->IsRefreshing(hRequest);
}
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
DLL(int) BS_ISteamMatchmakingServers_GetServerCount(ISteamMatchmakingServers* pThis, HServerListRequest hRequest) {
return pThis->GetServerCount(hRequest);
}
// Refresh a single server inside of a query (rather than all the servers )
DLL(void) BS_ISteamMatchmakingServers_RefreshServer(ISteamMatchmakingServers* pThis, HServerListRequest hRequest, int iServer) {
pThis->RefreshServer(hRequest, iServer);
}
//-----------------------------------------------------------------------------
// Queries to individual servers directly via IP/Port
//-----------------------------------------------------------------------------
// Request updated ping time and other details from a single server
DLL(HServerQuery) BS_ISteamMatchmakingServers_PingServer(ISteamMatchmakingServers* pThis, uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse) {
return pThis->PingServer(unIP, usPort, pRequestServersResponse);
}
// Request the list of players currently playing on a server
DLL(HServerQuery) BS_ISteamMatchmakingServers_PlayerDetails(ISteamMatchmakingServers* pThis, uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse) {
return pThis->PlayerDetails(unIP, usPort, pRequestServersResponse);
}
// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
DLL(HServerQuery) BS_ISteamMatchmakingServers_ServerRules(ISteamMatchmakingServers* pThis, uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse) {
return pThis->ServerRules(unIP, usPort, pRequestServersResponse);
}
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above calls to avoid crashing when callbacks occur.
DLL(void) BS_ISteamMatchmakingServers_CancelServerQuery(ISteamMatchmakingServers* pThis, HServerQuery hServerQuery) {
pThis->CancelServerQuery(hServerQuery);
}
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// 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.h"
DLL(ISteamMusic*) BS_SteamMusic() {
return SteamMusic();
}
#pragma message("SteamMusic is not ported yet. TODO!")
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// 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.h"
DLL(ISteamMusicRemote*) BS_SteamMusicRemote() {
return SteamMusicRemote();
}
#pragma message("SteamMusicRemote is not ported yet. TODO!")
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// 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.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for making connections and sending data between clients,
// traversing NAT's where possible
//-----------------------------------------------------------------------------
DLL(ISteamNetworking*) BS_SteamNetworking() {
return SteamNetworking();
}
DLL(ISteamNetworking*) BS_SteamGameServerNetworking() {
return SteamGameServerNetworking();
}
////////////////////////////////////////////////////////////////////////////////////////////
// Session-less connection functions
// automatically establishes NAT-traversing or Relay server connections
// Sends a P2P packet to the specified user
// UDP-like, unreliable and a max packet size of 1200 bytes
// the first packet send may be delayed as the NAT-traversal code runs
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
// see EP2PSend enum above for the descriptions of the different ways of sending packets
//
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
// with the same channel number in order to retrieve the data on the other end
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
DLL(uint32_t) BS_ISteamNetworking_SendP2PPacket(ISteamNetworking* pThis, CSteamID* pSteamIDRemote, const void* pubData, uint32_t cubData, EP2PSend eP2PSendType, uint32_t nChannel) {
return pThis->SendP2PPacket(*pSteamIDRemote, pubData, cubData, eP2PSendType, nChannel);
}
// returns true if any data is available for read, and the amount of data that will need to be read
DLL(uint32_t) BS_ISteamNetworking_IsP2PPacketAvailable(ISteamNetworking* pThis, uint32_t* pcubMsgSize, uint32_t nChannel) {
return pThis->IsP2PPacketAvailable(pcubMsgSize, nChannel);
}
// reads in a packet that has been sent from another user via SendP2PPacket()
// returns the size of the message and the steamID of the user who sent it in the last two parameters
// if the buffer passed in is too small, the message will be truncated
// this call is not blocking, and will return false if no data is available
DLL(uint32_t) BS_ISteamNetworking_ReadP2PPacket(ISteamNetworking* pThis, void** pubDest, uint32_t cubDest, uint32_t* pcubMsgSize, CSteamID* pSteamIDRemote, uint32_t nChannel) {
return pThis->ReadP2PPacket(*pubDest, cubDest, pcubMsgSize, static_cast<CSteamID*>(pSteamIDRemote), nChannel);
}
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
// if you don't want to talk to the user, just ignore the request
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
// this may be called multiple times for a single user
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
DLL(uint32_t) BS_ISteamNetworking_AcceptP2PSessionWithUser(ISteamNetworking* pThis, CSteamID* pSteamIDRemote) {
return pThis->AcceptP2PSessionWithUser(*pSteamIDRemote);
}
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
DLL(uint32_t) BS_ISteamNetworking_CloseP2PSessionWithUser(ISteamNetworking* pThis, CSteamID* pSteamIDRemote) {
return pThis->CloseP2PSessionWithUser(*pSteamIDRemote);
}
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
// open channels to a user have been closed, the open session to the user will be closed and new data from this
// user will trigger a P2PSessionRequest_t callback
DLL(uint32_t) BS_ISteamNetworking_CloseP2PChannelWithUser(ISteamNetworking* pThis, CSteamID* pSteamIDRemote, uint32_t nChannel) {
return pThis->CloseP2PChannelWithUser(*pSteamIDRemote, nChannel);
}
// fills out P2PSessionState_t structure with details about the underlying connection to the user
// should only needed for debugging purposes
// returns false if no connection exists to the specified user
DLL(uint32_t) BS_ISteamNetworking_GetP2PSessionState(ISteamNetworking* pThis, CSteamID* pSteamIDRemote, P2PSessionState_t* pConnectionState) {
return pThis->GetP2PSessionState(*pSteamIDRemote, pConnectionState);
}
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
// or to existing connections that need to automatically reconnect after this value is set.
//
// P2P packet relay is allowed by default
DLL(uint32_t) BS_ISteamNetworking_AllowP2PPacketRelay(ISteamNetworking* pThis, uint32_t bAllow) {
return pThis->AllowP2PPacketRelay(!!bAllow);
}
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// 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.h"
DLL(ISteamRemoteStorage*) BS_SteamRemoteStorage() {
return SteamRemoteStorage();
}
#pragma message("SteamRemoteStorage is not ported yet. TODO!")
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// 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.h"
DLL(ISteamScreenshots*) BS_SteamScreenshots() {
return SteamScreenshots();
}
#pragma message("SteamScreenshots is not ported yet. TODO!")
