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API.txt
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API.txt
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//--------------------------------//
// FRESteamWorks API description //
//--------------------------------//
// This document describes the public API of FRESteamWorks.
// Each AS3 function prototype below contains some information in the comments
// above it:
// - the corresponding Steamworks API function in the format
// ISteamInterface#FunctionName(args), if applicable (if only a function name
// is show, the interface is listed at the top of the current block)
// "..." in the argument list means the argument is handled by FRESteamWorks
// - a default return value (denoted by @default value), returned in case the
// API call fails (e.g. when the API couldn't be initialized, or when the
// Linux APIWrapper binary isn't running)
// - a description of the return value, if it differs from that of the
// corresponding Steamworks API function (or no such function exists)
// - a description of the arguments, if they differ from the native function's
// arguments, or if their values are restricted to certain constants
// - any events the function might generate, including what the event's
// "response" property is set to (in general, response = SteamResults.OK
// means the API call was successful and any other value means it failed,
// but there are some exceptions). "response = m_eFoo" means that the event's
// response property is set to the value of m_eFoo of the underlying native
// event
// - additional information (e.g. what events to listen for before calling the
// function)
/********************************/
/* General Steamworks functions */
/********************************/
// SteamAPI_Init()
// @default false
// @event RESPONSE_OnUserStatsReceived, response = m_eResult
public function init():Boolean
// SteamAPI_Shutdown()
// @nogen
// Call this function when shutting down your application.
public function dispose():void
// SteamAPI_RunCallbacks()
// @default false
// This function is automatically called every 100 ms after the API was
// successfuly initialized.
public function runCallbacks():Boolean
// ISteamUser#GetSteamID()
// @default "0"
public function getUserID():String
// ISteamUtils#GetAppID()
// @default 0
public function getAppID():uint
// ISteamApps#GetAvailableGameLanguages()
// @default ""
public function getAvailableGameLanguages():String
// ISteamApps#GetCurrentGameLanguage()
// @default ""
public function getCurrentGameLanguage():String
// ISteamFriends#GetPersonaName()
// @default ""
public function getPersonaName():String
// SteamAPI_RestartAppIfNecessary(appID)
// @default false
// Must be called before init()
// If using a non-default path for the APIWrapper binary on Linux, call
// startProcess(path:String) first
public function restartAppIfNecessary(appID:uint):Boolean
// +wot
// ISteamUtils#GetIPCountry()
// @default ""
// Returns the 2 digit ISO 3166-1-alpha-2 format country code which client is running in.
public function getIPCountry():String
// +wot
// ISteamUtils#IsSteamInBigPictureMode()
// @default false
public function isSteamInBigPictureMode():Boolean
// +wot - April 2024
// ISteamUtils#IsSteamRunningOnSteamDeck()
// @default false
public function isSteamRunningOnSteamDeck():Boolean
// +wot - April 2024
// ISteamUtils#GetServerRealTime
// @default 0
// returns uint32
public function getServerRealTime():uint
// +wot - April 2024
// ISteamUtils#GetSecondsSinceAppActive
// @default 0
// returns uint32
public function getSecondsSinceAppActive():uint
// +wot - April 2024
// ISteamApps#GetEarliestPurchaseUnixTime
// @default 0
// returns uint32
public function getEarliestPurchaseUnixTime(appID:String):uint
/************************/
/* Stats / Achievements */
/************************/
// ISteamUserStats
// RequestCurrentStats()
// @default false
// @event RESPONSE_OnUserStatsReceived, response = m_eResult
public function requestStats():Boolean
// SetAchievement(name)
// @default false
// @event RESPONSE_OnUserStatsStored, response = m_eResult
// @event RESPONSE_OnAchievementStored, response = SteamResults.OK
public function setAchievement(name:String):Boolean
// ClearAchievement(name)
// @default false
// @event RESPONSE_OnUserStatsStored, response = m_eResult
public function clearAchievement(name:String):Boolean
// GetAchievement(name)
// @default false
// somewhat poorly named ... use isAchievementAchieved instead
public function isAchievement(name:String):Boolean
// +wot
// GetAchievement(name)
// Retrieve the unlock state of the given achievement (true = earned)
// @default false
public function isAchievementEarned(name:String):Boolean
// +wot
// GetAchievementAchievedPercent(name)
// @default 0.0
public function getAchievementAchievedPercent(name:String):Number
// +wot
// GetAchievementDisplayAttribute(name, attribute)
// Get general attributes for an achievement. Currently provides: Name, Description, and Hidden status
// @default ""
public function getAchievementDisplayAttribute(name:String, attribute:String):String
// +wot
// GetAchievementIcon(name)
// Fetches the icon for an achievement.
