refactor line ending + error string

This commit is contained in:
otavepto 2024-04-02 02:48:57 +02:00
parent 70a7e520ef
commit 3cedf8dbe3
2 changed files with 474 additions and 476 deletions

View File

@ -286,9 +286,8 @@ STEAMAPI_API ESteamAPIInitResult S_CALLTYPE SteamInternal_SteamAPI_Init( const c
} }
if (pOutErrMsg) { if (pOutErrMsg) {
memcpy(*pOutErrMsg, "SteamInitEx failed", 18); constexpr const static char err[] = "SteamInitEx failed";
(*pOutErrMsg)[18] = 0; memcpy(*pOutErrMsg, err, sizeof(err));
(*pOutErrMsg)[19] = 0;
} }
return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric; return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric;
} }
@ -301,9 +300,8 @@ STEAMAPI_API ESteamAPIInitResult S_CALLTYPE SteamAPI_InitFlat( SteamErrMsg *pOut
} }
if (pOutErrMsg) { if (pOutErrMsg) {
memcpy(*pOutErrMsg, "SteamInitEx failed", 18); constexpr const static char err[] = "SteamAPI_InitFlat failed";
(*pOutErrMsg)[18] = 0; memcpy(*pOutErrMsg, err, sizeof(err));
(*pOutErrMsg)[19] = 0;
} }
return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric; return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric;
} }

View File

@ -1,470 +1,470 @@
/* Copyright (C) 2019 Mr Goldberg /* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version. 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, The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details. Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */ <http://www.gnu.org/licenses/>. */
#include "dll/dll.h" #include "dll/dll.h"
#include "dll/steam_utils.h" #include "dll/steam_utils.h"
Steam_Utils::Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay): Steam_Utils::Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay):
settings(settings), settings(settings),
callback_results(callback_results), callback_results(callback_results),
overlay(overlay) overlay(overlay)
{ {
} }
// return the number of seconds since the user // return the number of seconds since the user
uint32 Steam_Utils::GetSecondsSinceAppActive() uint32 Steam_Utils::GetSecondsSinceAppActive()
{ {
PRINT_DEBUG("Steam_Utils::GetSecondsSinceAppActive\n"); PRINT_DEBUG("Steam_Utils::GetSecondsSinceAppActive\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now() - startup_time).count(); return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now() - startup_time).count();
} }
uint32 Steam_Utils::GetSecondsSinceComputerActive() uint32 Steam_Utils::GetSecondsSinceComputerActive()
{ {
PRINT_DEBUG("Steam_Utils::GetSecondsSinceComputerActive\n"); PRINT_DEBUG("Steam_Utils::GetSecondsSinceComputerActive\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return GetSecondsSinceAppActive() + 2000; return GetSecondsSinceAppActive() + 2000;
} }
// the universe this client is connecting to // the universe this client is connecting to
EUniverse Steam_Utils::GetConnectedUniverse() EUniverse Steam_Utils::GetConnectedUniverse()
{ {
PRINT_DEBUG("Steam_Utils::GetConnectedUniverse\n"); PRINT_DEBUG("Steam_Utils::GetConnectedUniverse\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EUniversePublic; return k_EUniversePublic;
} }
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time) // Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
uint32 Steam_Utils::GetServerRealTime() uint32 Steam_Utils::GetServerRealTime()
{ {
PRINT_DEBUG("Steam_Utils::GetServerRealTime\n"); PRINT_DEBUG("Steam_Utils::GetServerRealTime\n");
uint32 server_time = std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count(); uint32 server_time = std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count();
PRINT_DEBUG("Steam_Utils::GetServerRealTime Time %u\n", server_time); PRINT_DEBUG("Steam_Utils::GetServerRealTime Time %u\n", server_time);
return 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) // 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". // e.g "US" or "UK".
