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Steamยถ
Inherits: Object
An ecosystem of tools for Godot Engine and Valve's Steam.
Descriptionยถ
Full documentation and tutorials are available at https://godotsteam.com/.
Tutorialsยถ
Propertiesยถ
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Methodsยถ
acceptConnection(connection_handle: int) |
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acceptP2PSessionWithUser(remote_steam_id: int) |
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acceptSessionWithUser(remote_steam_id: int) |
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void |
activateActionSet(input_handle: int, action_set_handle: int) |
void |
activateActionSetLayer(input_handle: int, action_set_layer_handle: int) |
void |
activateGameOverlay(type: String = "") |
void |
activateGameOverlayInviteDialog(steam_id: int) |
void |
activateGameOverlayInviteDialogConnectString(connect_string: String) |
void |
activateGameOverlayToStore(app_id: int = 0) |
void |
activateGameOverlayToUser(type: String = "", steam_id: int = 0) |
void |
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activationSuccess(activate: bool) |
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void |
addAppDependency(published_file_id: int, app_id: int) |
addContentDescriptor(update_handle: int, descriptor_id: int) |
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void |
addDependency(published_file_id: int, child_published_file_id: int) |
addExcludedTag(query_handle: int, tag_name: String) |
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addFavoriteGame(ip: String, port: int, query_port: int, flags: int, last_played: int) |
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void |
addGamePhaseTag(tag_name: String, tag_icon: String, tag_group: String, priority: int) |
addGameSearchParams(key: String, values: String) |
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void |
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addInstantaneousTimelineEvent(title: String, description: String, icon: String, icon_priority: int, start_offset_seconds: float, possible_clip: TimelineEventClipPriority = 1) |
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addItemKeyValueTag(query_handle: int, key: String, value: String) |
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addItemPreviewFile(query_handle: int, preview_file: String, type: ItemPreviewType) |
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addItemPreviewVideo(query_handle: int, video_id: String) |
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void |
addItemToFavorites(app_id: int, published_file_id: int) |
addPromoItem(item: int) |
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addPromoItems(items: PackedInt64Array) |
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addRangeTimelineEvent(title: String, description: String, icon: String, icon_priority: int, start_offset_seconds: float, duration: float, possible_clip: TimelineEventClipPriority = 1) |
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void |
addRequestLobbyListDistanceFilter(distance_filter: LobbyDistanceFilter) |
void |
addRequestLobbyListFilterSlotsAvailable(slots_available: int) |
void |
addRequestLobbyListNearValueFilter(key_to_match: String, value_to_be_close_to: int) |
void |
addRequestLobbyListNumericalFilter(key_to_match: String, value_to_match: int, comparison_type: LobbyComparison) |
void |
addRequestLobbyListResultCountFilter(max_results: int) |
void |
addRequestLobbyListStringFilter(key_to_match: String, value_to_match: String, comparison_type: LobbyComparison) |
addRequiredKeyValueTag(query_handle: int, key: String, value: String) |
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addRequiredTag(query_handle: int, tag_name: String) |
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addRequiredTagGroup(query_handle: int, tag_array: Array) |
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addScreenshotToLibrary(filename: String, thumbnail_filename: String, width: int, height: int) |
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addVRScreenshotToLibrary(type: VRScreenshotType, filename: String, vr_filename: String) |
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void |
advertiseGame(server_ip: String, port: int) |
allowP2PPacketRelay(allow: bool) |
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void |
allowStartRequest(allowed: bool, this_handle: int = 0) |
void |
attachLeaderboardUGC(ugc_handle: int, this_leaderboard: int = 0) |
beginAsyncRequestFakeIP(num_ports: int) |
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beginAuthSession(ticket: PackedByteArray, ticket_size: int, steam_id: int) |
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void |
cancelAuthTicket(auth_ticket: int) |
void |
cancelQuery(server_list_request: int) |
void |
cancelReservation(beacon_id: int, steam_id: int) |
void |
cancelServerQuery(server_query: int) |
void |
changeNumOpenSlots(beacon_id: int, open_slots: int) |
void |
checkFileSignature(file_name: String) |
checkPingDataUpToDate(max_age_in_seconds: float) |
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checkResultSteamID(steam_id_expected: int, this_inventory_handle: int = 0) |
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clearAchievement(achievement_name: String) |
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void |
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void |
clearTimelineTooltip(time_delta: float) |
closeChannelWithUser(remote_steam_id: int, channel: int) |
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closeClanChatWindowInSteam(chat_id: int) |
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closeConnection(peer: int, reason: int, debug_message: String, linger: bool) |
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closeListenSocket(socket: int) |
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closeP2PChannelWithUser(remote_steam_id: int, channel: int) |
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closeP2PSessionWithUser(remote_steam_id: int) |
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closeSessionWithUser(remote_steam_id: int) |
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configureConnectionLanes(connection: int, lanes: int, priorities: Array, weights: Array) |
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connectByIPAddress(ip_address_with_port: String, options: Dictionary) |
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connectP2P(remote_steam_id: int, virtual_port: int, options: Dictionary) |
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connectToHostedDedicatedServer(remote_steam_id: int, virtual_port: int, options: Dictionary) |
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consumeItem(item_consume: int, quantity: int) |
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convertPingLocationToString(location: PackedByteArray) |
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void |
copyToClipboard(this_handle: int = 0) |
void |
createBeacon(open_slots: int, location_id: int, type: PartyBeaconLocationType, connect_string: String, beacon_metadata: String) |
void |
createBrowser(user_agent: String = "", user_css: String = "") |
createCookieContainer(allow_response_to_modify: bool) |
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void |
createFakeUDPPort(fake_server_port: int) |
createHTTPRequest(request_method: HTTPMethod, absolute_url: String) |
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createHostedDedicatedServerListenSocket(virtual_port: int, options: Dictionary) |
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void |
createItem(app_id: int, file_type: WorkshopFileType) |
createListenSocketIP(ip_reference: String, options: Dictionary) |
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createListenSocketP2P(virtual_port: int, options: Dictionary) |
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createListenSocketP2PFakeIP(fake_port: int, options: Dictionary) |
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void |
createLobby(lobby_type: LobbyType, max_members: int = 2) |
createQueryAllUGCRequest(query_type: UGCQuery, matching_type: UGCMatchingUGCType, creator_id: int, consumer_id: int, page: int) |
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createQueryUGCDetailsRequest(published_file_id: Array) |
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createQueryUserUGCRequest(account_id: int, list_type: UserUGCList, matching_ugc_type: UGCMatchingUGCType, sort_order: UserUGCListSortOrder, creator_id: int, consumer_id: int, page: int) |
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createSocketPair(loopback: bool, remote_steam_id1: int, remote_steam_id2: int) |
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currentEntryIsAvailable(available: bool) |
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void |
deactivateActionSetLayer(input_handle: int, action_set_handle: int) |
void |
deactivateAllActionSetLayers(input_handle: int) |
decompressVoice(voice: PackedByteArray, sample_rate: int, buffer_size_override: int = 20480) |
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deferHTTPRequest(request_handle: int) |
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void |
deleteItem(published_file_id: int) |
deleteLobbyData(steam_lobby_id: int, key: String) |
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deserializeResult(buffer: PackedByteArray) |
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destroyBeacon(beacon_id: int) |
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destroyPollGroup(poll_group: int) |
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void |
destroyResult(this_inventory_handle: int = 0) |
void |
doesEventRecordingExist(this_event: int) |
void |
doesGamePhaseRecordingExist(phase_id: String) |
void |
downloadClanActivityCounts(chat_id: int, clans_to_request: int) |
downloadItem(published_file_id: int, high_priority: bool) |
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void |
downloadLeaderboardEntries(start: int, end: int, type: LeaderboardDataRequest = 0, this_leaderboard: int = 0) |
void |
downloadLeaderboardEntriesForUsers(users_id: Array, this_leaderboard: int = 0) |
void |
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void |
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enableLooped(loop: bool) |
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enablePlayNext(next: bool) |
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enablePlayPrevious(previous: bool) |
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enablePlaylists(playlists: bool) |
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enableQueue(queue: bool) |
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enableShuffled(shuffle: bool) |
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void |
endAuthSession(steam_id: int) |
void |
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void |
endRangeTimelineEvent(this_event: int, end_offset_seconds: float) |
void |
enumerateFollowingList(start_index: int) |
estimatePingTimeBetweenTwoLocations(location1: PackedByteArray, location2: PackedByteArray) |
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estimatePingTimeFromLocalHost(location: PackedByteArray) |
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exchangeItems(output_items: PackedInt64Array, output_quantity: PackedInt32Array, input_items: PackedInt64Array, input_quantity: PackedInt32Array) |
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void |
executeJavascript(script: String, this_handle: int = 0) |
fileDelete(file: String) |
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fileExists(file: String) |
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fileForget(file: String) |
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filePersisted(file: String) |
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void |
fileReadAsync(file: String, offset: int, data_to_read: int) |
void |
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fileWrite(file: String, data: PackedByteArray, size: int = 0) |
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void |
fileWriteAsync(file: String, data: PackedByteArray, size: int = 0) |
fileWriteStreamCancel(write_handle: int) |
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fileWriteStreamClose(write_handle: int) |
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fileWriteStreamOpen(file: String) |
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fileWriteStreamWriteChunk(write_handle: int, data: PackedByteArray) |
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filterText(context: TextFilteringContext, steam_id: int, message: String) |
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void |
find(search: String, currently_in_find: bool, reverse: bool, this_handle: int = 0) |
void |
findLeaderboard(leaderboard_name: String) |
void |
findOrCreateLeaderboard(leaderboard_name: String, sort_method: LeaderboardSortMethod, display_type: LeaderboardDisplayType) |
flushMessagesOnConnection(connection_handle: int) |
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generateItems(items: PackedInt64Array, quantity: PackedInt32Array) |
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getAchievement(achievement_name: String) |
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getAchievementAchievedPercent(achievement_name: String) |
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getAchievementAndUnlockTime(achievement_name: String) |
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getAchievementDisplayAttribute(achievement_name: String, key: String) |
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getAchievementIcon(achievement_name: String) |
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getAchievementName(achievement: int) |
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getAchievementProgressLimitsFloat(achievement_name: String) |
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getAchievementProgressLimitsInt(achievement_name: String) |
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getActionOriginFromXboxOrigin(input_handle: int, origin: int) |
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getActionSetHandle(action_set_name: String) |
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getActiveActionSetLayers(input_handle: int) |
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getAllLobbyData(steam_lobby_id: int) |
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getAnalogActionData(input_handle: int, analog_action_handle: int) |
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getAnalogActionHandle(action_name: String) |
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getAnalogActionOrigins(input_handle: int, action_set_handle: int, analog_action_handle: int) |
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void |
getAppDependencies(published_file_id: int) |
getAppID() |
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getAppInstallDir(app_id: int) |
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getAuthSessionTicket(remote_steam_id: int = 0) |
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getAuthTicketForWebApi(service_identity: String = "") |
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getAvailableP2PPacketSize(channel: int = 0) |
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getBeaconByIndex(index: int) |
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getBeaconDetails(beacon_id: int) |
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getBeaconLocationData(location_id: int, location_type: PartyBeaconLocationType, location_data: PartyBeaconLocationData) |
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getCachedUGCHandle(content: int) |
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getChatMemberByIndex(clan_id: int, user: int) |
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getClanActivityCounts(clan_id: int) |
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getClanByIndex(clan_index: int) |
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getClanChatMemberCount(clan_id: int) |
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getClanChatMessage(chat_id: int, message: int) |
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getClanName(clan_id: int) |
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getClanOfficerByIndex(clan_id: int, officer: int) |
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getClanOfficerCount(clan_id: int) |
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getClanOwner(clan_id: int) |
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getClanTag(clan_id: int) |
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getConfigValue(config_value: NetworkingConfigValue, scope_type: NetworkingConfigScope, connection_handle: int) |
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getConfigValueInfo(config_value: NetworkingConfigValue) |
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getConnectionInfo(connection_handle: int) |
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getConnectionName(peer: int) |
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getConnectionRealTimeStatus(connection_handle: int, lanes: int, get_status: bool = true) |
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getConnectionUserData(peer: int) |
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getControllerForGamepadIndex(index: int) |
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getCoplayFriend(friend_number: int) |
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getCurrentActionSet(input_handle: int) |
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getDLCDataByIndex(this_dlc_index: int) |
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getDLCDownloadProgress(dlc_id: int) |
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getDetailedConnectionStatus(connection_handle: int) |
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getDeviceBindingRevision(input_handle: int) |
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getDigitalActionData(input_handle: int, digital_action_handle: int) |
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getDigitalActionHandle(action_name: String) |
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getDigitalActionOrigins(input_handle: int, action_set_handle: int, digital_action_handle: int) |
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getDirectPingToPOP(pop_id: int) |
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void |
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getEarliestPurchaseUnixTime(app_id: int) |
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void |
getFileDetails(filename: String) |
getFileNameAndSize(file: int) |
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getFileSize(file: String) |
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getFileTimestamp(file: String) |
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void |
getFollowerCount(steam_id: int) |
getFriendByIndex(friend_number: int, friend_flags: BitField[FriendFlags]) |
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getFriendCoplayGame(friend_id: int) |
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getFriendCoplayTime(friend_id: int) |
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getFriendCount(friend_flags: BitField[FriendFlags] = 65535) |
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getFriendCountFromSource(source_id: int) |
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getFriendFromSourceByIndex(source_id: int, friend_number: int) |
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getFriendGamePlayed(steam_id: int) |
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getFriendMessage(friend_id: int, message: int) |
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getFriendPersonaName(steam_id: int) |
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getFriendPersonaNameHistory(steam_id: int, name_history: int) |
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getFriendPersonaState(steam_id: int) |
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getFriendRelationship(steam_id: int) |
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getFriendRichPresence(friend_id: int, key: String) |
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getFriendRichPresenceKeyByIndex(friend_id: int, key: int) |
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getFriendRichPresenceKeyCount(friend_id: int) |
