2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 * All trademarks are property of their respective owners
10 #include "vg/vg_steam.h"
11 #include "vg/vg_steam_utils.h"
12 #include "vg/vg_steam_networking.h"
13 #include "vg/vg_steam_auth.h"
14 #include "vg/vg_steam_http.h"
15 #include "vg/vg_steam_friends.h"
16 #include "vg/vg_steam_user_stats.h"
19 * We only want to use steamworks if building for the networked version,
20 * theres not much point otherwise. We mainly want steamworks for setting
21 * achievements etc.. so that includes our own server too.
23 * This file also wraps the functions and interfaces that we want to use to
24 * make them a bit easier to read, since they are the flat API they have very
25 * long names. in non-networked builds they will return default errors or do
29 VG_STATIC
char steam_username_at_startup
[128];
31 VG_STATIC
void recv_steam_warning( int severity
, const char *msg
)
34 vg_low( "%s\n", msg
);
36 vg_info( "%s\n", msg
);
39 VG_STATIC
int steam_ready
= 0,
40 steam_stats_ready
= 0;
42 VG_STATIC
void *hSteamNetworkingSockets
,
45 VG_STATIC ISteamUserStats
*hSteamUserStats
;
46 VG_STATIC HSteamPipe hSteamClientPipe
;
48 VG_STATIC
const char *steam_achievement_names
[] =
51 "ROUTE_MPY", "ROUTE_MPG", "ROUTE_MPB", "ROUTE_MPR",
52 "ROUTE_TO", "ROUTE_TC"
55 VG_STATIC
void steam_store_achievements(void)
57 if( steam_ready
&& steam_stats_ready
){
58 SteamAPI_ISteamUserStats_StoreStats( hSteamUserStats
);
62 VG_STATIC
void steam_set_achievement( const char *name
)
64 if( steam_ready
&& steam_stats_ready
){
65 if( SteamAPI_ISteamUserStats_SetAchievement( hSteamUserStats
, name
) ){
66 vg_success( "Achievement set! '%s'\n", name
);
69 vg_warn( "Failed to set achievement: %s\n", name
);
73 vg_warn( "Failed to set achievement (steam not ready): %s\n", name
);
77 VG_STATIC
void steam_clear_achievement( const char *name
)
79 if( steam_ready
&& steam_stats_ready
){
80 if( SteamAPI_ISteamUserStats_ClearAchievement( hSteamUserStats
, name
) ){
81 vg_info( "Achievement cleared: '%s'\n", name
);
84 vg_warn( "Failed to clear achievement: %s\n", name
);
88 vg_warn( "Failed to clear achievement (steam not ready): %s\n", name
);
93 VG_STATIC
int steam_list_achievements( int argc
, char const *argv
[] )
95 vg_info( "Achievements: \n" );
97 if( steam_ready
&& steam_stats_ready
){
98 for( int i
=0; i
<vg_list_size(steam_achievement_names
); i
++ ){
100 const char *name
= steam_achievement_names
[i
];
102 if( SteamAPI_ISteamUserStats_GetAchievement(
103 hSteamUserStats
, name
, &set
) )
105 vg_info( " %s %s\n", (set
? "[YES]": "[ ]"), name
);
108 vg_warn( " Error while fetching achievement status '%s'\n", name
);
113 vg_warn( " Steam is not initialized, no results\n" );
119 VG_STATIC
int steam_clear_all_achievements( int argc
, char const *argv
[] )
121 if( steam_ready
&& steam_stats_ready
){
122 for( int i
=0; i
<vg_list_size(steam_achievement_names
); i
++ ){
123 steam_clear_achievement( steam_achievement_names
[i
] );
126 steam_store_achievements();
129 vg_warn( "steam is not initialized, cannot clear\n" );
135 VG_STATIC
int steam_set_achievemnt_test( int argc
, char const *argv
[] )
140 if( strcmp( argv
[0], "monkey_island" ) )
143 steam_set_achievement( argv
[1] );
144 steam_store_achievements();
149 VG_STATIC
void steam_on_recieve_current_stats( CallbackMsg_t
*msg
)
151 UserStatsReceived_t
*rec
= (UserStatsReceived_t
*)msg
->m_pubParam
;
153 if( rec
->m_eResult
== k_EResultOK
){
154 vg_info( "Recieved stats for: %lu (user: %lu)\n", rec
->m_nGameID
,
155 rec
->m_steamIDUser
);
156 steam_stats_ready
= 1;
159 vg_error( "Error recieveing stats for user (%u)\n", rec
->m_eResult
);
163 VG_STATIC ISteamInput
*steam_hInput
;
165 VG_STATIC u32
