+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * All trademarks are property of their respective owners
+ */
+
#ifndef STEAM_H
#define STEAM_H
#include "vg/vg_steam_networking.h"
#include "vg/vg_steam_auth.h"
#include "vg/vg_steam_http.h"
+#include "vg/vg_steam_friends.h"
/*
* We only want to use steamworks if building for the networked version,
* nothing.
*/
+static char steam_username_at_startup[128];
+
static void recv_steam_warning( int severity, const char *msg )
{
if( severity == 0 )
static int steam_init(void)
{
+ const char *username = NULL;
+
#ifdef SR_NETWORKED
vg_info( "Initializing steamworks\n" );
printf("\n");
vg_success( "\nSteamworks API running\n" );
+
+ ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
+ username = SteamAPI_ISteamFriends_GetPersonaName( hSteamFriends );
#endif
+ /* TODO: On username update callback */
+ str_utf8_collapse( username, steam_username_at_startup,
+ vg_list_size(steam_username_at_startup) );
+
return 1;
}