Kerbal Space Program
1.12.4
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Static Public Member Functions | |
static bool | BOverlayNeedsPresent () |
static SteamAPICall_t | CheckFileSignature (string szFileName) |
static ESteamAPICallFailure | GetAPICallFailureReason (SteamAPICall_t hSteamAPICall) |
static bool | GetAPICallResult (SteamAPICall_t hSteamAPICall, IntPtr pCallback, int cubCallback, int iCallbackExpected, out bool pbFailed) |
static AppId_t | GetAppID () |
static EUniverse | GetConnectedUniverse () |
static bool | GetCSERIPPort (out uint unIP, out ushort usPort) |
static byte | GetCurrentBatteryPower () |
static bool | GetEnteredGamepadTextInput (out string pchText, uint cchText) |
static uint | GetEnteredGamepadTextLength () |
static bool | GetImageRGBA (int iImage, byte[] pubDest, int nDestBufferSize) |
static bool | GetImageSize (int iImage, out uint pnWidth, out uint pnHeight) |
static uint | GetIPCCallCount () |
static string | GetIPCountry () |
static uint | GetSecondsSinceAppActive () |
static uint | GetSecondsSinceComputerActive () |
static uint | GetServerRealTime () |
static string | GetSteamUILanguage () |
static bool | IsAPICallCompleted (SteamAPICall_t hSteamAPICall, out bool pbFailed) |
static bool | IsOverlayEnabled () |
static bool | IsSteamInBigPictureMode () |
static bool | IsSteamRunningInVR () |
static bool | IsVRHeadsetStreamingEnabled () |
static void | SetOverlayNotificationInset (int nHorizontalInset, int nVerticalInset) |
static void | SetOverlayNotificationPosition (ENotificationPosition eNotificationPosition) |
static void | SetVRHeadsetStreamingEnabled (bool bEnabled) |
static void | SetWarningMessageHook (SteamAPIWarningMessageHook_t pFunction) |
static bool | ShowGamepadTextInput (EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, string pchDescription, uint unCharMax, string pchExistingText) |
static void | StartVRDashboard () |
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inlinestatic |
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.
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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.
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returns the appID of the current process
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the universe this client is connecting to
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returns the IP of the reporting server for valve - currently only used in Source engine games
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return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
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Returns previously entered text & length
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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)
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returns true if the image exists, and valid sizes were filled out
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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.
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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".
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return the number of seconds since the user
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Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
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returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
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API asynchronous call results
can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
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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.
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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
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returns true if Steam itself is running in VR mode
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Returns true if the HMD content will be streamed via Steam In-Home Streaming
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Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
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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.
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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)
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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
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Activates the Big Picture text input dialog which only supports gamepad input
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ask SteamUI to create and render its OpenVR dashboard