예제 #1
0
	void deinit()
	{
		// Shutdown the SteamAPI
		SteamController()->Shutdown();
		SteamAPI_Shutdown();

		// Delete the SteamAchievements object
		if (g_SteamAchievements)
			delete g_SteamAchievements;

		// Shutdown Steam CEG
		Steamworks_TermCEGLibrary();
	}
예제 #2
0
static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow )
{

    if ( SteamAPI_RestartAppIfNecessary( k_uAppIdInvalid ) )
    {
        // if Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the
        // local Steam client and also launches this game again.

        // Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it and
        // removed steam_appid.txt from the game depot.

        return EXIT_FAILURE;
    }


    // Init Steam CEG
    if ( !Steamworks_InitCEGLibrary() )
    {
        OutputDebugString( "Steamworks_InitCEGLibrary() failed\n" );
        Alert( "Fatal Error", "Steam must be running to play this game (InitDrmLibrary() failed).\n" );
        return EXIT_FAILURE;
    }

    // Initialize SteamAPI, if this fails we bail out since we depend on Steam for lots of stuff.
    // You don't necessarily have to though if you write your code to check whether all the Steam
    // interfaces are NULL before using them and provide alternate paths when they are unavailable.
    //
    // This will also load the in-game steam overlay dll into your process.  That dll is normally
    // injected by steam when it launches games, but by calling this you cause it to always load,
    // even when not launched via steam.
    if ( !SteamAPI_Init() )
    {
        OutputDebugString( "SteamAPI_Init() failed\n" );
        Alert( "Fatal Error", "Steam must be running to play this game (SteamAPI_Init() failed).\n" );
        return EXIT_FAILURE;
    }

    // set our debug handler
    SteamClient()->SetWarningMessageHook( &SteamAPIDebugTextHook );

    // Tell Steam where it's overlay should show notification dialogs, this can be top right, top left,
    // bottom right, bottom left. The default position is the bottom left if you don't call this.
    // Generally you should use the default and not call this as users will be most comfortable with
    // the default position.  The API is provided in case the bottom right creates a serious conflict
    // with important UI in your game.
    SteamUtils()->SetOverlayNotificationPosition( k_EPositionTopRight );

    // Ensure that the user has logged into Steam. This will always return true if the game is launched
    // from Steam, but if Steam is at the login prompt when you run your game from the debugger, it
    // will return false.
    if ( !SteamUser()->BLoggedOn() )
    {
        OutputDebugString( "Steam user is not logged in\n" );
        Alert( "Fatal Error", "Steam user must be logged in to play this game (SteamUser()->BLoggedOn() returned false).\n" );
        return EXIT_FAILURE;
    }

    // We are going to use the controller interface, initialize it, which is a seperate step as it
    // create a new thread in the game proc and we don't want to force that on games that don't
    // have native Steam controller implementations

    char rgchCWD[1024];
    _getcwd( rgchCWD, sizeof( rgchCWD ) );

    char rgchFullPath[1024];
#if defined(_WIN32)
    _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s\\%s", rgchCWD, "controller.vdf" );
#elif defined(OSX)
    // hack for now, because we do not have utility functions available for finding the resource path
    // alternatively we could disable the SteamController init on OS X
    _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "controller.vdf" );
#else
    _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/%s", rgchCWD, "controller.vdf" );
#endif
    if( !SteamController()->Init( rgchFullPath ) )
    {
        OutputDebugString( "SteamController()->Init() failed\n" );
        Alert( "Fatal Error", "Steam Controller Init failed. Is controller.vdf in the current working directory?\n" );
        return EXIT_FAILURE;
    }

    bool bUseVR = SteamUtils()->IsSteamRunningInVR();
    const char *pchServerAddress, *pchLobbyID;
    ParseCommandLine( pchCmdLine, &pchServerAddress, &pchLobbyID, &bUseVR );

    // do a DRM self check
    Steamworks_SelfCheck();

    // init VR before we make the window

    // Construct a new instance of the game engine
    // bugbug jmccaskey - make screen resolution dynamic, maybe take it on command line?
    IGameEngine *pGameEngine =
#if defined(_WIN32)
        new CGameEngineWin32( hInstance, nCmdShow, 1024, 768, bUseVR );
#elif defined(OSX)
        CreateGameEngineOSX();
#elif defined(SDL)
        CreateGameEngineSDL( bUseVR );
#else
#error	Need CreateGameEngine()
#endif

    // This call will block and run until the game exits
    RunGameLoop( pGameEngine, pchServerAddress, pchLobbyID );

    // Shutdown the SteamAPI
    SteamController()->Shutdown();
    SteamAPI_Shutdown();

    // Shutdown Steam CEG
    Steamworks_TermCEGLibrary();

    // exit
    return EXIT_SUCCESS;
}