// @default false
// @event RESPONSE_OnUserAchievementIconFetched, response = m_eResult
public function getAchievementIcon(name:String):BitmapData
// +wot
// GetAchievementName
// Get the name of an achievement.
// @default ""
public function getAchievementName(index:uint):String
// +wot
// GetNumAchievements
// Get the number of achievements for this game
// @default 0
public function getNumAchievements():int
// IndicateAchievementProgress(name, currentProgress, maxProgress)
// @default false
public function indicateAchievementProgress(name:String, currentProgress:int, maxProgress:int):Boolean
// GetStat(name, int*)
// @default 0
public function getStatInt(name:String):int
// GetStat(name, float*)
// @default 0
public function getStatFloat(name:String):Number
// SetStat(name, int*)
// @default false
public function setStatInt(name:String, value:int):Boolean
// SetStat(name, float*)
// @default false
public function setStatFloat(name:String, value:Number):Boolean
// StoreStats()
// @default false
// @event RESPONSE_OnUserStatsStored, response = m_eResult
public function storeStats():Boolean
// ResetAllStats(achievementsToo)
// @default false
// @event RESPONSE_OnUserStatsStored, response = m_eResult
// calls StoreStats() afterwards, return value is the return value of that call
public function resetAllStats(achievementsToo:Boolean):Boolean
// RequestGlobalStats(days)
// @default false
// @event RESPONSE_OnGlobalStatsReceived, response = m_eResult
public function requestGlobalStats(historyDays:int):Boolean
// GetGlobalStat(name, int*)
// @default 0
// Returns the value as a Number, as AS3 doesn't have an int64 type. This can
// lead to inaccurate values being returned, if the value can not be accurately
// described by a double (i.e. is larger than 2^53).
public function getGlobalStatInt(name:String):Number
// GetGlobalStat(name, float*)
// @default 0
public function getGlobalStatFloat(name:String):Number
// GetGlobalStatHistory(name, int64*, days)
// @default []
// This is returned as an Array of Numbers, see above.
public function getGlobalStatHistoryInt(name:String, days:int):Array
// GetGlobalStatHistory(name, float*, days)
// @default []
public function getGlobalStatHistoryFloat(name:String, days:int):Array
/****************/
/* Leaderboards */
/****************/
// ISteamUserStats
// FindLeaderboard(name)
// @default false
// @event RESPONSE_OnFindLeaderboard
// - response = SteamResults.OK if m_bLeaderboardFound is true
// - response = SteamResults.Fail otherwise
// If response = OK, call findLeaderboardResult to get the leaderboard handle.
public function findLeaderboard(name:String):Boolean
// FindOrCreateLeaderboard(name, sortMethod, displayType)
// @default false
// @arg sortMethod should be one of the UserStatsConstants.SORTMETHOD_* constants
// @arg displayType should be one of the UserStatsConstants.DISPLAYTYPE_* constants
// See FindLeaderboard.
public function findOrCreateLeaderboard(name:String, sortMethod:uint, displayType:uint):Boolean
// @default "0"
// Returns the SteamLeaderboard_t m_hSteamLeaderboard of the leaderboard
// returned by a successful call (i.e. response = OK of the corresponding
// event) to findLeaderboard or findOrCreateLeaderboard, or "0" if no such call
// was made.
public function findLeaderboardResult():String
// GetLeaderboardName(handle)
// @default ""
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
// handle is the value returned by findLeaderboardResult()
public function getLeaderboardName(handle:String):String
// GetLeaderboardEntryCount(handle)
// @default 0
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
public function getLeaderboardEntryCount(handle:String):int
// GetLeaderboardSortMethod(handle)
// @default UserStatsConstants.SORTMETHOD_None
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
// Returns one of the UserStatsConstants.SORTMETHOD_* constants.
