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2020-08-04 13:13:01 -04:00

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C++

//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef STEAM_API_H
#define STEAM_API_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamapplist.h"
#include "isteamapps.h"
#include "isteamclient.h"
#include "isteamcontroller.h"
#include "isteamfriends.h"
#include "isteamhtmlsurface.h"
#include "isteamhttp.h"
#include "isteammatchmaking.h"
#include "isteammusic.h"
#include "isteammusicremote.h"
#include "isteamnetworking.h"
#include "isteamremotestorage.h"
#include "isteamscreenshots.h"
#include "isteamugc.h"
#include "isteamunifiedmessages.h"
#include "isteamuser.h"
#include "isteamuserstats.h"
#include "isteamutils.h"
#if defined(_PS3)
#include "steamps3params.h"
#endif
// Steam API export macro
#if defined(_WIN32) && !defined(_X360)
#if defined(STEAM_API_EXPORTS)
#define S_API extern "C" __declspec(dllexport)
#elif defined(STEAM_API_NODLL)
#define S_API extern "C"
#else
#define S_API extern "C" __declspec(dllimport)
#endif // STEAM_API_EXPORTS
#elif defined(GNUC)
#if defined(STEAM_API_EXPORTS)
#define S_API extern "C" __attribute__((visibility("default")))
#else
#define S_API extern "C"
#endif // STEAM_API_EXPORTS
#else // !WIN32
#if defined(STEAM_API_EXPORTS)
#define S_API extern "C"
#else
#define S_API extern "C"
#endif // STEAM_API_EXPORTS
#endif
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// Steam API setup & shutdown
//
// These functions manage loading, initializing and shutdown of the
//steamclient.dll
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// S_API void SteamAPI_Init(); (see below)
S_API void S_CALLTYPE SteamAPI_Shutdown();
// checks if a local Steam client is running
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
// 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.
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary(uint32 unOwnAppID);
// crash dump recording functions
S_API void S_CALLTYPE SteamAPI_WriteMiniDump(uint32 uStructuredExceptionCode,
void *pvExceptionInfo,
uint32 uBuildID);
S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment(const char *pchMsg);
// interface pointers, configured by SteamAPI_Init()
S_API ISteamClient *S_CALLTYPE SteamClient();
//
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides
// safety against releasing new steam_api.dll's without recompiling/rereleasing
// modules that use it.
//
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call
// SteamAPI_InitSafe(). Also, to get the Steam interfaces, you must create and
// Init() a CSteamAPIContext (below) and use the interfaces in there.
//
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use
// SteamAPI_Init() and the SteamXXXX() functions below to get at the Steam
// interfaces.
//
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool S_CALLTYPE SteamAPI_InitSafe();
#else
#if defined(_PS3)
S_API bool S_CALLTYPE SteamAPI_Init(SteamPS3Params_t *pParams);
#else
S_API bool S_CALLTYPE SteamAPI_Init();
#endif
S_API ISteamUser *S_CALLTYPE SteamUser();
S_API ISteamFriends *S_CALLTYPE SteamFriends();
S_API ISteamUtils *S_CALLTYPE SteamUtils();
S_API ISteamMatchmaking *S_CALLTYPE SteamMatchmaking();
S_API ISteamUserStats *S_CALLTYPE SteamUserStats();
S_API ISteamApps *S_CALLTYPE SteamApps();
S_API ISteamNetworking *S_CALLTYPE SteamNetworking();
S_API ISteamMatchmakingServers *S_CALLTYPE SteamMatchmakingServers();
S_API ISteamRemoteStorage *S_CALLTYPE SteamRemoteStorage();
S_API ISteamScreenshots *S_CALLTYPE SteamScreenshots();
S_API ISteamHTTP *S_CALLTYPE SteamHTTP();
S_API ISteamUnifiedMessages *S_CALLTYPE SteamUnifiedMessages();
S_API ISteamController *S_CALLTYPE SteamController();
S_API ISteamUGC *S_CALLTYPE SteamUGC();
S_API ISteamAppList *S_CALLTYPE SteamAppList();
S_API ISteamMusic *S_CALLTYPE SteamMusic();
S_API ISteamMusicRemote *S_CALLTYPE SteamMusicRemote();
S_API ISteamHTMLSurface *S_CALLTYPE SteamHTMLSurface();
#ifdef _PS3
S_API ISteamPS3OverlayRender *S_CALLTYPE SteamPS3OverlayRender();
#endif
#endif // VERSION_SAFE_STEAM_API_INTERFACES
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// steam callback and call-result helpers
//
// 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().
