Steamworks Documentation
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Steamworks API Overview

[/th][th]Information[/th][/tr] [tr] [td][url=https://store.steampowered.com/app/220980/]CRYENGINE[/url][/td] [td]✔[/td] [td][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/585410/]GameMaker Studio 2[/url][/td] [td]✔[/td] [td][url=https://help.yoyogames.com/hc/en-us/articles/216754138-Using-The-Steamworks-SDK-With-GameMaker-Studio]Using The Steamworks SDK With GameMaker: Studio[/url][/td] [/tr] [tr] [td][url=https://godotengine.org/]Godot[/url][/td] [td]❌[/td] [td]Third Party: [url=https://godotsteam.com]GodotSteam[/url] - [url=http://steamcommunity.com/groups/steamworks/discussions/0/1319962244122216920/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://haxe.org]Haxe[/url][/td] [td]❌[/td] [td]Third Party: [url=https://github.com/larsiusprime/SteamWrap]SteamWrap[/url] - [url=http://steamcommunity.com/groups/steamworks/discussions/0/1327844097134144055/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/251810/]Leadwerks Game Engine[/url][/td] [td]✔[/td] [td][url=https://leadwerks.com/werkspace/page/api-reference/_/steamworks/]Leadwerks API Reference › Steamworks[/url][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/363890/]RPG Maker MV[/url][/td] [td]❌[/td] [td]Third party: [url=https://github.com/greenheartgames/greenworks]Greenworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827316032532562/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://developer.valvesoftware.com/wiki/SDK_Docs]Source 2013[/url][/td] [td]✔[/td] [td][doclink=sdk/uploading/distributing_source_engine][/doclink][/td] [/tr] [tr] [td][url=https://unity3d.com]Unity[/url][/td] [td]❌[/td] [td] Third party: [url=https://github.com/Facepunch/Facepunch.Steamworks]Facepunch.Steamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/]Steamworks Developer Discussions support thread[/url] Third party: [url=steamworks.github.io]Steamworks .NET[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827974770212954/]Steamworks Developer Discussions support thread[/url] [/td] [/tr] [tr] [td][url=https://unrealengine.com]Unreal Engine 4[/url][/td] [td]✔[/td] [td][url=https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Online/Steam/]Online Subsystem Steam[/url][/td] [/tr] [tr] [td][url=http://visionaire-studio.net]Visionaire Studio[/url][/td] [td]✔[/td] [td][url=https://wiki.visionaire-tracker.net/wiki/Player_FAQ#Publish_on_Steam]Publish on Steam[/url][/td] [/tr] [/table] [h4]Languages:[/h4] [list] [*] [b]ActionScript (Adobe Flash, AIR)[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732086473/]Discussion thread[/url] [/list] [*] [b]C#[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732095009/]Discussion thread[/url] [*] [url=https://github.com/Facepunch/Facepunch.Steamworks]Facepunch.Steamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/]Steamworks Developer Discussions support thread[/url] [*] [url=steamworks.github.io]Steamworks .NET[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827974770212954/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]D[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732139048/]Discussion thread[/url] [*] [url=https://github.com/Extrawurst/DerelictSteamworks]DerelictSteamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732139048/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Java[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732145070/]Discussion thread[/url] [*] [url=https://github.com/code-disaster/steamworks4j]steamworks4j[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/618463738391558109/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]JavaScript[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732147238/]Discussion thread[/url] [*] [url=https://github.com/greenheartgames/greenworks]Greenworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827316032532562/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Python[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732150829/]Discussion thread[/url] [*] [url=https://github.com/philippj/SteamworksPy]SteamworksPy[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/135514151379602794/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Rust[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1744469130478487829/]Discussion Thread[/url] [*] [url=https://github.com/Thinkofname/steamworks-rs]steamworks-rs[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1744469130477656355/]Steamworks Developer Discussions support thread[/url] [/list] [/list] [section=flat_interface]Flat interface for binding to other languages[/section] The SDK has a few features to facilitate the creation of binding layers for other languages. …