public function getLeaderboardSortMethod(handle:String):uint
// GetLeaderboardDisplayType(handle)
// @default UserStatsConstants.DISPLAYTYPE_None
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
// Returns one of the UserStatsConstants.DISPLAYTYPE_* constants.
public function getLeaderboardDisplayType(handle:String):uint
// UploadLeaderboardScore(handle, method, score, details, details.length)
// @default false
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
// @arg method should be one of the UserStatsConstants.UPLOADSCOREMETHOD_* constants
// @arg details should be an Array of ints
// @event RESPONSE_OnUploadLeaderboardScore
// - response = SteamResults.OK if m_bSuccess is true
// - response = SteamResults.Fail otherwise
// If response = OK, call uploadLeaderboardScoreResult to get the corresponding
// result object.
public function uploadLeaderboardScore(handle:String, method:uint, score:int, details:Array = null):Boolean
// @default null
// Returns the UploadLeaderboardScoreResult object corresponding to the most
// recent successful call to uploadLeaderboardScore, or null if no such call
// was made.
public function uploadLeaderboardScoreResult():UploadLeaderboardScoreResult
// DownloadLeaderboardEntries(handle, request, rangeStart, rangeEnd)
// @default false
// @arg handle is a leaderbard handle returned by find(OrCreate)Leaderboard()
// @arg request should be one of the UserStatsConstants_DATAREQUEST_* constants
// @event RESPONSE_OnDownloadLeaderboardEntries
// - response = SteamResults.OK if m_cEntryCount was greater than 0
// - response = SteamResults.Fail otherwise
// If response = OK, call downloadLeaderboardEntriesResult to get the
// corresponding entries leaderboard entries.
public function downloadLeaderboardEntries(handle:String, request:uint = UserStatsConstants.DATAREQUEST_GlobalAroundUser, rangeStart:int = -4, rangeEnd:int = 5):Boolean
// @default []
// Returns an Array of LeaderboardEntry objects corresponding to the most recent
// succesfull call to downloadLeaderboardEntries call by calling
// GetDownloadLeaderboardEntry(..., numDetails)
// for each entry, or an empty array if no succesfull call to
// downloadLeaderboardEntries was made.
public function downloadLeaderboardEntriesResult(numDetails:int = 0):Array
/**************************/
/* Cloud / Remote Storage */
/**************************/
// ISteamRemoteStorage
// GetFileCount()
// @default 0
public function getFileCount():int
// GetFileSize(name)
// @default 0
public function getFileSize(name:String):int
// FileExists(name)
// @default false
public function fileExists(name:String):Boolean
// FileWrite(name, data, data.length)
// @default false
public function fileWrite(name:String, data:ByteArray):Boolean
// FileRead(name, ...)
// @default false
// The data read by the API call is written into the "data" ByteArray passed.
// Any potential data in that ByteArray is cleared before reading the file into
// it.
public function fileRead(name:String, data:ByteArray):Boolean
// FileDelete(name)
// @default false
public function fileDelete(name:String):Boolean
// FileShare(name)
// @default false
// @event RESPONSE_OnFileShared event, response = m_eResult
// If response = SteamResults.OK, call fileShareResult to get the file handle of
// the shared file.
public function fileShare(name:String):Boolean
// @default WorkshopConstants.UGCHANDLE_Invalid
// Returns the corresponding file handle of the last file that was successfuly
// shared with a call to fileShare(), or WorkshopConstants.UGCHANDLE_Invalid if
// no such call was made.
public function fileShareResult():String
// IsCloudEnabledForApp()
// @default false
public function isCloudEnabledForApp():Boolean
// SetCloudEnabledForApp(enabled)
// @default false
// The return value is that of IsCloudEnabledForApp() called afterwards.
public function setCloudEnabledForApp(enabled:Boolean):Boolean
// GetQuota(...)
// @default []
// Returns an Array containing two strings, total and available bytes count, in that order.
public function getQuota():Array
/******************/
/* UGC / Workshop */
/******************/
// ISteamUGC
// UGCDownload(handle, priority)
// @default false
// @arg handle is a UGC handle obtained from fileShareResult() or FileDetailsResult
// @event RESPONSE_OnUGCDownload, response = m_eResult.