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API void S_CALLTYPE SteamAPI_RunCallbacks();
// Declares a callback member function plus a helper member variable which
// registers the callback on object creation and unregisters on destruction.
// The optional fourth 'var' param exists only for backwards-compatibility
// and can be ignored.
#define STEAM_CALLBACK(thisclass, func, \
... /*callback_type, [deprecated] var*/) \
_STEAM_CALLBACK_SELECT((__VA_ARGS__, 4, 3), \
(/**/, thisclass, func, __VA_ARGS__))
// Declares a callback function and a named CCallbackManual variable which
// has Register and Unregister functions instead of automatic registration.
#define STEAM_CALLBACK_MANUAL(thisclass, func, callback_type, var) \
CCallbackManual<thisclass, callback_type> var; \
void func(callback_type *pParam)
// Internal functions used by the utility CCallback objects to receive callbacks
S_API void S_CALLTYPE SteamAPI_RegisterCallback(class CCallbackBase *pCallback,
int iCallback);
S_API void S_CALLTYPE
SteamAPI_UnregisterCallback(class CCallbackBase *pCallback);
// Internal functions used by the utility CCallResult objects to receive async
// call results
S_API void S_CALLTYPE SteamAPI_RegisterCallResult(
class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
S_API void S_CALLTYPE SteamAPI_UnregisterCallResult(
class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
//-----------------------------------------------------------------------------
// Purpose: base for callbacks and call results - internal implementation detail
//-----------------------------------------------------------------------------
class CCallbackBase {
public:
CCallbackBase() {
m_nCallbackFlags = 0;
m_iCallback = 0;
}
// don't add a virtual destructor because we export this binary interface
// across dll's
virtual void Run(void *pvParam) = 0;
virtual void Run(void *pvParam, bool bIOFailure,
SteamAPICall_t hSteamAPICall) = 0;
int GetICallback() { return m_iCallback; }
virtual int GetCallbackSizeBytes() = 0;
protected:
enum {
k_ECallbackFlagsRegistered = 0x01,
k_ECallbackFlagsGameServer = 0x02
};
uint8 m_nCallbackFlags;
int m_iCallback;
friend class CCallbackMgr;
private:
CCallbackBase(const CCallbackBase &);
CCallbackBase &operator=(const CCallbackBase &);
};
//-----------------------------------------------------------------------------
// Purpose: templated base for callbacks - internal implementation detail
//-----------------------------------------------------------------------------
template <int sizeof_P>
class CCallbackImpl : protected CCallbackBase {
public:
~CCallbackImpl() {
if (m_nCallbackFlags & k_ECallbackFlagsRegistered)
SteamAPI_UnregisterCallback(this);
}
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
protected:
virtual void Run(void *pvParam) = 0;
virtual void Run(void *pvParam, bool /*bIOFailure*/,
SteamAPICall_t /*hSteamAPICall*/) {
Run(pvParam);
}
virtual int GetCallbackSizeBytes() { return sizeof_P; }
};
//-----------------------------------------------------------------------------
// Purpose: maps a steam async call result to a class member function
// template params: T = local class, P = parameter struct
//-----------------------------------------------------------------------------
template <class T, class P>
class CCallResult : private CCallbackBase {
public:
typedef void (T::*func_t)(P *, bool);
CCallResult() {
m_hAPICall = k_uAPICallInvalid;
m_pObj = NULL;
m_Func = NULL;
m_iCallback = P::k_iCallback;
}
void Set(SteamAPICall_t hAPICall, T *p, func_t func) {
if (m_hAPICall) SteamAPI_UnregisterCallResult(this, m_hAPICall);
m_hAPICall = hAPICall;
m_pObj = p;
m_Func = func;
if (hAPICall) SteamAPI_RegisterCallResult(this, hAPICall);
}
bool IsActive() const { return (m_hAPICall != k_uAPICallInvalid); }
void Cancel() {
if (m_hAPICall != k_uAPICallInvalid) {
SteamAPI_UnregisterCallResult(this, m_hAPICall);
m_hAPICall = k_uAPICallInvalid;
}
}
~CCallResult() { Cancel(); }
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
private:
virtual void Run(void *pvParam) {
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
(m_pObj->*m_Func)((P *)pvParam, false);
}
virtual void Run(void *pvParam, bool bIOFailure,
SteamAPICall_t hSteamAPICall) {
if (hSteamAPICall == m_hAPICall) {
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
(m_pObj->*m_Func)((P *)pvParam, bIOFailure);
}
}
virtual int GetCallbackSizeBytes() { return sizeof(P); }
SteamAPICall_t m_hAPICall;
T *m_pObj;
func_t m_Func;
};
//-----------------------------------------------------------------------------
// Purpose: maps a steam callback to a class member function
// template params: T = local class, P = parameter struct,
// bGameserver = listen for gameserver callbacks instead of
//client callbacks
//-----------------------------------------------------------------------------
template <class T, class P, bool bGameserver = false>
class CCallback : public CCallbackImpl<sizeof(P)> {
public:
typedef void (T::*func_t)(P *);
// NOTE: If you can't provide the correct parameters at construction time,
// you should use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL
// macro) instead.