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getFriendSteamLevel(steam_id: int) |
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getFriendsGroupIDByIndex(friend_group: int) |
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getFriendsGroupMembersCount(friend_group: int) |
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getFriendsGroupMembersList(friend_group: int, member_count: int) |
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getFriendsGroupName(friend_group: int) |
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getGameBadgeLevel(series: int, foil: bool) |
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getGamepadIndexForController(input_handle: int) |
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getGlobalStatFloat(stat_name: String) |
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getGlobalStatFloatHistory(stat_name: String) |
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getGlobalStatInt(stat_name: String) |
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getGlobalStatIntHistory(stat_name: String) |
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getGlyphForActionOrigin(origin: InputActionOrigin) |
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getGlyphForXboxOrigin(origin: int) |
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getGlyphPNGForActionOrigin(origin: InputActionOrigin, size: InputGlyphSize, flags: int) |
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getGlyphSVGForActionOrigin(origin: InputActionOrigin, flags: int) |
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getHTTPDownloadProgressPct(request_handle: int) |
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getHTTPRequestWasTimedOut(request_handle: int) |
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getHTTPResponseBodyData(request_handle: int, buffer_size: int) |
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getHTTPResponseBodySize(request_handle: int) |
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getHTTPResponseHeaderSize(request_handle: int, header_name: String) |
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getHTTPResponseHeaderValue(request_handle: int, header_name: String, buffer_size: int) |
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getHTTPStreamingResponseBodyData(request_handle: int, offset: int, buffer_size: int) |
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getImageRGBA(image: int) |
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getImageSize(image: int) |
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getInputTypeForHandle(input_handle: int) |
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getInstalledDepots(app_id: int) |
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getItemDefinitionProperty(definition: int, name: String) |
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getItemDownloadInfo(published_file_id: int) |
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getItemInstallInfo(published_file_id: int) |
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getItemPrice(definition: int) |
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getItemState(published_file_id: int) |
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getItemUpdateProgress(update_handle: int) |
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getItemsByID(id_array: PackedInt64Array) |
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getLargeFriendAvatar(steam_id: int) |
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getLaunchQueryParam(key: String) |
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getLeaderboardDisplayType(this_leaderboard: int = 0) |
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getLeaderboardEntryCount(this_leaderboard: int = 0) |
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getLeaderboardName(this_leaderboard: int = 0) |
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getLeaderboardSortMethod(this_leaderboard: int = 0) |
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void |
getLinkAtPosition(x: int, y: int, this_handle: int = 0) |
getListenSocketAddress(socket: int, with_port: bool = true) |
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getLobbyData(steam_lobby_id: int, key: String) |
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getLobbyGameServer(steam_lobby_id: int) |
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getLobbyMemberByIndex(steam_lobby_id: int, member: int) |
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getLobbyMemberData(steam_lobby_id: int, steam_id_user: int, key: String) |
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getLobbyMemberLimit(steam_lobby_id: int) |
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getLobbyOwner(steam_lobby_id: int) |
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getLocalFileChange(file: int) |
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getMediumFriendAvatar(steam_id: int) |
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getMotionData(input_handle: int) |
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getNextMostAchievedAchievementInfo(iterator: int) |
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getNumLobbyMembers(steam_lobby_id: int) |
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getNumSupportedGameVersions(query_handle: int, index: int) |
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void |
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void |
getOPFSettings(app_id: int) |
getOPFStringForApp(app_id: int) |
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getP2PSessionState(remote_steam_id: int) |
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getPingToDataCenter(pop_id: int) |
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void |
getPlayerAvatar(size: int = 2, steam_id: int = 0) |
getPlayerNickname(steam_id: int) |
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getProfileItemPropertyInt(steam_id: int, item_type: CommunityProfileItemType, item_property: CommunityProfileItemProperty) |
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getProfileItemPropertyString(steam_id: int, item_type: CommunityProfileItemType, item_property: CommunityProfileItemProperty) |
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getQueryUGCAdditionalPreview(query_handle: int, index: int, preview_index: int) |
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getQueryUGCChildren(query_handle: int, index: int, child_count: int) |
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getQueryUGCContentDescriptors(query_handle: int, index: int, max_entries: int) |
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getQueryUGCKeyValueTag(query_handle: int, index: int, key_value_tag_index: int) |
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getQueryUGCMetadata(query_handle: int, index: int) |
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getQueryUGCNumAdditionalPreviews(query_handle: int, index: int) |
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getQueryUGCNumKeyValueTags(query_handle: int, index: int) |
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getQueryUGCNumTags(query_handle: int, index: int) |
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getQueryUGCPreviewURL(query_handle: int, index: int) |
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getQueryUGCResult(query_handle: int, index: int) |
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getQueryUGCStatistic(query_handle: int, index: int, stat_type: ItemStatistic) |
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getQueryUGCTag(query_handle: int, index: int, tag_index: int) |
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getQueryUGCTagDisplayName(query_handle: int, index: int, tag_index: int) |
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getQuota() |
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getRemoteFakeIPForConnection(connection: int) |
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getRemotePlaySessionID(input_handle: int) |
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getResultItemProperty(index: int, name: String, this_inventory_handle: int = 0) |
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getResultItems(this_inventory_handle: int = 0) |
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getResultStatus(this_inventory_handle: int = 0) |
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getResultTimestamp(this_inventory_handle: int = 0) |
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getServerCount(server_list_request: int) |
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getServerDetails(server: int, server_list_request: int) |
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getSessionClientFormFactor(session_id: int) |
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getSessionClientName(session_id: int) |
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getSessionClientResolution(session_id: int) |
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getSessionConnectionInfo(remote_steam_id: int, get_connection: bool, get_status: bool) |
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getSessionID(index: int) |
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getSessionSteamID(session_id: int) |
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getSmallFriendAvatar(steam_id: int) |
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getStatFloat(stat_name: String) |
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getStatInt(stat_name: String) |
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getSteamID32(steam_id: int) |
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getStringForAnalogActionName(action_handle: int) |
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getStringForDigitalActionName(action_handle: int) |
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getStringForXboxOrigin(origin: int) |
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getSupportedGameVersionData(query_handle: int, index: int, version_index: int) |
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getSyncPlatforms(file: String) |
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getUGCDetails(content: int) |
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getUGCDownloadProgress(content: int) |
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getUserAchievement(steam_id: int, name: String) |
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getUserAchievementAndUnlockTime(steam_id: int, name: String) |
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getUserContentDescriptorPreferences(max_entries: int) |
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void |
getUserItemVote(published_file_id: int) |
getUserStatFloat(steam_id: int, name: String) |
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getUserStatInt(steam_id: int, name: String) |
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void |
getVideoURL(app_id: int) |
void |
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get_godotsteam_version() const |
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get_server_list_request() const |
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void |
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void |
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hasEquippedProfileItem(steam_id: int, friend_flags: CommunityProfileItemType) |
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hasFriend(steam_id: int, friend_flags: BitField[FriendFlags]) |
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void |
hookScreenshots(hook: bool) |
hostConfirmGameStart(game_id: int) |
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htmlInit() |
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indicateAchievementProgress(name: String, current_progress: int, max_progress: int) |
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void |
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initWorkshopForGameServer(workshop_depot_id: int, folder: String) |
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initiateGameConnection(server_id: int, server_ip: String, server_port: int, secure: bool) |
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void |
installDLC(dlc_id: int) |
inviteUserToGame(friend_id: int, connect_string: String) |
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inviteUserToLobby(steam_lobby_id: int, steam_id_invitee: int) |
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isAnonAccount(steam_id: int) |
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isAnonUserAccount(steam_id: int) |
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isAppBlocked(app_id: int) |
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isAppInBlockList(app_id: int) |
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isAppInstalled(app_id: int) |
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isChatAccount(steam_id: int) |
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isClanAccount(steam_id: int) |
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isClanChatAdmin(chat_id: int, steam_id: int) |
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isClanChatWindowOpenInSteam(chat_id: int) |
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isClanOfficialGameGroup(clan_id: int) |
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isClanPublic(clan_id: int) |
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isConsoleUserAccount(steam_id: int) |
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isDLCInstalled(dlc_id: int) |
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isFeatureBlocked(feature: ParentalFeature) |
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isFeatureInBlockList(feature: ParentalFeature) |
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void |
isFollowing(steam_id: int) |
isIndividualAccount(steam_id: int) |
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isRefreshing(server_list_request: int) |
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isSubscribedApp(app_id: int) |
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isUserInSource(steam_id: int, source_id: int) |
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void |
joinClanChatRoom(clan_id: int) |
void |
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void |
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void |
jsDialogResponse(result: bool, this_handle: int = 0) |
void |
keyChar(unicode_char: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) |
void |
keyDown(native_key_code: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) |
void |
keyUp(native_key_code: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) |
leaveClanChatRoom(clan_id: int) |
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void |
leaveLobby(steam_lobby_id: int) |
void |
loadURL(url: String, post_data: String, this_handle: int = 0) |
loggedOn() |
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markContentCorrupt(missing_files_only: bool) |
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void |
mouseDoubleClick(mouse_button: HTMLMouseButton, this_handle: int = 0) |
void |
mouseDown(mouse_button: HTMLMouseButton, this_handle: int = 0) |
void |
|
void |
mouseUp(mouse_button: HTMLMouseButton, this_handle: int = 0) |
void |
mouseWheel(delta: int, this_handle: int = 0) |
void |
|
void |
|
void |
|
void |
|
void |
musicSetVolume(volume: float) |
void |
onReservationCompleted(beacon_id: int, steam_id: int) |
openClanChatWindowInSteam(chat_id: int) |
|
void |
openOverlayToGamePhase(phase_id: String) |
void |
openOverlayToTimelineEvent(this_event: int) |
parsePingLocationString(string: String) |
|
void |
pasteFromClipboard(this_handle: int = 0) |
pingServer(ip: String, port: int) |
|
playerDetails(ip: String, port: int) |
|
prioritizeHTTPRequest(request_handle: int) |
|
readP2PPacket(packet: int, channel: int = 0) |
|
receiveMessagesOnChannel(channel: int, max_messages: int) |
|
receiveMessagesOnConnection(connection: int, max_messages: int) |
|
receiveMessagesOnPollGroup(poll_group: int, max_messages: int) |
|
void |
refreshQuery(server_list_request: int) |
void |
refreshServer(server: int, server_list_request: int) |
registerProtocolInOverlayBrowser(protocol: String) |
|
registerSteamMusicRemote(name: String) |
|
releaseCookieContainer(cookie_handle: int) |
|
releaseHTTPRequest(request_handle: int) |
|
releaseQueryUGCRequest(query_handle: int) |
|
void |
releaseRequest(server_list_request: int) |
void |
|
void |
removeAppDependency(published_file_id: int, app_id: int) |
void |
removeBrowser(this_handle: int = 0) |
removeContentDescriptor(update_handle: int, descriptor_id: int) |
|
void |
removeDependency(published_file_id: int, child_published_file_id: int) |
removeFavoriteGame(app_id: int, ip: String, port: int, query_port: int, flags: int) |
|
void |
removeItemFromFavorites(app_id: int, published_file_id: int) |
removeItemKeyValueTags(update_handle: int, key: String) |
|
removeItemPreview(update_handle: int, index: int) |
|
removeProperty(item_id: int, name: String, this_inventory_update_handle: int = 0) |
|
void |
removeTimelineEvent(this_event: int) |
replyToFriendMessage(steam_id: int, message: String) |
|
void |
requestClanOfficerList(clan_id: int) |
void |
requestEligiblePromoItemDefinitionsIDs(steam_id: int) |
void |
requestEncryptedAppTicket(secret: String) |
void |
requestEquippedProfileItems(steam_id: int) |
requestFavoritesServerList(app_id: int, filters: Array) |
|
void |
requestFriendRichPresence(friend_id: int) |
requestFriendsServerList(app_id: int, filters: Array) |
|
void |
|
void |
requestGlobalStats(history_days: int) |
requestHistoryServerList(app_id: int, filters: Array) |
|
requestInternetServerList(app_id: int, filters: Array) |
|
requestLANServerList(app_id: int) |
|
requestLobbyData(steam_lobby_id: int) |
|
void |
|
requestPlayersForGame(player_min: int, player_max: int, max_team_size: int) |
|
void |
|
requestSpectatorServerList(app_id: int, filters: Array) |
|
void |
requestStoreAuthURL(redirect: String) |
requestUserInformation(steam_id: int, require_name_only: bool) |
|
void |
requestUserStats(steam_id: int) |
resetAllStats(achievements_too: bool) |
|
void |
resetIdentity(remote_steam_id: int) |
restartAppIfNecessary(app_id: int) |
|
retrieveConnectionDetails(host_id: int) |
|
void |
|
void |
|
void |
|
searchForGameSolo(player_min: int, player_max: int) |
|
searchForGameWithLobby(lobby_id: int, player_min: int, player_max: int) |
|
sendClanChatMessage(chat_id: int, text: String) |
|
sendHTTPRequest(request_handle: int) |
|
sendHTTPRequestAndStreamResponse(request_handle: int) |
|
sendLobbyChatMsg(steam_lobby_id: int, message_body: String) |
|
sendMessageToConnection(connection_handle: int, data: PackedByteArray, flags: int) |
|
sendMessageToUser(remote_steam_id: int, data: PackedByteArray, flags: int, channel: int) |
|
sendP2PPacket(remote_steam_id: int, data: PackedByteArray, send_type: P2PSend, channel: int = 0) |
|
void |
sendQueryUGCRequest(update_handle: int) |
sendRemotePlayTogetherInvite(friend_id: int) |
|
serializeResult(this_inventory_handle: int = 0) |
|
serverRules(ip: String, port: int) |
|
setAchievement(name: String) |
|
setActiveBeta(beta_name: String) |
|
setAdminQuery(update_handle: int, admin_query: bool) |
|
setAllowCachedResponse(update_handle: int, max_age_seconds: int) |
|
void |
setBackgroundMode(background_mode: bool, this_handle: int = 0) |
setCertificate(certificate: PackedByteArray) |
|
void |
setCloudEnabledForApp(enabled: bool) |
setCloudFileNameFilter(update_handle: int, match_cloud_filename: String) |
|
setConnectionConfigValueFloat(connection: int, config: NetworkingConfigValue, value: float) |
|
setConnectionConfigValueInt32(connection: int, config: NetworkingConfigValue, value: int) |
|
setConnectionConfigValueString(connection: int, config: NetworkingConfigValue, value: String) |
|
setConnectionDetails(details: String, connection_details: int) |
|
void |
setConnectionName(peer: int, name: String) |
setConnectionPollGroup(connection_handle: int, poll_group: int) |
|
void |
setCookie(hostname: String, key: String, value: String, path: String, expires: int, secure: bool, http_only: bool) |
setCurrentQueueEntry(id: int) |
|
setDLCContext(app_id: int) |
|
setDisplayName(name: String) |
|
void |
setDualSenseTriggerEffect(input_handle: int, parameters: int, trigger_mask: int, effect_mode: SCEPadTriggerEffectMode, position: int, amplitude: int, frequency: int) |
setDurationControlOnlineState(new_state: int) |
|
