mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 00:18:58 +01:00
92 lines
4.6 KiB
C++
92 lines
4.6 KiB
C++
#include "base.h"
|
|
|
|
class Steam_Apps : public ISteamApps
|
|
{
|
|
Settings *settings;
|
|
class SteamCallResults *callback_results;
|
|
|
|
public:
|
|
Steam_Apps(Settings *settings, class SteamCallResults *callback_results);
|
|
|
|
bool BIsSubscribed();
|
|
bool BIsLowViolence();
|
|
bool BIsCybercafe();
|
|
bool BIsVACBanned();
|
|
const char *GetCurrentGameLanguage();
|
|
const char *GetAvailableGameLanguages();
|
|
|
|
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
|
bool BIsSubscribedApp( AppId_t appID );
|
|
|
|
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
|
|
bool BIsDlcInstalled( AppId_t appID );
|
|
|
|
// returns the Unix time of the purchase of the app
|
|
uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID );
|
|
|
|
// 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
|
|
bool BIsSubscribedFromFreeWeekend();
|
|
|
|
// Returns the number of DLC pieces for the running app
|
|
int GetDLCCount();
|
|
|
|
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
|
|
bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize );
|
|
|
|
// Install/Uninstall control for optional DLC
|
|
void InstallDLC( AppId_t nAppID );
|
|
void UninstallDLC( AppId_t nAppID );
|
|
|
|
// Request legacy 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).
|
|
void RequestAppProofOfPurchaseKey( AppId_t nAppID );
|
|
|
|
bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ); // returns current beta branch name, 'public' is the default branch
|
|
bool MarkContentCorrupt( bool bMissingFilesOnly ); // signal Steam that game files seems corrupt or missing
|
|
uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ); // return installed depots in mount order
|
|
|
|
// returns current app install folder for AppID, returns folder name length
|
|
uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize );
|
|
bool BIsAppInstalled( AppId_t appID ); // returns true if that app is installed (not necessarily owned)
|
|
|
|
CSteamID GetAppOwner(); // 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/<appid>//?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.
|
|
const char *GetLaunchQueryParam( const char *pchKey );
|
|
|
|
// get download progress for optional DLC
|
|
bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal );
|
|
|
|
// return the buildid of this app, may change at any time based on backend updates to the game
|
|
int GetAppBuildId();
|
|
|
|
// Request all proof of purchase keys for the calling appid and asociated DLC.
|
|
// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
|
|
// appropriate appid values, ending with a final callback where the m_nAppId
|
|
// member is k_uAppIdInvalid (zero).
|
|
void RequestAllProofOfPurchaseKeys();
|
|
|
|
STEAM_CALL_RESULT( FileDetailsResult_t )
|
|
SteamAPICall_t GetFileDetails( const char* pszFileName );
|
|
|
|
// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
|
|
// This method of passing a connect string (used when joining via rich presence, accepting an
|
|
// invite, etc) is preferable to passing the connect string on the operating system command
|
|
// line, which is a security risk. In order for rich presence joins to go through this
|
|
// path and not be placed on the OS command line, you must set a value in your app's
|
|
// configuration on Steam. Ask Valve for help with this.
|
|
//
|
|
// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
|
|
int GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine );
|
|
|
|
// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
|
|
bool BIsSubscribedFromFamilySharing();
|
|
};
|