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// 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.h"
DLL(ISteamUGC*) BS_SteamUGC() {
return SteamUGC();
}
DLL(ISteamUGC*) BS_SteamGameServerUGC() {
return SteamGameServerUGC();
}
#pragma message("SteamUGC is not ported yet. TODO!")
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// 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.h"
DLL(ISteamUnifiedMessages*) BS_SteamUnifiedMessages() {
return SteamUnifiedMessages();
}
#pragma message("SteamUnifiedMessages is not ported yet. TODO!")
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// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT HSteamUser DLL_CALL BS_User_GetHSteamUser( ISteamUser* lpSteamUser ) { //-----------------------------------------------------------------------------
// Purpose: Functions for accessing and manipulating a steam account
// associated with one client instance
//-----------------------------------------------------------------------------
DLL(ISteamUser*) BS_SteamUser() {
return SteamUser();
}
// returns the HSteamUser this interface represents
// this is only used internally by the API, and by a few select interfaces that support multi-user
DLL(HSteamUser) BS_ISteamUser_GetHSteamUser( ISteamUser* lpSteamUser ) {
return lpSteamUser->GetHSteamUser( ); return lpSteamUser->GetHSteamUser( );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetHSteamUser=_BS_User_GetHSteamUser@4")
DLL_EXPORT uint32_t DLL_CALL BS_User_IsLoggedOn( ISteamUser* lpSteamUser ) { // returns true if the Steam client current has a live connection to the Steam servers.
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
// The Steam client will automatically be trying to recreate the connection as often as possible.
DLL(uint32_t) BS_ISteamUser_IsLoggedOn( ISteamUser* lpSteamUser ) {
return lpSteamUser->BLoggedOn( ); return lpSteamUser->BLoggedOn( );
} }
#pragma comment(linker, "/EXPORT:BS_User_IsLoggedOn=_BS_User_IsLoggedOn@4")
DLL_EXPORT CSteamID* DLL_CALL BS_User_GetSteamID( ISteamUser* lpSteamUser ) { // returns the CSteamID of the account currently logged into the Steam client
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
DLL(CSteamID*) BS_ISteamUser_GetSteamID( ISteamUser* lpSteamUser ) {
return &(lpSteamUser->GetSteamID( )); return &(lpSteamUser->GetSteamID( ));
} }
#pragma comment(linker, "/EXPORT:BS_User_GetSteamID=_BS_User_GetSteamID@4")
DLL_EXPORT uint32_t DLL_CALL BS_User_InitiateGameConnection( ISteamUser* lpSteamUser, void* pAuthBlob, uint32_t cbMaxAuthBlob, CSteamID* SteamIDGameServer, uint32_t unIPServer, uint16_t usPortServer, uint32_t bSecure ) { // Multiplayer Authentication functions
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
//
// Parameters:
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
//
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
DLL(uint32_t) BS_ISteamUser_InitiateGameConnection( ISteamUser* lpSteamUser, void* pAuthBlob, uint32_t cbMaxAuthBlob, CSteamID* SteamIDGameServer, uint32_t unIPServer, uint16_t usPortServer, uint32_t bSecure ) {
return lpSteamUser->InitiateGameConnection( pAuthBlob, cbMaxAuthBlob, *SteamIDGameServer, unIPServer, usPortServer, bSecure != 0 ); return lpSteamUser->InitiateGameConnection( pAuthBlob, cbMaxAuthBlob, *SteamIDGameServer, unIPServer, usPortServer, bSecure != 0 );
} }
#pragma comment(linker, "/EXPORT:BS_User_InitiateGameConnection=_BS_User_InitiateGameConnection@28")
DLL_EXPORT void DLL_CALL BS_User_TerminateGameConnection( ISteamUser* lpSteamUser, uint32_t unIPServer, uint16_t usPortServer ) { // notify of disconnect
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
DLL(void) BS_ISteamUser_TerminateGameConnection( ISteamUser* lpSteamUser, uint32_t unIPServer, uint16_t usPortServer ) {
lpSteamUser->TerminateGameConnection( unIPServer, usPortServer ); lpSteamUser->TerminateGameConnection( unIPServer, usPortServer );
} }
#pragma comment(linker, "/EXPORT:BS_User_TerminateGameConnection=_BS_User_TerminateGameConnection@12")
DLL_EXPORT void DLL_CALL BS_User_TrackAppUsageEvent( ISteamUser* lpSteamUser, CGameID* gameId, uint32_t eAppUsageEvent, const char* pchExtraInfo ) { // Legacy functions
// used by only a few games to track usage events
DLL(void) BS_ISteamUser_TrackAppUsageEvent( ISteamUser* lpSteamUser, CGameID* gameId, uint32_t eAppUsageEvent, const char* pchExtraInfo ) {
lpSteamUser->TrackAppUsageEvent( *gameId, eAppUsageEvent, pchExtraInfo ); lpSteamUser->TrackAppUsageEvent( *gameId, eAppUsageEvent, pchExtraInfo );
} }
#pragma comment(linker, "/EXPORT:BS_User_TrackAppUsageEvent=_BS_User_TrackAppUsageEvent@16")
DLL_EXPORT uint32_t DLL_CALL BS_User_GetUserDataFolder( ISteamUser* lpSteamUser, char* pchBuffer, uint32_t cubBuffer ) { // get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
DLL(uint32_t) BS_ISteamUser_GetUserDataFolder( ISteamUser* lpSteamUser, char* pchBuffer, uint32_t cubBuffer ) {
return lpSteamUser->GetUserDataFolder( pchBuffer, cubBuffer ); return lpSteamUser->GetUserDataFolder( pchBuffer, cubBuffer );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetUserDataFolder=_BS_User_GetUserDataFolder@12")
DLL_EXPORT void DLL_CALL BS_User_StartVoiceRecording( ISteamUser* lpSteamUser ) { // Starts voice recording. Once started, use GetVoice() to get the data
DLL(void) BS_ISteamUser_StartVoiceRecording( ISteamUser* lpSteamUser ) {
lpSteamUser->StartVoiceRecording( ); lpSteamUser->StartVoiceRecording( );
} }
#pragma comment(linker, "/EXPORT:BS_User_StartVoiceRecording=_BS_User_StartVoiceRecording@4")
DLL_EXPORT void DLL_CALL BS_User_StopVoiceRecording( ISteamUser* lpSteamUser ) { // Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
// a little bit after this function is called. GetVoice() should continue to be called until it returns
// k_eVoiceResultNotRecording
DLL(void) BS_ISteamUser_StopVoiceRecording( ISteamUser* lpSteamUser ) {
lpSteamUser->StopVoiceRecording( ); lpSteamUser->StopVoiceRecording( );
} }
#pragma comment(linker, "/EXPORT:BS_User_StopVoiceRecording=_BS_User_StopVoiceRecording@4")
DLL_EXPORT EVoiceResult DLL_CALL BS_User_GetAvailableVoice( ISteamUser* lpSteamUser, uint32_t* pcbCompressed, uint32_t* pcbUncompressed, uint32_t nUncompressedVoiceDesiredSampleRate ) { // Determine the amount of captured audio data that is available in bytes.
