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
// 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.
boolIsOverlayEnabled()
{
PRINT_DEBUG("IsOverlayEnabled\n");
//TODO
returnfalse;
}
// 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.
boolBOverlayNeedsPresent()
{
PRINT_DEBUG("BOverlayNeedsPresent\n");
returnfalse;
}
// 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.
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
constchar*GetSteamUILanguage()
{
PRINT_DEBUG("GetSteamUILanguage\n");
returnsettings->get_language();
}
// returns true if Steam itself is running in VR mode
boolIsSteamRunningInVR()
{
PRINT_DEBUG("IsSteamRunningInVR\n");
returnfalse;
}
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
// Returns whether this steam client is a Steam China specific client, vs the global client.
boolIsSteamChinaLauncher()
{
PRINT_DEBUG("IsSteamChinaLauncher\n");
returnfalse;
}
// Initializes text filtering.
// Returns false if filtering is unavailable for the language the user is currently running in.
boolInitFilterText()
{
PRINT_DEBUG("InitFilterText\n");
returnfalse;
}
// 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.