Steamworks Documentation
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Steam Timelines

[section=overview]Overview[/section] Steam Timeline is a feature that exists within the [url=https://store.steampowered.com/gamerecording]Game Recording[/url] framework designed to make it easy for players to find, save and share gameplay moments. [no_glow] [url]https://youtu.be/YwBD0E4-EsI[/url] [/no_glow] [section=requirements]Requirements[/section] Your game does not need to do anything special for the Game Recording to work, however the experience can be enhanced by adding some simple API calls to your game. …

ISteamInventory Interface

[subsection=GetItemDefinitionProperty]GetItemDefinitionProperty[/subsection] [code=cpp]bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName, char *pchValueBuffer, uint32 *punValueBufferSizeOut );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iDefinition[/b][/td][td][apitype]ISteamInventory::SteamItemDef_t[/apitype][/td][td]The item definition to get the properties for.…

[subsection=GetItemPrice]GetItemPrice[/subsection] [code=cpp]bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iDefinition[/b][/td][td][apitype]ISteamInventory::SteamItemDef_t[/apitype][/td][td]The item definition id to retrieve the price for[/td][/tr] [tr][td][b]pPrice[/b][/td][td][apitype]steam_api::uint64[/apitype]*[/td][td]The price pointer to populate. …

ISteamNetworking Interface

fills in pubDest with the contents of the message messages are always complete, of the same size as was sent (i.e. packetized, not streaming) if *pcubMsgSize < cubDest, only partial data is written returns false if no data is available fills out *phSocket with the socket that data is available on This is part of an older set of functions designed around the Berkeley TCP sockets model. …

This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets[/td][/tr] [tr=k_EP2PSendReliable][td][b]k_EP2PSendReliable[/b][/td][td]2[/td][td]Reliable message send. Can send up to 1MB of data in a single message. …

ISteamInput Interface

[b]Note on Orientation:[/b] The motion data returned is oriented to the [i]hardware[/i] of the controller, as opposed to how the controller is naturally held. You may need to make design accommodations to your gyro control schemes with this in mind. In the case of "HandHeld" devices with integrated screens like the SteamDeck ([i]k_ESteamInputType_SteamDeckController[/i]) and Lenovo Legion Go ([i]k_ESteamInputType_SteamOSHandheld[/i]), users will typically rotate the controller up by ~90 degrees in order to point the screen toward their eyes. …

Stats and Achievements

Doing so allows Steam to persist the changes between sessions even in event of game crash. [*] At appropriate points within your game (i.e. checkpoints, level transitions), call [api]ISteamUserStats::StoreStats[/api] to upload the changes. You will receive a [api]ISteamUserStats::UserStatsStored_t[/api] callback when that has completed. [*] For achievements that have progress bars use [api]ISteamUserStats::IndicateAchievementProgress[/api] at significant points to show a pop-up with the progress. …

ISteamController Interface (Deprecated)

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. …

This action origin can be used in your glyph look up table or passed into GetGlyphForActionOrigin or GetStringForActionOrigin [b]Example:[/b] [code=cpp] int nXinputSlot = 1; // Substitute whatever the correct Xinput slot is for your player ControllerHandle_t controller1Handle = GetControllerForGamepadIndex( nXinputSlot ); EControllerActionOrigin buttonOrigin = SteamController()->GetActionOriginFromXboxOrigin( controller1Handle, k_EXboxOrigin_A ); //i.e, k_EControllerActionOrigin_PS4_X if ( buttonOrigin >= k_EControllerActionOrigin_Count ) { // We didn't ship any art in our game for this origin! …

ICloudService Interface

[/td][/tr] [tr][td][b]platforms_to_sync[/b][/td][td]string[/td][td]✔[/td][td]List of platforms for which this file is valid. Possible values: All, Windows, MacOS, linux, Android, iPhoneOS, Switch. Case-insensitive.[/td][/tr] [tr][td][b]upload_batch_id[/b][/td][td]uint64[/td][td]✔[/td][td]The [code-inline]batch_id[/code-inline] returned by [code-inline]BeginAppUploadBatch[/code-inline] above[/td][/tr] [/table] Call this API to initiate uploading a new file (or new version of an existing file) to Steam Cloud for the user. …

Input Source Modes

[/td][/tr] [/table] [subsection]Additional Settings[/subsection] [table] [tr][th]Name[/th][th]Values[/th][th]Description[/th][/tr] [tr][td]Analog Emulation Pulse Time[/td][td]0.0-1.0[/td][td]Interval at which the key is pressed in Milliseconds. [i]Note: is this value internally multiplied by 1000 perhaps?[/i][/td][/tr] [tr][td]Analog Emulation Active %[/td][td]0.0-1.0[/td][td]Percentage of the Pulse Time that the key is held down.…

Steamworks API Overview

Your game must show up in your Steam library. [*] Your App ID is not completely set up, i.e. in [code-inline]Release State: Unavailable[/code-inline], or it's missing default packages. [/list] If you're running into initialization issues then see the [doclink=sdk/api/debugging][/doclink] documentation to learn about the various methods of debugging the Steamworks API. …

ISteamHTMLSurface Interface

[/td][/tr] [/table] Tell a HTML surface if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things. [subsection=SetPageScaleFactor]SetPageScaleFactor[/subsection] [code=cpp]void SetPageScaleFactor( HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface to scale.…

[/td][/tr] [tr][td][b]pchTarget[/b][/td][td]const char *[/td][td]The html link target type (i.e _blank, _self, _parent, _top ).[/td][/tr] [tr][td][b]pchPostData[/b][/td][td]const char *[/td][td]Any posted data for the request.…

ISteamUGC Interface

If the [code-inline]nParentPublishedFileID[/code-inline] item is of type [code-inline]k_EWorkshopFileTypeCollection[/code-inline], then the [code-inline]nChildPublishedFileID[/code-inline] is simply added to that collection. Otherwise, the [i]dependency[/i] is a soft one that is displayed on the web and can be retrieved via the [api]ISteamUGC[/api] API using a combination of the m_unNumChildren member variable of the [apitype]ISteamUGC::SteamUGCDetails_t[/apitype] struct and [api]ISteamUGC::GetQueryUGCChildren[/api]. …

steam_api.h

Your game must show up in your Steam library. [*] Your App ID is not completely set up, i.e. in [code-inline]Release State: Unavailable[/code-inline], or it's missing default packages. [/list] [b]Example:[/b] [code=cpp]int main() { if ( SteamAPI_RestartAppIfNecessary( k_uAppIdInvalid ) ) // Replace with your App ID { return 1; } if ( !…

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