// This provides both the compressed and uncompressed data. Please note that the uncompressed
// data is not the raw feed from the microphone: data may only be available if audible
// levels of speech are detected.
// nUncompressedVoiceDesiredSampleRate is necessary to know the number of bytes to return in pcbUncompressed - can be set to 0 if you don't need uncompressed (the usual case)
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
DLL(EVoiceResult) BS_ISteamUser_GetAvailableVoice( ISteamUser* lpSteamUser, uint32_t* pcbCompressed, uint32_t* pcbUncompressed, uint32_t nUncompressedVoiceDesiredSampleRate ) {
return lpSteamUser->GetAvailableVoice( pcbCompressed, pcbUncompressed, nUncompressedVoiceDesiredSampleRate ); return lpSteamUser->GetAvailableVoice( pcbCompressed, pcbUncompressed, nUncompressedVoiceDesiredSampleRate );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetAvailableVoice=_BS_User_GetAvailableVoice@16")
DLL_EXPORT EVoiceResult DLL_CALL BS_User_GetVoice( ISteamUser* lpSteamUser, uint32_t bWantCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t bWantUncompressed, void *pUncompressedDestBuffer, uint32_t cbUncompressedDestBufferSize, uint32_t *nUncompressBytesWritten, uint32_t nUncompressedVoiceDesiredSampleRate ) { // Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to
// DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format.
// Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible
// levels of speech are detected, and may have passed through denoising filters, etc.
// This function should be called as often as possible once recording has started; once per frame at least.
// nBytesWritten is set to the number of bytes written to pDestBuffer.
// nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer.
// You must grab both compressed and uncompressed here at the same time, if you want both.
// Matching data that is not read during this call will be thrown away.
// GetAvailableVoice() can be used to determine how much data is actually available.
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
DLL(EVoiceResult) BS_ISteamUser_GetVoice( ISteamUser* lpSteamUser, uint32_t bWantCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t bWantUncompressed, void *pUncompressedDestBuffer, uint32_t cbUncompressedDestBufferSize, uint32_t *nUncompressBytesWritten, uint32_t nUncompressedVoiceDesiredSampleRate ) {
return lpSteamUser->GetVoice( bWantCompressed != 0, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed != 0, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, nUncompressedVoiceDesiredSampleRate ); return lpSteamUser->GetVoice( bWantCompressed != 0, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed != 0, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, nUncompressedVoiceDesiredSampleRate );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetVoice=_BS_User_GetVoice@40")
DLL_EXPORT EVoiceResult DLL_CALL BS_User_DecompressVoice( ISteamUser* lpSteamUser, const void *pCompressed, uint32_t cbCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t nDesiredSampleRate ) { // Decompresses a chunk of compressed data produced by GetVoice().
// nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall.
// In that case, nBytesWritten is set to the size of the buffer required to decompress the given
// data. The suggested buffer size for the destination buffer is 22 kilobytes.
// The output format of the data is 16-bit signed at the requested samples per second.
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nDesiredSampleRate
DLL(EVoiceResult) BS_ISteamUser_DecompressVoice( ISteamUser* lpSteamUser, const void *pCompressed, uint32_t cbCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t nDesiredSampleRate ) {
return lpSteamUser->DecompressVoice( pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, nDesiredSampleRate ); return lpSteamUser->DecompressVoice( pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, nDesiredSampleRate );
} }
#pragma comment(linker, "/EXPORT:BS_User_DecompressVoice=_BS_User_DecompressVoice@28")
DLL_EXPORT uint32_t DLL_CALL BS_User_GetVoiceOptimalSampleRate( ISteamUser* lpSteamUser ) { // This returns the frequency of the voice data as it's stored internally; calling DecompressVoice() with this size will yield the best results
DLL(uint32_t) BS_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* lpSteamUser ) {
return lpSteamUser->GetVoiceOptimalSampleRate( ); return lpSteamUser->GetVoiceOptimalSampleRate( );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetVoiceOptimalSampleRate=_BS_User_GetVoiceOptimalSampleRate@4")
DLL_EXPORT HAuthTicket DLL_CALL BS_User_GetAuthSessionTicket( ISteamUser* lpSteamUser, void* pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) { // Retrieve ticket to be sent to the entity who wishes to authenticate you.
// pcbTicket retrieves the length of the actual ticket.