setGameHostParams(key: String, value: String) |
|
void |
setGameLauncherMode(mode: bool) |
void |
setGamePhaseAttribute(attribute_group: String, attribute_value: String, priority: int) |
void |
setGamePhaseID(phase_id: String) |
setGlobalConfigValueFloat(config: NetworkingConfigValue, value: float) |
|
setGlobalConfigValueInt32(config: NetworkingConfigValue, value: int) |
|
setGlobalConfigValueString(config: NetworkingConfigValue, value: String) |
|
setHTTPCookie(cookie_handle: int, host: String, url: String, cookie: String) |
|
setHTTPRequestAbsoluteTimeoutMS(request_handle: int, milliseconds: int) |
|
setHTTPRequestContextValue(request_handle: int, context_value: int) |
|
setHTTPRequestCookieContainer(request_handle: int, cookie_handle: int) |
|
setHTTPRequestGetOrPostParameter(request_handle: int, name: String, value: String) |
|
setHTTPRequestHeaderValue(request_handle: int, header_name: String, header_value: String) |
|
setHTTPRequestNetworkActivityTimeout(request_handle: int, timeout_seconds: int) |
|
setHTTPRequestRawPostBody(request_handle: int, content_type: String, body: String) |
|
setHTTPRequestRequiresVerifiedCertificate(request_handle: int, require_verified_certificate: bool) |
|
setHTTPRequestUserAgentInfo(request_handle: int, user_agent_info: String) |
|
void |
setHorizontalScroll(absolute_pixel_scroll: int, this_handle: int = 0) |
void |
setInGameVoiceSpeaking(steam_id: int, speaking: bool) |
setInputActionManifestFilePath(manifest_path: String) |
|
setItemContent(update_handle: int, content_folder: String) |
|
setItemDescription(update_handle: int, description: String) |
|
setItemMetadata(update_handle: int, ugc_metadata: String) |
|
setItemPreview(update_handle: int, preview_file: String) |
|
setItemTags(update_handle: int, tag_array: Array, allow_admin_tags: bool = false) |
|
setItemTitle(update_handle: int, title: String) |
|
setItemUpdateLanguage(update_handle: int, language: String) |
|
setItemVisibility(update_handle: int, visibility: RemoteStoragePublishedFileVisibility) |
|
void |
setKeyFocus(has_key_focus: bool, this_handle: int = 0) |
void |
setLEDColor(input_handle: int, color_r: int, color_g: int, color_b: int, flags: int) |
setLanguage(query_handle: int, language: String) |
|
setListenForFriendsMessages(intercept: bool) |
|
setLobbyData(steam_lobby_id: int, key: String, value: String) |
|
void |
setLobbyGameServer(steam_lobby_id: int, server_ip: String = "0", server_port: int = 0, steam_id_game_server: int = 0) |
setLobbyJoinable(steam_lobby_id: int, joinable: bool) |
|
void |
setLobbyMemberData(steam_lobby_id: int, key: String, value: String) |
setLobbyMemberLimit(steam_lobby_id: int, max_members: int) |
|
setLobbyOwner(steam_lobby_id: int, steam_id_new_owner: int) |
|
setLobbyType(steam_lobby_id: int, lobby_type: LobbyType) |
|
setLocation(screenshot: int, location: String) |
|
setMatchAnyTag(query_handle: int, match_any_tag: bool) |
|
void |
setOverlayNotificationInset(horizontal: int, vertical: int) |
void |
|
setPNGIcon64x64(icon: PackedByteArray) |
|
void |
setPageScaleFactor(zoom: float, point_x: int, point_y: int, this_handle: int = 0) |
void |
setPersonaName(name: String) |
void |
setPlayedWith(steam_id: int) |
setPlaylistEntry(id: int, position: int, entry_text: String) |
|
setPropertyBool(item_id: int, name: String, value: bool, this_inventory_update_handle: int = 0) |
|
setPropertyFloat(item_id: int, name: String, value: float, this_inventory_update_handle: int = 0) |
|
setPropertyInt(item_id: int, name: String, value: int, this_inventory_update_handle: int = 0) |
|
setPropertyString(item_id: int, name: String, value: String, this_inventory_update_handle: int = 0) |
|
setQueueEntry(id: int, position: int, entry_text: String) |
|
setRankedByTrendDays(query_handle: int, days: int) |
|
setRequiredGameVersions(query_handle: int, game_branch_min: String, game_branch_max: String) |
|
setReturnAdditionalPreviews(query_handle: int, return_additional_previews: bool) |
|
setReturnChildren(query_handle: int, return_children: bool) |
|
setReturnKeyValueTags(query_handle: int, return_key_value_tags: bool) |
|
setReturnLongDescription(query_handle: int, return_long_description: bool) |
|
setReturnMetadata(query_handle: int, return_metadata: bool) |
|
setReturnOnlyIDs(query_handle: int, return_only_ids: bool) |
|
setReturnPlaytimeStats(query_handle: int, days: int) |
|
setReturnTotalOnly(query_handle: int, return_total_only: bool) |
|
setRichPresence(key: String, value: String) |
|
setSearchText(query_handle: int, search_text: String) |
|
void |
|
setStatFloat(name: String, value: float) |
|
setStatInt(name: String, value: int) |
|
setSyncPlatforms(file: String, platform: int) |
|
setTimeCreatedDateRange(update_handle: int, start: int, end: int) |
|
setTimeUpdatedDateRange(update_handle: int, start: int, end: int) |
|
void |
|
void |
setTimelineTooltip(description: String, time_delta: float) |
void |
setUserItemVote(published_file_id: int, vote_up: bool) |
void |
setVRHeadsetStreamingEnabled(enabled: bool) |
void |
setVerticalScroll(absolute_pixel_scroll: int, this_handle: int = 0) |
void |
set_server_list_request(new_server_list_request: int) |
showBindingPanel(input_handle: int) |
|
showFloatingGamepadTextInput(input_mode: FloatingGamepadTextInputMode, text_field_x_position: int, text_field_y_position: int, text_field_width: int, text_field_height: int) |
|
showGamepadTextInput(input_mode: GamepadTextInputMode, line_input_mode: GamepadTextInputLineMode, description: String, max_text: int, preset_text: String) |
|
void |
|
startItemUpdate(app_id: int, file_id: int) |
|
void |
startPlaytimeTracking(published_file_ids: Array) |
void |
startPurchase(items: PackedInt64Array, quantity: PackedInt32Array) |
startRangeTimelineEvent(title: String, description: String, icon: String, priority: int, start_offset_seconds: float, possible_clip: TimelineEventClipPriority = 1) |
|
startRemotePlayTogether(show_overlay: bool = true) |
|
void |
|
void |
|
void |
|
steamInit(retrieve_stats: bool = false, app_id: int = 0, embed_callbacks: bool = false) |
|
steamInitEx(retrieve_stats: bool = false, app_id: int = 0, embed_callbacks: bool = false) |
|
void |
|
void |
stopAnalogActionMomentum(input_handle: int, action: int) |
void |
|
void |
|
void |
stopPlaytimeTracking(published_file_ids: Array) |
void |
|
void |
|
void |
submitItemUpdate(update_handle: int, change_note: String) |
submitPlayerResult(game_id: int, player_id: int, player_result: PlayerResult) |
|
submitUpdateProperties(this_inventory_update_handle: int = 0) |
|
void |
subscribeItem(published_file_id: int) |
void |
suspendDownloads(suspend: bool) |
tagPublishedFile(screenshot: int, file_id: int) |
|
void |
terminateGameConnection(server_ip: String, server_port: int) |
transferItemQuantity(item_id: int, quantity: int, item_destination: int, split: bool) |
|
translateActionOrigin(destination_input: InputType, source_origin: InputActionOrigin) |
|
void |
triggerHapticPulse(input_handle: int, target_pad: int, duration: int) |
triggerItemDrop(definition: int) |
|
void |
triggerRepeatedHapticPulse(input_handle: int, target_pad: int, duration: int, offset: int, repeat: int, flags: int) |
void |
|
void |
triggerSimpleHapticEvent(input_handle: int, haptic_location: int, intensity: int, gain_db: String, other_intensity: int, other_gain_db: String) |
void |
triggerVibration(input_handle: int, left_speed: int, right_speed: int) |
void |
triggerVibrationExtended(input_handle: int, left_speed: int, right_speed: int, left_trigger_speed: int, right_trigger_speed: int) |
void |
ugcDownload(content: int, priority: int) |
void |
ugcDownloadToLocation(content: int, location: String, priority: int) |
ugcRead(content: int, data_size: int, offset: int, action: UGCReadAction) |
|
void |
uninstallDLC(dlc_id: int) |
void |
unsubscribeItem(published_file_id: int) |
updateAvgRateStat(name: String, this_session: float, session_length: float) |
|
updateCurrentEntryElapsedSeconds(seconds: int) |
|
updateCurrentEntryText(text: String) |
|
updateItemPreviewFile(update_handle: int, index: int, preview_file: String) |
|
updateItemPreviewVideo(update_handle: int, index: int, video_id: String) |
|
updateLooped(looped: bool) |
|
updatePlaybackStatus(status: AudioPlaybackStatus) |
|
void |
updateRangeTimelineEvent(this_event: int, title: String, description: String, icon: String, priority: int, possible_clip: TimelineEventClipPriority = 1) |
updateShuffled(shuffle: bool) |
|
updateVolume(volume: float) |
|
void |
uploadLeaderboardScore(score: int, keep_best: bool = true, details: PackedInt32Array = PackedInt32Array(), this_leaderboard: int = 0) |
userHasLicenseForApp(steam_id: int, app_id: int) |
|
void |
viewSource(this_handle: int = 0) |
waitForData(wait_forever: bool, timeout: int) |
|
writeScreenshot(rgb: PackedByteArray, width: int, height: int) |
Signalsยถ
active_beacons_updated() ๐
Notification that the list of active beacons visible to the current user has changed.
add_app_dependency_result(result: int, file_id: int, app_id: int) ๐
The result of a call to addAppDependency.
add_ugc_dependency_result(result: int, file_id: int, child_id: int) ๐
The result of a call to addAppDependency.
app_resuming_from_suspend() ๐
Sent after the device returns from sleep/suspend mode.
available_beacon_locations_updated() ๐
Notification that the list of available locations for posting a beacon has been updated.
avatar_image_loaded(avatar_id: int, avatar_index: int, width: int, height: int) ๐
Called when an avatar is requested; sends back the raw Steamworks callback data compared to avatar_loaded.
Emits signal in response to function getLargeFriendAvatar, getMediumFriendAvatar, or getSmallFriendAvatar.
avatar_loaded(avatar_id: int, size: int, data: Array) ๐
Called when a large avatar is loaded if you have tried requesting it when it was unavailable.
Emits signal in response to function getLargeFriendAvatar, getMediumFriendAvatar, or getSmallFriendAvatar.
change_num_open_slots(result: int) ๐
Call result for changeNumOpenSlots.
change_server_requested(server: String, password: String) ๐
This callback is made when joining a game. If the user is attempting to join a lobby, then the callback join_requested will be made.
check_file_signature(signature: String) ๐
Call result for checkFileSignature.
clan_activity_downloaded(activity: Dictionary) ๐
Called when a Steam group activity has received.
Emits signal in response to function downloadClanActivityCounts.
client_game_server_deny(app_id: int, ip: String, server_port: int, secure: int, reason: int) ๐
Sent by the Steam server to the client telling it to disconnect from the specified game server, which it may be in the process of or already connected to. The game client should immediately disconnect upon receiving this message. This can usually occur if the user doesn't have rights to play on the game server.
connected_chat_join(chat_id: int, steam_id: int) ๐
Called when a user has joined a Steam group chat that the we are in.
connected_chat_leave(chat_id: int, steam_id: int, kicked: bool, dropped: bool) ๐
Called when a user has left a Steam group chat that the we are in.
connected_clan_chat_message(chat: Dictionary) ๐
Called when a chat message has been received in a Steam group chat that we are in.
The returned dictionary contains the following keys:
โ โดret (int)
โ โดtext (string)
โ โดtype (string)
โโดchatter (int)
connected_friend_chat_message(chat: Dictionary) ๐
Called when chat message has been received from a friend.
The returned dictionary contains the following keys:
โ โดret (int)
โ โดtext (string)
โโดtype (int)
create_beacon(result: int, beacon_id: int) ๐
This callback is used as a call response for createBeacon. If successful, your beacon has been posted in the desired location and you may start receiving reservation_notification callbacks for users following the beacon.
current_stats_received(game_id: int, result: int, user_id: int) ๐
Called when the latest stats and achievements for the local user have been received from the server;
Triggered after the current user gains ownership of DLC and that DLC is installed.
download_ugc_result(result: int, download_data: Dictionary) ๐
Response when downloading UGC.
The returned dictionary has the following keys:
โ โดhandle (int)
โ โดapp_id (int)
โ โดsize (int)
โ โดfilename (string)
โโดowner_id (int)
duration_control(result: int, duration: Dictionary) ๐
Sent for games with enabled anti indulgence / duration control, for enabled users. Lets the game know whether persistent rewards or XP should be granted at normal rate, half rate, or zero rate.
The returned dictionary contains the following keys:
โ โดapp_id (int)
โ โดapplicable (bool)
โ โดseconds_last_5hrs (int)
โ โดprogress (int)
โ โดnotification (int)
โโดnotification_verbal (string)
encrypted_app_ticket_response(result: String) ๐
Called when an encrypted application ticket has been received.
end_game_result(result: int, game_id: int) ๐
This callback confirms that the game is recorded as complete on the matchmaking service, the next call to requestPlayersForGame will generate a new unique game ID.
enumerate_following_list(message: String, following: Array) ๐
Returns the result of enumerateFollowingList.
The returned array contains a list of dictionaries containing the following keys:
โ โดnum (int)
โโดid (int)
equipped_profile_items(result: int, steam_id: int, profile_data: Dictionary) ๐
Call result from requestEquippedProfileItems. Also sent as a callback.
The returned dictionary contains the following keys:
โ โดavatar_animated (bool)
โ โดavatar_frame (bool)
โ โดprofile_modifier (bool)
โ โดprofile_background (bool)
โโดprofile_mini_background (bool)
equipped_profile_items_changed(steam_id: int) ๐
Callback for when a user's equipped Steam Commuity profile items have changed. This can be for the current user or their friends.
fake_ip_result(result: int, remote_fake_steam_id: int, fake_ip: String, port_list: Array) ๐
A struct used to describe a "fake IP" we have been assigned to use as an identifier. This callback is posted when beginAsyncRequestFakeIPcompletes.
favorites_list_accounts_updated(result: int) ๐
Called when an account on your favorites list is updated.
favorites_list_changed(favorite: Dictionary) ๐
A server was added/removed from the favorites list, you should refresh now.
The returned dictionary contains the following keys:
โ โดip (string)
โ โดquery_port (int)
โ โดconnection_port (int)
โ โดapp_id (int)
โ โดflags (int)
โ โดadd (bool)
โโดaccount_id (int)
file_details_result(result: int, file_size: PackedByteArray, file_hash: int, flags: int) ๐
Called after requesting the details of a specific file.
file_read_async_complete(file_read: Dictionary) ๐
Response when reading a file with fileReadAsync.
Response to a file being shared.
file_write_async_complete(result: int) ๐
Response when writing a file asyncrounously with fileWriteAsync.
filter_text_dictionary_changed(language: int) ๐
Sent when the text filtering dictionary has changed languages.
floating_gamepad_text_input_dismissed() ๐
Called when the floating keyboard invoked from showFloatingGamepadTextInput has been closed.
friend_rich_presence_update(steam_id: int, app_id: int) ๐
Called when rich presence data has been updated for a user, this can happen automatically when friends in the same game update their rich presence, or after a call to requestFriendRichPresence.
game_web_callback(url: String) ๐
Sent to your game in response to a steam://gamewebcallback/
command from a user clicking a link in the Steam overlay browser. You can use this to add support for external site signups where you want to pop back into the browser after some web page signup sequence, and optionally get back some detail about that.
gamepad_text_input_dismissed(submitted: bool, entered_text: String, app_id: int) ๐
Called when the Big Picture gamepad text input has been closed.
get_app_dependencies_result(result: int, file_id: int, app_dependencies: int, total_app_dependencies: int) ๐
Called when getting the app dependencies for an item.
get_auth_session_ticket_response(auth_ticket: int, result: int) ๐
Result when creating an auth session ticket.
get_follower_count(result: int, steam_id: int, count: int) ๐
Returns the result of getFollowerCount.
get_item_vote_result(result: int, file_id: int, vote_up: bool, vote_down: bool, vote_skipped: bool) ๐
Called when getting the users vote status on an item.
get_opf_settings_result(result: int, app_id: int) ๐
Triggered when the OPF Details for 360 video playback are retrieved. After receiving this you can use getOPFStringForApp to access the OPF details.
get_ticket_for_web_api(auth_ticket: int, result: int, ticket_size: int, ticket_buffer: Array) ๐
Result when creating an web API ticket from GetAuthTicketForWebApi.
get_video_result(result: int, app_id: int, url: String) ๐
Provides the result of a call to getVideoURL.
global_achievement_percentages_ready(game_id: int, result: int) ๐
Called when the global achievement percentages have been received from the server.
global_stats_received(game_id: int, result: String) ๐
Called when the global stats have been received from the server.
html_browser_ready(browser_handle: int) ๐
A new browser was created and is ready for use.
html_can_go_backandforward(browser_handle: int, go_back: bool, go_forward: bool) ๐
Called when page history status has changed the ability to go backwards and forward.
html_changed_title(browser_handle: int, title: String) ๐
Called when the current page in a browser gets a new title.
html_close_browser(browser_handle: int) ๐
Called when the browser has been requested to close due to user interaction; usually because of a javascript window.close() call.
html_file_open_dialog(browser_handle: int, title: String, initial_file: String) ๐
Called when a browser surface has received a file open dialog from a input type="file"
click or similar.
html_finished_request(browser_handle: int, url: String, title: String) ๐
Called when a browser has finished loading a page.
html_hide_tooltip(browser_handle: int) ๐
Called when a a browser wants to hide a tooltip.
html_horizontal_scroll(browser_handle: int, scroll_data: Dictionary) ๐
Provides details on the visibility and size of the horizontal scrollbar.
The returned dictionary contains the following keys:
โ โดscroll_max (int)
โ โดscroll_current (int)
โ โดpage_scale (float)
โ โดvisible (bool)
โโดpage_size (int)
html_js_alert(browser_handle: int, message: String) ๐
Called when the browser wants to display a Javascript alert dialog, call jsDialogResponse when the user dismisses this dialog; or right away to ignore it.
html_js_confirm(browser_handle: int, message: String) ๐
Called when the browser wants to display a Javascript confirmation dialog, call jsDialogResponse when the user dismisses this dialog; or right away to ignore it.
html_link_at_position(browser_handle: int, link_data: Dictionary) ๐
Result of a call to getLinkAtPosition.
html_needs_paint(browser_handle: int, page_data: Dictionary) ๐
Called when a browser surface has a pending paint. This is where you get the actual image data to render to the screen.
The returned dictionary contains the following keys:
โ โดbgra (string)
โ โดwide (int)
โ โดtall (int)
โ โดupdate_x (int)
โ โดupdate_y (int)
โ โดupdate_wide (int)
โ โดupdate_tall (int)
โ โดscroll_x (int)
โ โดscroll_y (int)
โ โดpage_scale (float)
โโดpage_serial (int)
html_new_window(browser_handle: int, window_data: Dictionary) ๐
A browser has created a new HTML window.
The returned dictionary contains the following keys:
โ โดurl (string)
โ โดx (int)
โ โดy (int)
โ โดwide (int)
โ โดtall (int)
โโดnew_handle (int)
html_open_link_in_new_tab(browser_handle: int, url: String) ๐
The browser has requested to load a url in a new tab.
html_search_results(browser_handle: int, results: int, current_match: int) ๐
Results from a search.
html_set_cursor(browser_handle: int, mouse_cursor: int) ๐
Called when a browser wants to change the mouse cursor.
html_show_tooltip(browser_handle: int, message: String) ๐
Called when a browser wants to display a tooltip.
html_start_request(browser_handle: int, url: String, target: String, post_data: String, redirect: bool) ๐
Called when a browser wants to navigate to a new page.
html_status_text(browser_handle: int, message: String) ๐
Called when a browser wants you to display an informational message. This is most commonly used when you hover over links.
html_update_tooltip(browser_handle: int, message: String) ๐
Called when the text of an existing tooltip has been updated.
html_url_changed(browser_handle: int, url_data: Dictionary) ๐
Called when the browser is navigating to a new url.
