mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
409 lines
15 KiB
C++
409 lines
15 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
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,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#include "base.h"
|
|
#include "local_storage.h"
|
|
#include "../overlay_experimental/steam_overlay.h"
|
|
|
|
static std::chrono::time_point<std::chrono::steady_clock> app_initialized_time = std::chrono::steady_clock::now();
|
|
|
|
|
|
class Steam_Utils :
|
|
public ISteamUtils002,
|
|
public ISteamUtils003,
|
|
public ISteamUtils004,
|
|
public ISteamUtils005,
|
|
public ISteamUtils006,
|
|
public ISteamUtils007,
|
|
public ISteamUtils008,
|
|
public ISteamUtils009,
|
|
public ISteamUtils
|
|
{
|
|
private:
|
|
Settings *settings;
|
|
class SteamCallResults *callback_results;
|
|
Steam_Overlay* overlay;
|
|
|
|
public:
|
|
Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay):
|
|
settings(settings),
|
|
callback_results(callback_results),
|
|
overlay(overlay)
|
|
{}
|
|
|
|
// return the number of seconds since the user
|
|
uint32 GetSecondsSinceAppActive()
|
|
{
|
|
PRINT_DEBUG("GetSecondsSinceAppActive\n");
|
|
return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::steady_clock::now() - app_initialized_time).count();
|
|
}
|
|
|
|
uint32 GetSecondsSinceComputerActive()
|
|
{
|
|
PRINT_DEBUG("GetSecondsSinceComputerActive\n");
|
|
return GetSecondsSinceAppActive() + 2000;
|
|
}
|
|
|
|
|
|
// the universe this client is connecting to
|
|
EUniverse GetConnectedUniverse()
|
|
{
|
|
PRINT_DEBUG("GetConnectedUniverse\n");
|
|
return k_EUniversePublic;
|
|
}
|
|
|
|
|
|
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
|
|
uint32 GetServerRealTime()
|
|
{
|
|
PRINT_DEBUG("GetServerRealTime\n");
|
|
uint32 server_time = std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count();
|
|
PRINT_DEBUG("Time %lu\n", 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)
|
|
// e.g "US" or "UK".
|
|
const char *GetIPCountry()
|
|
{
|
|
PRINT_DEBUG("GetIPCountry\n");
|
|
return "US";
|
|
}
|
|
|
|
// returns true if the image exists, and valid sizes were filled out
|
|
bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight )
|
|
{
|
|
PRINT_DEBUG("GetImageSize %i\n", iImage);
|
|
if (!iImage || !pnWidth || !pnHeight) return false;
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto image = settings->images.find(iImage);
|
|
if (image == settings->images.end()) return false;
|
|
|
|
*pnWidth = image->second.width;
|
|
*pnHeight = image->second.height;
|
|
return true;
|
|
}
|
|
|
|
// returns true if the image exists, and the buffer was successfully filled out
|
|
// results are returned in RGBA format
|
|
// the destination buffer size should be 4 * height * width * sizeof(char)
|
|
bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize )
|
|
{
|
|
PRINT_DEBUG("GetImageRGBA %i\n", iImage);
|
|
if (!iImage || !pubDest || !nDestBufferSize) return false;
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto image = settings->images.find(iImage);
|
|
if (image == settings->images.end()) return false;
|
|
|
|
unsigned size = image->second.data.size();
|
|
if (nDestBufferSize < size) size = nDestBufferSize;
|
|
image->second.data.copy((char *)pubDest, nDestBufferSize);
|
|
return true;
|
|
}
|
|
|
|
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
|
bool GetCSERIPPort( uint32 *unIP, uint16 *usPort )
|
|
{
|
|
PRINT_DEBUG("GetCSERIPPort\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
|
uint8 GetCurrentBatteryPower()
|
|
{
|
|
PRINT_DEBUG("GetCurrentBatteryPower\n");
|
|
return 255;
|
|
}
|
|
|
|
|
|
// returns the appID of the current process
|
|
uint32 GetAppID()
|
|
{
|
|
PRINT_DEBUG("GetAppID\n");
|
|
return settings->get_local_game_id().AppID();
|
|
}
|
|
|
|
|
|
// 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.
|
|
void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition )
|
|
{
|
|
PRINT_DEBUG("SetOverlayNotificationPosition\n");
|
|
overlay->SetNotificationPosition(eNotificationPosition);
|
|
}
|
|
|
|
|
|
// API asynchronous call results
|
|
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
|
|
bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed )
|
|
{
|
|
PRINT_DEBUG("IsAPICallCompleted: %llu\n", hSteamAPICall);
|
|
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;
|
|
return true;
|
|
}
|
|
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (!callback_results->exists(hSteamAPICall)) return false;
|
|
if (pbFailed) *pbFailed = false;
|
|
return true; //all api calls "complete" right away
|
|
}
|
|
|
|
ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall )
|
|
{
|
|
PRINT_DEBUG("GetAPICallFailureReason\n");
|
|
return k_ESteamAPICallFailureNone;
|
|
}
|
|
|
|
bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
|
|
{
|
|
PRINT_DEBUG("GetAPICallResult %llu %i %i\n", hSteamAPICall, cubCallback, iCallbackExpected);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) {
|
|
*pbFailed = false;
|
|
PRINT_DEBUG("GetAPICallResult Succeeded\n");
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
|
|
STEAM_PRIVATE_API( void RunFrame()
|
|
{
|
|
PRINT_DEBUG("Steam_Utils::RunFrame\n");
|
|
}
|
|
)
|
|
|
|
// 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
|
|
// 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.