DLL(HAuthTicket) BS_ISteamUser_GetAuthSessionTicket( ISteamUser* lpSteamUser, void* pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) {
return lpSteamUser->GetAuthSessionTicket( pTicket, cbMaxTicket, pcbTicket ); return lpSteamUser->GetAuthSessionTicket( pTicket, cbMaxTicket, pcbTicket );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetAuthSessionTicket=_BS_User_GetAuthSessionTicket@16")
DLL_EXPORT EBeginAuthSessionResult DLL_CALL BS_User_BeginAuthSession( ISteamUser* lpSteamUser, const void *pAuthTicket, uint32_t cbAuthTicket, CSteamID* steamID ) { // Authenticate ticket from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
DLL(EBeginAuthSessionResult) BS_ISteamUser_BeginAuthSession( ISteamUser* lpSteamUser, const void* pAuthTicket, uint32_t cbAuthTicket, CSteamID* steamID ) {
return lpSteamUser->BeginAuthSession( pAuthTicket, cbAuthTicket, *steamID ); return lpSteamUser->BeginAuthSession( pAuthTicket, cbAuthTicket, *steamID );
} }
#pragma comment(linker, "/EXPORT:BS_User_BeginAuthSession=_BS_User_BeginAuthSession@16")
DLL_EXPORT void DLL_CALL BS_User_EndAuthSession( ISteamUser* lpSteamUser, CSteamID* steamID ) { // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
DLL(void) BS_ISteamUser_EndAuthSession( ISteamUser* lpSteamUser, CSteamID* steamID ) {
lpSteamUser->EndAuthSession( *steamID ); lpSteamUser->EndAuthSession( *steamID );
} }
#pragma comment(linker, "/EXPORT:BS_User_EndAuthSession=_BS_User_EndAuthSession@8")
DLL_EXPORT void DLL_CALL BS_User_CancelAuthTicket( ISteamUser* lpSteamUser, HAuthTicket hAuthTicket ) { // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
DLL(void) BS_ISteamUser_CancelAuthTicket( ISteamUser* lpSteamUser, HAuthTicket hAuthTicket ) {
lpSteamUser->CancelAuthTicket( hAuthTicket ); lpSteamUser->CancelAuthTicket( hAuthTicket );
} }
#pragma comment(linker, "/EXPORT:BS_User_EndAuthSession=_BS_User_EndAuthSession@8")
DLL_EXPORT EUserHasLicenseForAppResult DLL_CALL BS_User_UserHasLicenseForApp( ISteamUser* lpSteamUser, CSteamID* steamID, AppId_t appID ) { // After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
DLL(EUserHasLicenseForAppResult) BS_ISteamUser_UserHasLicenseForApp( ISteamUser* lpSteamUser, CSteamID* steamID, AppId_t appID ) {
return lpSteamUser->UserHasLicenseForApp( *steamID, appID ); return lpSteamUser->UserHasLicenseForApp( *steamID, appID );
} }
#pragma comment(linker, "/EXPORT:BS_User_UserHasLicenseForApp=_BS_User_UserHasLicenseForApp@12")
DLL_EXPORT uint32_t DLL_CALL BS_User_IsBehindNAT( ISteamUser* lpSteamUser ) { // returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
DLL(uint32_t) BS_ISteamUser_IsBehindNAT( ISteamUser* lpSteamUser ) {
return lpSteamUser->BIsBehindNAT( ); return lpSteamUser->BIsBehindNAT( );
} }
#pragma comment(linker, "/EXPORT:BS_User_IsBehindNAT=_BS_User_IsBehindNAT@4")
DLL_EXPORT void DLL_CALL BS_User_AdvertiseGame( ISteamUser* lpSteamUser, CSteamID* steamIDGameServer, uint32_t unIPServer, uint16_t usPortServer ) { // set data to be replicated to friends so that they can join your game
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
DLL(void) BS_ISteamUser_AdvertiseGame( ISteamUser* lpSteamUser, CSteamID* steamIDGameServer, uint32_t unIPServer, uint16_t usPortServer ) {
lpSteamUser->AdvertiseGame( *steamIDGameServer, unIPServer, usPortServer ); lpSteamUser->AdvertiseGame( *steamIDGameServer, unIPServer, usPortServer );
} }
#pragma comment(linker, "/EXPORT:BS_User_AdvertiseGame=_BS_User_AdvertiseGame@16")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_User_RequestEncryptedAppTicket( ISteamUser* lpSteamUser, void* pDataToInclude, uint32_t cbDataToInclude ) { // Requests a ticket encrypted with an app specific shared key
// pDataToInclude, cbDataToInclude will be encrypted into the ticket
// ( This is asynchronous, you must wait for the ticket to be completed by the server )
//CALL_RESULT( EncryptedAppTicketResponse_t )
DLL(SteamAPICall_t*) BS_ISteamUser_RequestEncryptedAppTicket( ISteamUser* lpSteamUser, void* pDataToInclude, uint32_t cbDataToInclude ) {
return new uint64_t(lpSteamUser->RequestEncryptedAppTicket( pDataToInclude, cbDataToInclude )); return new uint64_t(lpSteamUser->RequestEncryptedAppTicket( pDataToInclude, cbDataToInclude ));
} }
#pragma comment(linker, "/EXPORT:BS_User_RequestEncryptedAppTicket=_BS_User_RequestEncryptedAppTicket@12")
DLL_EXPORT uint32_t DLL_CALL BS_User_GetEncryptedAppTicket( ISteamUser* lpSteamUser, void *pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) { // retrieve a finished ticket
DLL(uint32_t) BS_ISteamUser_GetEncryptedAppTicket( ISteamUser* lpSteamUser, void *pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) {
return lpSteamUser->GetEncryptedAppTicket( pTicket, cbMaxTicket, pcbTicket ); return lpSteamUser->GetEncryptedAppTicket( pTicket, cbMaxTicket, pcbTicket );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetEncryptedAppTicket=_BS_User_GetEncryptedAppTicket@16")
DLL_EXPORT uint32_t DLL_CALL BS_User_GetGameBadgeLevel( ISteamUser* lpSteamUser, uint32_t nSeries, uint32_t bFoil ) { // Trading Card badges data access
// if you only have one set of cards, the series will be 1
// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
DLL(uint32_t) BS_ISteamUser_GetGameBadgeLevel( ISteamUser* lpSteamUser, uint32_t nSeries, uint32_t bFoil ) {
return lpSteamUser->GetGameBadgeLevel( nSeries, bFoil != 0 ); return lpSteamUser->GetGameBadgeLevel( nSeries, bFoil != 0 );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetGameBadgeLevel=_BS_User_GetGameBadgeLevel@12")
DLL_EXPORT uint32_t DLL_CALL BS_User_GetPlayerSteamLevel( ISteamUser* lpSteamUser ) { // gets the Steam Level of the user, as shown on their profile
DLL(uint32_t) BS_ISteamUser_GetPlayerSteamLevel( ISteamUser* lpSteamUser ) {
return lpSteamUser->GetPlayerSteamLevel( ); return lpSteamUser->GetPlayerSteamLevel( );
} }
#pragma comment(linker, "/EXPORT:BS_User_GetPlayerSteamLevel=_BS_User_GetPlayerSteamLevel@4")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_User_RequestStoreAuthURL( ISteamUser* lpSteamUser, const char* pchRedirectURL ) { // Requests a URL which authenticates an in-game browser for store check-out,
// and then redirects to the specified URL. As long as the in-game browser
// accepts and handles session cookies, Steam microtransaction checkout pages
// will automatically recognize the user instead of presenting a login page.
// The result of this API call will be a StoreAuthURLResponse_t callback.
// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
// so you should only call this API when you are about to launch the browser,
// or else immediately navigate to the result URL using a hidden browser window.
// NOTE 2: The resulting authorization cookie has an expiration time of one day,
// so it would be a good idea to request and visit a new auth URL every 12 hours.