The returned dictionary contains the following keys:
โ โดurl (string)
โ โดpost_data (string)
โ โดredirect (bool)
โ โดtitle (string)
โโดnew_navigation (bool)
html_vertical_scroll(browser_handle: int, scroll_data: Dictionary) ๐
Provides details on the visibility and size of the vertical scrollbar.
The returned dictionary contains the following keys:
โ โดscroll_max (int)
โ โดscroll_current (int)
โ โดpage_scale (float)
โ โดvisible (bool)
โโดpage_size (int)
http_request_completed(cookie_handle: int, context_value: int, request_success: bool, status_code: int, body_size: int) ๐
Result when an HTTP request completes. If you're using getHTTPStreamingResponseBodyData then you should be using the http_request_headers_received or http_request_data_received.
http_request_data_received(cookie_handle: int, context_value: int, offset: int, bytes_received: int) ๐
Triggered when a chunk of data is received from a streaming HTTP request.
http_request_headers_received(cookie_handle: int, context_value: int) ๐
Triggered when HTTP headers are received from a streaming HTTP request.
input_action_event(input_handle: int, event_type: int, action_handle: int, is_active: bool, action_data: Dictionary) ๐
Purpose: when callbacks are enabled this fires each time a controller action state changes.
input_configuration_loaded(app_id: int, device_handle: int, config_data: Dictionary) ๐
Called when a controller configuration has been loaded, will fire once per controller per focus change for Steam Input enabled controllers.
The returned dictionary contains the following keys:
โ โดmapping_creator (int)
โ โดmajor_revision (int)
โ โดminor_revision (int)
โ โดuses_steam_input_api (bool)
โโดuses_gamepad_api (bool)
input_device_connected(input_handle: int) ๐
Called when a new controller has been connected, will fire once per controller if multiple new controllers connect in the same frame.
input_device_disconnected(input_handle: int) ๐
Called when a new controller has been disconnected, will fire once per controller if multiple new controllers disconnect in the same frame.
input_gamepad_slot_change(app_id: int, device_handle: int, device_type: int, old_gamepad_slot: int, new_gamepad_slot: int) ๐
Called when controller gamepad slots change. On Linux / macOS these slots are shared for all running apps.
inventory_definition_update(definitions: Array) ๐
This callback is triggered whenever item definitions have been updated, which could be in response to loadItemDefinitions or any time new item definitions are available (eg, from the dynamic addition of new item types while players are still in-game).
inventory_eligible_promo_item(result: int, cached: bool, definitions: Array) ๐
Returned when you have requested the list of "eligible" promo items that can be manually granted to the given user. These are promo items of type "manual" that won't be granted automatically.
inventory_full_update(inventory_handle: int) ๐
Triggered when getAllItems successfully returns a result which is newer / fresher than the last known result. (It will not trigger if the inventory hasn't changed, or if results from two overlapping calls are reversed in flight and the earlier result is already known to be stale/out-of-date.) The regular inventory_result_ready callback will still be triggered immediately afterwards; this is an additional notification for your convenience.
inventory_request_prices_result(result: int, currency: String) ๐
Returned after requestPrices is called.
inventory_result_ready(result: int, inventory_handle: int) ๐
This is fired whenever an inventory result transitions from RESULT_PENDING to any other completed state, see getResultStatus for the complete list of states. There will always be exactly one callback per handle.
inventory_start_purchase_result(result: String, order_id: int, transaction_id: int) ๐
This is fired whenever an inventory result transitions from RESULT_PENDING to any other completed state, see getResultStatus for the complete list of states. There will always be exactly one callback per handle.
ip_country() ๐
Called when the country of the user changed. The country should be updated with getIPCountry.
Called when the callback system for this client is in an error state (and has flushed pending callbacks). When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect. This usually occurs in the rare event the Steam client has some kind of fatal error.
is_following(result: int, steam_id: int, following: bool) ๐
Returns the result of isFollowing.
item_created(result: int, file_id: int, accept_tos: bool) ๐
Called when a new workshop item has been created.
item_deleted(result: int, file_id: int) ๐
Called when an attempt at deleting an item completes.
item_downloaded(result: int, file_id: int, app_id: int) ๐
Called when a workshop item has been downloaded.
item_installed(app_id: int, file_id: int) ๐
Called when a workshop item has been installed or updated.
item_updated(result: int, need_to_accept_tos: bool) ๐
Called when an item update has completed.
Emits signal in response to function submitItemUpdate.
join_clan_chat_complete(chat_id: int, response: int) ๐
Posted when the user has attempted to join a Steam group chat via joinClanChatRoom.
join_game_requested(user: int, connect: String) ๐
Called when the user tries to join a game from their friends list or after a user accepts an invite by a friend with inviteUserToGame.
Emits signal in response to receiving a Steam invite.
join_party(result: int, beacon_id: int, steam_id: int, connect_string: String) ๐
This callback is used as a call response for joinParty. On success, you will have reserved a slot in the beacon-owner's party, and should use connect_string to connect to their game and complete the process.
join_requested(lobby_id: int, steam_id: int) ๐
Called when the user tries to join a lobby from their friends list or after a user accepts an invite by a friend with inviteUserToGame.
Emits signal in response to receiving a Steam invite.
leaderboard_find_result(leaderboard_handle: int, found: int) ๐
Result when finding a leaderboard.
leaderboard_score_uploaded(success: bool, this_handle: int, this_score: Dictionary) ๐
Result indicating that a leaderboard score has been uploaded.
The returned dictionary contains the following keys:
โ โดscore (int)
โ โดscore_changed (int)
โ โดglobal_rank_new (int)
โโดglobal_rank_prev (int)
leaderboard_scores_downloaded(message: String, leaderboard_handle: int, leaderboard_entries: Array) ๐
Called when scores for a leaderboard have been downloaded and are ready to be retrieved.
The returned array contains dictionaries containing the following keys:
โ โดscore (int)
โ โดsteam_id (int)
โ โดglobal_rank (int)
โ โดugc_handle (int)
โโดdetails (array)
leaderboard_ugc_set(leaderboard_handle: int, result: String) ๐
Result indicating that user generated content has been attached to one of the current user's leaderboard entries.
licenses_updated() ๐
Called whenever the users licenses (owned packages) changes.
lobby_chat_update(lobby_id: int, changed_id: int, making_change_id: int, chat_state: int) ๐
A lobby chat room state has changed, this is usually sent when a user has joined or left the lobby.
lobby_created(connect: int, lobby_id: int) ๐
Result of our request to create a Lobby. At this point, the lobby has been joined and is ready for use.
lobby_data_update(success: int, lobby_id: int, member_id: int) ๐
The lobby metadata has changed.
lobby_game_created(lobby_id: int, server_id: int, server_ip: String, port: int) ๐
A game server has been set via setLobbyGameServer for all of the members of the lobby to join. It's up to the individual clients to take action on this; the typical game behavior is to leave the lobby and connect to the specified game server; but the lobby may stay open throughout the session if desired.
lobby_invite(inviter: int, lobby: int, game: int) ๐
Someone has invited you to join a lobby. Normally you don't need to do anything with this, as the Steam UI will also display a 'user has invited you to the lobby, join?' notification and message.
lobby_joined(lobby: int, permissions: int, locked: bool, response: int) ๐
Received upon attempting to enter a lobby. Lobby metadata is available to use immediately after receiving this.
lobby_kicked(lobby_id: int, admin_id: int, due_to_disconnect: int) ๐
Posted if a user is forcefully removed from a lobby; can occur if a user loses connection to Steam.
lobby_match_list(lobbies: Array) ๐
Result when requesting the lobby list.
Emits signal in response to function requestLobbyList.
lobby_message(lobby_id: int, user: int, message: String, chat_type: int) ๐
A chat (text or binary) message for this lobby has been received.
local_file_changed() ๐
One or more files for this app have changed locally after syncing to remote session changes.
Note: only posted if this happens during the local app session.
Called when running on a laptop and less than 10 minutes of battery is left, and then fires then every minute afterwards.
microtransaction_auth_response(app_id: int, order_id: int, authorized: bool) ๐
Called when a user has responded to a microtransaction authorization request.
music_playback_status_has_changed() ๐
There are no notes in the Steamworks documentation.
music_player_remote_to_front() ๐
There are no notes in the Steamworks documentation.
music_player_remote_will_activate() ๐
There are no notes in the Steamworks documentation.
music_player_remote_will_deactivate() ๐
There are no notes in the Steamworks documentation.
music_player_selects_playlist_entry(entry: int) ๐
There are no notes in the Steamworks documentation.
music_player_selects_queue_entry(entry: int) ๐
There are no notes in the Steamworks documentation.
music_player_wants_looped(looped: bool) ๐
There are no notes in the Steamworks documentation.
music_player_wants_pause() ๐
There are no notes in the Steamworks documentation.
music_player_wants_play() ๐
There are no notes in the Steamworks documentation.
music_player_wants_play_next() ๐
There are no notes in the Steamworks documentation.
music_player_wants_play_previous() ๐
There are no notes in the Steamworks documentation.
music_player_wants_playing_repeat_status(status: int) ๐
There are no notes in the Steamworks documentation.
music_player_wants_shuffled(shuffled: bool) ๐
There are no notes in the Steamworks documentation.
music_player_wants_volume(volume: float) ๐
There are no notes in the Steamworks documentation.
music_player_will_quit() ๐
There are no notes in the Steamworks documentation.
music_volume_has_changed(new_volume: float) ๐
There are no notes in the Steamworks documentation.
name_changed(success: bool, local_success: bool, result: int) ๐
Reports the result of an attempt to change the current user's persona name.
Emits signal in response to function setPersonaName.
network_authentication_status(available: int, debug_message: String) ๐
This callback is posted whenever the state of our readiness changes.
network_connection_status_changed(connect_handle: int, connection: Dictionary, old_state: int) ๐
This callback is posted whenever a connection is created, destroyed, or changes state. The m_info field will contain a complete description of the connection at the time the change occurred and the callback was posted. In particular, m_info.m_eState will have the new connection state.
The returned dictionary contains the following keys:
โ โดidentity (string)
โ โดuser_data (int)
โ โดlisten_socket (int)
โ โดremote_address (string)
โ โดremote_pop (int)
โ โดpop_relay (int)
โ โดconnection_state (int)
โ โดend_reason (string)
โ โดend_debug (string)
โโดdebug_description (string)
network_messages_session_failed(reason: int) ๐
Posted when we fail to establish a connection, or we detect that communications have been disrupted it an unusual way.
network_messages_session_request(remote_steam_id: int) ๐
Posted when a remote host is sending us a message, and we do not already have a session with them.
new_launch_url_parameters() ๐
Triggered after the user executes a steam url with command line or query parameters such as steam://run/(app_id)//?param1=value1;param2=value2;param3=value3;
while the game is already running. The new params can be queried with getLaunchCommandLine and getLaunchQueryParam.
number_of_current_players(success: int, players: int) ๐
Gets the current number of players for the current app ID.
overlay_browser_protocol(uri: String) ๐
Dispatched when an overlay browser instance is navigated to a protocol/scheme registered by registerProtocolInOverlayBrowser.
overlay_toggled(active: bool, user_initiated: bool, app_id: int) ๐
Posted when the Steam Overlay activates or deactivates. The game can use this to be pause or resume single player games.
p2p_session_connect_fail(remote_steam_id: int, session_error: int) ๐
Called when a user sends a packet and it fails.
p2p_session_request(remote_steam_id: int) ๐
Called when a user sends a packet.
parental_setting_changed() ๐
Callback for querying UGC.
persona_state_change(steam_id: int, flags: int) ๐
This is called when a user has some kind of change.
ping_server_failed_to_respond() ๐
The server has failed to respond to a ping request.
ping_server_responded(server_details: Dictionary) ๐
The server has responded to a ping request.
The returned dictionary contains the following keys:
โ โดname (string)
โ โดconnection_address (string)
โ โดquery_address (string)
โ โดping (int)
โ โดsuccess_response (bool)
โ โดno_refresh (bool)
โ โดgame_dir (string)
โ โดmap (string)
โ โดdescription (string)
โ โดapp_id (int)
โ โดplayers (int)
โ โดmax_players (int)
โ โดbot_players (int)
โ โดpassword (bool)
โ โดsecure (bool)
โ โดlast_played (int)
โ โดserver_version (int)
โ โดgame_tags (string)
โโดsteam_id (uint64_t)
player_details_failed_to_respond() ๐
The server failed to respond to a player details request.
player_details_player_added(name: String, score: int, time_played: float) ๐
The server has responded to a player details request.
player_details_refresh_complete() ๐
The server has completed a player details request.
relay_network_status(available: int, ping_measurement: int, available_config: int, available_relay: int, debug_message: String) ๐
A struct used to describe our readiness to use the relay network.
remote_play_session_connected(session_id: int) ๐
Called when a player connects to a remote play session.
remote_play_session_disconnected(session_id: int) ๐
Called when a player disconnects from a remote play session.
remove_app_dependency_result(result: int, file_id: int, app_id: int) ๐
Purpose: The result of a call to removeAppDependency.
remove_ugc_dependency_result(result: int, file_id: int, child_id: int) ๐
Purpose: The result of a call to removeDependency.
request_clan_officer_list(message: String, officer_list: Array) ๐
Marks the return of a request officer list call.
Emits signal in response to function requestClanOfficerList.
The returned list contains dictionaries which contain the following keys:
โ โดid (int)
โโดname (string)
request_players_for_game_final_result(result: int, search_id: int, game_id: int) ๐
There are no notes about this in Valve's header files or documentation.
request_players_for_game_progress(result: int, search_id: int) ๐
Callback from requestPlayersForGame when the matchmaking service has started or ended search; callback will also follow a call from cancelRequestPlayersForGame - search_in_progress will be false.
request_players_for_game_result(result: int, search_id: int, player_data: Dictionary) ๐
Callback from requestPlayersForGame, one of these will be sent per player followed by additional callbacks when players accept or decline the game.
The returned dictionary contains the following keys:
โ โดplayer_id (int)
โ โดlobby_id (int)
โ โดplayer_accept_state (int)
โ โดplayer_index (int)
โ โดtotal_players (int)
โ โดtotal_players_accepted_game (int)
โ โดsuggested_team_index (int)
โโดunique_game_id (int)
request_server_list_refresh_complete(request_handle: int, response: int) ๐
A server list request has completed.
request_server_list_server_failed_to_respond(request_handle: int, server: int) ๐
A server failed to respond to a list request.
request_server_list_server_responded(request_handle: int, server: int) ๐
A server has responded to a list request.
reservation_notification(beacon_id: int, steam_id: int) ๐
After creating a beacon, when a user "follows" that beacon Steam will send you this callback to know that you should be prepared for the user to join your game. When they do join, be sure to call onReservationCompleted to let Steam know.
screenshot_ready(handle: int, result: int) ๐
A screenshot successfully written or otherwise added to the library and can now be tagged.
screenshot_requested() ๐
A screenshot has been requested by the user from the Steam screenshot hotkey. This will only be called if hookScreenshots has been enabled, in which case Steam will not take the screenshot itself.
search_for_game_progress(result: int, search_id: int, search_progress: Dictionary) ๐
There are no notes about this in Valve's header files or documentation.
The returned dictionary contains the following keys:
โ โดlobby_id (int)
โ โดended_search_id (int)
โ โดseconds_remaining_estimate (int)
โโดplayers_searching (int)
search_for_game_result(result: int, search_id: int, search_result: Dictionary) ๐
Notification to all players searching that a game has been found.