const char* Steam_Utils::GetIPCountry() const char* Steam_Utils::GetIPCountry()
{ {
PRINT_DEBUG("Steam_Utils::GetIPCountry\n"); PRINT_DEBUG("Steam_Utils::GetIPCountry\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->ip_country.c_str(); return settings->ip_country.c_str();
} }
// returns true if the image exists, and valid sizes were filled out // returns true if the image exists, and valid sizes were filled out
bool Steam_Utils::GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) bool Steam_Utils::GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight )
{ {
PRINT_DEBUG("Steam_Utils::GetImageSize %i\n", iImage); PRINT_DEBUG("Steam_Utils::GetImageSize %i\n", iImage);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!iImage || !pnWidth || !pnHeight) return false; if (!iImage || !pnWidth || !pnHeight) return false;
auto image = settings->images.find(iImage); auto image = settings->images.find(iImage);
if (image == settings->images.end()) return false; if (image == settings->images.end()) return false;
*pnWidth = image->second.width; *pnWidth = image->second.width;
*pnHeight = image->second.height; *pnHeight = image->second.height;
return true; return true;
} }
// returns true if the image exists, and the buffer was successfully filled out // returns true if the image exists, and the buffer was successfully filled out
// results are returned in RGBA format // results are returned in RGBA format
// the destination buffer size should be 4 * height * width * sizeof(char) // the destination buffer size should be 4 * height * width * sizeof(char)
bool Steam_Utils::GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) bool Steam_Utils::GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize )
{ {
PRINT_DEBUG("Steam_Utils::GetImageRGBA %i\n", iImage); PRINT_DEBUG("Steam_Utils::GetImageRGBA %i\n", iImage);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!iImage || !pubDest || !nDestBufferSize) return false; if (!iImage || !pubDest || !nDestBufferSize) return false;
auto image = settings->images.find(iImage); auto image = settings->images.find(iImage);
if (image == settings->images.end()) return false; if (image == settings->images.end()) return false;
unsigned size = image->second.data.size(); unsigned size = image->second.data.size();
if (nDestBufferSize < size) size = nDestBufferSize; if (nDestBufferSize < size) size = nDestBufferSize;
image->second.data.copy((char *)pubDest, nDestBufferSize); image->second.data.copy((char *)pubDest, nDestBufferSize);
return true; return true;
} }
// returns the IP of the reporting server for valve - currently only used in Source engine games // returns the IP of the reporting server for valve - currently only used in Source engine games
bool Steam_Utils::GetCSERIPPort( uint32 *unIP, uint16 *usPort ) bool Steam_Utils::GetCSERIPPort( uint32 *unIP, uint16 *usPort )
{ {
PRINT_DEBUG("Steam_Utils::GetCSERIPPort\n"); PRINT_DEBUG("Steam_Utils::GetCSERIPPort\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
uint8 Steam_Utils::GetCurrentBatteryPower() uint8 Steam_Utils::GetCurrentBatteryPower()
{ {
PRINT_DEBUG("Steam_Utils::GetCurrentBatteryPower\n"); PRINT_DEBUG("Steam_Utils::GetCurrentBatteryPower\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return 255; return 255;
} }
// returns the appID of the current process // returns the appID of the current process
uint32 Steam_Utils::GetAppID() uint32 Steam_Utils::GetAppID()
{ {
PRINT_DEBUG("Steam_Utils::GetAppID\n"); PRINT_DEBUG("Steam_Utils::GetAppID\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->get_local_game_id().AppID(); return settings->get_local_game_id().AppID();
} }
// Sets the position where the overlay instance for the currently calling game should show notifications. // 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. // This position is per-game and if this function is called from outside of a game context it will do nothing.
void Steam_Utils::SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) void Steam_Utils::SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition )
{ {
PRINT_DEBUG("Steam_Utils::SetOverlayNotificationPosition\n"); PRINT_DEBUG("Steam_Utils::SetOverlayNotificationPosition\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
overlay->SetNotificationPosition(eNotificationPosition); overlay->SetNotificationPosition(eNotificationPosition);
} }
// API asynchronous call results // API asynchronous call results
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h) // can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
bool Steam_Utils::IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) bool Steam_Utils::IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed )
{ {
PRINT_DEBUG("Steam_Utils::IsAPICallCompleted %llu\n", hSteamAPICall); PRINT_DEBUG("Steam_Utils::IsAPICallCompleted %llu\n", hSteamAPICall);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pbFailed) *pbFailed = false; if (pbFailed) *pbFailed = false;
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 (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; if (pbFailed) *pbFailed = true;
return true; return true;
} }
if (!callback_results->exists(hSteamAPICall)) return false; if (!callback_results->exists(hSteamAPICall)) return false;
return true; //all api calls "complete" right away return true; //all api calls "complete" right away
} }
ESteamAPICallFailure Steam_Utils::GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) ESteamAPICallFailure Steam_Utils::GetAPICallFailureReason( SteamAPICall_t hSteamAPICall )
{ {
PRINT_DEBUG("Steam_Utils::GetAPICallFailureReason\n"); PRINT_DEBUG("Steam_Utils::GetAPICallFailureReason\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_ESteamAPICallFailureNone; return k_ESteamAPICallFailureNone;
} }
bool Steam_Utils::GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) bool Steam_Utils::GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
{ {
PRINT_DEBUG("Steam_Utils::GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed); PRINT_DEBUG("Steam_Utils::GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) { if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) {
if (pbFailed) *pbFailed = false; if (pbFailed) *pbFailed = false;
PRINT_DEBUG("Steam_Utils::GetAPICallResult Succeeded\n"); PRINT_DEBUG("Steam_Utils::GetAPICallResult Succeeded\n");
return true; return true;
} else { } else {
return false; return false;
} }
} }
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function. // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
STEAM_PRIVATE_API( STEAM_PRIVATE_API(
void Steam_Utils::RunFrame() void Steam_Utils::RunFrame()
{ {
PRINT_DEBUG("Steam_Utils::RunFrame\n"); PRINT_DEBUG("Steam_Utils::RunFrame\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
// Steam_Client *client = get_steam_client(); // Steam_Client *client = get_steam_client();
// client ->RunCallbacks(true, false, false); // client ->RunCallbacks(true, false, false);
} }
) )
// returns the number of IPC calls made since the last time this function was called // 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 // 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 // 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. // control how often you do them.