DLL(SteamAPICall_t*) BS_ISteamUser_RequestStoreAuthURL( ISteamUser* lpSteamUser, const char* pchRedirectURL ) {
return new uint64_t(lpSteamUser->RequestStoreAuthURL( pchRedirectURL )); return new uint64_t(lpSteamUser->RequestStoreAuthURL( pchRedirectURL ));
} }
#pragma comment(linker, "/EXPORT:BS_User_RequestStoreAuthURL=_BS_User_RequestStoreAuthURL@8")
+163 -87
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@@ -14,219 +14,295 @@
// You should have received a copy of the GNU Lesser General Public License // 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/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "dllmain.h" #include "BlitzSteam.h"
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_RequestCurrentStats( ISteamUserStats* lpSteamUserStats ) { //-----------------------------------------------------------------------------
// Purpose: Functions for accessing stats, achievements, and leaderboard information
//-----------------------------------------------------------------------------
DLL(ISteamUserStats*) BS_SteamUserStats() {
return SteamUserStats();
}
// Ask the server to send down this user's data and achievements for this game
//CALL_BACK(UserStatsReceived_t)
DLL(uint32_t) BS_ISteamUserStats_RequestCurrentStats( ISteamUserStats* lpSteamUserStats ) {
return lpSteamUserStats->RequestCurrentStats( ); return lpSteamUserStats->RequestCurrentStats( );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_RequestCurrentStats=_BS_UserStats_RequestCurrentStats@4")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetStat( ISteamUserStats* lpSteamUserStats, const char* pchName, int32_t* pData ) { // Data accessors
DLL(uint32_t) BS_ISteamUserStats_GetStat( ISteamUserStats* lpSteamUserStats, const char* pchName, int32_t* pData ) {
return lpSteamUserStats->GetStat( pchName, pData ); return lpSteamUserStats->GetStat( pchName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetStat=_BS_UserStats_GetStat@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetStatF( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t* pData ) { DLL(uint32_t) BS_ISteamUserStats_GetStatF( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t* pData ) {
return lpSteamUserStats->GetStat( pchName, pData ); return lpSteamUserStats->GetStat( pchName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetStatF=_BS_UserStats_GetStatF@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_SetStat( ISteamUserStats* lpSteamUserStats, const char* pchName, int32_t pData ) { // Set / update data
DLL(uint32_t) BS_ISteamUserStats_SetStat( ISteamUserStats* lpSteamUserStats, const char* pchName, int32_t pData ) {
return lpSteamUserStats->SetStat( pchName, pData ); return lpSteamUserStats->SetStat( pchName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_SetStat=_BS_UserStats_SetStat@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_SetStatF( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t pData ) { DLL(uint32_t) BS_ISteamUserStats_SetStatF( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t pData ) {
return lpSteamUserStats->SetStat( pchName, pData ); return lpSteamUserStats->SetStat( pchName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_SetStatF=_BS_UserStats_SetStatF@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_UpdateAvgRateStat( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t flCountThisSession, double_t* dSessionLength ) { DLL(uint32_t) BS_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* lpSteamUserStats, const char* pchName, float_t flCountThisSession, double_t* dSessionLength ) {
return lpSteamUserStats->UpdateAvgRateStat( pchName, flCountThisSession, *dSessionLength ); return lpSteamUserStats->UpdateAvgRateStat( pchName, flCountThisSession, *dSessionLength );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_UpdateAvgRateStat=_BS_UserStats_UpdateAvgRateStat@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName, bool* pbAchieved ) { // Achievement flag accessors
DLL(uint32_t) BS_ISteamUserStats_GetAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName, bool* pbAchieved ) {
return lpSteamUserStats->GetAchievement( pchName, (bool*)pbAchieved ); return lpSteamUserStats->GetAchievement( pchName, (bool*)pbAchieved );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievement=_BS_UserStats_GetAchievement@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_SetAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName ) { DLL(uint32_t) BS_ISteamUserStats_SetAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName ) {
return lpSteamUserStats->SetAchievement( pchName ); return lpSteamUserStats->SetAchievement( pchName );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_SetAchievement=_BS_UserStats_SetAchievement@8")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_ClearAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName ) { DLL(uint32_t) BS_ISteamUserStats_ClearAchievement( ISteamUserStats* lpSteamUserStats, const char* pchName ) {
return lpSteamUserStats->ClearAchievement( pchName ); return lpSteamUserStats->ClearAchievement( pchName );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_ClearAchievement=_BS_UserStats_ClearAchievement@8")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetAchievementAndUnlockTime( ISteamUserStats* lpSteamUserStats, const char* pchName, bool* pbAchieved, uint32_t* punUnlockTime ) { // Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
DLL(uint32_t) BS_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* lpSteamUserStats, const char* pchName, bool* pbAchieved, uint32_t* punUnlockTime ) {
return lpSteamUserStats->GetAchievementAndUnlockTime( pchName, (bool*)pbAchieved, punUnlockTime ); return lpSteamUserStats->GetAchievementAndUnlockTime( pchName, (bool*)pbAchieved, punUnlockTime );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievementAndUnlockTime=_BS_UserStats_GetAchievementAndUnlockTime@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_StoreStats( ISteamUserStats* lpSteamUserStats ) { // Store the current data on the server, will get a callback when set
// And one callback for every new achievement
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
DLL(uint32_t) BS_ISteamUserStats_StoreStats( ISteamUserStats* lpSteamUserStats ) {
return lpSteamUserStats->StoreStats( ); return lpSteamUserStats->StoreStats( );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_StoreStats=_BS_UserStats_StoreStats@4")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetAchievementIcon( ISteamUserStats* lpSteamUserStats, const char* pchName ) { // Achievement / GroupAchievement metadata
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
// specified achievement.
DLL(uint32_t) BS_ISteamUserStats_GetAchievementIcon( ISteamUserStats* lpSteamUserStats, const char* pchName ) {
return lpSteamUserStats->GetAchievementIcon( pchName ); return lpSteamUserStats->GetAchievementIcon( pchName );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievementIcon=_BS_UserStats_GetAchievementIcon@8")
DLL_EXPORT const char* DLL_CALL BS_UserStats_GetAchievementDisplayAttribute( ISteamUserStats* lpSteamUserStats, const char* pchName, const char* pchKey ) { // Get general attributes for an achievement. Accepts the following keys:
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
DLL(const char*) BS_ISteamUserStats_GetAchievementDisplayAttribute( ISteamUserStats* lpSteamUserStats, const char* pchName, const char* pchKey ) {
return lpSteamUserStats->GetAchievementDisplayAttribute( pchName, pchKey ); return lpSteamUserStats->GetAchievementDisplayAttribute( pchName, pchKey );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievementDisplayAttribute=_BS_UserStats_GetAchievementDisplayAttribute@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_IndicateAchievementProgress( ISteamUserStats* lpSteamUserStats, const char* pchName, uint32_t nCurProgress, uint32_t nMaxProgress ) { // Achievement progress - triggers an AchievementProgress callback, that is all.