|
|
uint32 GetIPCCallCount()
|
|
{
|
|
PRINT_DEBUG("GetIPCCallCount\n");
|
|
static int i = 0;
|
|
i += 123;
|
|
return i; //TODO
|
|
}
|
|
|
|
|
|
// API warning handling
|
|
// 'int' is the severity; 0 for msg, 1 for warning
|
|
// 'const char *' is the text of the message
|
|
// callbacks will occur directly after the API function is called that generated the warning or message
|
|
void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction )
|
|
{
|
|
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
|
|
// start & hook the game process, so this function will initially return false while the overlay is loading.
|
|
bool IsOverlayEnabled()
|
|
{
|
|
PRINT_DEBUG("IsOverlayEnabled\n");
|
|
return overlay->Ready();
|
|
}
|
|
|
|
|
|
// 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.
|
|
bool BOverlayNeedsPresent()
|
|
{
|
|
PRINT_DEBUG("BOverlayNeedsPresent\n");
|
|
return overlay->NeedPresent();
|
|
}
|
|
|
|
|
|
// 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.
|
|
STEAM_CALL_RESULT( CheckFileSignature_t )
|
|
SteamAPICall_t CheckFileSignature( const char *szFileName )
|
|
{
|
|
PRINT_DEBUG("CheckFileSignature\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
CheckFileSignature_t data;
|
|
data.m_eCheckFileSignature = k_ECheckFileSignatureValidSignature;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
|
|
// Activates the Big Picture text input dialog which only supports gamepad input
|
|
bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText )
|
|
{
|
|
PRINT_DEBUG("ShowGamepadTextInput\n");
|
|
return false;
|
|
}
|
|
|
|
bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax )
|
|
{
|
|
PRINT_DEBUG("ShowGamepadTextInput old\n");
|
|
return ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, NULL);
|
|
}
|
|
|
|
// Returns previously entered text & length
|
|
uint32 GetEnteredGamepadTextLength()
|
|
{
|
|
PRINT_DEBUG("GetEnteredGamepadTextLength\n");
|
|
return 0;
|
|
}
|
|
|
|
bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText )
|
|
{
|
|
PRINT_DEBUG("GetEnteredGamepadTextInput\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
|
|
const char *GetSteamUILanguage()
|
|
{
|
|
PRINT_DEBUG("GetSteamUILanguage\n");
|
|
return settings->get_language();
|
|
}
|
|
|
|
|
|
// returns true if Steam itself is running in VR mode
|
|
bool IsSteamRunningInVR()
|
|
{
|
|
PRINT_DEBUG("IsSteamRunningInVR\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
|
|
void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset )
|
|
{
|
|
PRINT_DEBUG("SetOverlayNotificationInset\n");
|
|
overlay->SetNotificationInset(nHorizontalInset, nVerticalInset);
|
|
}
|
|
|
|
|
|
// 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,
|
|
// a game can be added as a non-steam game to the developers library to test this feature
|
|
bool IsSteamInBigPictureMode()
|
|
{
|
|
PRINT_DEBUG("IsSteamInBigPictureMode\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// ask SteamUI to create and render its OpenVR dashboard
|
|
void StartVRDashboard()
|
|
{
|
|
PRINT_DEBUG("StartVRDashboard\n");
|
|
}
|
|
|
|
|
|
// Returns true if the HMD content will be streamed via Steam In-Home Streaming
|
|
bool IsVRHeadsetStreamingEnabled()
|
|
{
|
|
PRINT_DEBUG("IsVRHeadsetStreamingEnabled\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// 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 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.
|
|
// (this is useful for games that have asymmetric multiplayer gameplay)
|
|
void SetVRHeadsetStreamingEnabled( bool bEnabled )
|
|
{
|
|
PRINT_DEBUG("SetVRHeadsetStreamingEnabled\n");
|
|
}
|
|
|
|
// Returns whether this steam client is a Steam China specific client, vs the global client.
|
|
bool IsSteamChinaLauncher()
|
|
{
|
|
PRINT_DEBUG("IsSteamChinaLauncher\n");
|
|
return false;
|
|
}
|
|
|
|
// Initializes text filtering.
|
|
// Returns false if filtering is unavailable for the language the user is currently running in.
|
|
bool InitFilterText()
|
|
{
|
|
PRINT_DEBUG("InitFilterText old\n");
|
|
return false;
|
|
}
|
|
|
|
// Initializes text filtering.
|
|
// 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.
|
|
bool InitFilterText( uint32 unFilterOptions )
|
|
{
|
|
PRINT_DEBUG("InitFilterText\n");
|
|
return false;
|
|
}
|
|
|
|
// 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.
|
|
int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly )
|
|
{
|
|
PRINT_DEBUG("FilterText old\n");
|
|
return 0;
|
|
}
|
|
|
|
// 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
|
|
// 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
|
|
// 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
|
|
// Returns the number of characters (not bytes) filtered
|
|
int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText )
|
|
{
|
|
PRINT_DEBUG("FilterText\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// 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.
|
|
ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol )
|
|
{
|
|
PRINT_DEBUG("GetIPv6ConnectivityState\n");
|
|
return k_ESteamIPv6ConnectivityState_Unknown;
|
|
}
|
|
|
|
};
|