mirror of
https://github.com/rlabrecque/SteamworksSDK.git
synced 2026-10-10 09:33:04 +08:00
v1.60
This commit is contained in:
@@ -23,7 +23,7 @@
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extern IGameEngine *CreateGameEngineOSX();
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#elif defined(SDL)
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#include "GameEngine.h"
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extern IGameEngine *CreateGameEngineSDL( );
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extern IGameEngine *CreateGameEngineSDL();
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#endif
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#include "SpaceWarClient.h"
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@@ -115,7 +115,7 @@ bool ParseCommandLine( const char *pchCmdLine, const char **ppchServerAddress, c
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//-----------------------------------------------------------------------------
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// Purpose: Main loop code shared between all platforms
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//-----------------------------------------------------------------------------
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void RunGameLoop( IGameEngine *pGameEngine, const char *pchServerAddress, const char *pchLobbyID )
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void RunGameLoop( IGameEngine *pGameEngine, const char *pchServerAddress, const char *pchLobbyID, bool bShowTimer )
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{
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// Make sure it initialized ok
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if ( pGameEngine->BReadyForUse() )
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@@ -123,6 +123,8 @@ void RunGameLoop( IGameEngine *pGameEngine, const char *pchServerAddress, const
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// Initialize the game
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CSpaceWarClient *pGameClient = new CSpaceWarClient( pGameEngine );
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pGameClient->SetShowTimer( bShowTimer );
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// Black background
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pGameEngine->SetBackgroundColor( 0, 0, 0, 0 );
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@@ -196,9 +198,13 @@ static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow )
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// This will also load the in-game steam overlay dll into your process. That dll is normally
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// injected by steam when it launches games, but by calling this you cause it to always load,
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// even when not launched via steam.
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if ( !SteamAPI_Init() )
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SteamErrMsg errMsg = { 0 };
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if ( SteamAPI_InitEx( &errMsg ) != k_ESteamAPIInitResult_OK )
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{
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OutputDebugString( "SteamAPI_Init() failed\n" );
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OutputDebugString( "SteamAPI_Init() failed: " );
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OutputDebugString( errMsg );
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OutputDebugString( "\n" );
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Alert( "Fatal Error", "Steam must be running to play this game (SteamAPI_Init() failed).\n" );
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return EXIT_FAILURE;
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}
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@@ -231,6 +237,8 @@ static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow )
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}
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}
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bool bShowTimer = !!strstr( pchCmdLine, "-timer" );
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// do a DRM self check
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Steamworks_SelfCheck();
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@@ -271,7 +279,7 @@ static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow )
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SteamInput()->SetInputActionManifestFilePath( rgchFullPath );
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// This call will block and run until the game exits
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RunGameLoop( pGameEngine, pchServerAddress, pchLobbyID );
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RunGameLoop( pGameEngine, pchServerAddress, pchLobbyID, bShowTimer );
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// Shutdown the SteamAPI
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SteamAPI_Shutdown();
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