uint32 Steam_Utils::GetIPCCallCount() uint32 Steam_Utils::GetIPCCallCount()
{ {
PRINT_DEBUG("TODO Steam_Utils::GetIPCCallCount\n"); PRINT_DEBUG("TODO Steam_Utils::GetIPCCallCount\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
static int i = 0; static int i = 0;
i += 123; i += 123;
return i; //TODO return i; //TODO
} }
// API warning handling // API warning handling
// 'int' is the severity; 0 for msg, 1 for warning // 'int' is the severity; 0 for msg, 1 for warning
// 'const char *' is the text of the message // 'const char *' is the text of the message
// callbacks will occur directly after the API function is called that generated the warning or message // callbacks will occur directly after the API function is called that generated the warning or message
void Steam_Utils::SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) void Steam_Utils::SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction )
{ {
PRINT_DEBUG("Steam_Utils::SetWarningMessageHook\n"); 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 // 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. // start & hook the game process, so this function will initially return false while the overlay is loading.
bool Steam_Utils::IsOverlayEnabled() bool Steam_Utils::IsOverlayEnabled()
{ {
PRINT_DEBUG("Steam_Utils::IsOverlayEnabled\n"); PRINT_DEBUG("Steam_Utils::IsOverlayEnabled\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return overlay->Ready(); return overlay->Ready();
} }
// Normally this call is unneeded if your game has a constantly running frame loop that calls the // 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. // 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 // 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 // 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 // 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 // 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 // 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. // refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
bool Steam_Utils::BOverlayNeedsPresent() bool Steam_Utils::BOverlayNeedsPresent()
{ {
PRINT_DEBUG("Steam_Utils::BOverlayNeedsPresent\n"); PRINT_DEBUG("Steam_Utils::BOverlayNeedsPresent\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return overlay->NeedPresent(); return overlay->NeedPresent();
} }
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab // 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. // of the partner site, for example to refuse to load modified executable files.
// The result is returned in CheckFileSignature_t. // 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_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_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk. // 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_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. // k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
STEAM_CALL_RESULT( CheckFileSignature_t ) STEAM_CALL_RESULT( CheckFileSignature_t )
SteamAPICall_t Steam_Utils::CheckFileSignature( const char *szFileName ) SteamAPICall_t Steam_Utils::CheckFileSignature( const char *szFileName )
{ {
PRINT_DEBUG("Steam_Utils::CheckFileSignature '%s'\n", szFileName); PRINT_DEBUG("Steam_Utils::CheckFileSignature '%s'\n", szFileName);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
CheckFileSignature_t data; CheckFileSignature_t data;
data.m_eCheckFileSignature = k_ECheckFileSignatureValidSignature; data.m_eCheckFileSignature = k_ECheckFileSignatureValidSignature;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
} }
// Activates the Big Picture text input dialog which only supports gamepad input // Activates the Big Picture text input dialog which only supports gamepad input
bool Steam_Utils::ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) bool Steam_Utils::ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText )
{ {
PRINT_DEBUG("Steam_Utils::ShowGamepadTextInput\n"); PRINT_DEBUG("Steam_Utils::ShowGamepadTextInput\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
bool Steam_Utils::ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax ) bool Steam_Utils::ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax )
{ {
PRINT_DEBUG("ShowGamepadTextInput old\n"); PRINT_DEBUG("ShowGamepadTextInput old\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, NULL); return ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, NULL);