// Call getUGCDownloadResult to get the corresponding DownloadUGCResult object.
public function UGCDownload(handle:String, priority:uint):Boolean
// UGCRead(handle, data, size, offset, k_EUGCRead_ContinueReadingUntilFinished)
// @default false
// @arg handle is a UGC handle (see UGCDownload for details)
// Reads the file contents into the data ByteArray after clearing it first.
public function UGCRead(handle:String, size:int, offset:uint, data:ByteArray):Boolean
// GetUGCDownloadProgress(handle, ...)
// @arg handle is a UGC handle (see UGCDownload for details)
// @default []
// Returns as an Array containing two ints, bytesDownloaded and bytesExpected,
// in that order.
public function getUGCDownloadProgress(handle:String):Array
// @default null
// @arg handle is a UGC handle (see UGCDownload for details)
// Returns a DownloadUGCResult corresponding to the last successful call to
// UGCDownload(handle), or null if no such call was made.
// Since one such result is stored per file handle, it's safe to call
// UGCDownload on multiple files at the same time.
public function getUGCDownloadResult(handle:String):DownloadUGCResult
// PublishWorkshopFile(name, preview, appId, title, description, visibility, tags, fileType)
// @default false
// @arg visibility should be one of the WorkshopConstants.VISIBILITY_* constants
// @arg tags should be an Array of Strings, or null.
// @arg fileType should be one of the WorkshopConstants.FILETYPE_* constants
// @event RESPONSE_OnPublishWorkshopFile, response = m_eResult
// If response = SteamResult.OK, call publishWorkshopFileResult to get the
// corresponding published file id.
public function publishWorkshopFile(name:String, preview:String, appId:uint, title:String, description:String, visibility:uint, tags:Array, fileType:uint):Boolean
// @default WorkshopConstants.PUBLISHEDFILEID_Invalid
// Returns the file id of the last file successfuly shared with a call to
// publishWorkshopFile, or WorkshopConstants.PUBLISHEDFILEID_Invalid if no such
// call was made.
public function publishWorkshopFileResult():String
// DeletePublishedFile(file)
// @default false
// @arg file is a published file id returned by publishWorkshopFileResult() or
// obtained by enumerating the workshop
// @event RESPONSE_OnDeletePublishedFile, response = m_eResult
// indicating successful deletion of the file.
public function deletePublishedFile(file:String):Boolean
// GetPublishedFileDetails(file, maxAge)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// @event RESPONSE_OnGetPublishedFileDetails, response = m_eResult
// If response = SteamResults.OK, call getPublishedFileDetailsResult to get the
// corresponding FileDetailsResult object.
public function getPublishedFileDetails(file:String, maxAge:uint = 0):Boolean
// @default null
// @arg file is a published file id (see deletePublishedFile for details)
// Returns the FileDetailsResult corresponding to the last successful call to
// getPublishedFileDetails(file), or null otherwise.
// Since one such object is stored per file, it's safe to call
// getPublishedFileDetails for multiple files at once.
public function getPublishedFileDetailsResult(file:String):FileDetailsResult
// EnumerateUserPublishedFiles(startIndex)
// @default false
// @event RESPONSE_OnEnumerateUserPublishedFiles, response = m_eResult
// If the call was successful, call enumerateUserPublishedFilesResult to get
// the corresponding UserFilesResult object.
public function enumerateUserPublishedFiles(startIndex:uint):Boolean
// @default null
// Returns a UserFilesResult object corresponding to the last successful call
// to enumerateUserPublishedFiles, or null if no such call was made.
public function enumerateUserPublishedFilesResult():UserFilesResult
// EnumeratePublishedWorkshopFiles(type, start, count, days, tags, userTags)
// @default false
// @arg type should be one of the WorkshopConstants.ENUMTYPE_* constants
// @arg tags and userTags should be Arrays of Strings, or null
// @event RESPONSE_OnEnumeratePublishedWorkshopFiles, response = m_eResult
// If the call was successful, call enumeratePublishedWorkshopFilesResult to
// get the corresponding WorkshopFilesResult object.