CCallback(T *pObj, func_t func) : m_pObj(NULL), m_Func(NULL) {
if (bGameserver) {
this->SetGameserverFlag();
}
Register(pObj, func);
}
// manual registration of the callback
void Register(T *pObj, func_t func) {
if (!pObj || !func) return;
if (this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered)
Unregister();
m_pObj = pObj;
m_Func = func;
// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
SteamAPI_RegisterCallback(this, P::k_iCallback);
}
void Unregister() {
// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
SteamAPI_UnregisterCallback(this);
}
protected:
virtual void Run(void *pvParam) { (m_pObj->*m_Func)((P *)pvParam); }
T *m_pObj;
func_t m_Func;
};
//-----------------------------------------------------------------------------
// Purpose: subclass of CCallback which allows default-construction in
// an unregistered state; you must call Register manually
//-----------------------------------------------------------------------------
template <class T, class P, bool bGameServer = false>
class CCallbackManual : public CCallback<T, P, bGameServer> {
public:
CCallbackManual() : CCallback<T, P, bGameServer>(NULL, NULL) {}
// Inherits public Register and Unregister functions from base class
};
//-----------------------------------------------------------------------------
// The following macros are implementation details, not intended for public use
//-----------------------------------------------------------------------------
#define _STEAM_CALLBACK_AUTO_HOOK(thisclass, func, param)
#define _STEAM_CALLBACK_HELPER(_1, _2, SELECTED, ...) _STEAM_CALLBACK_##SELECTED
#define _STEAM_CALLBACK_SELECT(X, Y) _STEAM_CALLBACK_HELPER X Y
#define _STEAM_CALLBACK_3(extra_code, thisclass, func, param) \
struct CCallbackInternal_##func : private CCallbackImpl<sizeof(param)> { \
CCallbackInternal_##func() { \
extra_code SteamAPI_RegisterCallback(this, param::k_iCallback); \
} \
CCallbackInternal_##func(const CCallbackInternal_##func &) { \
extra_code SteamAPI_RegisterCallback(this, param::k_iCallback); \
} \
CCallbackInternal_##func &operator=( \
const CCallbackInternal_##func &) { \
return *this; \
} \
\
private: \
virtual void Run(void *pvParam) { \
_STEAM_CALLBACK_AUTO_HOOK(thisclass, func, param) \
thisclass *pOuter = reinterpret_cast<thisclass *>( \
reinterpret_cast<char *>(this) - \
offsetof(thisclass, m_steamcallback_##func)); \
pOuter->func(reinterpret_cast<param *>(pvParam)); \
} \
} m_steamcallback_##func; \
void func(param *pParam)
#define _STEAM_CALLBACK_4(_, thisclass, func, param, var) \
CCallback<thisclass, param> var; \
void func(param *pParam)
#ifdef _WIN32
// disable this warning; this pattern need for steam callback registration
#pragma warning( \
disable : 4355) // 'this' : used in base member initializer list
#endif
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// 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
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// pumps out all the steam messages, calling the register callback
S_API void Steam_RunCallbacks(HSteamPipe hSteamPipe, bool bGameServerCallbacks);
// register the callback funcs to use to interact with the steam dll
S_API void Steam_RegisterInterfaceFuncs(void *hModule);
// returns the HSteamUser of the last user to dispatch a callback
S_API HSteamUser Steam_GetHSteamUserCurrent();
// returns the filename path of the current running Steam process, used if you
// need to load an explicit steam dll by name
S_API const char *SteamAPI_GetSteamInstallPath();
// returns the pipe we are communicating to Steam with
S_API HSteamPipe SteamAPI_GetHSteamPipe();
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {}
// around calls to issuing callbacks
S_API void SteamAPI_SetTryCatchCallbacks(bool bTryCatchCallbacks);
// backwards compat export, passes through to SteamAPI_ variants
S_API HSteamPipe GetHSteamPipe();
S_API HSteamUser GetHSteamUser();
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces
// to each module in a way that lets them each specify the interface versions
// they are compiled with.