The returned dictionary contains the following keys:
โ โดcount_players_ingame (int)
โ โดcount_accepted_game (int)
โ โดhost_id (int)
โโดfinal_callback (bool)
server_rules_failed_to_respond() ๐
The server failed to respond with a rules request.
server_rules_refresh_complete() ๐
The server has completed a rules refresh.
server_rules_responded(rule: String, value: String) ๐
The server responded with a rules request.
set_user_item_vote(result: int, file_id: int, vote_up: bool) ๐
Called when the user has voted on an item.
start_playtime_tracking(result: int) ๐
Called when workshop item playtime tracking has started.
steam_api_call_completed(async_call: int, callback: int, parameter: int) ๐
Called when a SteamAPICall_t has completed or failed.
steam_server_connect_failed(result: int, retrying: bool) ๐
Called when a connection attempt has failed. This will occur periodically if the Steam client is not connected, and has failed when retrying to establish a connection.
steam_server_connected() ๐
Called when a connections to the Steam back-end has been established. This means the Steam client now has a working connection to the Steam servers. Usually this will have occurred before the game has launched, and should only be seen if the user has dropped connection due to a networking issue or a Steam server update.
steam_server_disconnected() ๐
Called if the client has lost connection to the Steam servers. Real-time services will be disabled until a matching steam_server_connected has been posted.
steam_shutdown() ๐
Called when Steam wants to shut down.
stop_playtime_tracking(result: int) ๐
Called when workshop item playtime tracking has stopped.
store_auth_url_response(url: String) ๐
Response when we have received the authentication URL after a call to requestStoreAuthURL.
submit_player_result(result: int, game_id: int, player_id: int) ๐
This callback confirms that results were received by the matchmaking service for this player.
subscribe_item(result: int, file_id: int) ๐
Called when a player attempts to subscribe to a Workshop item.
Deprecated: only used with the deprecated Remote Storage based Workshop API.
timed_trial_status(app_id: int, is_offline: bool, seconds_allowed: int, seconds_played: int) ๐
Called for games in Timed Trial mode.
timeline_event_recording_exists(event_id: int, recording_exists: bool) ๐
Called when asking if recordings exist for a game phase ID.
timeline_game_phase_recording_exists(phase_id: String, recording_ms: int, longest_clip_ms: int, clip_count: int, screenshot_count: int) ๐
Called when asking if recordings exist for an event handle.
ugc_query_completed(handle: int, result: int, results_returned: int, total_matching: int, cached: bool) ๐
Called when a UGC query request completes.
unread_chat_messages_changed() ๐
Invoked when the status of unread messages changes
unsubscribe_item(result: int, file_id: int) ๐
Called when a player attempts to unsubscribe from a Workshop item.
Deprecated: only used with the deprecated Remote Storage based Workshop API.
user_achievement_icon_fetched(game_id: int, achievement_name: String, was_achieved: bool, icon_handle: int) ๐
Result of an achievement icon that has been fetched.
user_achievement_stored(game_id: int, group_achieve: bool, achievement_name: String, current_progress: int, max_progress: int) ๐
Result of a request to store the achievements on the server, or an "indicate progress" call. If both current progress and max progress are zero, that means the achievement has been fully unlocked.
user_favorite_items_list_changed(result: int, file_id: int, was_add_request: bool) ๐
Called when the user has added or removed an item to/from their favorites.
user_stats_received(game_id: int, result: int, user_id: int) ๐
Called when the latest stats and achievements for a specific user (including the local user) have been received from the server.
user_stats_stored(game_id: int, result: int) ๐
Result of a request to store the user stats.
user_stats_unloaded(user_id: int) ๐
Callback indicating that a user's stats have been unloaded. Call requestUserStats again before accessing stats for this user.
user_subscribed_items_list_changed(app_id: int) ๐
Signal that the list of subscribed items changed.
validate_auth_ticket_response(auth_id: int, response: int, owner_id: int) ๐
Called when an auth ticket has been validated.
Emits signal in response to function beginAuthSession.
workshop_eula_status(result: int, app_id: int, eula_data: Dictionary) ๐
Status of the user's acceptable/rejection of the app's specific Workshop EULA.
The returned dictionary contains the following keys:
โ โดversion (int)
โ โดaction (int)
โ โดaccepted (bool)
โโดneeds_action (bool)
Enumerationsยถ
enum AccountType: ๐
AccountType ACCOUNT_TYPE_INVALID = 0
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_INDIVIDUAL = 1
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_MULTISEAT = 2
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_GAME_SERVER = 3
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_ANON_GAME_SERVER = 4
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_PENDING = 5
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_CONTENT_SERVER = 6
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_CLAN = 7
There is currently no description for this enum. Please help us by contributing one!
AccountType ACCOUNT_TYPE_CHAT = 8
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AccountType ACCOUNT_TYPE_CONSOLE_USER = 9
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AccountType ACCOUNT_TYPE_ANON_USER = 10
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AccountType ACCOUNT_TYPE_MAX = 11
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enum APICallFailure: ๐
APICallFailure STEAM_API_CALL_FAILURE_NONE = -1
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APICallFailure STEAM_API_CALL_FAILURE_STEAM_GONE = 0
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APICallFailure STEAM_API_CALL_FAILURE_NETWORK_FAILURE = 1
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APICallFailure STEAM_API_CALL_FAILURE_INVALID_HANDLE = 2
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APICallFailure STEAM_API_CALL_FAILURE_MISMATCHED_CALLBACK = 3
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enum AudioPlaybackStatus: ๐
AudioPlaybackStatus AUDIO_PLAYBACK_UNDEFINED = 0
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AudioPlaybackStatus AUDIO_PLAYBACK_PLAYING = 1
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AudioPlaybackStatus AUDIO_PLAYBACK_PAUSED = 2
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AudioPlaybackStatus AUDIO_PLAYBACK_IDLE = 3
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enum AuthSessionResponse: ๐
AuthSessionResponse AUTH_SESSION_RESPONSE_OK = 0
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AuthSessionResponse AUTH_SESSION_RESPONSE_USER_NOT_CONNECTED_TO_STEAM = 1
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AuthSessionResponse AUTH_SESSION_RESPONSE_NO_LICENSE_OR_EXPIRED = 2
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AuthSessionResponse AUTH_SESSION_RESPONSE_VAC_BANNED = 3
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AuthSessionResponse AUTH_SESSION_RESPONSE_LOGGED_IN_ELSEWHERE = 4
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AuthSessionResponse AUTH_SESSION_RESPONSE_VAC_CHECK_TIMED_OUT = 5
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AuthSessionResponse AUTH_SESSION_RESPONSE_AUTH_TICKET_CANCELED = 6
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AuthSessionResponse AUTH_SESSION_RESPONSE_AUTH_TICKET_INVALID_ALREADY_USED = 7
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AuthSessionResponse AUTH_SESSION_RESPONSE_AUTH_TICKET_INVALID = 8
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AuthSessionResponse AUTH_SESSION_RESPONSE_PUBLISHER_ISSUED_BAN = 9
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AuthSessionResponse AUTH_SESSION_RESPONSE_AUTH_TICKET_NETWORK_IDENTITY_FAILURE = 10
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enum AvatarSizes: ๐
AvatarSizes AVATAR_SMALL = 1
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AvatarSizes AVATAR_MEDIUM = 2
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AvatarSizes AVATAR_LARGE = 3
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enum BeginAuthSessionResult: ๐
BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_OK = 0
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BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_INVALID_TICKET = 1
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BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_DUPLICATE_REQUEST = 2
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BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_INVALID_VERSION = 3
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BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_GAME_MISMATCH = 4
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BeginAuthSessionResult BEGIN_AUTH_SESSION_RESULT_EXPIRED_TICKET = 5
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flags BetaBranchFlags: ๐
BetaBranchFlags BETA_BRANCH_NONE = 0
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BetaBranchFlags BETA_BRANCH_DEFAULT = 1
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BetaBranchFlags BETA_BRANCH_AVAILABLE = 2
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BetaBranchFlags BETA_BRANCH_PRIVATE = 4
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BetaBranchFlags BETA_BRANCH_SELECTED = 8
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BetaBranchFlags BETA_BRANCH_INSTALLED = 16
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enum BroadcastUploadResult: ๐
BroadcastUploadResult BROADCAST_UPLOAD_RESULT_NONE = 0
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_OK = 1
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_INIT_FAILED = 2
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_FRAME_FAILED = 3
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_TIME_OUT = 4
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_BANDWIDTH_EXCEEDED = 5
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_LOW_FPS = 6
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_MISSING_KEYFRAMES = 7
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_NO_CONNECTION = 8
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_RELAY_FAILED = 9
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_SETTINGS_CHANGED = 10
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_MISSING_AUDIO = 11
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_TOO_FAR_BEHIND = 12
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_TRANSCODE_BEHIND = 13
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_NOT_ALLOWED_TO_PLAY = 14
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_BUSY = 15
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_BANNED = 16
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_ALREADY_ACTIVE = 17
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_FORCED_OFF = 18
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_AUDIO_BEHIND = 19
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_SHUTDOWN = 20
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_DISCONNECT = 21
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_VIDEO_INIT_FAILED = 22
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BroadcastUploadResult BROADCAST_UPLOAD_RESULT_AUDIO_INIT_FAILED = 23
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enum ChatEntryType: ๐
ChatEntryType CHAT_ENTRY_TYPE_INVALID = 0
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ChatEntryType CHAT_ENTRY_TYPE_CHAT_MSG = 1
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ChatEntryType CHAT_ENTRY_TYPE_TYPING = 2
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ChatEntryType CHAT_ENTRY_TYPE_INVITE_GAME = 3
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ChatEntryType CHAT_ENTRY_TYPE_EMOTE = 4
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ChatEntryType CHAT_ENTRY_TYPE_LEFT_CONVERSATION = 6
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ChatEntryType CHAT_ENTRY_TYPE_ENTERED = 7
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ChatEntryType CHAT_ENTRY_TYPE_WAS_KICKED = 8
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ChatEntryType CHAT_ENTRY_TYPE_WAS_BANNED = 9
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ChatEntryType CHAT_ENTRY_TYPE_DISCONNECTED = 10
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ChatEntryType CHAT_ENTRY_TYPE_HISTORICAL_CHAT = 11
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ChatEntryType CHAT_ENTRY_TYPE_LINK_BLOCKED = 14
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flags ChatMemberStateChange: ๐
ChatMemberStateChange CHAT_MEMBER_STATE_CHANGE_ENTERED = 1
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ChatMemberStateChange CHAT_MEMBER_STATE_CHANGE_LEFT = 2
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ChatMemberStateChange CHAT_MEMBER_STATE_CHANGE_DISCONNECTED = 4
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ChatMemberStateChange CHAT_MEMBER_STATE_CHANGE_KICKED = 8
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ChatMemberStateChange CHAT_MEMBER_STATE_CHANGE_BANNED = 16
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enum ChatRoomEnterResponse: ๐
ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_SUCCESS = 1
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_DOESNT_EXIST = 2
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_NOT_ALLOWED = 3
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_FULL = 4
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_ERROR = 5
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_BANNED = 6
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_LIMITED = 7
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_CLAN_DISABLED = 8
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_COMMUNITY_BAN = 9
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_MEMBER_BLOCKED_YOU = 10
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_YOU_BLOCKED_MEMBER = 11
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ChatRoomEnterResponse CHAT_ROOM_ENTER_RESPONSE_RATE_LIMIT_EXCEEDED = 15
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flags ChatSteamIDInstanceFlags: ๐
ChatSteamIDInstanceFlags CHAT_ACCOUNT_INSTANCE_MASK = 4095
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ChatSteamIDInstanceFlags CHAT_INSTANCE_FLAG_CLAN = 524288
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ChatSteamIDInstanceFlags CHAT_INSTANCE_FLAG_LOBBY = 262144
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ChatSteamIDInstanceFlags CHAT_INSTANCE_FLAG_MMS_LOBBY = 131072
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enum CheckFileSignature: ๐
CheckFileSignature CHECK_FILE_SIGNATURE_INVALID_SIGNATURE = 0
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CheckFileSignature CHECK_FILE_SIGNATURE_VALID_SIGNATURE = 1
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CheckFileSignature CHECK_FILE_SIGNATURE_FILE_NOT_FOUND = 2
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CheckFileSignature CHECK_FILE_SIGNATURE_NO_SIGNATURES_FOUND_FOR_THIS_APP = 3
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CheckFileSignature CHECK_FILE_SIGNATURE_NO_SIGNATURES_FOUND_FOR_THIS_FILE = 4
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enum CommunityProfileItemType: ๐
CommunityProfileItemType PROFILE_ITEM_TYPE_ANIMATED_AVATAR = 0
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CommunityProfileItemType PROFILE_ITEM_TYPE_AVATAR_FRAME = 1
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CommunityProfileItemType PROFILE_ITEM_TYPE_PROFILE_MODIFIER = 2
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CommunityProfileItemType PROFILE_ITEM_TYPE_PROFILE_BACKGROUND = 3
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CommunityProfileItemType PROFILE_ITEM_TYPE_MINI_PROFILE_BACKGROUND = 4
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enum CommunityProfileItemProperty: ๐
CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_IMAGE_SMALL = 0
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_IMAGE_LARGE = 1
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_INTERNAL_NAME = 2
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_TITLE = 3
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_DESCRIPTION = 4
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_APP_ID = 5
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_TYPE_ID = 6
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_CLASS = 7
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_MOVIE_WEBM = 8
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_MOVIE_MP4 = 9
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_MOVIE_WEBM_SMALL = 10
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CommunityProfileItemProperty PROFILE_ITEM_PROPERTY_MOVIE_MP4_SMALL = 11
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enum ControllerHapticLocation: ๐
ControllerHapticLocation CONTROLLER_HAPTIC_LOCATION_LEFT = 1
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ControllerHapticLocation CONTROLLER_HAPTIC_LOCATION_RIGHT = 2
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ControllerHapticLocation CONTROLLER_HAPTIC_LOCATION_BOTH = 3
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enum ControllerHapticType: ๐
ControllerHapticType CONTROLLER_HAPTIC_TYPE_OFF = 0
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ControllerHapticType CONTROLLER_HAPTIC_TYPE_TICK = 1
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ControllerHapticType CONTROLLER_HAPTIC_TYPE_CLICK = 2
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enum ControllerPad: ๐
ControllerPad STEAM_CONTROLLER_PAD_LEFT = 0
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ControllerPad STEAM_CONTROLLER_PAD_RIGHT = 1
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enum DenyReason: ๐
DenyReason DENY_INVALID = 0
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DenyReason DENY_INVALID_VERSION = 1
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DenyReason DENY_GENERIC = 2
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DenyReason DENY_NOT_LOGGED_ON = 3
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DenyReason DENY_NO_LICENSE = 4
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DenyReason DENY_CHEATER = 5
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DenyReason DENY_LOGGED_IN_ELSEWHERE = 6
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DenyReason DENY_UNKNOWN_TEXT = 7
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DenyReason DENY_INCOMPATIBLE_ANTI_CHEAT = 8
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DenyReason DENY_MEMORY_CORRUPTION = 9
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DenyReason DENY_INCOMPATIBLE_SOFTWARE = 10
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DenyReason DENY_STEAM_CONNECTION_LOST = 11
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DenyReason DENY_STEAM_CONNECTION_ERROR = 12
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DenyReason DENY_STEAM_RESPONSE_TIMED_OUT = 13
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DenyReason DENY_STEAM_VALIDATION_STALLED = 14
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DenyReason DENY_STEAM_OWNER_LEFT_GUEST_USER = 15
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enum DeviceFormFactor: ๐
DeviceFormFactor FORM_FACTOR_UNKNOWN = 0
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DeviceFormFactor FORM_FACTOR_PHONE = 1
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DeviceFormFactor FORM_FACTOR_TABLET = 2
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DeviceFormFactor FORM_FACTOR_COMPUTER = 3
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DeviceFormFactor FORM_FACTOR_TV = 4
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DeviceFormFactor FORM_FACTOR_VR_HEADSET = 5
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enum DurationControlNotification: ๐
DurationControlNotification DURATION_CONTROL_NOTIFICATION_NONE = 0
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_1_HOUR = 1
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_3_HOURS = 2
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_HALF_PROGRESS = 3
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_NO_PROGRESS = 4
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_EXIT_SOON_3H = 5
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_EXIT_SOON_5H = 6
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DurationControlNotification DURATION_CONTROL_NOTIFICATION_EXIT_SOON_NIGHT = 7
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enum DurationControlOnlineState: ๐
DurationControlOnlineState DURATION_CONTROL_ONLINE_STATE_INVALID = 0
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DurationControlOnlineState DURATION_CONTROL_ONLINE_STATE_OFFLINE = 1
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DurationControlOnlineState DURATION_CONTROL_ONLINE_STATE_ONLINE = 2
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DurationControlOnlineState DURATION_CONTROL_ONLINE_STATE_ONLINE_HIGH_PRIORITY = 3
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enum DurationControlProgress: ๐
DurationControlProgress DURATION_CONTROL_PROGRESS_FULL = 0
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DurationControlProgress DURATION_CONTROL_PROGRESS_HALF = 1
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DurationControlProgress DURATION_CONTROL_PROGRESS_NONE = 2
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DurationControlProgress DURATION_CONTROL_EXIT_SOON_3H = 3
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DurationControlProgress DURATION_CONTROL_EXIT_SOON_5H = 4