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
DLL(uint32_t) BS_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* lpSteamUserStats, const char* pchName, uint32_t nCurProgress, uint32_t nMaxProgress ) {
return lpSteamUserStats->IndicateAchievementProgress( pchName, nCurProgress, nMaxProgress ); return lpSteamUserStats->IndicateAchievementProgress( pchName, nCurProgress, nMaxProgress );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_IndicateAchievementProgress=_BS_UserStats_IndicateAchievementProgress@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetNumAchievements( ISteamUserStats* lpSteamUserStats ) { // Used for iterating achievements. In general games should not need these functions because they should have a
// list of existing achievements compiled into them
DLL(uint32_t) BS_ISteamUserStats_GetNumAchievements( ISteamUserStats* lpSteamUserStats ) {
return lpSteamUserStats->GetNumAchievements( ); return lpSteamUserStats->GetNumAchievements( );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetNumAchievements=_BS_UserStats_GetNumAchievements@4")
DLL_EXPORT const char* DLL_CALL BS_UserStats_GetAchievementName( ISteamUserStats* lpSteamUserStats, uint32 iAchievement ) { // Get achievement name iAchievement in [0,GetNumAchievements)
DLL(const char*) BS_ISteamUserStats_GetAchievementName( ISteamUserStats* lpSteamUserStats, uint32_t iAchievement ) {
return lpSteamUserStats->GetAchievementName( iAchievement ); return lpSteamUserStats->GetAchievementName( iAchievement );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievementName=_BS_UserStats_GetAchievementName@8")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_RequestUserStats( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser ) { // Friends stats & achievements
// downloads stats for the user
// returns a UserStatsReceived_t received when completed
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
//CALL_RESULT(UserStatsReceived_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_RequestUserStats( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser ) {
return new uint64_t( lpSteamUserStats->RequestUserStats( *steamIDUser ) ); return new uint64_t( lpSteamUserStats->RequestUserStats( *steamIDUser ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_RequestUserStats=_BS_UserStats_RequestUserStats@8")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetUserStat( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, uint32_t* pData ) { // requests stat information for a user, usable after a successful call to RequestUserStats()
DLL(uint32_t) BS_ISteamUserStats_GetUserStat( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, uint32_t* pData ) {
return lpSteamUserStats->GetUserStat( *steamIDUser, pchName, (int32_t*)pData ); return lpSteamUserStats->GetUserStat( *steamIDUser, pchName, (int32_t*)pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetUserStat=_BS_UserStats_GetUserStat@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetUserStatF( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, float_t* pData ) { DLL(uint32_t) BS_ISteamUserStats_GetUserStatF( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, float_t* pData ) {
return lpSteamUserStats->GetUserStat( *steamIDUser, pchName, pData ); return lpSteamUserStats->GetUserStat( *steamIDUser, pchName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetUserStatF=_BS_UserStats_GetUserStatF@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetUserAchievement( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, bool* pbAchieved ) { DLL(uint32_t) BS_ISteamUserStats_GetUserAchievement( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, bool* pbAchieved ) {
return lpSteamUserStats->GetUserAchievement( *steamIDUser, pchName, (bool*)pbAchieved ); return lpSteamUserStats->GetUserAchievement( *steamIDUser, pchName, (bool*)pbAchieved );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetUserAchievement=_BS_UserStats_GetUserAchievement@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, bool* pbAchieved, uint32_t* punUnlockTime ) { // See notes for GetAchievementAndUnlockTime above
DLL(uint32_t) BS_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* lpSteamUserStats, CSteamID* steamIDUser, const char* pchName, bool* pbAchieved, uint32_t* punUnlockTime ) {
return lpSteamUserStats->GetUserAchievementAndUnlockTime( *steamIDUser, pchName, (bool*)pbAchieved, punUnlockTime ); return lpSteamUserStats->GetUserAchievementAndUnlockTime( *steamIDUser, pchName, (bool*)pbAchieved, punUnlockTime );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetUserAchievementAndUnlockTime=_BS_UserStats_GetUserAchievementAndUnlockTime@20")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_ResetAllStats( ISteamUserStats* lpSteamUserStats, uint32_t bAchievementsToo ) { // Reset stats
DLL(uint32_t) BS_ISteamUserStats_ResetAllStats( ISteamUserStats* lpSteamUserStats, uint32_t bAchievementsToo ) {
return lpSteamUserStats->ResetAllStats( bAchievementsToo != 0 ); return lpSteamUserStats->ResetAllStats( bAchievementsToo != 0 );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_ResetAllStats=_BS_UserStats_ResetAllStats@8")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_FindOrCreateLeaderboard( ISteamUserStats* lpSteamUserStats, const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) { // Leaderboard functions
// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
//CALL_RESULT(LeaderboardFindResult_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_FindOrCreateLeaderboard( ISteamUserStats* lpSteamUserStats, const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) {
return new uint64_t( lpSteamUserStats->FindOrCreateLeaderboard( pchLeaderboardName, eLeaderboardSortMethod, eLeaderboardDisplayType ) ); return new uint64_t( lpSteamUserStats->FindOrCreateLeaderboard( pchLeaderboardName, eLeaderboardSortMethod, eLeaderboardDisplayType ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_FindOrCreateLeaderboard=_BS_UserStats_FindOrCreateLeaderboard@16")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_FindLeaderboard( ISteamUserStats* lpSteamUserStats, const char *pchLeaderboardName ) { // as above, but won't create the leaderboard if it's not found
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
//CALL_RESULT(LeaderboardFindResult_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_FindLeaderboard( ISteamUserStats* lpSteamUserStats, const char *pchLeaderboardName ) {
return new uint64_t( lpSteamUserStats->FindLeaderboard( pchLeaderboardName ) ); return new uint64_t( lpSteamUserStats->FindLeaderboard( pchLeaderboardName ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_FindLeaderboard=_BS_UserStats_FindLeaderboard@8")
DLL_EXPORT const char* DLL_CALL BS_UserStats_GetLeaderboardName( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) { // returns the name of a leaderboard
DLL(const char*) BS_ISteamUserStats_GetLeaderboardName( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) {
return lpSteamUserStats->GetLeaderboardName( *hSteamLeaderboard ); return lpSteamUserStats->GetLeaderboardName( *hSteamLeaderboard );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetLeaderboardName=_BS_UserStats_GetLeaderboardName@8")
DLL_EXPORT int DLL_CALL BS_UserStats_GetLeaderboardEntryCount( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) { // returns the total number of entries in a leaderboard, as of the last request
