//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: interface to app data in Steam // //============================================================================= #ifndef ISTEAMAPPS_H #define ISTEAMAPPS_H #ifdef _WIN32 #pragma once #endif const int k_cubAppProofOfPurchaseKeyMax = 64; // max bytes of a legacy cd key we support //----------------------------------------------------------------------------- // Purpose: interface to app data //----------------------------------------------------------------------------- class ISteamApps { public: virtual bool BIsSubscribed() = 0; virtual bool BIsLowViolence() = 0; virtual bool BIsCybercafe() = 0; virtual bool BIsVACBanned() = 0; virtual const char *GetCurrentGameLanguage() = 0; virtual const char *GetAvailableGameLanguages() = 0; // only use this member if you need to check ownership of another game related to yours, a demo for example virtual bool BIsSubscribedApp( AppId_t appID ) = 0; // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed virtual bool BIsDlcInstalled( AppId_t appID ) = 0; // returns the Unix time of the purchase of the app virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; // 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 virtual bool BIsSubscribedFromFreeWeekend() = 0; // Returns the number of DLC pieces for the running app virtual int GetDLCCount() = 0; // Returns metadata for DLC by index, of range [0, GetDLCCount()] virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; // Install/Uninstall control for optional DLC virtual void InstallDLC( AppId_t nAppID ) = 0; virtual void UninstallDLC( AppId_t nAppID ) = 0; // 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). virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0; virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order // returns current app install folder for AppID, returns folder name length virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0; virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned) virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed // Returns the associated launch param if the game is run via steam://run///?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. virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0; // get download progress for optional DLC virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; // return the buildid of this app, may change at any time based on backend updates to the game virtual int GetAppBuildId() = 0; #ifdef _PS3 // Result returned in a RegisterActivationCodeResponse_t callresult virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0; #endif }; #define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION007" // callbacks #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) #elif defined( VALVE_CALLBACK_PACK_LARGE ) #pragma pack( push, 8 ) #else #error isteamclient.h must be included #endif //----------------------------------------------------------------------------- // Purpose: posted after the user gains ownership of DLC & that DLC is installed //----------------------------------------------------------------------------- struct DlcInstalled_t { enum { k_iCallback = k_iSteamAppsCallbacks + 5 }; AppId_t m_nAppID; // AppID of the DLC }; //----------------------------------------------------------------------------- // Purpose: possible results when registering an activation code //----------------------------------------------------------------------------- enum ERegisterActivationCodeResult { k_ERegisterActivationCodeResultOK = 0, k_ERegisterActivationCodeResultFail = 1, k_ERegisterActivationCodeResultAlreadyRegistered = 2, k_ERegisterActivationCodeResultTimeout = 3, k_ERegisterActivationCodeAlreadyOwned = 4, }; //----------------------------------------------------------------------------- // Purpose: response to RegisterActivationCode() //----------------------------------------------------------------------------- struct RegisterActivationCodeResponse_t { enum { k_iCallback = k_iSteamAppsCallbacks + 8 }; ERegisterActivationCodeResult m_eResult; uint32 m_unPackageRegistered; // package that was registered. Only set on success }; //----------------------------------------------------------------------------- // Purpose: response to RegisterActivationCode() //----------------------------------------------------------------------------- struct AppProofOfPurchaseKeyResponse_t { enum { k_iCallback = k_iSteamAppsCallbacks + 13 }; EResult m_eResult; uint32 m_nAppID; char m_rgchKey[ k_cubAppProofOfPurchaseKeyMax ]; }; //--------------------------------------------------------------------------------- // Purpose: posted after the user gains executes a steam url with query parameters // such as steam://run///?param1=value1;param2=value2;param3=value3; etc // while the game is already running. The new params can be queried // with GetLaunchQueryParam. //--------------------------------------------------------------------------------- struct NewLaunchQueryParameters_t { enum { k_iCallback = k_iSteamAppsCallbacks + 14 }; }; #pragma pack( pop ) #endif // ISTEAMAPPS_H