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…ockets.html, isteamtimeline.html, steamnetworkingtypes.html, dynamicproperties.html, schema.html, icheatreportingservice.html, iinventoryservice.html, ilobbymatchmakingservice.html
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SteamDB-Tracker committed Dec 11, 2024
1 parent 52ce680 commit de6a0eb
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32 changes: 16 additions & 16 deletions docs/api/isteamcontroller.html
Original file line number Diff line number Diff line change
Expand Up @@ -261,7 +261,7 @@ <h2 class="bb_subsection"><a name="GetActiveActionSetLayers"></a>GetActiveAction
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
ControllerHandle_t *handlesOut = new ControllerHandle_t [];
ControllerHandle_t *handlesOut = new ControllerHandle_t [ STEAM_CONTROLLER_MAX_COUNT ];
SteamController()-&gt;GetActiveActionSetLayers( controllerHandle1, &amp;handlesOut );
</div>
<h2 class="bb_subsection"><a name="GetActionSetHandle"></a>GetActionSetHandle</h2>
Expand Down Expand Up @@ -467,7 +467,7 @@ <h2 class="bb_subsection"><a name="GetAnalogActionOrigins"></a>GetAnalogActionOr
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EControllerActionOrigin *origins = new EControllerActionOrigin[];
EControllerActionOrigin *origins = new EControllerActionOrigin[ STEAM_CONTROLLER_MAX_ORIGINS ];
SteamController()-&gt;GetAnalogActionOrigins( controller1Handle, walkingSetHandle, moveHandle,
origins );
</div>
Expand Down Expand Up @@ -509,7 +509,7 @@ <h2 class="bb_subsection"><a name="GetConnectedControllers"></a>GetConnectedCont
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
ControllerHandle_t *controllerHandles = new ControllerHandle_t[];
ControllerHandle_t *controllerHandles = new ControllerHandle_t[ STEAM_CONTROLLER_MAX_COUNT ];
SteamController()-&gt;GetConnectedControllers( controllerHandles );
</div>
<h2 class="bb_subsection">
Expand Down Expand Up @@ -762,7 +762,7 @@ <h2 class="bb_subsection"><a name="GetDigitalActionOrigins"></a>GetDigitalAction
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EControllerActionOrigin *origins = new EControllerActionOrigin[];
EControllerActionOrigin *origins = new EControllerActionOrigin[ STEAM_CONTROLLER_MAX_ORIGINS ];
SteamController()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle,
punchHandle, origins );
</div>
Expand Down Expand Up @@ -835,17 +835,17 @@ <h2 class="bb_subsection"><a name="GetGlyphForActionOrigin"></a>GetGlyphForActio
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
// Get origins for "punch" EControllerActionOrigin *origins = new EControllerActionOrigin[];
SteamController()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle,
punchHandle, origins ); EControllerActionOrigin firstOrigin = origins[0]; //i.e,
k_EControllerActionOrigin_PS4_X // This is a function from the game itself that tries to get
custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We
didn't ship any art in our game for this origin! I guess Steam has added support for // a new
controller or we just forgot to add this art! //(i.e, we only have Steam Controller glyphs, but
it's a PlasyStation 4 Controller) if( glyphTextureID == -1 ) { // Just get the image from the
Steam client instead. const char *localGlyphPath =
SteamController()-&gt;GetGlyphForActionOrigin( firstOrigin ); printf( "path = %s\n",
localGlyphPath ); // "path = C:\Program Files
// Get origins for "punch" EControllerActionOrigin *origins = new EControllerActionOrigin[
STEAM_CONTROLLER_MAX_ORIGINS ]; SteamController()-&gt;GetDigitalActionOrigins(
controller1Handle, fightingSetHandle, punchHandle, origins ); EControllerActionOrigin
firstOrigin = origins[0]; //i.e, k_EControllerActionOrigin_PS4_X // This is a function from the
game itself that tries to get custom glyph art int glyphTextureID =
getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this
origin! I guess Steam has added support for // a new controller or we just forgot to add this