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DurationControlProgress DURATION_CONTROL_EXIT_SOON_NIGHT = 5
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enum FilePathType: ๐
FilePathType FILE_PATH_TYPE_INVALID = 0
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FilePathType FILE_PATH_TYPE_ABSOLUTE = 1
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FilePathType FILE_PATH_TYPE_API_FILENAME = 2
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enum FloatingGamepadTextInputMode: ๐
FloatingGamepadTextInputMode FLOATING_GAMEPAD_TEXT_INPUT_MODE_SINGLE_LINE = 0
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FloatingGamepadTextInputMode FLOATING_GAMEPAD_TEXT_INPUT_MODE_MULTIPLE_LINES = 1
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FloatingGamepadTextInputMode FLOATING_GAMEPAD_TEXT_INPUT_MODE_EMAIL = 2
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FloatingGamepadTextInputMode FLOATING_GAMEPAD_TEXT_INPUT_MODE_NUMERIC = 3
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flags FriendFlags: ๐
FriendFlags FRIEND_FLAG_NONE = 0
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FriendFlags FRIEND_FLAG_BLOCKED = 1
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FriendFlags FRIEND_FLAG_FRIENDSHIP_REQUESTED = 2
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FriendFlags FRIEND_FLAG_IMMEDIATE = 4
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FriendFlags FRIEND_FLAG_CLAN_MEMBER = 8
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FriendFlags FRIEND_FLAG_ON_GAME_SERVER = 16
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FriendFlags FRIEND_FLAG_REQUESTING_FRIENDSHIP = 128
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FriendFlags FRIEND_FLAG_REQUESTING_INFO = 256
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FriendFlags FRIEND_FLAG_IGNORED = 512
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FriendFlags FRIEND_FLAG_IGNORED_FRIEND = 1024
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FriendFlags FRIEND_FLAG_CHAT_MEMBER = 4096
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FriendFlags FRIEND_FLAG_ALL = 65535
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enum FriendRelationship: ๐
FriendRelationship FRIEND_RELATION_NONE = 0
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FriendRelationship FRIEND_RELATION_BLOCKED = 1
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FriendRelationship FRIEND_RELATION_REQUEST_RECIPIENT = 2
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FriendRelationship FRIEND_RELATION_FRIEND = 3
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FriendRelationship FRIEND_RELATION_REQUEST_INITIATOR = 4
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FriendRelationship FRIEND_RELATION_IGNORED = 5
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FriendRelationship FRIEND_RELATION_IGNORED_FRIEND = 6
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FriendRelationship FRIEND_RELATION_SUGGESTED = 7
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FriendRelationship FRIEND_RELATION_MAX = 8
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enum GameIDType: ๐
GameIDType GAME_TYPE_APP = 0
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GameIDType GAME_TYPE_GAME_MOD = 1
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GameIDType GAME_TYPE_SHORTCUT = 2
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GameIDType GAME_TYPE_P2P = 3
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enum GamepadTextInputLineMode: ๐
GamepadTextInputLineMode GAMEPAD_TEXT_INPUT_LINE_MODE_SINGLE_LINE = 0
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GamepadTextInputLineMode GAMEPAD_TEXT_INPUT_LINE_MODE_MULTIPLE_LINES = 1
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enum GamepadTextInputMode: ๐
GamepadTextInputMode GAMEPAD_TEXT_INPUT_MODE_NORMAL = 0
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GamepadTextInputMode GAMEPAD_TEXT_INPUT_MODE_PASSWORD = 1
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enum GameSearchErrorCode: ๐
GameSearchErrorCode GAME_SEARCH_ERROR_CODE_OK = 1
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_SEARCH_AREADY_IN_PROGRESS = 2
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_NO_SEARCH_IN_PROGRESS = 3
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_NOT_LOBBY_LEADER = 4
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_NO_HOST_AVAILABLE = 5
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_SEARCH_PARAMS_INVALID = 6
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_OFFLINE = 7
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_NOT_AUTHORIZED = 8
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GameSearchErrorCode GAME_SEARCH_ERROR_CODE_UNKNOWN_ERROR = 9
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flags HTMLKeyModifiers: ๐
HTMLKeyModifiers HTML_KEY_MODIFIER_NONE = 0
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HTMLKeyModifiers HTML_KEY_MODIFIER_ALT_DOWN = 1
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HTMLKeyModifiers HTML_KEY_MODIFIER_CTRL_DOWN = 2
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HTMLKeyModifiers HTML_KEY_MODIFIER_SHIFT_DOWN = 4
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enum HTMLMouseButton: ๐
HTMLMouseButton HTML_MOUSE_BUTTON_LEFT = 0
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HTMLMouseButton HTML_MOUSE_BUTTON_RIGHT = 1
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HTMLMouseButton HTML_MOUSE_BUTTON_MIDDLE = 2
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enum HTTPMethod: ๐
HTTPMethod HTTP_METHOD_INVALID = 0
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HTTPMethod HTTP_METHOD_GET = 1
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HTTPMethod HTTP_METHOD_HEAD = 2
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HTTPMethod HTTP_METHOD_POST = 3
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HTTPMethod HTTP_METHOD_PUT = 4
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HTTPMethod HTTP_METHOD_DELETE = 5
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HTTPMethod HTTP_METHOD_OPTIONS = 6
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HTTPMethod HTTP_METHOD_PATCH = 7
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enum HTTPStatusCode: ๐
HTTPStatusCode HTTP_STATUS_CODE_INVALID = 0
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HTTPStatusCode HTTP_STATUS_CODE_100_CONTINUE = 100
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HTTPStatusCode HTTP_STATUS_CODE_101_SWITCHING_PROTOCOLS = 101
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HTTPStatusCode HTTP_STATUS_CODE_200_OK = 200
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HTTPStatusCode HTTP_STATUS_CODE_201_CREATED = 201
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HTTPStatusCode HTTP_STATUS_CODE_202_ACCEPTED = 202
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HTTPStatusCode HTTP_STATUS_CODE_203_NON_AUTHORITATIVE = 203
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HTTPStatusCode HTTP_STATUS_CODE_204_NO_CONTENT = 204
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HTTPStatusCode HTTP_STATUS_CODE_205_RESET_CONTENT = 205
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HTTPStatusCode HTTP_STATUS_CODE_206_PARTIAL_CONTENT = 206
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HTTPStatusCode HTTP_STATUS_CODE_300_MULTIPLE_CHOICES = 300
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HTTPStatusCode HTTP_STATUS_CODE_301_MOVED_PERMANENTLY = 301
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HTTPStatusCode HTTP_STATUS_CODE_302_FOUND = 302
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HTTPStatusCode HTTP_STATUS_CODE_303_SEE_OTHER = 303
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HTTPStatusCode HTTP_STATUS_CODE_304_NOT_MODIFIED = 304
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HTTPStatusCode HTTP_STATUS_CODE_305_USE_PROXY = 305
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HTTPStatusCode HTTP_STATUS_CODE_307_TEMPORARY_REDIRECT = 307
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HTTPStatusCode HTTP_STATUS_CODE_308_PERMANENT_REDIRECT = 308
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HTTPStatusCode HTTP_STATUS_CODE_400_BAD_REQUEST = 400
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HTTPStatusCode HTTP_STATUS_CODE_401_UNAUTHORIZED = 401
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HTTPStatusCode HTTP_STATUS_CODE_402_PAYMENT_REQUIRED = 402
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HTTPStatusCode HTTP_STATUS_CODE_403_FORBIDDEN = 403
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HTTPStatusCode HTTP_STATUS_CODE_404_NOT_FOUND = 404
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HTTPStatusCode HTTP_STATUS_CODE_405_METHOD_NOT_ALLOWED = 405
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HTTPStatusCode HTTP_STATUS_CODE_406_NOT_ACCEPTABLE = 406
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HTTPStatusCode HTTP_STATUS_CODE_407_PROXY_AUTH_REQUIRED = 407
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HTTPStatusCode HTTP_STATUS_CODE_408_REQUEST_TIMEOUT = 408
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HTTPStatusCode HTTP_STATUS_CODE_409_CONFLICT = 409
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HTTPStatusCode HTTP_STATUS_CODE_410_GONE = 410
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HTTPStatusCode HTTP_STATUS_CODE_411_LENGTH_REQUIRED = 411
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HTTPStatusCode HTTP_STATUS_CODE_412_PRECONDITION_FAILED = 412
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HTTPStatusCode HTTP_STATUS_CODE_413_REQUEST_ENTITY_TOO_LARGE = 413
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HTTPStatusCode HTTP_STATUS_CODE_414_REQUEST_URI_TOO_LONG = 414
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HTTPStatusCode HTTP_STATUS_CODE_415_UNSUPPORTED_MEDIA_TYPE = 415
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HTTPStatusCode HTTP_STATUS_CODE_416_REQUESTED_RANGE_NOT_SATISFIABLE = 416
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HTTPStatusCode HTTP_STATUS_CODE_417_EXPECTATION_FAILED = 417
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HTTPStatusCode HTTP_STATUS_CODE_4XX_UNKNOWN = 418
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HTTPStatusCode HTTP_STATUS_CODE_429_TOO_MANY_REQUESTS = 429
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HTTPStatusCode HTTP_STATUS_CODE_444_CONNECTION_CLOSED = 444
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HTTPStatusCode HTTP_STATUS_CODE_500_INTERNAL_SERVER_ERROR = 500
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HTTPStatusCode HTTP_STATUS_CODE_501_NOT_IMPLEMENTED = 501
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HTTPStatusCode HTTP_STATUS_CODE_502_BAD_GATEWAY = 502
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HTTPStatusCode HTTP_STATUS_CODE_504_GATEWAY_TIMEOUT = 504
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HTTPStatusCode HTTP_STATUS_CODE_505_HTTP_VERSION_NOT_SUPPORTED = 505
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HTTPStatusCode HTTP_STATUS_CODE_5XX_UNKNOWN = 599
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enum InputActionEventType: ๐
InputActionEventType INPUT_ACTION_EVENT_TYPE_DIGITAL_ACTION = 0
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InputActionEventType INPUT_ACTION_EVENT_TYPE_ANALOG_ACTION = 1
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enum InputActionOrigin: ๐
InputActionOrigin INPUT_ACTION_ORIGIN_NONE = 0
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_A = 1
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_B = 2
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_X = 3
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_Y = 4
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTBUMPER = 5
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTBUMPER = 6
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTGRIP = 7
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTGRIP = 8
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_START = 9
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_BACK = 10
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_TOUCH = 11
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_SWIPE = 12
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_CLICK = 13
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_DPADNORTH = 14
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_DPADSOUTH = 15
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_DPADWEST = 16
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTPAD_DPADEAST = 17
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_TOUCH = 18
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_SWIPE = 19
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_CLICK = 20
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_DPADNORTH = 21
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_DPADSOUTH = 22
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_DPADWEST = 23
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTPAD_DPADEAST = 24
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTTRIGGER_PULL = 25
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTTRIGGER_CLICK = 26
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTTRIGGER_PULL = 27
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RIGHTTRIGGER_CLICK = 28
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_MOVE = 29
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_CLICK = 30
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_DPADNORTH = 31
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_DPADSOUTH = 32
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_DPADWEST = 33
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_LEFTSTICK_DPADEAST = 34
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_GYRO_MOVE = 35
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_GYRO_PITCH = 36
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_GYRO_YAW = 37
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_GYRO_ROLL = 38
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED0 = 39
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED1 = 40
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED2 = 41
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED3 = 42
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED4 = 43
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED5 = 44
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED6 = 45
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED7 = 46
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED8 = 47
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED9 = 48
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMCONTROLLER_RESERVED10 = 49
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_X = 50
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CIRCLE = 51
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_TRIANGLE = 52
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_SQUARE = 53
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTBUMPER = 54
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTBUMPER = 55
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_OPTIONS = 56
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There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_TOUCH = 58
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_SWIPE = 59
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_CLICK = 60
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_DPADNORTH = 61
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_DPADSOUTH = 62
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_DPADWEST = 63
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTPAD_DPADEAST = 64
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_TOUCH = 65
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_SWIPE = 66
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_CLICK = 67
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_DPADNORTH = 68
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_DPADSOUTH = 69
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_DPADWEST = 70
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTPAD_DPADEAST = 71
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_TOUCH = 72
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_SWIPE = 73
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_CLICK = 74
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_DPADNORTH = 75
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_DPADSOUTH = 76
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_DPADWEST = 77
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_CENTERPAD_DPADEAST = 78
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTTRIGGER_PULL = 79
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTTRIGGER_CLICK = 80
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTTRIGGER_PULL = 81
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTTRIGGER_CLICK = 82
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_MOVE = 83
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_CLICK = 84
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_DPADNORTH = 85
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_DPADSOUTH = 86
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_DPADWEST = 87
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_LEFTSTICK_DPADEAST = 88
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_MOVE = 89
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_CLICK = 90
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_DPADNORTH = 91
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_DPADSOUTH = 92
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_DPADWEST = 93
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RIGHTSTICK_DPADEAST = 94
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_DPAD_NORTH = 95
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_DPAD_SOUTH = 96
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_DPAD_WEST = 97
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_DPAD_EAST = 98
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_GYRO_MOVE = 99
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_GYRO_PITCH = 100
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_GYRO_YAW = 101
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_GYRO_ROLL = 102
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_DPAD_MOVE = 103
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED1 = 104
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED2 = 105
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED3 = 106
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED4 = 107
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED5 = 108
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED6 = 109
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InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED7 = 110
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED8 = 111
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED9 = 112
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS4_RESERVED10 = 113
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_A = 114
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_B = 115
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_X = 116
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_Y = 117
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTBUMPER = 118
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTBUMPER = 119
There is currently no description for this enum. Please help us by contributing one!
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_VIEW = 121
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTTRIGGER_PULL = 122
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTTRIGGER_CLICK = 123
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InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTTRIGGER_PULL = 124
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTTRIGGER_CLICK = 125
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_MOVE = 126
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_CLICK = 127
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_DPADNORTH = 128
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_DPADSOUTH = 129
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_DPADWEST = 130
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTSTICK_DPADEAST = 131
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_MOVE = 132
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_CLICK = 133
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_DPADNORTH = 134
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_DPADSOUTH = 135
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_DPADWEST = 136
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTSTICK_DPADEAST = 137
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_DPAD_NORTH = 138
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_DPAD_SOUTH = 139
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_DPAD_WEST = 140
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_DPAD_EAST = 141
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_DPAD_MOVE = 142
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTGRIP_LOWER = 143
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_LEFTGRIP_UPPER = 144
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTGRIP_LOWER = 145
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RIGHTGRIP_UPPER = 146
There is currently no description for this enum. Please help us by contributing one!