} }
// Returns previously entered text & length // Returns previously entered text & length
uint32 Steam_Utils::GetEnteredGamepadTextLength() uint32 Steam_Utils::GetEnteredGamepadTextLength()
{ {
PRINT_DEBUG("Steam_Utils::GetEnteredGamepadTextLength\n"); PRINT_DEBUG("Steam_Utils::GetEnteredGamepadTextLength\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return 0; return 0;
} }
bool Steam_Utils::GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) bool Steam_Utils::GetEnteredGamepadTextInput( char *pchText, uint32 cchText )
{ {
PRINT_DEBUG("Steam_Utils::GetEnteredGamepadTextInput\n"); PRINT_DEBUG("Steam_Utils::GetEnteredGamepadTextInput\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases // returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
const char* Steam_Utils::GetSteamUILanguage() const char* Steam_Utils::GetSteamUILanguage()
{ {
PRINT_DEBUG("Steam_Utils::GetSteamUILanguage\n"); PRINT_DEBUG("Steam_Utils::GetSteamUILanguage\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->get_language(); return settings->get_language();
} }
// returns true if Steam itself is running in VR mode // returns true if Steam itself is running in VR mode
bool Steam_Utils::IsSteamRunningInVR() bool Steam_Utils::IsSteamRunningInVR()
{ {
PRINT_DEBUG("Steam_Utils::IsSteamRunningInVR\n"); PRINT_DEBUG("Steam_Utils::IsSteamRunningInVR\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition. // Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
void Steam_Utils::SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) void Steam_Utils::SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset )
{ {
PRINT_DEBUG("Steam_Utils::SetOverlayNotificationInset\n"); PRINT_DEBUG("Steam_Utils::SetOverlayNotificationInset\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
overlay->SetNotificationInset(nHorizontalInset, nVerticalInset); overlay->SetNotificationInset(nHorizontalInset, nVerticalInset);
} }
// returns true if Steam & the Steam Overlay are running in Big Picture mode // 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, // 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 // a game can be added as a non-steam game to the developers library to test this feature
bool Steam_Utils::IsSteamInBigPictureMode() bool Steam_Utils::IsSteamInBigPictureMode()
{ {
PRINT_DEBUG("Steam_Utils::IsSteamInBigPictureMode\n"); PRINT_DEBUG("Steam_Utils::IsSteamInBigPictureMode\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// ask SteamUI to create and render its OpenVR dashboard // ask SteamUI to create and render its OpenVR dashboard
void Steam_Utils::StartVRDashboard() void Steam_Utils::StartVRDashboard()
{ {
PRINT_DEBUG("Steam_Utils::StartVRDashboard\n"); PRINT_DEBUG("Steam_Utils::StartVRDashboard\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
} }
// Returns true if the HMD content will be streamed via Steam In-Home Streaming // Returns true if the HMD content will be streamed via Steam In-Home Streaming
bool Steam_Utils::IsVRHeadsetStreamingEnabled() bool Steam_Utils::IsVRHeadsetStreamingEnabled()
{ {
PRINT_DEBUG("Steam_Utils::IsVRHeadsetStreamingEnabled\n"); PRINT_DEBUG("Steam_Utils::IsVRHeadsetStreamingEnabled\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// Set whether the HMD content will be streamed via Steam In-Home Streaming // 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 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. // 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. // 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) // (this is useful for games that have asymmetric multiplayer gameplay)
void Steam_Utils::SetVRHeadsetStreamingEnabled( bool bEnabled ) void Steam_Utils::SetVRHeadsetStreamingEnabled( bool bEnabled )
{ {
PRINT_DEBUG("Steam_Utils::SetVRHeadsetStreamingEnabled\n"); PRINT_DEBUG("Steam_Utils::SetVRHeadsetStreamingEnabled\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
} }
// Returns whether this steam client is a Steam China specific client, vs the global client. // Returns whether this steam client is a Steam China specific client, vs the global client.
bool Steam_Utils::IsSteamChinaLauncher() bool Steam_Utils::IsSteamChinaLauncher()
{ {
PRINT_DEBUG("Steam_Utils::IsSteamChinaLauncher\n"); PRINT_DEBUG("Steam_Utils::IsSteamChinaLauncher\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// Initializes text filtering. // Initializes text filtering.