art! //(i.e, we only have Steam Controller glyphs, but it's a PlasyStation 4 Controller) if(
glyphTextureID == -1 ) { // Just get the image from the Steam client instead. const char
*localGlyphPath = SteamController()-&gt;GetGlyphForActionOrigin( firstOrigin ); printf( "path =
%s\n", localGlyphPath ); // "path = C:\Program Files
(x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from
the game that turns a file path into a usable game texture glyphTextureID =
loadButtonGlyphTextureFromLocalPath( localGlyphPath ); }
Expand Down Expand Up @@ -967,7 +967,7 @@ <h2 class="bb_subsection"><a name="GetStringForActionOrigin"></a>GetStringForAct
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EControllerActionOrigin *origins = new EControllerActionOrigin[];
EControllerActionOrigin *origins = new EControllerActionOrigin[ STEAM_CONTROLLER_MAX_ORIGINS ];
SteamController()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle,
punchHandle, origins ); const char * punchString =
SteamController()-&gt;GetStringForActionOrigin( origins[0] ); printf("punch =
Expand Down
33 changes: 17 additions & 16 deletions docs/api/isteaminput.html
Original file line number Diff line number Diff line change
Expand Up @@ -448,8 +448,9 @@ <h2 class="bb_subsection"><a name="GetAnalogActionOrigins"></a>GetAnalogActionOr
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()-&gt;GetAnalogActionOrigins(
controller1Handle, walkingSetHandle, moveHandle, origins );
EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ];
SteamInput()-&gt;GetAnalogActionOrigins( controller1Handle, walkingSetHandle, moveHandle,
origins );
</div>
<h2 class="bb_subsection"><a name="GetConnectedControllers"></a>GetConnectedControllers</h2>
<div class="bb_code cpp">int GetConnectedControllers( InputHandle_t *handlesOut );</div>
Expand Down Expand Up @@ -489,8 +490,8 @@ <h2 class="bb_subsection"><a name="GetConnectedControllers"></a>GetConnectedCont
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
InputHandle_t *inputHandles = new InputHandle_t[]; SteamInput()-&gt;GetConnectedControllers(
inputHandles );
InputHandle_t *inputHandles = new InputHandle_t[ STEAM_INPUT_MAX_COUNT ];
SteamInput()-&gt;GetConnectedControllers( inputHandles );
</div>
<h2 class="bb_subsection">
<a name="GetControllerForGamepadIndex"></a>GetControllerForGamepadIndex
Expand Down Expand Up @@ -734,7 +735,7 @@ <h2 class="bb_subsection"><a name="GetDigitalActionOrigins"></a>GetDigitalAction
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EInputActionOrigin *origins = new EInputActionOrigin[];
EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ];
SteamInput()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle,
origins );
</div>
Expand Down Expand Up @@ -803,16 +804,16 @@ <h2 class="bb_subsection"><a name="GetGlyphForActionOrigin"></a>GetGlyphForActio
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[];
SteamInput()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle,
origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e, k_EInputActionOrigin_PS4_X //
This is a function from the game itself that tries to get custom glyph art int glyphTextureID =
getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this
origin! I guess Steam has added support for // a new controller or we just forgot to add this
art! //(i.e, we only have Steam Controller glyphs, but it's a PlayStation 4 Controller) if(
glyphTextureID == -1 ) { // Just get the image from the Steam client instead. const char
*localGlyphPath = SteamInput()-&gt;GetGlyphForActionOrigin( firstOrigin ); printf( "path =
%s\n", localGlyphPath ); // "path = C:\Program Files
// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[
STEAM_INPUT_MAX_ORIGINS ]; SteamInput()-&gt;GetDigitalActionOrigins( controller1Handle,
fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e,
k_EInputActionOrigin_PS4_X // This is a function from the game itself that tries to get custom
glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship
any art in our game for this origin! I guess Steam has added support for // a new controller or
we just forgot to add this art! //(i.e, we only have Steam Controller glyphs, but it's a
PlayStation 4 Controller) if( glyphTextureID == -1 ) { // Just get the image from the Steam
client instead. const char *localGlyphPath = SteamInput()-&gt;GetGlyphForActionOrigin(
firstOrigin ); printf( "path = %s\n", localGlyphPath ); // "path = C:\Program Files
(x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from
the game that turns a file path into a usable game texture glyphTextureID =
loadButtonGlyphTextureFromLocalPath( localGlyphPath ); }
Expand Down Expand Up @@ -918,7 +919,7 @@ <h2 class="bb_subsection"><a name="GetStringForActionOrigin"></a>GetStringForAct
<br />
<strong>Example:</strong><br />
<div class="bb_code cpp">
EInputActionOrigin *origins = new EInputActionOrigin[];
EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ];
SteamInput()-&gt;GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle,
origins ); const char * punchString = SteamInput()-&gt;GetStringForActionOrigin( origins[0] );
printf("punch = %s\n",punchString);
Expand Down
2 changes: 1 addition & 1 deletion docs/api/isteamnetworkingsockets.html
Original file line number Diff line number Diff line change
Expand Up @@ -1310,7 +1310,7 @@ <h2 class="bb_subsection">
<div class="bb_code">
struct SteamNetAuthenticationStatus_t { /// Status ESteamNetworkingAvailability m_eAvail; ///
Non-localized English language status. For diagnostic/debugging /// purposes only. char
m_debugMsg[]; };
m_debugMsg[ 256 ]; };
</div>
<h2 class="bb_section"><a name="custom_signaling"></a>Custom P2P signaling</h2>
<i>Signaling</i> refers to rendezvous messages sent through a trusted channel that is low bandwidth
Expand Down
2 changes: 1 addition & 1 deletion docs/api/isteamtimeline.html
Original file line number Diff line number Diff line change
Expand Up @@ -904,7 +904,7 @@ <h2 class="bb_subsection">
</tr>
<tr>
<td><strong>m_rgchPhaseID</strong></td>
<td>char[]</td>
<td>char[ k_cchMaxPhaseIDLength ]</td>
<td>The phase ID that this result corresponds with</td>
</tr>
<tr>
Expand Down
23 changes: 12 additions & 11 deletions docs/api/steamnetworkingtypes.html
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ <h2 class="bb_subsection"><a name="SteamNetworkingIdentity"></a>struct SteamNetw
ParseString( const char *pszStr ); // Max sizes enum { k_cchMaxString = 128, // Max length of
the buffer needed to hold any identity, formatted in string format by ToString
k_cchMaxGenericString = 32, // Max length of the string for generic string identities. Including
terminating '\0' k_cbMaxGenericBytes = 32, }; // [] };
terminating '\0' k_cbMaxGenericBytes = 32, }; // [ internal representation ] };
</div>
<h2 class="bb_subsection"><a name="SteamNetworkingIPAddr"></a>struct SteamNetworkingIPAddr</h2>
<br />
Expand Down Expand Up @@ -85,10 +85,10 @@ <h2 class="bb_subsection"><a name="SteamNetworkingIPAddr"></a>struct SteamNetwor
buffer should be at least k_cchMaxString bytes /// to avoid truncation inline void ToString(
char *buf, size_t cbBuf, bool bWithPort ) const; /// Parse an IP address and optional port. If a
port is not present, it is set to 0. /// (This means that you cannot tell if a zero port was
explicitly specified.) inline bool ParseString( const char *pszStr ); union { uint8 m_ipv6[];
struct // IPv4 "mapped address" (rfc4038 section 4.2) { uint64 m_8zeros; uint16 m_0000; uint16
m_ffff; uint8 m_ip[]; // NOTE: As bytes, i.e. network byte order } m_ipv4; }; uint16 m_port; //
Host byte order /// See if two addresses are identical bool operator==(const
explicitly specified.) inline bool ParseString( const char *pszStr ); union { uint8 m_ipv6[ 16
]; struct // IPv4 "mapped address" (rfc4038 section 4.2) { uint64 m_8zeros; uint16 m_0000;
uint16 m_ffff; uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order } m_ipv4; }; uint16
m_port; // Host byte order /// See if two addresses are identical bool operator==(const
