refactor line ending + error string
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parent
70a7e520ef
commit
3cedf8dbe3
10
dll/dll.cpp
10
dll/dll.cpp
@ -286,9 +286,8 @@ STEAMAPI_API ESteamAPIInitResult S_CALLTYPE SteamInternal_SteamAPI_Init( const c
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}
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if (pOutErrMsg) {
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memcpy(*pOutErrMsg, "SteamInitEx failed", 18);
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(*pOutErrMsg)[18] = 0;
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(*pOutErrMsg)[19] = 0;
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constexpr const static char err[] = "SteamInitEx failed";
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memcpy(*pOutErrMsg, err, sizeof(err));
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}
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return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric;
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}
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@ -301,9 +300,8 @@ STEAMAPI_API ESteamAPIInitResult S_CALLTYPE SteamAPI_InitFlat( SteamErrMsg *pOut
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}
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if (pOutErrMsg) {
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memcpy(*pOutErrMsg, "SteamInitEx failed", 18);
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(*pOutErrMsg)[18] = 0;
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(*pOutErrMsg)[19] = 0;
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constexpr const static char err[] = "SteamAPI_InitFlat failed";
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memcpy(*pOutErrMsg, err, sizeof(err));
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}
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return ESteamAPIInitResult::k_ESteamAPIInitResult_FailedGeneric;
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}
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@ -434,7 +434,7 @@ ESteamIPv6ConnectivityState Steam_Utils::GetIPv6ConnectivityState( ESteamIPv6Con
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// returns true if currently running on the Steam Deck device
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bool Steam_Utils::IsSteamRunningOnSteamDeck()
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{
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PRINT_DEBUG("Steam_Utils::%s %i\n", __FUNCTION__, (int)settings->steam_deck);
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PRINT_DEBUG("Steam_Utils::IsSteamRunningOnSteamDeck %i\n", (int)settings->steam_deck);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->steam_deck;
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}
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@ -443,7 +443,7 @@ bool Steam_Utils::IsSteamRunningOnSteamDeck()
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// 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
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bool Steam_Utils::ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight )
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{
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PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__);
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PRINT_DEBUG("Steam_Utils::ShowFloatingGamepadTextInput\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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@ -451,20 +451,20 @@ bool Steam_Utils::ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eK
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// 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
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void Steam_Utils::SetGameLauncherMode( bool bLauncherMode )
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{
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PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__);
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PRINT_DEBUG("Steam_Utils::SetGameLauncherMode\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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bool Steam_Utils::DismissFloatingGamepadTextInput()
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{
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PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__);
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PRINT_DEBUG("Steam_Utils::DismissFloatingGamepadTextInput\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return true;
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}
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bool Steam_Utils::DismissGamepadTextInput()
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{
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PRINT_DEBUG("Steam_Utils::%s\n", __FUNCTION__);
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PRINT_DEBUG("Steam_Utils::DismissGamepadTextInput\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return true;
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}
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