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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator 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 .
The Goldberg Emulator 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
Lesser General Public License for more details .
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator ; if not , see
< http : //www.gnu.org/licenses/>. */
# include "base.h"
# include "local_storage.h"
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# include "../overlay_experimental/steam_overlay.h"
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static std : : chrono : : time_point < std : : chrono : : steady_clock > app_initialized_time = std : : chrono : : steady_clock : : now ( ) ;
class Steam_Utils :
public ISteamUtils002 ,
public ISteamUtils003 ,
public ISteamUtils004 ,
public ISteamUtils005 ,
public ISteamUtils006 ,
public ISteamUtils007 ,
public ISteamUtils008 ,
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public ISteamUtils009 ,
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public ISteamUtils
{
private :
Settings * settings ;
class SteamCallResults * callback_results ;
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Steam_Overlay * overlay ;
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public :
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Steam_Utils ( Settings * settings , class SteamCallResults * callback_results , Steam_Overlay * overlay ) :
settings ( settings ) ,
callback_results ( callback_results ) ,
overlay ( overlay )
{ }
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// return the number of seconds since the user
uint32 GetSecondsSinceAppActive ( )
{
PRINT_DEBUG ( " GetSecondsSinceAppActive \n " ) ;
return std : : chrono : : duration_cast < std : : chrono : : seconds > ( std : : chrono : : steady_clock : : now ( ) - app_initialized_time ) . count ( ) ;
}
uint32 GetSecondsSinceComputerActive ( )
{
PRINT_DEBUG ( " GetSecondsSinceComputerActive \n " ) ;
return GetSecondsSinceAppActive ( ) + 2000 ;
}
// the universe this client is connecting to
EUniverse GetConnectedUniverse ( )
{
PRINT_DEBUG ( " GetConnectedUniverse \n " ) ;
return k_EUniversePublic ;
}
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
uint32 GetServerRealTime ( )
{
PRINT_DEBUG ( " GetServerRealTime \n " ) ;
uint32 server_time = std : : chrono : : duration_cast < std : : chrono : : duration < uint32 > > ( std : : chrono : : system_clock : : now ( ) . time_since_epoch ( ) ) . count ( ) ;
PRINT_DEBUG ( " Time %lu \n " , server_time ) ;
return server_time ;
}
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
// e.g "US" or "UK".
const char * GetIPCountry ( )
{
PRINT_DEBUG ( " GetIPCountry \n " ) ;
return " US " ;
}
// returns true if the image exists, and valid sizes were filled out
bool GetImageSize ( int iImage , uint32 * pnWidth , uint32 * pnHeight )
{
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PRINT_DEBUG ( " GetImageSize %i \n " , iImage ) ;
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if ( ! iImage | | ! pnWidth | | ! pnHeight ) return false ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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auto image = settings - > images . find ( iImage ) ;
if ( image = = settings - > images . end ( ) ) return false ;
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* pnWidth = image - > second . width ;
* pnHeight = image - > second . height ;
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return true ;
}
// returns true if the image exists, and the buffer was successfully filled out
// results are returned in RGBA format
// the destination buffer size should be 4 * height * width * sizeof(char)
bool GetImageRGBA ( int iImage , uint8 * pubDest , int nDestBufferSize )
{
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PRINT_DEBUG ( " GetImageRGBA %i \n " , iImage ) ;
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if ( ! iImage | | ! pubDest | | ! nDestBufferSize ) return false ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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auto image = settings - > images . find ( iImage ) ;
if ( image = = settings - > images . end ( ) ) return false ;
unsigned size = image - > second . data . size ( ) ;
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if ( nDestBufferSize < size ) size = nDestBufferSize ;
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image - > second . data . copy ( ( char * ) pubDest , nDestBufferSize ) ;
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return true ;
}
// returns the IP of the reporting server for valve - currently only used in Source engine games
bool GetCSERIPPort ( uint32 * unIP , uint16 * usPort )
{
PRINT_DEBUG ( " GetCSERIPPort \n " ) ;
return false ;
}
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
uint8 GetCurrentBatteryPower ( )
{
PRINT_DEBUG ( " GetCurrentBatteryPower \n " ) ;
return 255 ;
}
// returns the appID of the current process
uint32 GetAppID ( )
{
PRINT_DEBUG ( " GetAppID \n " ) ;
return settings - > get_local_game_id ( ) . AppID ( ) ;
}
// Sets the position where the overlay instance for the currently calling game should show notifications.
