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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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Update to sdk 1.48
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commit
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32 changed files with 4617 additions and 2410 deletions
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@ -104,6 +104,7 @@
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#include "isteamnetworkingsockets001.h"
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#include "isteamnetworkingsockets002.h"
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#include "isteamnetworkingsockets003.h"
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#include "isteamnetworkingsockets006.h"
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#include "isteamremotestorage.h"
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#include "isteamremotestorage001.h"
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#include "isteamremotestorage002.h"
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@ -157,6 +158,9 @@
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#include "isteamunifiedmessages.h"
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#include "isteaminput.h"
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#include "isteamremoteplay.h"
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#include "isteamnetworkingsockets.h"
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#include "isteamnetworkingutils.h"
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#include "isteamtv.h"
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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@ -221,6 +225,7 @@ S_API HSteamUser Steam_GetHSteamUserCurrent();
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S_API const char *SteamAPI_GetSteamInstallPath();
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// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
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// This is ignored if you are using the manual callback dispatch method
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S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
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// backwards compat export, passes through to SteamAPI_ variants
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@ -244,16 +249,78 @@ S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion,
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S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID );
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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//
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// Manual callback loop
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//
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// An alternative method for dispatching callbacks. Similar to a windows message loop.
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//
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// If you use the manual callback dispatch, you must NOT use:
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//
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// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
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// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
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//
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// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
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/*
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HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe()
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SteamAPI_ManualDispatch_RunFrame( hSteamPipe )
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CallbackMsg_t callback;
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while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) )
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{
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// Check for dispatching API call results
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if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback )
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{
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SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback.
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void *pTmpCallResult = malloc( pCallback->m_cubParam );
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bool bFailed;
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if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) )
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{
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// Dispatch the call result to the registered handler(s) for the
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// call identified by pCallCompleted->m_hAsyncCall
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}
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free( pTmpCallResult );
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}
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else
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{
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// Look at callback.m_iCallback to see what kind of callback it is,
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// and dispatch to appropriate handler(s)
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}
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SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
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}
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*/
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
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/// you use any of the other manual dispatch functions below.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init();
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/// Perform certain periodic actions that need to be performed.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
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/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
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/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
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/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
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/// Return the call result for the specified call on the specified pipe. You really should
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/// only call this in a handler for SteamAPICallCompleted_t callback.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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//
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// CSteamAPIContext
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// CSteamAPIContext
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//
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// Deprecated! This is not necessary any more. Please use the global accessors directly
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//
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#ifndef STEAM_API_EXPORTS
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// Deprecated! Use the global accessors directly
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inline bool CSteamAPIContext::Init()
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{
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m_pSteamClient = ::SteamClient();
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@ -280,9 +347,11 @@ inline bool CSteamAPIContext::Init()
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if ( !m_pSteamGameSearch )
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return false;
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#if !defined( IOSALL) // Not yet supported on iOS.
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m_pSteamMatchmakingServers = ::SteamMatchmakingServers();
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if ( !m_pSteamMatchmakingServers )
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return false;
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#endif
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m_pSteamUserStats = ::SteamUserStats();
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if ( !m_pSteamUserStats )
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@ -328,10 +397,10 @@ inline bool CSteamAPIContext::Init()
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if ( !m_pSteamMusicRemote )
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return false;
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#ifndef ANDROID // Not yet supported on Android
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#if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
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m_pSteamHTMLSurface = ::SteamHTMLSurface();
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if ( !m_pSteamHTMLSurface )
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return false;
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return false;
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#endif
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m_pSteamInventory = ::SteamInventory();
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