// Returns false if filtering is unavailable for the language the user is currently running in. // Returns false if filtering is unavailable for the language the user is currently running in.
bool Steam_Utils::InitFilterText() bool Steam_Utils::InitFilterText()
{ {
PRINT_DEBUG("Steam_Utils::InitFilterText old\n"); PRINT_DEBUG("Steam_Utils::InitFilterText old\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// Initializes text filtering. // Initializes text filtering.
// unFilterOptions are reserved for future use and should be set to 0 // 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. // Returns false if filtering is unavailable for the language the user is currently running in.
bool Steam_Utils::InitFilterText( uint32 unFilterOptions ) bool Steam_Utils::InitFilterText( uint32 unFilterOptions )
{ {
PRINT_DEBUG("Steam_Utils::InitFilterText\n"); PRINT_DEBUG("Steam_Utils::InitFilterText\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; return false;
} }
// Filters the provided input message and places the filtered result into pchOutFilteredText. // 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 // pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 // 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 // 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. // Returns the number of characters (not bytes) filtered.
int Steam_Utils::FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) int Steam_Utils::FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly )
{ {
PRINT_DEBUG("Steam_Utils::FilterText old\n"); PRINT_DEBUG("Steam_Utils::FilterText old\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return FilterText(k_ETextFilteringContextUnknown, CSteamID(), pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText ); return FilterText(k_ETextFilteringContextUnknown, CSteamID(), pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText );
} }
// 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 // 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 // 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) // 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 // 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 // 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 // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
// Returns the number of characters (not bytes) filtered // Returns the number of characters (not bytes) filtered
int Steam_Utils::FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) int Steam_Utils::FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText )
{ {
PRINT_DEBUG("Steam_Utils::FilterText\n"); PRINT_DEBUG("Steam_Utils::FilterText\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!nByteSizeOutFilteredText) return 0; if (!nByteSizeOutFilteredText) return 0;
unsigned len = strlen(pchInputMessage); unsigned len = strlen(pchInputMessage);
if (!len) return 0; if (!len) return 0;
len += 1; len += 1;
if (len > nByteSizeOutFilteredText) len = nByteSizeOutFilteredText; if (len > nByteSizeOutFilteredText) len = nByteSizeOutFilteredText;
len -= 1; len -= 1;
memcpy(pchOutFilteredText, pchInputMessage, len); memcpy(pchOutFilteredText, pchInputMessage, len);
pchOutFilteredText[len] = 0; pchOutFilteredText[len] = 0;
return len; return len;
} }
// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. // 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. // This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
ESteamIPv6ConnectivityState Steam_Utils::GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) ESteamIPv6ConnectivityState Steam_Utils::GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol )
{ {
PRINT_DEBUG("Steam_Utils::GetIPv6ConnectivityState\n"); PRINT_DEBUG("Steam_Utils::GetIPv6ConnectivityState\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_ESteamIPv6ConnectivityState_Unknown; return k_ESteamIPv6ConnectivityState_Unknown;
} }
// returns true if currently running on the Steam Deck device // returns true if currently running on the Steam Deck device
bool Steam_Utils::IsSteamRunningOnSteamDeck() bool Steam_Utils::IsSteamRunningOnSteamDeck()
{ {
PRINT_DEBUG("Steam_Utils::%s %i\n", __FUNCTION__, (int)settings->steam_deck); PRINT_DEBUG("Steam_Utils::IsSteamRunningOnSteamDeck %i\n", (int)settings->steam_deck);
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->steam_deck; return settings->steam_deck;
} }
// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. // 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 // 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 Steam_Utils::ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) bool Steam_Utils::ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight )
{ {
PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__); PRINT_DEBUG("Steam_Utils::ShowFloatingGamepadTextInput\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false; 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 // 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 Steam_Utils::SetGameLauncherMode( bool bLauncherMode ) void Steam_Utils::SetGameLauncherMode( bool bLauncherMode )
{ {
PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__); PRINT_DEBUG("Steam_Utils::SetGameLauncherMode\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
} }
bool Steam_Utils::DismissFloatingGamepadTextInput() bool Steam_Utils::DismissFloatingGamepadTextInput()
{ {
PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__); PRINT_DEBUG("Steam_Utils::DismissFloatingGamepadTextInput\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return true; return true;
} }
bool Steam_Utils::DismissGamepadTextInput() bool Steam_Utils::DismissGamepadTextInput()
{ {
PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__); PRINT_DEBUG("Steam_Utils::DismissGamepadTextInput\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex); std::lock_guard<std::recursive_mutex> lock(global_mutex);
return true; return true;
} }