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v1.07
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@@ -12,6 +12,13 @@ website at: http://partner.steamgames.com
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Revision History:
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----------------------------------------------------------------
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v1.07 16th December 2009
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----------------------------------------------------------------
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* Replaced SteamAPI_RestartApp() with SteamAPI_RestartAppIfNecessary(). This new function detects if the process was started through Steam, and starts the current game through Steam if necessary.
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* Added ISteamUtils::BOverlayNeedsPresent() so games with event driven rendering can determine when the Steam overlay needs to draw
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----------------------------------------------------------------
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v1.06 30th September 2009
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----------------------------------------------------------------
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@@ -54,15 +54,18 @@ int APIENTRY RealMain(HINSTANCE hInstance,
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LPSTR lpCmdLine,
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int nCmdShow)
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{
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/*
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if ( !SteamAPI_IsSteamRunning() )
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if ( SteamAPI_RestartAppIfNecessary( k_uAppIdInvalid ) )
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{
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// if Steam is not running, SteamAPI_RestartApp starts the local Steam client and also launches this game again
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// Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it.
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SteamAPI_RestartApp( k_uAppIdInvalid );
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// if Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the
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// local Steam client and also launches this game again.
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// Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it and
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// removed steam_appid.txt from the game depot.
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return EXIT_FAILURE;
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}
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*/
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// Init Steam CEG
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if ( !Steamworks_InitCEGLibrary() )
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@@ -97,9 +97,20 @@ public:
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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
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// start & hook the game process, so this function will initially return false while the overlay is loading.
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virtual bool IsOverlayEnabled() = 0;
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// Normally this call is unneeded if your game has a constantly running frame loop that calls the
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// D3D Present API, or OGL SwapBuffers API every frame.
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//
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// However, if you have a game that only refreshes the screen on an event driven basis then that can break
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// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
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// need to Present() to the screen any time an even needing a notification happens or when the overlay is
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// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
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// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
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// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
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virtual bool BOverlayNeedsPresent() = 0;
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};
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#define STEAMUTILS_INTERFACE_VERSION "SteamUtils004"
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#define STEAMUTILS_INTERFACE_VERSION "SteamUtils005"
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// callbacks
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@@ -57,8 +57,7 @@ S_API void SteamAPI_Shutdown();
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S_API bool SteamAPI_IsSteamRunning();
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// restart your app through Steam to enable required Steamworks features
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S_API bool SteamAPI_RestartApp( uint32 unOwnAppID );
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S_API bool SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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// crash dump recording functions
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S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
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