DLL(int) BS_ISteamUserStats_GetLeaderboardEntryCount( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) {
return lpSteamUserStats->GetLeaderboardEntryCount( *hSteamLeaderboard ); return lpSteamUserStats->GetLeaderboardEntryCount( *hSteamLeaderboard );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetLeaderboardEntryCount=_BS_UserStats_GetLeaderboardEntryCount@8")
DLL_EXPORT ELeaderboardSortMethod DLL_CALL BS_UserStats_GetLeaderboardSortMethod( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) { // returns the sort method of the leaderboard
DLL(ELeaderboardSortMethod) BS_ISteamUserStats_GetLeaderboardSortMethod( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) {
return lpSteamUserStats->GetLeaderboardSortMethod( *hSteamLeaderboard ); return lpSteamUserStats->GetLeaderboardSortMethod( *hSteamLeaderboard );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetLeaderboardSortMethod=_BS_UserStats_GetLeaderboardSortMethod@8")
DLL_EXPORT ELeaderboardDisplayType DLL_CALL BS_UserStats_GetLeaderboardDisplayType( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) { // returns the display type of the leaderboard
DLL(ELeaderboardDisplayType) BS_ISteamUserStats_GetLeaderboardDisplayType( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard ) {
return lpSteamUserStats->GetLeaderboardDisplayType( *hSteamLeaderboard ); return lpSteamUserStats->GetLeaderboardDisplayType( *hSteamLeaderboard );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetLeaderboardDisplayType=_BS_UserStats_GetLeaderboardDisplayType@8")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_DownloadLeaderboardEntries( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) { // Asks the Steam back-end for a set of rows in the leaderboard.
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
// You can ask for more entries than exist, and it will return as many as do exist.
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
//CALL_RESULT(LeaderboardScoresDownloaded_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_DownloadLeaderboardEntries( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) {
return new uint64_t( lpSteamUserStats->DownloadLeaderboardEntries( *hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd ) ); return new uint64_t( lpSteamUserStats->DownloadLeaderboardEntries( *hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_DownloadLeaderboardEntries=_BS_UserStats_DownloadLeaderboardEntries@20") ///#####
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_DownloadLeaderboardEntriesForUsers( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, CSteamID* prgUsers, int cUsers ) { // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
// if a user doesn't have a leaderboard entry, they won't be included in the result
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
//CALL_RESULT(LeaderboardScoresDownloaded_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_DownloadLeaderboardEntriesForUsers( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, CSteamID* prgUsers, int cUsers ) {
return new uint64_t( lpSteamUserStats->DownloadLeaderboardEntriesForUsers( *hSteamLeaderboard, prgUsers, cUsers ) ); return new uint64_t( lpSteamUserStats->DownloadLeaderboardEntriesForUsers( *hSteamLeaderboard, prgUsers, cUsers ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_DownloadLeaderboardEntriesForUsers=_BS_UserStats_DownloadLeaderboardEntriesForUsers@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* lpSteamUserStats, SteamLeaderboardEntries_t* hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) { // Returns data about a single leaderboard entry
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
// e.g.
// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
// {
// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
// {
// LeaderboardEntry_t leaderboardEntry;
// int32 details[3]; // we know this is how many we've stored previously
// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
// assert( leaderboardEntry.m_cDetails == 3 );
// ...
// }
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
DLL(uint32_t) BS_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* lpSteamUserStats, SteamLeaderboardEntries_t* hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) {
return lpSteamUserStats->GetDownloadedLeaderboardEntry( *hSteamLeaderboardEntries, index, pLeaderboardEntry, pDetails, cDetailsMax ); return lpSteamUserStats->GetDownloadedLeaderboardEntry( *hSteamLeaderboardEntries, index, pLeaderboardEntry, pDetails, cDetailsMax );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetDownloadedLeaderboardEntry=_BS_UserStats_GetDownloadedLeaderboardEntry@24")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_UploadLeaderboardScore( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32_t* pScoreDetails, int cScoreDetailsCount ) { // Uploads a user score to the Steam back-end.
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
// Details are extra game-defined information regarding how the user got that score
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
//CALL_RESULT(LeaderboardScoreUploaded_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_UploadLeaderboardScore( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32_t* pScoreDetails, int cScoreDetailsCount ) {
return new uint64_t(lpSteamUserStats->UploadLeaderboardScore( *hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount )); return new uint64_t(lpSteamUserStats->UploadLeaderboardScore( *hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount ));
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_UploadLeaderboardScore=_BS_UserStats_UploadLeaderboardScore@24")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_AttachLeaderboardUGC( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, UGCHandle_t* hUGC ) { // Attaches a piece of user generated content the user's entry on a leaderboard.
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
//CALL_RESULT(LeaderboardUGCSet_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_AttachLeaderboardUGC( ISteamUserStats* lpSteamUserStats, SteamLeaderboard_t* hSteamLeaderboard, UGCHandle_t* hUGC ) {
return new uint64_t( lpSteamUserStats->AttachLeaderboardUGC( *hSteamLeaderboard, *hUGC ) ); return new uint64_t( lpSteamUserStats->AttachLeaderboardUGC( *hSteamLeaderboard, *hUGC ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_AttachLeaderboardUGC=_BS_UserStats_AttachLeaderboardUGC@12")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_GetNumberOfCurrentPlayers( ISteamUserStats* lpSteamUserStats ) { // Retrieves the number of players currently playing your game (online + offline)
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
//CALL_RESULT(NumberOfCurrentPlayers_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_GetNumberOfCurrentPlayers( ISteamUserStats* lpSteamUserStats ) {
return new uint64_t( lpSteamUserStats->GetNumberOfCurrentPlayers( ) ); return new uint64_t( lpSteamUserStats->GetNumberOfCurrentPlayers( ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetNumberOfCurrentPlayers=_BS_UserStats_GetNumberOfCurrentPlayers@4")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_RequestGlobalAchievementPercentages( ISteamUserStats* lpSteamUserStats ) { // Requests that Steam fetch data on the percentage of players who have received each achievement
// for the game globally.