//
// It's important that these stay inlined in the header so the calling module
// specifies the interface versions for whatever Steam API version it has.
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamUser SteamAPI_GetHSteamUser();
class CSteamAPIContext {
public:
CSteamAPIContext();
void Clear();
bool Init();
ISteamUser *SteamUser() { return m_pSteamUser; }
ISteamFriends *SteamFriends() { return m_pSteamFriends; }
ISteamUtils *SteamUtils() { return m_pSteamUtils; }
ISteamMatchmaking *SteamMatchmaking() { return m_pSteamMatchmaking; }
ISteamUserStats *SteamUserStats() { return m_pSteamUserStats; }
ISteamApps *SteamApps() { return m_pSteamApps; }
ISteamMatchmakingServers *SteamMatchmakingServers() {
return m_pSteamMatchmakingServers;
}
ISteamNetworking *SteamNetworking() { return m_pSteamNetworking; }
ISteamRemoteStorage *SteamRemoteStorage() { return m_pSteamRemoteStorage; }
ISteamScreenshots *SteamScreenshots() { return m_pSteamScreenshots; }
ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
ISteamUnifiedMessages *SteamUnifiedMessages() {
return m_pSteamUnifiedMessages;
}
ISteamController *SteamController() { return m_pController; }
ISteamUGC *SteamUGC() { return m_pSteamUGC; }
ISteamAppList *SteamAppList() { return m_pSteamAppList; }
ISteamMusic *SteamMusic() { return m_pSteamMusic; }
ISteamMusicRemote *SteamMusicRemote() { return m_pSteamMusicRemote; }
ISteamHTMLSurface *SteamHTMLSurface() { return m_pSteamHTMLSurface; }
#ifdef _PS3
ISteamPS3OverlayRender *SteamPS3OverlayRender() {
return m_pSteamPS3OverlayRender;
}
#endif
private:
ISteamUser *m_pSteamUser;
ISteamFriends *m_pSteamFriends;
ISteamUtils *m_pSteamUtils;
ISteamMatchmaking *m_pSteamMatchmaking;
ISteamUserStats *m_pSteamUserStats;
ISteamApps *m_pSteamApps;
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
ISteamNetworking *m_pSteamNetworking;
ISteamRemoteStorage *m_pSteamRemoteStorage;
ISteamScreenshots *m_pSteamScreenshots;
ISteamHTTP *m_pSteamHTTP;
ISteamUnifiedMessages *m_pSteamUnifiedMessages;
ISteamController *m_pController;
ISteamUGC *m_pSteamUGC;
ISteamAppList *m_pSteamAppList;
ISteamMusic *m_pSteamMusic;
ISteamMusicRemote *m_pSteamMusicRemote;
ISteamHTMLSurface *m_pSteamHTMLSurface;
#ifdef _PS3
ISteamPS3OverlayRender *m_pSteamPS3OverlayRender;
#endif
};
inline CSteamAPIContext::CSteamAPIContext() { Clear(); }
inline void CSteamAPIContext::Clear() {
m_pSteamUser = NULL;
m_pSteamFriends = NULL;
m_pSteamUtils = NULL;
m_pSteamMatchmaking = NULL;
m_pSteamUserStats = NULL;
m_pSteamApps = NULL;
m_pSteamMatchmakingServers = NULL;
m_pSteamNetworking = NULL;
m_pSteamRemoteStorage = NULL;
m_pSteamHTTP = NULL;
m_pSteamScreenshots = NULL;
m_pSteamMusic = NULL;
m_pSteamUnifiedMessages = NULL;
m_pController = NULL;
m_pSteamUGC = NULL;
m_pSteamAppList = NULL;
m_pSteamMusic = NULL;
m_pSteamMusicRemote = NULL;
m_pSteamHTMLSurface = NULL;
#ifdef _PS3
m_pSteamPS3OverlayRender = NULL;
#endif
}
// This function must be inlined so the module using steam_api.dll gets the
// version names they want.