public function enumeratePublishedWorkshopFiles(type:uint, start:uint, count:uint, days:uint, tags:Array, userTags:Array):Boolean
// @default null
// Returns a WorkshopFilesResult object corresponding to the last successful
// call to enumeratePublishedWorkshopFilesResult, or null if no such call was made.
public function enumeratePublishedWorkshopFilesResult():WorkshopFilesResult
// EnumerateUserSubscribedFiles(startIndex)
// @default false
// @event RESPONSE_OnEnumerateUserSubscribedFiles, response = m_eResult
// If the call was successful, call enumerateUserSubscribedFilesResult to get
// the corresponding SubscribedFilesResult object.
public function enumerateUserSubscribedFiles(startIndex:uint):Boolean
// @default null
// Returns a SubscribedFilesResult object corresponding to the last successful
// call to enumerateUserSubscribedFiles, or null if no such call was made.
public function enumerateUserSubscribedFilesResult():SubscribedFilesResult
// EnumerateUserSharedWorkshopFiles(steamID, start, required, excluded)
// @default false
// @arg required and excluded should be Arrays of Strings, or null
// @event RESPONSE_OnEnumerateUserSharedWorkshopFiles, response = m_eResult
// If the call was successful, call
// enumerateUserSharedWorkshopFilesResult to get the corresponding UserFilesResult
// object.
public function enumerateUserSharedWorkshopFiles(steamID:String, start:uint, required:Array, excluded:Array):Boolean
// @default null
// Returns a UserFilesResult object corresponding to the last successful
// call to enumerateUserSharedWorkshopFiles, or null if no such call was made.
public function enumerateUserSharedWorkshopFilesResult():UserFilesResult
// EnumeratePublishedFilesByUserAction(action, startIndex)
// @default false
// @arg action should be one of the WorkshopConstants.FILEACTION_* constants
// @event RESPONSE_OnEnumeratePublishedFilesByUserAction, response = m_eResult
// If the call was successful, call
// enumerateUserSharedWorkshopFilesResult to get the corresponding
// FilesByUserActionResult object.
public function enumeratePublishedFilesByUserAction(action:uint, startIndex:uint):Boolean
// @default null
// Returns a FilesByUserActionResult object corresponding to the last successful
// call to enumeratePublishedFilesByUserAction, or null if no such call was made.
public function enumeratePublishedFilesByUserActionResult():FilesByUserActionResult
// SubscribePublishedFile(file)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// Generates a RESPONSE_OnSubscribePublishedFile event with response = m_eResult.
public function subscribePublishedFile(file:String):Boolean
// UnsubscribePublishedFile(file)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// Generates a RESPONSE_OnUnsubscribePublishedFile event with response = m_eResult.
public function unsubscribePublishedFile(file:String):Boolean
// CreatePublishedFileUpdateRequest(file)
// @default WorkshopConstants.FILEUPDATEHANDLE_Invalid
// @arg file is a published file id (see deletePublishedFile for details)
public function createPublishedFileUpdateRequest(file:String):String
// UpdatePublishedFileFile(handle, file)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
public function updatePublishedFileFile(handle:String, file:String):Boolean
// UpdatePublishedFilePreviewFile(handle, preview)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
public function updatePublishedFilePreviewFile(handle:String, preview:String):Boolean
// UpdatePublishedFileTitle(handle, title)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
public function updatePublishedFileTitle(handle:String, title:String):Boolean
// UpdatePublishedFileDescription(handle, description)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
public function updatePublishedFileDescription(handle:String, description:String):Boolean
// UpdatePublishedFileSetChangeDescription(handle, changeDesc)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
public function updatePublishedFileSetChangeDescription(handle:String, changeDesc:String):Boolean
// UpdatePublishedFileVisibility(handle, visibility)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
// @arg visibility should be one of the WorkshopConstants.VISIBILITY_* constants
public function updatePublishedFileVisibility(handle:String, visibility:uint):Boolean
// UpdatePublishedFileTags(handle, tags)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
// @arg tags should be an Array of Strings
public function updatePublishedFileTags(handle:String, tags:Array):Boolean
// CommitPublishedFileUpdate(handle)
// @default false
// @arg handle is a update request handle returned by createPublishedFileUpdateRequest
// @event RESPONSE_OnCommitPublishedFileUpdate, response = m_eResult
public function commitPublishedFileUpdate(handle:String):Boolean
// GetPublishedItemVoteDetails(file)
// @default false
// @event RESPONSE_OnGetPublishedItemVoteDetails, response = m_eResult
// If the call was successful, call enumerateUserSharedWorkshopFilesResult to
// get the corresponding UserFilesResult object.