SteamNetworkingIPAddr &amp;x ) const; };
</div>
<h2 class="bb_section"><a name="connection_status"></a>Connection status</h2>
Expand Down Expand Up @@ -266,11 +266,12 @@ <h2 class="bb_subsection"><a name="SteamNetConnectionInfo_t"></a>SteamNetConnect
of the connection termination or problem. /// See ESteamNetConnectionEnd for the values used int
m_eEndReason; /// Human-readable, but non-localized explanation for connection /// termination
or problem. This is intended for debugging / /// diagnostic purposes only, not to display to
users. It might /// have some details specific to the issue. char m_szEndDebug[]; /// Debug
description. This includes the connection handle, /// connection type (and peer information),
and the app name. /// This string is used in various internal logging messages char
m_szConnectionDescription[]; /// Internal stuff, room to change API easily uint32 reserved[64];
};
users. It might /// have some details specific to the issue. char m_szEndDebug[
k_cchSteamNetworkingMaxConnectionCloseReason ]; /// Debug description. This includes the
connection handle, /// connection type (and peer information), and the app name. /// This string
is used in various internal logging messages char m_szConnectionDescription[
k_cchSteamNetworkingMaxConnectionDescription ]; /// Internal stuff, room to change API easily
uint32 reserved[64]; };
</div>
<h2 class="bb_subsection">
<a name="SteamNetworkingQuickConnectionStatus"></a>SteamNetworkingQuickConnectionStatus
Expand Down Expand Up @@ -494,7 +495,7 @@ <h2 class="bb_subsection">
<a name="SteamNetworkPingLocation_t"></a>SteamNetworkingPingLocation_t
</h2>
<br />
<div class="bb_code">struct SteamNetworkPingLocation_t { uint8 m_data[]; }</div>
<div class="bb_code">struct SteamNetworkPingLocation_t { uint8 m_data[ 512 ]; }</div>
Opaque object that describes a "location" on the Internet with sufficient detail that we can
reasonably estimate an upper bound on the ping between the two hosts, even if a direct route
between the hosts is not possible, and the connection must be routed through the Steam Datagram
Expand Down
3 changes: 2 additions & 1 deletion docs/features/inventory/dynamicproperties.html
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,8 @@ <h4>WebAPI</h4>
Example form-data for the POST call:<br />
<div class="bb_code">
appid: 480 key: "0123456789abcdeffedcba9876543210" input_json:{ "steamid" : "1234", "timestamp"
: 1513274037, "updates" : [] }
: 1513274037, "updates" : [ { "itemid" : "1", "property_name" : "num_times_fired",
"property_value_int" : 100 } ] }
</div>
<h4>Steamworks API</h4>
If you want to use the Steamworks API to modify item properties (again, inherently insecure), you
Expand Down
6 changes: 3 additions & 3 deletions docs/features/inventory/schema.html
Original file line number Diff line number Diff line change
Expand Up @@ -457,7 +457,7 @@ <h2 class="bb_subsection"><a name="SpecifyBundles"></a>Bundle and Generator item
If quantity is not supplied explicitly, "1" is used as a default.
<h4>Bundle format</h4>
<div class="bb_code">
bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , []
bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , [ "x" , quantity ]
</div>
<h4>Bundle examples</h4>
<ul class="bb_ul">
Expand Down Expand Up @@ -511,8 +511,8 @@ <h4>Exchange Format</h4>
<div class="bb_code">
&lt;exchange&gt;: &lt;recipe&gt; { ";" &lt;recipe&gt; } &lt;recipe&gt;: &lt;material&gt; { ","
&lt;material&gt; } &lt;material&gt;: &lt;item_def_descriptor&gt; / &lt;item_tag_descriptor&gt;
&lt;item_def_descriptor&gt;: &lt;itemdefid&gt; [] &lt;item_tag_descriptor&gt;: &lt;tag_name&gt;
":" &lt;tag_value&gt; []
&lt;item_def_descriptor&gt;: &lt;itemdefid&gt; [ "x" &lt;quantity&gt; ]
&lt;item_tag_descriptor&gt;: &lt;tag_name&gt; ":" &lt;tag_value&gt; [ "*" &lt;quantity&gt; ]
</div>
If not explicitly given, required quantity is 1.
<h4>Exchange Example</h4>
Expand Down
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