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RESERVED6 = 148
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RESERVED7 = 149
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RESERVED8 = 150
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RESERVED9 = 151
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOXONE_RESERVED10 = 152
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_A = 153
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_B = 154
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_X = 155
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_Y = 156
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTBUMPER = 157
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTBUMPER = 158
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_START = 159
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_BACK = 160
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTTRIGGER_PULL = 161
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTTRIGGER_CLICK = 162
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTTRIGGER_PULL = 163
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTTRIGGER_CLICK = 164
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_MOVE = 165
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_CLICK = 166
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_DPADNORTH = 167
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_DPADSOUTH = 168
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_DPADWEST = 169
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_LEFTSTICK_DPADEAST = 170
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_MOVE = 171
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_CLICK = 172
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_DPADNORTH = 173
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_DPADSOUTH = 174
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_DPADWEST = 175
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RIGHTSTICK_DPADEAST = 176
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_DPAD_NORTH = 177
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_DPAD_SOUTH = 178
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_DPAD_WEST = 179
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_DPAD_EAST = 180
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_DPAD_MOVE = 181
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED1 = 182
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED2 = 183
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED3 = 184
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED4 = 185
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED5 = 186
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED6 = 187
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED7 = 188
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED8 = 189
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED9 = 190
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_XBOX360_RESERVED10 = 191
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_A = 192
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_B = 193
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_X = 194
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_Y = 195
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTBUMPER = 196
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTBUMPER = 197
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_PLUS = 198
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_MINUS = 199
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_CAPTURE = 200
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTTRIGGER_PULL = 201
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTTRIGGER_CLICK = 202
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTTRIGGER_PULL = 203
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTTRIGGER_CLICK = 204
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_MOVE = 205
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_CLICK = 206
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_DPADNORTH = 207
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_DPADSOUTH = 208
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_DPADWEST = 209
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTSTICK_DPADEAST = 210
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_MOVE = 211
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_CLICK = 212
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_DPADNORTH = 213
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_DPADSOUTH = 214
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_DPADWEST = 215
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTSTICK_DPADEAST = 216
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_DPAD_NORTH = 217
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_DPAD_SOUTH = 218
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_DPAD_WEST = 219
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_DPAD_EAST = 220
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_PROGYRO_MOVE = 221
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_PROGYRO_PITCH = 222
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_PROGYRO_YAW = 223
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_PROGYRO_ROLL = 224
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_DPAD_MOVE = 225
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED1 = 226
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED2 = 227
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED3 = 228
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED4 = 229
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED5 = 230
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED6 = 231
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED7 = 232
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED8 = 233
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED9 = 234
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED10 = 235
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGYRO_MOVE = 236
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGYRO_PITCH = 237
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGYRO_YAW = 238
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGYRO_ROLL = 239
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGYRO_MOVE = 240
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGYRO_PITCH = 241
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGYRO_YAW = 242
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGYRO_ROLL = 243
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGRIP_LOWER = 244
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_LEFTGRIP_UPPER = 245
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGRIP_LOWER = 246
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RIGHTGRIP_UPPER = 247
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_JOYCON_BUTTON_N = 248
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_JOYCON_BUTTON_E = 249
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_JOYCON_BUTTON_S = 250
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_JOYCON_BUTTON_W = 251
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED15 = 252
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED16 = 253
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED17 = 254
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED18 = 255
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED19 = 256
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_SWITCH_RESERVED20 = 257
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_X = 258
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CIRCLE = 259
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_TRIANGLE = 260
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_SQUARE = 261
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTBUMPER = 262
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTBUMPER = 263
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_OPTION = 264
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CREATE = 265
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_MUTE = 266
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_TOUCH = 267
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_SWIPE = 268
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_CLICK = 269
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_DPADNORTH = 270
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_DPADSOUTH = 271
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_DPADWEST = 272
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTPAD_DPADEAST = 273
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_TOUCH = 274
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_SWIPE = 275
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_CLICK = 276
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_DPADNORTH = 277
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_DPADSOUTH = 278
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_DPADWEST = 279
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTPAD_DPADEAST = 280
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_TOUCH = 281
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_SWIPE = 282
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_CLICK = 283
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_DPADNORTH = 284
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_DPADSOUTH = 285
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_DPADWEST = 286
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_CENTERPAD_DPADEAST = 287
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTTRIGGER_PULL = 288
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTTRIGGER_CLICK = 289
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTTRIGGER_PULL = 290
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTTRIGGER_CLICK = 291
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_MOVE = 292
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_CLICK = 293
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_DPADNORTH = 294
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_DPADSOUTH = 295
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_DPADWEST = 296
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTSTICK_DPADEAST = 297
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_MOVE = 298
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_CLICK = 299
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_DPADNORTH = 300
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_DPADSOUTH = 301
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_DPADWEST = 302
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTSTICK_DPADEAST = 303
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_DPAD_NORTH = 304
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_DPAD_SOUTH = 305
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_DPAD_WEST = 306
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_DPAD_EAST = 307
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_GYRO_MOVE = 308
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_GYRO_PITCH = 309
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_GYRO_YAW = 310
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_GYRO_ROLL = 311
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_DPAD_MOVE = 312
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTGRIP = 313
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTGRIP = 314
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_LEFTFN = 315
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RIGHTFN = 316
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED5 = 317
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED6 = 318
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED7 = 319
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED8 = 320
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED9 = 321
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED10 = 322
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED11 = 323
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED12 = 324
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED13 = 325
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED14 = 326
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED15 = 327
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED16 = 328
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED17 = 329
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED18 = 330
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED19 = 331
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_PS5_RESERVED20 = 332
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_A = 333
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_B = 334
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_X = 335
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_Y = 336
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L1 = 337
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R1 = 338
There is currently no description for this enum. Please help us by contributing one!
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_VIEW = 340
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_TOUCH = 341
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_SWIPE = 342
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_CLICK = 343
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_DPADNORTH = 344
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_DPADSOUTH = 345
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_DPADWEST = 346
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTPAD_DPADEAST = 347
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_TOUCH = 348
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_SWIPE = 349
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_CLICK = 350
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_DPADNORTH = 351
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_DPADSOUTH = 352
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_DPADWEST = 353
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTPAD_DPADEAST = 354
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L2_SOFTPULL = 355
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L2 = 356
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R2_SOFTPULL = 357
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R2 = 358
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_MOVE = 359
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L3 = 360
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_DPADNORTH = 361
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_DPADSOUTH = 362
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_DPADWEST = 363
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_DPADEAST = 364
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_LEFTSTICK_TOUCH = 365
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_MOVE = 366
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R3 = 367
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_DPADNORTH = 368
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_DPADSOUTH = 369
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_DPADWEST = 370
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_DPADEAST = 371
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RIGHTSTICK_TOUCH = 372
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L4 = 373
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R4 = 374
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_L5 = 375
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_R5 = 376
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_DPAD_MOVE = 377
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_DPAD_NORTH = 378
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_DPAD_SOUTH = 379
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_DPAD_WEST = 380
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_DPAD_EAST = 381
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_GYRO_MOVE = 382
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_GYRO_PITCH = 383
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InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_GYRO_YAW = 384
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_GYRO_ROLL = 385
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED1 = 386
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED2 = 387
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED3 = 388
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED4 = 389
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED5 = 390
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED6 = 391
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED7 = 392
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED8 = 393
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED9 = 394
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED10 = 395
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED11 = 396
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED12 = 397
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED13 = 398
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED14 = 399
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED15 = 400
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED16 = 401
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED17 = 402
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED18 = 403
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED19 = 404
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_STEAMDECK_RESERVED20 = 405
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_HORIPAD_M1 = 406
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InputActionOrigin INPUT_ACTION_ORIGIN_HORIPAD_M2 = 407
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_HORIPAD_L4 = 408
There is currently no description for this enum. Please help us by contributing one!
InputActionOrigin INPUT_ACTION_ORIGIN_HORIPAD_R4 = 409
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InputActionOrigin INPUT_ACTION_ORIGIN_COUNT = 410
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InputActionOrigin INPUT_ACTION_ORIGIN_MAXIMUM_POSSIBLE_VALUE = 32767
There is currently no description for this enum. Please help us by contributing one!
flags InputConfigurationEnableType: ๐
InputConfigurationEnableType INPUT_CONFIGURATION_ENABLE_TYPE_NONE = 0
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InputConfigurationEnableType INPUT_CONFIGURATION_ENABLE_TYPE_PLAYSTATION = 1
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InputConfigurationEnableType INPUT_CONFIGURATION_ENABLE_TYPE_XBOX = 2
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InputConfigurationEnableType INPUT_CONFIGURATION_ENABLE_TYPE_GENERIC = 4
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InputConfigurationEnableType INPUT_CONFIGURATION_ENABLE_TYPE_SWITCH = 8
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enum InputGlyphSize: ๐
InputGlyphSize INPUT_GLYPH_SIZE_SMALL = 0
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InputGlyphSize INPUT_GLYPH_SIZE_MEDIUM = 1
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InputGlyphSize INPUT_GLYPH_SIZE_LARGE = 2
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InputGlyphSize INPUT_GLYPH_SIZE_COUNT = 3
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flags InputGlyphStyle: ๐
InputGlyphStyle INPUT_GLYPH_STYLE_KNOCKOUT = 0
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InputGlyphStyle INPUT_GLYPH_STYLE_LIGHT = 1
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InputGlyphStyle INPUT_GLYPH_STYLE_DARK = 2
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InputGlyphStyle INPUT_GLYPH_STYLE_NEUTRAL_COLOR_ABXY = 16
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InputGlyphStyle INPUT_GLYPH_STYLE_SOLID_ABXY = 32
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enum InputLEDFlag: ๐
InputLEDFlag INPUT_LED_FLAG_SET_COLOR = 0
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InputLEDFlag INPUT_LED_FLAG_RESTORE_USER_DEFAULT = 1
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enum InputSourceMode: ๐
InputSourceMode INPUT_SOURCE_MODE_NONE = 0
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InputSourceMode INPUT_SOURCE_MODE_DPAD = 1
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InputSourceMode INPUT_SOURCE_MODE_BUTTONS = 2
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InputSourceMode INPUT_SOURCE_MODE_FOUR_BUTTONS = 3
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InputSourceMode INPUT_SOURCE_MODE_ABSOLUTE_MOUSE = 4
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InputSourceMode INPUT_SOURCE_MODE_RELATIVE_MOUSE = 5
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InputSourceMode INPUT_SOURCE_MODE_JOYSTICK_MOVE = 6
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InputSourceMode INPUT_SOURCE_MODE_JOYSTICK_MOUSE = 7
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InputSourceMode INPUT_SOURCE_MODE_JOYSTICK_CAMERA = 8
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InputSourceMode INPUT_SOURCE_MODE_SCROLL_WHEEL = 9
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InputSourceMode INPUT_SOURCE_MODE_TRIGGER = 10
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InputSourceMode INPUT_SOURCE_MODE_MOUSE_JOYSTICK = 12
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InputSourceMode INPUT_SOURCE_MODE_MOUSE_REGION = 13
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There is currently no description for this enum. Please help us by contributing one!
InputSourceMode INPUT_SOURCE_MODE_SINGLE_BUTTON = 15
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InputSourceMode INPUT_SOURCE_MODE_SWITCH = 16
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enum InputType: ๐
InputType INPUT_TYPE_UNKNOWN = 0
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InputType INPUT_TYPE_STEAM_CONTROLLER = 1
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InputType INPUT_TYPE_XBOX360_CONTROLLER = 2
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InputType INPUT_TYPE_XBOXONE_CONTROLLER = 3
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InputType INPUT_TYPE_GENERIC_XINPUT = 4
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InputType INPUT_TYPE_PS4_CONTROLLER = 5
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InputType INPUT_TYPE_APPLE_MFI_CONTROLLER = 6
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InputType INPUT_TYPE_ANDROID_CONTROLLER = 7
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InputType INPUT_TYPE_SWITCH_JOYCON_PAIR = 8
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InputType INPUT_TYPE_SWITCH_JOYCON_SINGLE = 9
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InputType INPUT_TYPE_SWITCH_PRO_CONTROLLER = 10
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InputType INPUT_TYPE_MOBILE_TOUCH = 11
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InputType INPUT_TYPE_PS3_CONTROLLER = 12
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InputType INPUT_TYPE_PS5_CONTROLLER = 13
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InputType INPUT_TYPE_STEAM_DECK_CONTROLLER = 14
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InputType INPUT_TYPE_COUNT = 15
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InputType INPUT_TYPE_MAXIMUM_POSSIBLE_VALUE = 255
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enum IPType: ๐
IPType IP_TYPE_IPV4 = 0
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IPType IP_TYPE_IPV6 = 1
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enum IPv6ConnectivityProtocol: ๐
IPv6ConnectivityProtocol IPV6_CONNECTIVITY_PROTOCOL_INVALID = 0
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IPv6ConnectivityProtocol IPV6_CONNECTIVITY_PROTOCOL_HTTP = 1
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IPv6ConnectivityProtocol IPV6_CONNECTIVITY_PROTOCOL_UDP = 2
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enum IPv6ConnectivityState: ๐
IPv6ConnectivityState IPV6_CONNECTIVITY_STATE_UNKNOWN = 0
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IPv6ConnectivityState IPV6_CONNECTIVITY_STATE_GOOD = 1
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IPv6ConnectivityState IPV6_CONNECTIVITY_STATE_BAD = 2
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flags ItemFlags: ๐
ItemFlags STEAM_ITEM_NO_TRADE = 1
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ItemFlags STEAM_ITEM_REMOVED = 256
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ItemFlags STEAM_ITEM_CONSUMED = 512
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enum ItemPreviewType: ๐
ItemPreviewType ITEM_PREVIEW_TYPE_IMAGE = 0
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ItemPreviewType ITEM_PREVIEW_TYPE_YOUTUBE_VIDEO = 1
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ItemPreviewType ITEM_PREVIEW_TYPE_SKETCHFAB = 2