public function getPublishedItemVoteDetails(file:String):Boolean
// @default null
// Returns a ItemVoteDetailsResult object corresponding to the last successful
// call to getPublishedItemVoteDetails, or null if no such call was made.
public function getPublishedItemVoteDetailsResult():ItemVoteDetailsResult
// GetUserPublishedItemVoteDetails(file)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// @event RESPONSE_OnGetUserPublishedItemVoteDetails, response = m_eResult
// If the call was successful, call enumerateUserSharedWorkshopFilesResult to
// get the corresponding UserVoteDetails object.
public function getUserPublishedItemVoteDetails(file:String):Boolean
// @default null
// Returns a UserVoteDetails object corresponding to the last successful call
// to getUserPublishedItemVoteDetails, or null if no such call was made.
public function getUserPublishedItemVoteDetailsResult():UserVoteDetails
// UpdateUserPublishedItemVote(file, upvote)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// @event RESPONSE_OnUpdateUserPublishedItemVote, response = m_eResult
public function updateUserPublishedItemVote(file:String, upvote:Boolean):Boolean
// SetUserPublishedFileAction(file, action)
// @default false
// @arg file is a published file id (see deletePublishedFile for details)
// @arg action should be one one of the WorkshopConstants.FILEACTION_* constants.
// @event RESPONSE_OnSetUserPublishedFileAction, response = m_eResult
public function setUserPublishedFileAction(file:String, action:uint):Boolean
/***********/
/* Friends */
/***********/
// ISteamFriends
// GetFriendCount(flags)
// @default 0
// @arg flags is a combination (bitwise OR) of the FriendConstants.FRIENDFLAG_*
// constants.
public function getFriendCount(flags:uint):int
// GetFriendByIndex(index, flags)
// @default "0"
// For a description of flags, see getFriendCount.
public function getFriendByIndex(index:int, flags:uint):String
// GetFriendPersonaName(id)
// @default ""
public function getFriendPersonaName(id:String):String
// GetSmallFriendAvatar(id)
// @default null
// Returns friend small avatar bitmap data
public function getSmallFriendAvatar(id:String):BitmapData
// GetMediumFriendAvatar(id)
// @default null
// Returns friend medium avatar bitmap data
public function getMediumFriendAvatar(id:String):BitmapData
// +wot
// GetLargeFriendAvatar(id)
// @default null
// @event RESPONSE_OnAvatarImageLoaded, response = m_eResult
public function getLargeFriendAvatar(id:String):BitmapData
// +wot
// SetRichPresence(key, value)
// @default false
// Sets your Rich Presence and enables users to join your game directly with launch params
// key: "status" value: "Waiting in Queue"
// key: "connect" value: "<your game's launch params>"
public function setRichPresence(key:String, value:String):Boolean
// +wot
// ClearRichPresence()
// @default false
// Clears your rich presence
public function clearRichPresence():Boolean
// +wot - April 2024
// SetPlayedWith(id)
// @default ""
// Registers the steamID of a player you recently "played with". Can be looked up in Steam overlay, and perhaps elsehwere
public function setPlayedWith(steamID:String):Boolean
// +wot - April 2024
// GetCoplayFriendCount()
// @default 0
// Gets the number of players that the current user has recently played with, across all games.
public function getCoplayFriendCount():int
// +wot - April 2024
// GetCoplayFriend()
// @default 0
// Gets the Steam ID of the recently played with user at the given index.
public function getCoplayFriend(index:int):String
/******************************/
/* Authentication & Ownership */
/******************************/
// ISteamUser
// GetAuthSessionTicket(...)