// This position is per-game and if this function is called from outside of a game context it will do nothing.
void SetOverlayNotificationPosition ( ENotificationPosition eNotificationPosition )
{
PRINT_DEBUG ( " SetOverlayNotificationPosition \n " ) ;
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overlay - > SetNotificationPosition ( eNotificationPosition ) ;
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}
// API asynchronous call results
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
bool IsAPICallCompleted ( SteamAPICall_t hSteamAPICall , bool * pbFailed )
{
PRINT_DEBUG ( " IsAPICallCompleted: %llu \n " , hSteamAPICall ) ;
if ( hSteamAPICall = = 1 ) { //bug ? soul calibur 6 calls this function with the return value 1 of Steam_User_Stats::RequestCurrentStats and expects this function to return true
if ( pbFailed ) * pbFailed = true ;
return true ;
}
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( ! callback_results - > exists ( hSteamAPICall ) ) return false ;
if ( pbFailed ) * pbFailed = false ;
return true ; //all api calls "complete" right away
}
ESteamAPICallFailure GetAPICallFailureReason ( SteamAPICall_t hSteamAPICall )
{
PRINT_DEBUG ( " GetAPICallFailureReason \n " ) ;
return k_ESteamAPICallFailureNone ;
}
bool GetAPICallResult ( SteamAPICall_t hSteamAPICall , void * pCallback , int cubCallback , int iCallbackExpected , bool * pbFailed )
{
PRINT_DEBUG ( " GetAPICallResult %llu %i %i \n " , hSteamAPICall , cubCallback , iCallbackExpected ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( callback_results - > callback_result ( hSteamAPICall , pCallback , cubCallback ) ) {
* pbFailed = false ;
PRINT_DEBUG ( " GetAPICallResult Succeeded \n " ) ;
return true ;
} else {
return false ;
}
}
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
STEAM_PRIVATE_API ( void RunFrame ( )
{
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PRINT_DEBUG ( " Steam_Utils::RunFrame \n " ) ;
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}
)
// returns the number of IPC calls made since the last time this function was called
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
// control how often you do them.
uint32 GetIPCCallCount ( )
{
PRINT_DEBUG ( " GetIPCCallCount \n " ) ;
static int i = 0 ;
i + = 123 ;
return i ; //TODO
}
// API warning handling
// 'int' is the severity; 0 for msg, 1 for warning
// 'const char *' is the text of the message
// callbacks will occur directly after the API function is called that generated the warning or message
void SetWarningMessageHook ( SteamAPIWarningMessageHook_t pFunction )
{
PRINT_DEBUG ( " Steam_Utils::SetWarningMessageHook \n " ) ;
}
// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
// start & hook the game process, so this function will initially return false while the overlay is loading.
bool IsOverlayEnabled ( )
{
PRINT_DEBUG ( " IsOverlayEnabled \n " ) ;
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return overlay - > Ready ( ) ;
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}
// Normally this call is unneeded if your game has a constantly running frame loop that calls the
// D3D Present API, or OGL SwapBuffers API every frame.
//
// However, if you have a game that only refreshes the screen on an event driven basis then that can break
// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
// need to Present() to the screen any time an even needing a notification happens or when the overlay is
// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
bool BOverlayNeedsPresent ( )
{
PRINT_DEBUG ( " BOverlayNeedsPresent \n " ) ;
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return overlay - > NeedPresent ( ) ;
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}
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
// of the partner site, for example to refuse to load modified executable files.
// The result is returned in CheckFileSignature_t.
// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
// k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match.
// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
STEAM_CALL_RESULT ( CheckFileSignature_t )
SteamAPICall_t CheckFileSignature ( const char * szFileName )
{
PRINT_DEBUG ( " CheckFileSignature \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
CheckFileSignature_t data ;
data . m_eCheckFileSignature = k_ECheckFileSignatureValidSignature ;
return callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
// Activates the Big Picture text input dialog which only supports gamepad input
bool ShowGamepadTextInput ( EGamepadTextInputMode eInputMode , EGamepadTextInputLineMode eLineInputMode , const char * pchDescription , uint32 unCharMax , const char * pchExistingText )
{
PRINT_DEBUG ( " ShowGamepadTextInput \n " ) ;
return false ;
}
bool ShowGamepadTextInput ( EGamepadTextInputMode eInputMode , EGamepadTextInputLineMode eLineInputMode , const char * pchDescription , uint32 unCharMax )
{
PRINT_DEBUG ( " ShowGamepadTextInput old \n " ) ;
return ShowGamepadTextInput ( eInputMode , eLineInputMode , pchDescription , unCharMax , NULL ) ;
}
// Returns previously entered text & length
uint32 GetEnteredGamepadTextLength ( )
{
PRINT_DEBUG ( " GetEnteredGamepadTextLength \n " ) ;
return 0 ;
}
bool GetEnteredGamepadTextInput ( char * pchText , uint32 cchText )
{
PRINT_DEBUG ( " GetEnteredGamepadTextInput \n " ) ;
return false ;
}
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
const char * GetSteamUILanguage ( )
{
PRINT_DEBUG ( " GetSteamUILanguage \n " ) ;
return settings - > get_language ( ) ;
}
// returns true if Steam itself is running in VR mode
bool IsSteamRunningInVR ( )
{
PRINT_DEBUG ( " IsSteamRunningInVR \n " ) ;
return false ;
}
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
void SetOverlayNotificationInset ( int nHorizontalInset , int nVerticalInset )
{
PRINT_DEBUG ( " SetOverlayNotificationInset \n " ) ;
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overlay - > SetNotificationInset ( nHorizontalInset , nVerticalInset ) ;
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}
// returns true if Steam & the Steam Overlay are running in Big Picture mode
// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
// a game can be added as a non-steam game to the developers library to test this feature
bool IsSteamInBigPictureMode ( )
{
PRINT_DEBUG ( " IsSteamInBigPictureMode \n " ) ;
return false ;
}
// ask SteamUI to create and render its OpenVR dashboard
void StartVRDashboard ( )
{
PRINT_DEBUG ( " StartVRDashboard \n " ) ;
}
// Returns true if the HMD content will be streamed via Steam In-Home Streaming
bool IsVRHeadsetStreamingEnabled ( )
{
PRINT_DEBUG ( " IsVRHeadsetStreamingEnabled \n " ) ;
return false ;
}
// Set whether the HMD content will be streamed via Steam In-Home Streaming
// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
// (this is useful for games that have asymmetric multiplayer gameplay)
void SetVRHeadsetStreamingEnabled ( bool bEnabled )
{
PRINT_DEBUG ( " SetVRHeadsetStreamingEnabled \n " ) ;
}
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// Returns whether this steam client is a Steam China specific client, vs the global client.
bool IsSteamChinaLauncher ( )
{
PRINT_DEBUG ( " IsSteamChinaLauncher \n " ) ;
return false ;
}
// Initializes text filtering.
// Returns false if filtering is unavailable for the language the user is currently running in.
bool InitFilterText ( )
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{
PRINT_DEBUG ( " InitFilterText old \n " ) ;
return false ;
}
// Initializes text filtering.
// unFilterOptions are reserved for future use and should be set to 0
// Returns false if filtering is unavailable for the language the user is currently running in.
bool InitFilterText ( uint32 unFilterOptions )
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{
PRINT_DEBUG ( " InitFilterText \n " ) ;
return false ;
}
// Filters the provided input message and places the filtered result into pchOutFilteredText.
// pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
// bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only
// Returns the number of characters (not bytes) filtered.
int FilterText ( char * pchOutFilteredText , uint32 nByteSizeOutFilteredText , const char * pchInputMessage , bool bLegalOnly )
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{
PRINT_DEBUG ( " FilterText old \n " ) ;
return 0 ;
}
// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
// eContext is the type of content in the input string
// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
// pchOutFilteredText is where the output will be placed, even if no filtering is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
// Returns the number of characters (not bytes) filtered
int FilterText ( ETextFilteringContext eContext , CSteamID sourceSteamID , const char * pchInputMessage , char * pchOutFilteredText , uint32 nByteSizeOutFilteredText )
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{
PRINT_DEBUG ( " FilterText \n " ) ;
return 0 ;
}
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// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
ESteamIPv6ConnectivityState GetIPv6ConnectivityState ( ESteamIPv6ConnectivityProtocol eProtocol )
{
PRINT_DEBUG ( " GetIPv6ConnectivityState \n " ) ;
return k_ESteamIPv6ConnectivityState_Unknown ;
}
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// returns true if currently running on the Steam Deck device
bool IsSteamRunningOnSteamDeck ( )
{
PRINT_DEBUG ( " %s \n " , __FUNCTION__ ) ;
return false ;
}
// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field
bool ShowFloatingGamepadTextInput ( EFloatingGamepadTextInputMode eKeyboardMode , int nTextFieldXPosition , int nTextFieldYPosition , int nTextFieldWidth , int nTextFieldHeight )
{
PRINT_DEBUG ( " %s \n " , __FUNCTION__ ) ;
return false ;
}
// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher
void SetGameLauncherMode ( bool bLauncherMode )
{
PRINT_DEBUG ( " %s \n " , __FUNCTION__ ) ;
}
bool DismissFloatingGamepadTextInput ( )
{
PRINT_DEBUG ( " %s \n " , __FUNCTION__ ) ;
return true ;
}
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} ;