hl2_src-leak-2017/src/public/steam/steam_api.h

651 lines
24 KiB
C++

//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef STEAM_API_H
#define STEAM_API_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "isteamuser.h"
#include "isteamfriends.h"
#include "isteamutils.h"
#include "isteammatchmaking.h"
#include "isteamuserstats.h"
#include "isteamapps.h"
#include "isteamnetworking.h"
#include "isteamremotestorage.h"
#include "isteamscreenshots.h"
#include "isteammusic.h"
#include "isteammusicremote.h"
#include "isteamhttp.h"
#include "isteamunifiedmessages.h"
#include "isteamcontroller.h"
#include "isteamugc.h"
#include "isteamapplist.h"
#include "isteamhtmlsurface.h"
#include "isteaminventory.h"
#include "isteamvideo.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();
S_API ISteamInventory *S_CALLTYPE SteamInventory();
S_API ISteamVideo *S_CALLTYPE SteamVideo();
#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; }
ISteamInventory* SteamInventory() { return m_pSteamInventory; }
ISteamVideo* SteamVideo() { return m_pSteamVideo; }
#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;
ISteamInventory *m_pSteamInventory;
ISteamVideo *m_pSteamVideo;
#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;
m_pSteamInventory = 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;
}
m_pSteamInventory = SteamClient()->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION );
if ( !m_pSteamInventory )
{
return false;
}
m_pSteamVideo = SteamClient()->GetISteamVideo( hSteamUser, hSteamPipe, STEAMVIDEO_INTERFACE_VERSION );
if ( !m_pSteamVideo )
{
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