// @default UserConstants.AUTHTICKET_Invalid
// @event RESPONSE_OnGetAuthSessionTicketResponse event
// - response = m_eAuthSessionResponse (one of the UserConstants.SESSION_* constants)
// The session ticket will be written to the passed ByteArray, after clearing
// it first.
// Returns the return value of GetAuthSessionTicket() (the ticket handle), or
// UserConstants.AUTHTICKET_Invalid on failure.
// If response = UserConstants.SESSION_OK, call getAuthSessionTicketResult to
// get the actual valid ticket handle.
// +wot -- steamID is now required for creating a SteamNetworkingIdentity object
public function getAuthSessionTicket(ticket:ByteArray, steamID:String):uint
// @default UserConstants.AUTHTICKET_Invalid
// Returns the ticket handle of the last successful call to getAuthSessionTicket
// that could be validated, or UserConstants.AUTHTICKET_Invalid if no such call
// was made.
public function getAuthSessionTicketResult():uint
// BeginAuthSession(ticket, ticket.length, steamID)
// @default UserConstants.BEGINAUTH_InvalidTicket
// @event RESPONSE_OnValidateAuthTicketResponse
// - response = m_eAuthSessionResponse (one of the UserConstants.SESSION_* constants)
// Returns the return value of BeginAuthSession as one of the
// UserConstants.BEGINAUTH_* constants, or UserConstants.BEGINAUTH_InvalidTicket
// on failure.
public function beginAuthSession(ticket:ByteArray, steamID:String):int
// EndAuthSession(steamID)
// @default false
public function endAuthSession(steamID:String):Boolean
// CancelAUthTicket(handle)
// @default false
public function cancelAuthTicket(ticketHandle:uint):Boolean
// UserHasLicenseForApp(steamID, appID)
// @default UserConstants.LICENSE_NoAuth
// Returns the return value of UserHasLicenseForApp as one of the
// UserConstants.LICENSE_* constants, or UserConstants.LICENSE_NoAuth on failure.
// Only call this after receiving a RESPONSE_OnValidateAuthTicketResponse event
// with response = USerConstants.SESSION_OK.
public function userHasLicenseForApp(steamID:String, appID:uint):int
// RequestEncryptedAppTicket(dataToInclude, dataToIncludeLength);
// @default false
// @event RESPONSE_OnEncryptedAppTicketResponse, response = m_eResult
// Requests an application ticket encrypted with the secret "encrypted app ticket key".
// You can pass your own secret data ByteArray which will be encrypted into the ticket.
// If response = SteamResults.OK, call GetEncryptedAppTicket to get the ticket data.
public function requestEncryptedAppTicket(secretData:ByteArray):Boolean
// GetEncryptedAppTicket(...)
// @default false
// The encrypted app ticket will be written to the passed ByteArray, after clearing it first.
public function getEncryptedAppTicket(ticket:ByteArray):Boolean
/***********/
/* Overlay */
/***********/
// ISteamFriends
// A RESPONSE_OnGameOverlayActivated is fired whenever the user manually
// triggers the Steam overlay, with
// - response = SteamResults.OK if the overlay was enabled
// - response = SteamResults.Fail if it was disabled
// ActivateGameOverlay(dialog)
// @default false
// @event RESPONSE_OnGameOverlayActivated, response = SteamResults.OK
// For a list of valid dialog names, see the Steamworks documentation.
public function activateGameOverlay(dialog:String):Boolean
// ActivateGameOverlayToUser(dialog, steamId)
// @default false
// @event RESPONSE_OnGameOverlayActivated, response = SteamResults.OK
public function activateGameOverlayToUser(dialog:String, steamId:String):Boolean
// ActivateGameOverlayToWebPage(url)
// @default false
// @event RESPONSE_OnGameOverlayActivated, response = SteamResults.OK
public function activateGameOverlayToWebPage(url:String):Boolean
// ActivateGameOverlayToStore(appId, flag)
// @default false
// @arg flag should be one of the FriendConstants.STOREFLAG_* constants.
