#include "base.h" class Steam_Apps : public ISteamApps001, public ISteamApps002, public ISteamApps003, public ISteamApps004, public ISteamApps005, public ISteamApps006, public ISteamApps007, public ISteamApps { Settings *settings; class SteamCallResults *callback_results; public: Steam_Apps(Settings *settings, class SteamCallResults *callback_results); // returns 0 if the key does not exist // this may be true on first call, since the app data may not be cached locally yet // If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ); 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 uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ); // 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///?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////. // 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(); // check if game is a timed trial with limited playtime bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ); // set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions bool SetDlcContext( AppId_t nAppID ); };