internal Networking(BaseSteamworks steamworks, SteamNative.SteamNetworking networking) { this.networking = networking; SteamNative.P2PSessionRequest_t.RegisterCallback(steamworks, onP2PConnectionRequest); SteamNative.P2PSessionConnectFail_t.RegisterCallback(steamworks, onP2PConnectionFailed); }
internal Inventory(BaseSteamworks steamworks, SteamNative.SteamInventory c, bool server) { IsServer = server; inventory = c; steamworks.RegisterCallback <SteamNative.SteamInventoryDefinitionUpdate_t>(onDefinitionsUpdated); Result.Pending = new Dictionary <int, Result>(); FetchItemDefinitions(); LoadDefinitions(); UpdatePrices(); if (!server) { steamworks.RegisterCallback <SteamNative.SteamInventoryResultReady_t>(onResultReady); steamworks.RegisterCallback <SteamNative.SteamInventoryFullUpdate_t>(onFullUpdate); // // Get a list of our items immediately // Refresh(); } }
// // Constructor decides which implementation to use based on current platform // internal SteamScreenshots(Facepunch.Steamworks.BaseSteamworks steamworks, IntPtr pointer) { this.steamworks = steamworks; if (Platform.IsWindows64) { platform = new Platform.Win64(pointer); } else if (Platform.IsWindows32) { platform = new Platform.Win32(pointer); } else if (Platform.IsLinux32) { platform = new Platform.Linux32(pointer); } else if (Platform.IsLinux64) { platform = new Platform.Linux64(pointer); } else if (Platform.IsOsx) { platform = new Platform.Mac(pointer); } }
internal Workshop(BaseSteamworks steamworks, SteamNative.SteamUGC ugc, SteamNative.SteamRemoteStorage remoteStorage) { this.ugc = ugc; this.steamworks = steamworks; this.remoteStorage = remoteStorage; steamworks.RegisterCallback <SteamNative.DownloadItemResult_t>(onDownloadResult); steamworks.RegisterCallback <SteamNative.ItemInstalled_t>(onItemInstalled); }
/// <summary> /// You should never have to call this manually /// </summary> public void Dispose() { ugc = null; steamworks = null; remoteStorage = null; friends = null; OnFileDownloaded = null; OnItemInstalled = null; }
// // Constructor decides which implementation to use based on current platform // internal SteamMatchmakingServers( Facepunch.Steamworks.BaseSteamworks steamworks, IntPtr pointer ) { this.steamworks = steamworks; if ( Platform.IsWindows64 ) platform = new Platform.Win64( pointer ); else if ( Platform.IsWindows32 ) platform = new Platform.Win32( pointer ); else if ( Platform.IsLinux32 ) platform = new Platform.Linux32( pointer ); else if ( Platform.IsLinux64 ) platform = new Platform.Linux64( pointer ); else if ( Platform.IsOsx ) platform = new Platform.Mac( pointer ); }
internal Workshop(BaseSteamworks steamworks, SteamNative.SteamUGC ugc, SteamNative.SteamRemoteStorage remoteStorage) { this.ugc = ugc; this.steamworks = steamworks; this.remoteStorage = remoteStorage; SteamNative.DownloadItemResult_t.RegisterCallback(steamworks, onDownloadResult); SteamNative.ItemInstalled_t.RegisterCallback(steamworks, onItemInstalled); // SteamNative.SteamUGCQueryCompleted_t.RegisterCallback( steamworks, onQueryComplete ); // steamworks.AddCallback<ItemInstalled, ItemInstalled.Small>( onItemInstalled, ItemInstalled.CallbackId ); }
internal CallbackHandle(Facepunch.Steamworks.BaseSteamworks steamworks) { Steamworks = steamworks; }
internal CallResult(Facepunch.Steamworks.BaseSteamworks steamworks, SteamAPICall_t call) : base(steamworks) { Call = call; }