// @event RESPONSE_OnGameOverlayActivated, response = SteamResults.OK
public function activateGameOverlayToStore(appId:uint, flag:uint):Boolean
// ActivateGameOverlayInviteDialog(steamIdLobby)
// @default false
// @event RESPONSE_OnGameOverlayActivated, response = SteamResults.OK
public function activateGameOverlayInviteDialog(steamIdLobby:String):Boolean
// IsOverlayEnabled()
// @default false
public function isOverlayEnabled():Boolean
// ISteamUtils#SetOverlayNotificationPosition(position)
// @default false
// @arg position should be one of the UtilsConstants.OVERLAYPOSITION_* constants.
public function setOverlayNotificationPosition(position:uint):Boolean
// +wot
// ISteamUtils#SetOverlayNotificationInset(hInset, vInset)
// @default false
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition().
public function setOverlayNotificationInset(hInset:int, vInset:int):Boolean
// +wot
// ISteamUtils#BOverlayNeedsPresent()
// @default false
// Checks if the Overlay needs a present. Only required if using event driven render updates.
public function overlayNeedsPresent():Boolean
/***********************/
/* DLC / subscriptions */
/***********************/
// ISteamApps
// BIsSubscribedApp(appId)
// @default false
public function isSubscribedApp(appId:uint):Boolean
// BIsDLCInstalled(appId)
// @default false
public function isDLCInstalled(appId:uint):Boolean
// GetDLCCount()
// @default 0
public function getDLCCount():int
// InstallDLC(appId)
// @default false
// @event RESPONSE_OnDLCInstalled, response = SteamResults.OK
public function installDLC(appId:uint):Boolean
// UninstallDLC(appId)
// @default false
public function uninstallDLC(appId:uint):Boolean
// @default 0
// Returns the app id of the DLC that was just installed, or 0 if no DLC was
// installed. Call this whenever receiving a RESPONSE_OnDLCInstalled event.
public function DLCInstalledResult():uint
/********************/
/* Microtransaction */
/********************/
// @default null
// Returns a MicroTxnAuthorizationResponse object which was generated by
// receiving a microtransaction authorization callback. Note that each such
// object is only returned once by this function. If no unreturned microtransaction
// authorization response are left, this function returns null.
//
// Call this whenever receiving a RESPONSE_OnMicroTxnAuthorizationResponse event.
// The event's response property indicates if the transaction was successful,
// (SteamResults.OK if m_bAuthorized is true, else SteamResults.Fail), but
// regardless of the value, a response object is created.
//
// On Linux, this event can never be fired (since the overlay does not work on
// Linux, the only way to do microtransactions on Linux is through web-based
// purchasing), so microTxnResult() always returns null.
//
// A usage pattern for this function might look like this:
// public function handleSteamEvent(e:SteamEvent):void {
// if (e.req_type == SteamConstants.RESPONSE_OnMicroTxnAuthorizationResponse) {
// var microTxnResult:MicroTxnAuthorizationResponse;
// while ((microTxnResult = Steamworks.microTxnResult()) != null) {
// if (microTxnResult.authorized)
// handleSuccessfulOrder(microTxnResult.orderID);
// }
// }
// }
public function microTxnResult():MicroTxnAuthorizationResponse
/**********************************/
/* Other non-Steamworks functions */
/**********************************/
// @default ""
// Returns the value of the environment variable with the given name as returned
// by std::getenv() or the empty String, if getenv() returned a null pointer.
public function getEnv(name:String):String
// @default false
// Sets (or overwrites) the environment variable with the given name to value.
// Returns true on success and false on failure.
// Note that on Linux, this only affects the environment of the APIWrapper
// process, not the AIR process itself.
public function setEnv(name:String, value:String):Boolean
// The Steam overlay requires the application to constantly redraw the screen
// when the overlay is triggered to display the fade in/out animation. However,
// under some circumstances, the Adobe AIR runtime doesn't do this, causing the
// overlay to get stuck during fade in/out. To work around this problem, call
// this function, which adds a constantly "rotating" pixel to the stage as soon
// as the overlay is triggered, forcing AIR to redraw.
// @arg container The display object container to add the pixel to (usually stage)
// @arg alwaysVisible If the pixel should stay visible, even if the overlay
// currently isn't up
// @arg color The pixel's color
// @nogen
public function addOverlayWorkaround(container:DisplayObjectContainer, alwaysVisible:Boolean = false, color:uint = 0x000000):void