inline bool CSteamAPIContext::Init() {
if (!SteamClient()) return false;
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
m_pSteamUser = SteamClient()->GetISteamUser(hSteamUser, hSteamPipe,
STEAMUSER_INTERFACE_VERSION);
if (!m_pSteamUser) return false;
m_pSteamFriends = SteamClient()->GetISteamFriends(
hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION);
if (!m_pSteamFriends) return false;
m_pSteamUtils =
SteamClient()->GetISteamUtils(hSteamPipe, STEAMUTILS_INTERFACE_VERSION);
if (!m_pSteamUtils) return false;
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking(
hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION);
if (!m_pSteamMatchmaking) return false;
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers(
hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION);
if (!m_pSteamMatchmakingServers) return false;
m_pSteamUserStats = SteamClient()->GetISteamUserStats(
hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION);
if (!m_pSteamUserStats) return false;
m_pSteamApps = SteamClient()->GetISteamApps(hSteamUser, hSteamPipe,
STEAMAPPS_INTERFACE_VERSION);
if (!m_pSteamApps) return false;
m_pSteamNetworking = SteamClient()->GetISteamNetworking(
hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION);
if (!m_pSteamNetworking) return false;
m_pSteamRemoteStorage = SteamClient()->GetISteamRemoteStorage(
hSteamUser, hSteamPipe, STEAMREMOTESTORAGE_INTERFACE_VERSION);
if (!m_pSteamRemoteStorage) return false;
m_pSteamScreenshots = SteamClient()->GetISteamScreenshots(
hSteamUser, hSteamPipe, STEAMSCREENSHOTS_INTERFACE_VERSION);
if (!m_pSteamScreenshots) return false;
m_pSteamHTTP = SteamClient()->GetISteamHTTP(hSteamUser, hSteamPipe,
STEAMHTTP_INTERFACE_VERSION);
if (!m_pSteamHTTP) return false;
m_pSteamUnifiedMessages = SteamClient()->GetISteamUnifiedMessages(
hSteamUser, hSteamPipe, STEAMUNIFIEDMESSAGES_INTERFACE_VERSION);
if (!m_pSteamUnifiedMessages) return false;
m_pController = SteamClient()->GetISteamController(
hSteamUser, hSteamPipe, STEAMCONTROLLER_INTERFACE_VERSION);
if (!m_pController) return false;
m_pSteamUGC = SteamClient()->GetISteamUGC(hSteamUser, hSteamPipe,
STEAMUGC_INTERFACE_VERSION);
if (!m_pSteamUGC) return false;
m_pSteamAppList = SteamClient()->GetISteamAppList(
hSteamUser, hSteamPipe, STEAMAPPLIST_INTERFACE_VERSION);
if (!m_pSteamAppList) return false;
m_pSteamMusic = SteamClient()->GetISteamMusic(hSteamUser, hSteamPipe,
STEAMMUSIC_INTERFACE_VERSION);
if (!m_pSteamMusic) {
return false;
}
m_pSteamMusicRemote = SteamClient()->GetISteamMusicRemote(
hSteamUser, hSteamPipe, STEAMMUSICREMOTE_INTERFACE_VERSION);
if (!m_pSteamMusicRemote) {
return false;
}
m_pSteamHTMLSurface = SteamClient()->GetISteamHTMLSurface(
hSteamUser, hSteamPipe, STEAMHTMLSURFACE_INTERFACE_VERSION);
if (!m_pSteamHTMLSurface) {
return false;
}
#ifdef _PS3
m_pSteamPS3OverlayRender = SteamClient()->GetISteamPS3OverlayRender();
#endif
return true;
}
#endif // VERSION_SAFE_STEAM_API_INTERFACES
#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
// this should be called before the game initialized the steam APIs
// pchDate should be of the format "Mmm dd yyyy" (such as from the __DATE__
// macro ) pchTime should be of the format "hh:mm:ss" (such as from the __TIME__
// macro ) bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the
// client/dumps folder pvContext-- can be NULL, will be the void * context
// passed into m_pfnPreMinidumpCallback PFNPreMinidumpCallback
// m_pfnPreMinidumpCallback -- optional callback which occurs just before a
// .dmp file is written during a crash. Applications can hook this to allow
// adding additional information into the .dmp comment stream.
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler(
char const *pchVersion, char const *pchDate, char const *pchTime,
bool bFullMemoryDumps, void *pvContext,
PFNPreMinidumpCallback m_pfnPreMinidumpCallback);
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID(uint32 unAppID);
#endif
#endif // STEAM_API_H