/// <summary> /// <para> Get achievement name iAchievement in [0,GetNumAchievements)</para> /// </summary> public static string GetAchievementName(uint iAchievement) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementName(iAchievement))); }
/// <summary> /// <para>/ Get info about a configuration value. Returns the name of the value,</para> /// <para>/ or NULL if the value doesn't exist. Other output parameters can be NULL</para> /// <para>/ if you do not need them.</para> /// </summary> public static string GetConfigValueInfo(ESteamNetworkingConfigValue eValue, out ESteamNetworkingConfigDataType pOutDataType, out ESteamNetworkingConfigScope pOutScope) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamNetworkingUtils_GetConfigValueInfo(CSteamAPIContext.GetSteamNetworkingUtils(), eValue, out pOutDataType, out pOutScope))); }
/// <summary> /// <para> Get a local path to art for on-screen glyph for a particular origin</para> /// </summary> public static string GetGlyphForActionOrigin(EControllerActionOrigin eOrigin) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetGlyphForActionOrigin(eOrigin))); }
/// <summary> /// <para> Get a local path to art for on-screen glyph for a particular Xbox controller origin.</para> /// </summary> public static string GetGlyphForXboxOrigin(EXboxOrigin eOrigin) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetGlyphForXboxOrigin(CSteamAPIContext.GetSteamController(), eOrigin))); }
public static string GetAvailableGameLanguages() { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetAvailableGameLanguages())); }
private void InternalOnRulesResponded(IntPtr thisptr, IntPtr pchRule, IntPtr pchValue) { m_RulesResponded(InteropHelp.PtrToStringUTF8(pchRule), InteropHelp.PtrToStringUTF8(pchValue)); }
/// <summary> /// <para> returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases</para> /// </summary> public static string GetSteamUILanguage() { InteropHelp.TestIfAvailableGameServer(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamGameServerUtils_GetSteamUILanguage())); }
/// <summary> /// <para> returns the name another user - guaranteed to not be NULL.</para> /// <para> same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user</para> /// <para> note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously</para> /// </summary> public static string GetFriendPersonaName(CSteamID steamIDFriend) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendPersonaName(steamIDFriend))); }
/// <summary> /// <para> returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)</para> /// <para> e.g "US" or "UK".</para> /// </summary> public static string GetIPCountry() { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUtils_GetIPCountry())); }
public static string GetLobbyMemberData(CSteamID steamIDLobby, CSteamID steamIDUser, string pchKey) { InteropHelp.TestIfAvailableClient(); using InteropHelp.UTF8StringHandle pchKey2 = new InteropHelp.UTF8StringHandle(pchKey); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamMatchmaking_GetLobbyMemberData(CSteamAPIContext.GetSteamMatchmaking(), steamIDLobby, steamIDUser, pchKey2))); }
// Returns nullptr if not generic string type public string GetGenericString() { return(InteropHelp.PtrToStringUTF8(NativeMethods.SteamAPI_SteamNetworkingIdentity_GetGenericString(ref this))); }
/// <summary> /// <para> returns the local players name - guaranteed to not be NULL.</para> /// <para> this is the same name as on the users community profile page</para> /// <para> this is stored in UTF-8 format</para> /// <para> like all the other interface functions that return a char *, it's important that this pointer is not saved</para> /// <para> off; it will eventually be free'd or re-allocated</para> /// </summary> public static string GetPersonaName() { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPersonaName(CSteamAPIContext.GetSteamFriends()))); }
/// <summary> /// <para> accesses old friends names - returns an empty string when their are no more items in the history</para> /// </summary> public static string GetFriendPersonaNameHistory(CSteamID steamIDFriend, int iPersonaName) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendPersonaNameHistory(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iPersonaName))); }
public static string GetClanTag(CSteamID steamIDClan) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetClanTag(steamIDClan))); }
/// <summary> /// <para> Get a local path to a PNG file for the provided origin's glyph.</para> /// </summary> public static string GetGlyphPNGForActionOrigin(EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint unFlags) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamInput_GetGlyphPNGForActionOrigin(CSteamAPIContext.GetSteamInput(), eOrigin, eSize, unFlags))); }
public static string GetFriendRichPresenceKeyByIndex(CSteamID steamIDFriend, int iKey) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendRichPresenceKeyByIndex(steamIDFriend, iKey))); }
/// <summary> /// <para> Returns a localized string (from Steam's language setting) for the specified origin.</para> /// </summary> public static string GetStringForActionOrigin(EInputActionOrigin eOrigin) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamInput_GetStringForActionOrigin(CSteamAPIContext.GetSteamInput(), eOrigin))); }
private void InternalOnAddPlayerToList(IntPtr name, int nScore, float flTimePlayed) { _AddPlayerToList(InteropHelp.PtrToStringUTF8(name), nScore, flTimePlayed); }
/// <summary> /// <para> Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle</para> /// </summary> public static string GetStringForAnalogActionName(InputAnalogActionHandle_t eActionHandle) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamInput_GetStringForAnalogActionName(CSteamAPIContext.GetSteamInput(), eActionHandle))); }
public static string GetFileNameAndSize(int iFile, out int pnFileSizeInBytes) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamRemoteStorage_GetFileNameAndSize(iFile, out pnFileSizeInBytes))); }
/// <summary> /// <para> Get the name of the session client device</para> /// <para> This returns NULL if the sessionID is not valid</para> /// </summary> public static string GetSessionClientName(RemotePlaySessionID_t unSessionID) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamRemotePlay_GetSessionClientName(CSteamAPIContext.GetSteamRemotePlay(), unSessionID))); }
private void InternalOnAddPlayerToList(IntPtr thisptr, IntPtr pchName, int nScore, float flTimePlayed) { m_AddPlayerToList(InteropHelp.PtrToStringUTF8(pchName), nScore, flTimePlayed); }
public static string GetAvailableGameLanguages() { InteropHelp.TestIfAvailableGameServer(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetAvailableGameLanguages(CSteamGameServerAPIContext.GetSteamApps()))); }
/// <summary> /// <para> returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases</para> /// </summary> public static string GetSteamUILanguage() { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUtils_GetSteamUILanguage(CSteamAPIContext.GetSteamUtils()))); }
/// <summary> /// <para> Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.</para> /// </summary> public static string GetPlayerNickname(CSteamID steamIDPlayer) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPlayerNickname(steamIDPlayer))); }
/// <summary> /// <para> returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)</para> /// <para> e.g "US" or "UK".</para> /// </summary> public static string GetIPCountry() { InteropHelp.TestIfAvailableGameServer(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUtils_GetIPCountry(CSteamGameServerAPIContext.GetSteamUtils()))); }
/// <summary> /// <para> returns the name for the given friends group (NULL in the case of invalid friends group IDs)</para> /// </summary> public static string GetFriendsGroupName(FriendsGroupID_t friendsGroupID) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendsGroupName(friendsGroupID))); }
/// <summary> /// <para> returns the name of a leaderboard</para> /// </summary> public static string GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetLeaderboardName(hSteamLeaderboard))); }
public static string GetLaunchQueryParam(string pchKey) { InteropHelp.TestIfAvailableGameServer(); using InteropHelp.UTF8StringHandle pchKey2 = new InteropHelp.UTF8StringHandle(pchKey); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetLaunchQueryParam(CSteamGameServerAPIContext.GetSteamApps(), pchKey2))); }