--- /dev/null
+#ifndef STEAM_H
+#define STEAM_H
+
+#include "vg/vg_steam.h"
+#include "vg/vg_steam_networking.h"
+#include "vg/vg_steam_auth.h"
+#include "vg/vg_steam_http.h"
+
+/*
+ * We only want to use steamworks if building for the networked version,
+ * theres not much point otherwise. We mainly want steamworks for setting
+ * achievements etc.. so that includes our own server too.
+ *
+ * This file also wraps the functions and interfaces that we want to use to
+ * make them a bit easier to read, since they are the flat API they have very
+ * long names. in non-networked builds they will return default errors or do
+ * nothing.
+ */
+
+static int steam_ready = 0;
+static void *hSteamNetworkingSockets,
+ *hSteamUser;
+
+static HSteamPipe hSteamClientPipe;
+
+static void steam_init(void)
+{
+#ifdef SR_NETWORKED
+ if( !SteamAPI_Init() )
+ {
+ vg_error( "Steamworks failed to initialize\n" );
+ return;
+ }
+ steam_ready = 1;
+
+ SteamAPI_ManualDispatch_Init();
+ vg_success( "Steamworks API running\n" );
+
+ /* Connect interfaces */
+ hSteamClientPipe = SteamAPI_GetHSteamPipe();
+ hSteamNetworkingSockets = SteamAPI_SteamNetworkingSockets_SteamAPI();
+ hSteamUser = SteamAPI_SteamUser();
+#endif
+}
+
+static void steam_update(void)
+{
+ if( steam_ready )
+ steamworks_event_loop( hSteamClientPipe );
+}
+
+static void steam_end(void)
+{
+ if( steam_ready )
+ {
+ vg_info( "Shutting down\n..." );
+ SteamAPI_Shutdown();
+ }
+}
+
+#endif /* STEAM_H */