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
//CALL_RESULT(GlobalAchievementPercentagesReady_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_RequestGlobalAchievementPercentages( ISteamUserStats* lpSteamUserStats ) {
return new uint64_t( lpSteamUserStats->RequestGlobalAchievementPercentages( ) ); return new uint64_t( lpSteamUserStats->RequestGlobalAchievementPercentages( ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_RequestGlobalAchievementPercentages=_BS_UserStats_RequestGlobalAchievementPercentages@4")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetMostAchievedAchievementInfo( ISteamUserStats* lpSteamUserStats, char *pchName, uint32 unNameBufLen, float *pflPercent, bool* pbAchieved ) { // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
// the next most achieved afterwards. Will return -1 if there is no data on achievement
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
DLL(uint32_t) BS_ISteamUserStats_GetMostAchievedAchievementInfo( ISteamUserStats* lpSteamUserStats, char *pchName, uint32_t unNameBufLen, float *pflPercent, bool* pbAchieved ) {
return lpSteamUserStats->GetMostAchievedAchievementInfo( pchName, unNameBufLen, pflPercent, pbAchieved ); return lpSteamUserStats->GetMostAchievedAchievementInfo( pchName, unNameBufLen, pflPercent, pbAchieved );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetMostAchievedAchievementInfo=_BS_UserStats_GetMostAchievedAchievementInfo@20")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetNextMostAchievedAchievementInfo( ISteamUserStats* lpSteamUserStats, int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
// achievement has been iterated.
DLL(uint32_t) BS_ISteamUserStats_GetNextMostAchievedAchievementInfo( ISteamUserStats* lpSteamUserStats, int iIteratorPrevious, char *pchName, uint32_t unNameBufLen, float *pflPercent, bool *pbAchieved ) {
return lpSteamUserStats->GetNextMostAchievedAchievementInfo( iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved ); return lpSteamUserStats->GetNextMostAchievedAchievementInfo( iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetNextMostAchievedAchievementInfo=_BS_UserStats_GetNextMostAchievedAchievementInfo@24")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetAchievementAchievedPercent( ISteamUserStats* lpSteamUserStats, const char *pchName, float *pflPercent ) { // Returns the percentage of users who have achieved the specified achievement.
DLL(uint32_t) BS_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* lpSteamUserStats, const char *pchName, float *pflPercent ) {
return lpSteamUserStats->GetAchievementAchievedPercent( pchName, pflPercent ); return lpSteamUserStats->GetAchievementAchievedPercent( pchName, pflPercent );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetAchievementAchievedPercent=_BS_UserStats_GetAchievementAchievedPercent@12")
DLL_EXPORT SteamAPICall_t* DLL_CALL BS_UserStats_RequestGlobalStats( ISteamUserStats* lpSteamUserStats, int nHistoryDays ) { // Requests global stats data, which is available for stats marked as "aggregated".
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
// to the overall totals. The limit is 60.
//CALL_RESULT(GlobalStatsReceived_t)
DLL(SteamAPICall_t*) BS_ISteamUserStats_RequestGlobalStats( ISteamUserStats* lpSteamUserStats, int nHistoryDays ) {
return new uint64_t( lpSteamUserStats->RequestGlobalStats( nHistoryDays ) ); return new uint64_t( lpSteamUserStats->RequestGlobalStats( nHistoryDays ) );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_RequestGlobalStats=_BS_UserStats_RequestGlobalStats@8")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetGlobalStatLL( ISteamUserStats* lpSteamUserStats, const char *pchStatName, int64* pData ) { // Gets the lifetime totals for an aggregated stat
DLL(uint32_t) BS_ISteamUserStats_GetGlobalStatL( ISteamUserStats* lpSteamUserStats, const char *pchStatName, int64* pData ) {
return lpSteamUserStats->GetGlobalStat( pchStatName, pData ); return lpSteamUserStats->GetGlobalStat( pchStatName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetGlobalStatLL=_BS_UserStats_GetGlobalStatLL@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetGlobalStatD( ISteamUserStats* lpSteamUserStats, const char *pchStatName, double* pData ) { DLL(uint32_t) BS_ISteamUserStats_GetGlobalStatD( ISteamUserStats* lpSteamUserStats, const char *pchStatName, double* pData ) {
return lpSteamUserStats->GetGlobalStat( pchStatName, pData ); return lpSteamUserStats->GetGlobalStat( pchStatName, pData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetGlobalStatD=_BS_UserStats_GetGlobalStatD@12")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetGlobalStatHistoryLL( ISteamUserStats* lpSteamUserStats, const char *pchStatName, int64 *pData, uint32 cubData ) { // Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
// elements actually set.
DLL(uint32_t) BS_ISteamUserStats_GetGlobalStatHistoryL( ISteamUserStats* lpSteamUserStats, const char *pchStatName, int64 *pData, uint32_t cubData ) {
return lpSteamUserStats->GetGlobalStatHistory( pchStatName, pData, cubData ); return lpSteamUserStats->GetGlobalStatHistory( pchStatName, pData, cubData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetGlobalStatHistoryLL=_BS_UserStats_GetGlobalStatHistoryLL@16")
DLL_EXPORT uint32_t DLL_CALL BS_UserStats_GetGlobalStatHistoryD( ISteamUserStats* lpSteamUserStats, const char *pchStatName, double *pData, uint32 cubData ) { DLL(uint32_t) BS_ISteamUserStats_GetGlobalStatHistoryD( ISteamUserStats* lpSteamUserStats, const char *pchStatName, double *pData, uint32_t cubData ) {
return lpSteamUserStats->GetGlobalStatHistory( pchStatName, pData, cubData ); return lpSteamUserStats->GetGlobalStatHistory( pchStatName, pData, cubData );
} }
#pragma comment(linker, "/EXPORT:BS_UserStats_GetGlobalStatHistoryD=_BS_UserStats_GetGlobalStatHistoryD@16")
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// 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.h"
DLL(ISteamUtils*) BS_SteamUtils() {
return SteamUtils();
}
DLL(ISteamUtils*) BS_SteamGameServerUtils() {
return SteamGameServerUtils();
}
#pragma message("SteamUtils is not ported yet. TODO!")
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// 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.h"
DLL(ISteamVideo*) BS_SteamVideo() {
return SteamVideo();
}
#pragma message("SteamVideo is not ported yet. TODO!")