Templates for In-Game Actions Files

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "Move" { "title" "#Action_Move" "input_mode" "joystick_move" } "Camera" { "title" "#Action_Camera" "input_mode" "joystick_move" } } "Button" { "attack" "#Action_Attack" "block" "#Action_Block" "jump" "#Action_Jump" "interact" "#Action_Interact" "sneak" "#Action_Sneak" "sidestep" "#Action_Sidestep" "map" "#Action_Map" "menu" "#Action_Menu" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Action_Move" "Move" "Action_Camera" "Camera" "Action_Attack" "Attack" "Action_Block" "Block" "Action_Jump" "Jump" "Action_Sneak" "Sneak" "Action_Sidestep" "Sidestep" "Action_Interact" "Interact" "Action_Menu" "Menu" "Action_Map" "Map" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" } } } [/code] [section=tactics]Turn Based Tactics[/section] This is for a turn-based tactics game where you move units around a grid and issue commands. Also includes actions for controlling a 3D camera and basic navigation. [code] "In Game Actions" { "actions" { "MenuControls" { "title" "#Set_MenuControls" "StickPadGyro" { "MenuCursor" { "title" "#Action_MenuCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "Affirm" "#Action_Affirm" "Cancel" "#Action_Cancel" } } "BattleControls" { "title" "#Set_BattleControls" "StickPadGyro" { "BattleCamera" { "title" "#Action_BattleCamera" "input_mode" "absolute_mouse" } "BattleCursor" { "title" "#Action_BattleCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "ConfirmCommand" "#Action_ConfirmCommand" "Pause" "#Action_Pause" "Cancel" "#Action_Cancel" "Interact" "#Action_Interact" "EndTurn" "#Action_EndTurn" "Waypoint" "#Action_Waypoint" "NextUnit" "#Action_NextUnit" "PrevUnit" "#Action_PrevUnit" "Ability1" "#Action_Ability1" "Ability2" "#Action_Ability2" "Ability3" "#Action_Ability3" "Ability4" "#Action_Ability4" "Ability5" "#Action_Ability5" "Ability6" "#Action_Ability6" "Ability7" "#Action_Ability7" "Ability8" "#Action_Ability8" "Ability9" "#Action_Ability9" "Ability0" "#Action_Ability0" "CameraRotateLeft" "#Action_CameraRotateLeft" "CameraRotateRight" "#Action_CameraRotateRight" "CameraZoomIn" "#Action_CameraZoomIn" "CameraZoomOut" "#Action_CameraZoomOut" "CameraCenterOnSelection" "#Action_CameraCenterOnSelection" } } } "localization" { "english" { "Set_MenuControls" "Menu Controls" "Action_MenuCursor" "Menu Cursor" "Action_Up" "Up" "Action_Down" "Down" "Action_Left" "Left" "Action_Right" "Right" "Action_QuickSave" "Quick Save" "Action_QuickLoad" "Quick Load" "Action_Affirm" "Affirm" "Action_Cancel" "Cancel" "Set_BattleControls" "Battle Controls" "Action_BattleCamera" "Battle Camera" "Action_BattleCursor" "Battle Cursor" "Action_ConfirmCommand" "Confirm Command" "Action_Pause" "Pause" "Action_Interact" "Interact" "Action_EndTurn" "End Turn" "Action_Waypoint" "Place / Remove Waypoint" "Action_NextUnit" "Next Unit" "Action_PrevUnit" "Previous Unit" "Action_Ability1" "Ability 1" "Action_Ability2" "Ability 2" "Action_Ability3" "Ability 3" "Action_Ability4" "Ability 4" "Action_Ability5" "Ability 5" "Action_Ability6" "Ability 6" "Action_Ability7" "Ability 7" "Action_Ability8" "Ability 8" "Action_Ability9" "Ability 9" "Action_Ability0" "Ability 0" "Action_CameraRotateLeft" "Rotate Camera Left" "Action_CameraRotateRight" "Rotate Camera Right" "Action_CameraZoomIn" "Zoom Camera In" "Action_CameraZoomOut" "Zoom Camera Out" "Action_CameraCenterOnSelection" "Center Camera on Selected Object" } } } [/code] [section=rts] Real Time Strategy[/section] This is for a Real Time Strategy game where you build units & buildings and command units individually or in groups. …

ISteamUtils Interface

Typically this call is unneeded if your game has a constantly running frame loop that calls the D3D Present API, or OGL SwapBuffers API every frame as is the case in most games. However, if you have a game that only refreshes the screen on an event driven basis then that can break the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also need to Present() to the screen any time a notification happens or when the overlay is brought up over the game by a user. …

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