utf8_byte0_byte_count( u8 char0
)
167 for( u32 k
=2; k
<4; k
++ ){
168 if( !(char0
& (0x80 >> k
)) )
175 VG_STATIC
void str_utf8_collapse( const char *str
, char *buf
, u32 length
)
177 u8
*ustr
= (u8
*)str
;
178 u32 utf32_code
= 0x00000000;
179 u32 i
=0, j
=0, utf32_byte_ct
=0;
182 if( ustr
[i
] == 0x00 )
185 if( ustr
[i
] & 0x80 ){
188 utf32_code
|= (ustr
[i
] & 0x3F) << (utf32_byte_ct
*6);
190 if( !utf32_byte_ct
){
192 size_t chars
= anyascii( utf32_code
, &match
);
194 for( u32 k
=0; k
<VG_MIN(chars
, length
-1-j
); k
++ ){
195 buf
[ j
++ ] = (u8
)match
[k
];
200 utf32_byte_ct
= utf8_byte0_byte_count( ustr
[i
] )-1;
201 utf32_code
= ustr
[i
] & (0x3F >> utf32_byte_ct
);
202 utf32_code
<<= utf32_byte_ct
*6;
206 utf32_byte_ct
= 0x00;
216 VG_STATIC
int steam_init(void)
218 const char *username
= NULL
;
221 vg_info( "Initializing steamworks\n" );
223 if( !SteamAPI_Init() ){
225 vg_error( "Steamworks failed to initialize\n" );
231 SteamAPI_ManualDispatch_Init();
233 /* Connect interfaces */
234 hSteamClientPipe
= SteamAPI_GetHSteamPipe();
235 hSteamNetworkingSockets
= SteamAPI_SteamNetworkingSockets_SteamAPI();
236 hSteamUser
= SteamAPI_SteamUser();
238 ISteamUtils
*utils
= SteamAPI_SteamUtils();
239 SteamAPI_ISteamUtils_SetWarningMessageHook( utils
, recv_steam_warning
);
242 vg_success( "\nSteamworks API running\n" );
244 ISteamFriends
*hSteamFriends
= SteamAPI_SteamFriends();
245 username
= SteamAPI_ISteamFriends_GetPersonaName( hSteamFriends
);
249 * --------------------------------------------------------
251 hSteamUserStats
= SteamAPI_SteamUserStats();
253 steam_register_callback( k_iUserStatsReceived
,
254 steam_on_recieve_current_stats
);
256 if( !SteamAPI_ISteamUserStats_RequestCurrentStats( hSteamUserStats
) )
257 vg_warn( "No Steam Logon: Cannot request stats\n" );
260 vg_function_push( (struct vg_cmd
)
263 .function
= steam_list_achievements
266 vg_function_push( (struct vg_cmd
)
268 .name
= "ach_clear_all",
269 .function
= steam_clear_all_achievements
272 vg_function_push( (struct vg_cmd
)
275 .function
= steam_set_achievemnt_test
278 steam_hInput
= SteamAPI_SteamInput();
279 SteamAPI_ISteamInput_Init( steam_hInput
, 0 );
280 SteamAPI_ISteamInput_RunFrame( steam_hInput
, 0 );
284 /* TODO: On username update callback */
285 str_utf8_collapse( username
, steam_username_at_startup
,
286 vg_list_size(steam_username_at_startup
) );
291 VG_STATIC
void steam_update(void)
294 steamworks_event_loop( hSteamClientPipe
);
297 * We can probably request this from SDL too
300 SteamAPI_ISteamInput_RunFrame( steam_hInput
, 0 );
302 InputHandle_t joy0
= SteamAPI_ISteamInput_GetControllerForGamepadIndex(
305 vg_input
.controller_should_use_trackpad_look
= 0;
307 ESteamInputType type
= SteamAPI_ISteamInput_GetInputTypeForHandle(
308 steam_hInput
, joy0
);
310 if( type
== k_ESteamInputType_SteamController
){
311 vg_input
.controller_should_use_trackpad_look
= 1;
312 menu_display_controller
= k_menu_controller_type_steam
;
314 else if( type
== k_ESteamInputType_SteamDeckController
){
315 menu_display_controller
= k_menu_controller_type_steam_deck
;
317 else if( type
== k_ESteamInputType_PS3Controller
||
318 type
== k_ESteamInputType_PS4Controller
||
319 type
== k_ESteamInputType_PS5Controller
)
321 menu_display_controller
= k_menu_controller_type_playstation
;
323 else if( type
== k_ESteamInputType_XBox360Controller
||
324 type
== k_ESteamInputType_XBoxOneController
)
326 menu_display_controller
= k_menu_controller_type_xbox
;
329 /* currently unsupported controller */
330 menu_display_controller
= k_menu_controller_type_xbox
;
334 menu_display_controller
= k_menu_controller_type_keyboard
;
339 VG_STATIC
void steam_end(void)
342 vg_info( "Shutting down\n..." );