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ItemPreviewType ITEM_PREVIEW_TYPE_ENVIRONMENTMAP_HORIZONTAL_CROSS = 3
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ItemPreviewType ITEM_PREVIEW_TYPE_ENVIRONMENTMAP_LAT_LONG = 4
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ItemPreviewType ITEM_PREVIEW_TYPE_CLIP = 5
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ItemPreviewType ITEM_PREVIEW_TYPE_RESERVED_MAX = 255
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flags ItemState: ๐
ItemState ITEM_STATE_NONE = 0
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ItemState ITEM_STATE_SUBSCRIBED = 1
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ItemState ITEM_STATE_LEGACY_ITEM = 2
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ItemState ITEM_STATE_INSTALLED = 4
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ItemState ITEM_STATE_NEEDS_UPDATE = 8
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ItemState ITEM_STATE_DOWNLOADING = 16
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ItemState ITEM_STATE_DOWNLOAD_PENDING = 32
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ItemState ITEM_STATE_DISABLED_LOCALLY = 64
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enum ItemStatistic: ๐
ItemStatistic ITEM_STATISTIC_NUM_SUBSCRIPTIONS = 0
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ItemStatistic ITEM_STATISTIC_NUM_FAVORITES = 1
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ItemStatistic ITEM_STATISTIC_NUM_FOLLOWERS = 2
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ItemStatistic ITEM_STATISTIC_NUM_UNIQUE_SUBSCRIPTIONS = 3
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ItemStatistic ITEM_STATISTIC_NUM_UNIQUE_FAVORITES = 4
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ItemStatistic ITEM_STATISTIC_NUM_UNIQUE_FOLLOWERS = 5
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ItemStatistic ITEM_STATISTIC_NUM_UNIQUE_WEBSITE_VIEWS = 6
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ItemStatistic ITEM_STATISTIC_REPORT_SCORE = 7
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ItemStatistic ITEM_STATISTIC_NUM_SECONDS_PLAYED = 8
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ItemStatistic ITEM_STATISTIC_NUM_PLAYTIME_SESSIONS = 9
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ItemStatistic ITEM_STATISTIC_NUM_COMMENTS = 10
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ItemStatistic ITEM_STATISTIC_NUM_SECONDS_PLAYED_DURING_TIME_PERIOD = 11
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ItemStatistic ITEM_STATISTIC_NUM_PLAYTIME_SESSIONS_DURING_TIME_PERIOD = 12
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enum ItemUpdateStatus: ๐
ItemUpdateStatus ITEM_UPDATE_STATUS_INVALID = 0
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ItemUpdateStatus ITEM_UPDATE_STATUS_PREPARING_CONFIG = 1
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ItemUpdateStatus ITEM_UPDATE_STATUS_PREPARING_CONTENT = 2
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ItemUpdateStatus ITEM_UPDATE_STATUS_UPLOADING_CONTENT = 3
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ItemUpdateStatus ITEM_UPDATE_STATUS_UPLOADING_PREVIEW_FILE = 4
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ItemUpdateStatus ITEM_UPDATE_STATUS_COMMITTING_CHANGES = 5
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enum LeaderboardDataRequest: ๐
LeaderboardDataRequest LEADERBOARD_DATA_REQUEST_GLOBAL = 0
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LeaderboardDataRequest LEADERBOARD_DATA_REQUEST_GLOBAL_AROUND_USER = 1
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LeaderboardDataRequest LEADERBOARD_DATA_REQUEST_FRIENDS = 2
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LeaderboardDataRequest LEADERBOARD_DATA_REQUEST_USERS = 3
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enum LeaderboardDisplayType: ๐
LeaderboardDisplayType LEADERBOARD_DISPLAY_TYPE_NONE = 0
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LeaderboardDisplayType LEADERBOARD_DISPLAY_TYPE_NUMERIC = 1
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LeaderboardDisplayType LEADERBOARD_DISPLAY_TYPE_TIME_SECONDS = 2
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LeaderboardDisplayType LEADERBOARD_DISPLAY_TYPE_TIME_MILLISECONDS = 3
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enum LeaderboardSortMethod: ๐
LeaderboardSortMethod LEADERBOARD_SORT_METHOD_NONE = 0
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LeaderboardSortMethod LEADERBOARD_SORT_METHOD_ASCENDING = 1
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LeaderboardSortMethod LEADERBOARD_SORT_METHOD_DESCENDING = 2
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enum LeaderboardUploadScoreMethod: ๐
LeaderboardUploadScoreMethod LEADERBOARD_UPLOAD_SCORE_METHOD_NONE = 0
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LeaderboardUploadScoreMethod LEADERBOARD_UPLOAD_SCORE_METHOD_KEEP_BEST = 1
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LeaderboardUploadScoreMethod LEADERBOARD_UPLOAD_SCORE_METHOD_FORCE_UPDATE = 2
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enum LobbyComparison: ๐
LobbyComparison LOBBY_COMPARISON_EQUAL_TO_OR_LESS_THAN = -2
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LobbyComparison LOBBY_COMPARISON_LESS_THAN = -1
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LobbyComparison LOBBY_COMPARISON_EQUAL = 0
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LobbyComparison LOBBY_COMPARISON_GREATER_THAN = 1
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LobbyComparison LOBBY_COMPARISON_EQUAL_TO_GREATER_THAN = 2
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LobbyComparison LOBBY_COMPARISON_NOT_EQUAL = 3
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enum LobbyDistanceFilter: ๐
LobbyDistanceFilter LOBBY_DISTANCE_FILTER_CLOSE = 0
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LobbyDistanceFilter LOBBY_DISTANCE_FILTER_DEFAULT = 1
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LobbyDistanceFilter LOBBY_DISTANCE_FILTER_FAR = 2
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LobbyDistanceFilter LOBBY_DISTANCE_FILTER_WORLDWIDE = 3
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enum LobbyType: ๐
LobbyType LOBBY_TYPE_PRIVATE = 0
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LobbyType LOBBY_TYPE_FRIENDS_ONLY = 1
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LobbyType LOBBY_TYPE_PUBLIC = 2
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LobbyType LOBBY_TYPE_INVISIBLE = 3
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LobbyType LOBBY_TYPE_PRIVATE_UNIQUE = 4
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enum LocalFileChange: ๐
LocalFileChange LOCAL_FILE_CHANGE_INVALID = 0
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LocalFileChange LOCAL_FILE_CHANGE_FILE_UPDATED = 1
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LocalFileChange LOCAL_FILE_CHANGE_FILE_DELETED = 2
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enum MarketNotAllowedReasonFlags: ๐
MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_NONE = 0
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_TEMPORARY_FAILURE = 1
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_ACCOUNT_DISABLED = 2
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_ACCOUNT_LOCKED_DOWN = 4
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_ACCOUNT_LIMITED = 8
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_TRADE_BANNED = 16
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_ACCOUNT_NOT_TRUSTED = 32
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_STEAM_GUARD_NOT_ENABLED = 64
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_STEAM_GAURD_ONLY_RECENTLY_ENABLED = 128
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_RECENT_PASSWORD_RESET = 256
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_NEW_PAYMENT_METHOD = 512
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_INVALID_COOKIE = 1024
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_USING_NEW_DEVICE = 2048
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_RECENT_SELF_REFUND = 4096
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_NEW_PAYMENT_METHOD_CANNOT_BE_VERIFIED = 8192
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_NO_RECENT_PURCHASES = 16384
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MarketNotAllowedReasonFlags MARKET_NOT_ALLOWED_REASON_ACCEPTED_WALLET_GIFT = 32768
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enum MatchMakingServerResponse: ๐
MatchMakingServerResponse SERVER_RESPONDED = 0
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MatchMakingServerResponse SERVER_FAILED_TO_RESPOND = 1
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MatchMakingServerResponse NO_SERVERS_LISTED_ON_MASTER_SERVER = 2
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enum MouseCursor: ๐
MouseCursor DC_USER = 0
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MouseCursor DC_NONE = 1
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MouseCursor DC_ARROW = 2
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MouseCursor DC_IBEAM = 3
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MouseCursor DC_HOUR_GLASS = 4
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MouseCursor DC_WAIT_ARROW = 5
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MouseCursor DC_CROSSHAIR = 6
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MouseCursor DC_UP = 7
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MouseCursor DC_SIZE_NW = 8
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MouseCursor DC_SIZE_SE = 9
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MouseCursor DC_SIZE_NE = 10
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MouseCursor DC_SIZE_SW = 11
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MouseCursor DC_SIZE_W = 12
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MouseCursor DC_SIZE_E = 13
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MouseCursor DC_SIZE_N = 14
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MouseCursor DC_SIZE_S = 15
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MouseCursor DC_SIZE_WE = 16
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MouseCursor DC_SIZE_NS = 17
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MouseCursor DC_SIZE_ALL = 18
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MouseCursor DC_NO = 19
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MouseCursor DC_HAND = 20
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MouseCursor DC_BLANK = 21
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MouseCursor DC_MIDDLE_PAN = 22
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MouseCursor DC_NORTH_PAN = 23
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MouseCursor DC_NORTH_EAST_PAN = 24
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MouseCursor DC_EAST_PAN = 25
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MouseCursor DC_SOUTH_EAST_PAN = 26
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MouseCursor DC_SOUTH_PAN = 27
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MouseCursor DC_SOUTH_WEST_PAN = 28
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MouseCursor DC_WEST_PAN = 29
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MouseCursor DC_NORTH_WEST_PAN = 30
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MouseCursor DC_ALIAS = 31
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MouseCursor DC_CELL = 32
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MouseCursor DC_COL_RESIZE = 33
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MouseCursor DC_COPY_CUR = 34
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MouseCursor DC_VERTICAL_TEXT = 35
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MouseCursor DC_ROW_RESIZE = 36
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MouseCursor DC_ZOOM_IN = 37
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MouseCursor DC_ZOOM_OUT = 38
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MouseCursor DC_HELP = 39
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MouseCursor DC_CUSTOM = 40
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MouseCursor DC_LAST = 41
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enum NetworkingAvailability: ๐
NetworkingAvailability NETWORKING_AVAILABILITY_CANNOT_TRY = -102
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NetworkingAvailability NETWORKING_AVAILABILITY_FAILED = -101
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NetworkingAvailability NETWORKING_AVAILABILITY_PREVIOUSLY = -100
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NetworkingAvailability NETWORKING_AVAILABILITY_RETRYING = -10
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NetworkingAvailability NETWORKING_AVAILABILITY_NEVER_TRIED = 1
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NetworkingAvailability NETWORKING_AVAILABILITY_WAITING = 2
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NetworkingAvailability NETWORKING_AVAILABILITY_ATTEMPTING = 3
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NetworkingAvailability NETWORKING_AVAILABILITY_CURRENT = 100
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NetworkingAvailability NETWORKING_AVAILABILITY_UNKNOWN = 0
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NetworkingAvailability NETWORKING_AVAILABILITY_FORCE_32BIT = 2147483647
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enum NetworkingConfigDataType: ๐
NetworkingConfigDataType NETWORKING_CONFIG_TYPE_INT32 = 1
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NetworkingConfigDataType NETWORKING_CONFIG_TYPE_INT64 = 2
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NetworkingConfigDataType NETWORKING_CONFIG_TYPE_FLOAT = 3
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NetworkingConfigDataType NETWORKING_CONFIG_TYPE_STRING = 4
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NetworkingConfigDataType NETWORKING_CONFIG_TYPE_FUNCTION_PTR = 5
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NetworkingConfigDataType NETWORKING_CONFIG_TYPE_FORCE_32BIT = 2147483647
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enum NetworkingConfigScope: ๐
NetworkingConfigScope NETWORKING_CONFIG_SCOPE_GLOBAL = 1
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NetworkingConfigScope NETWORKING_CONFIG_SCOPE_SOCKETS_INTERFACE = 2
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NetworkingConfigScope NETWORKING_CONFIG_SCOPE_LISTEN_SOCKET = 3
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NetworkingConfigScope NETWORKING_CONFIG_SCOPE_CONNECTION = 4
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NetworkingConfigScope NETWORKING_CONFIG_SCOPE_FORCE_32BIT = 2147483647
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enum NetworkingConfigValue: ๐
NetworkingConfigValue NETWORKING_CONFIG_INVALID = 0
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_LOSS_SEND = 2
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_LOSS_RECV = 3
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_LAG_SEND = 4
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_LAG_RECV = 5
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_REORDER_SEND = 6
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_REORDER_RECV = 7
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_REORDER_TIME = 8
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_DUP_SEND = 26
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_DUP_REVC = 27
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_PACKET_DUP_TIME_MAX = 28
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NetworkingConfigValue NETWORKING_CONFIG_PACKET_TRACE_MAX_BYTES = 41
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_RATE_LIMIT_SEND_RATE = 42
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_RATE_LIMIT_SEND_BURST = 43
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_RATE_LIMIT_RECV_RATE = 44
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NetworkingConfigValue NETWORKING_CONFIG_FAKE_RATE_LIMIT_RECV_BURST = 45
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NetworkingConfigValue NETWORKING_CONFIG_OUT_OF_ORDER_CORRECTION_WINDOW_MICROSECONDS = 51
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NetworkingConfigValue NETWORKING_CONFIG_CONNECTION_USER_DATA = 40
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NetworkingConfigValue NETWORKING_CONFIG_TIMEOUT_INITIAL = 24
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NetworkingConfigValue NETWORKING_CONFIG_TIMEOUT_CONNECTED = 25
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NetworkingConfigValue NETWORKING_CONFIG_SEND_BUFFER_SIZE = 9
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NetworkingConfigValue NETWORKING_CONFIG_RECV_BUFFER_SIZE = 47
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NetworkingConfigValue NETWORKING_CONFIG_RECV_BUFFER_MESSAGES = 48
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NetworkingConfigValue NETWORKING_CONFIG_RECV_MAX_MESSAGE_SIZE = 49
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NetworkingConfigValue NETWORKING_CONFIG_RECV_MAX_SEGMENTS_PER_PACKET = 50
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NetworkingConfigValue NETWORKING_CONFIG_SEND_RATE_MIN = 10
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NetworkingConfigValue NETWORKING_CONFIG_SEND_RATE_MAX = 11
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NetworkingConfigValue NETWORKING_CONFIG_NAGLE_TIME = 12
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NetworkingConfigValue NETWORKING_CONFIG_IP_ALLOW_WITHOUT_AUTH = 23
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NetworkingConfigValue NETWORKING_CONFIG_IP_LOCAL_HOST_ALLOW_WITHOUT_AUTH = 52
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NetworkingConfigValue NETWORKING_CONFIG_MTU_PACKET_SIZE = 32
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NetworkingConfigValue NETWORKING_CONFIG_MTU_DATA_SIZE = 33
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NetworkingConfigValue NETWORKING_CONFIG_UNENCRYPTED = 34
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NetworkingConfigValue NETWORKING_CONFIG_SYMMETRIC_CONNECT = 37
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NetworkingConfigValue NETWORKING_CONFIG_LOCAL_VIRTUAL_PORT = 38
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NetworkingConfigValue NETWORKING_CONFIG_DUAL_WIFI_ENABLE = 39
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NetworkingConfigValue NETWORKING_CONFIG_ENABLE_DIAGNOSTICS_UI = 46
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NetworkingConfigValue NETWORKING_CONFIG_SEND_TIME_SINCE_PREVIOUS_PACKET = 59
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_CONSEC_PING_TIMEOUT_FAIL_INITIAL = 19
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_CONSEC_PING_TIMEOUT_FAIL = 20
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_MIN_PINGS_BEFORE_PING_ACCURATE = 21
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_SINGLE_SOCKET = 22
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_FORCE_RELAY_CLUSTER = 29
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_DEV_TICKET = 30
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_FORCE_PROXY_ADDR = 31
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_FAKE_CLUSTER_PING = 36
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NetworkingConfigValue NETWORKING_CONFIG_SDR_CLIENT_LIMIT_PING_PROBES_TO_NEAREST_N = 60
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_ACK_RTT = 13
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_PACKET_DECODE = 14
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_MESSAGE = 15
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_PACKET_GAPS = 16
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_P2P_RENDEZVOUS = 17
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NetworkingConfigValue NETWORKING_CONFIG_LOG_LEVEL_SRD_RELAY_PINGS = 18
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_CONNECTION_STATUS_CHANGED = 201
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_AUTH_STATUS_CHANGED = 202
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_RELAY_NETWORK_STATUS_CHANGED = 203
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_MESSAGE_SESSION_REQUEST = 204
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_MESSAGES_SESSION_FAILED = 205
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_CREATE_CONNECTION_SIGNALING = 206
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NetworkingConfigValue NETWORKING_CONFIG_CALLBACK_FAKE_IP_RESULT = 207
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NetworkingConfigValue NETWORKING_CONFIG_P2P_STUN_SERVER_LIST = 103
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TRANSPORT_ICE_ENABLE = 104
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TRANSPORT_ICE_PENALTY = 105
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TRANSPORT_SDR_PENALTY = 106
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TURN_SERVER_LIST = 107
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TURN_uSER_LIST = 108
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TURN_PASS_LIST = 109
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NetworkingConfigValue NETWORKING_CONFIG_P2P_TRANSPORT_ICE_IMPLEMENTATION = 110
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NetworkingConfigValue NETWORKING_CONFIG_ECN = 999
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NetworkingConfigValue NETWORKING_CONFIG_VALUE_FORCE32BIT = 2147483647
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enum NetworkingConnectionEnd: ๐
NetworkingConnectionEnd CONNECTION_END_INVALID = 0
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NetworkingConnectionEnd CONNECTION_END_APP_MIN = 1000
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NetworkingConnectionEnd CONNECTION_END_APP_GENERIC = 1000
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NetworkingConnectionEnd CONNECTION_END_APP_MAX = 1999
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NetworkingConnectionEnd CONNECTION_END_APP_EXCEPTION_MIN = 2000
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NetworkingConnectionEnd CONNECTION_END_APP_EXCEPTION_GENERIC = 2000
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NetworkingConnectionEnd CONNECTION_END_APP_EXCEPTION_MAX = 2999
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NetworkingConnectionEnd CONNECTION_END_LOCAL_MIN = 3000
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NetworkingConnectionEnd CONNECTION_END_LOCAL_OFFLINE_MODE = 3001
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NetworkingConnectionEnd CONNECTION_END_LOCAL_MANY_RELAY_CONNECTIVITY = 3002
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NetworkingConnectionEnd CONNECTION_END_LOCAL_HOSTED_SERVER_PRIMARY_RELAY = 3003
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NetworkingConnectionEnd CONNECTION_END_LOCAL_NETWORK_CONFIG = 3004
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NetworkingConnectionEnd CONNECTION_END_LOCAL_RIGHTS = 3005
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NetworkingConnectionEnd CONNECTION_END_NO_PUBLIC_ADDRESS = 3006
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NetworkingConnectionEnd CONNECTION_END_LOCAL_MAX = 3999
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NetworkingConnectionEnd CONNECTION_END_REMOVE_MIN = 4000
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NetworkingConnectionEnd CONNECTION_END_REMOTE_TIMEOUT = 4001
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NetworkingConnectionEnd CONNECTION_END_REMOTE_BAD_CRYPT = 4002
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NetworkingConnectionEnd CONNECTION_END_REMOTE_BAD_CERT = 4003
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NetworkingConnectionEnd CONNECTION_END_BAD_PROTOCOL_VERSION = 4006
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NetworkingConnectionEnd CONNECTION_END_REMOTE_P2P_ICE_NO_PUBLIC_ADDRESSES = 4007
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NetworkingConnectionEnd CONNECTION_END_REMOTE_MAX = 4999
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NetworkingConnectionEnd CONNECTION_END_MISC_MIN = 5000
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NetworkingConnectionEnd CONNECTION_END_MISC_GENERIC = 5001
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NetworkingConnectionEnd CONNECTION_END_MISC_INTERNAL_ERROR = 5002
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NetworkingConnectionEnd CONNECTION_END_MISC_TIMEOUT = 5003
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NetworkingConnectionEnd CONNECTION_END_MISC_STEAM_CONNECTIVITY = 5005
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NetworkingConnectionEnd CONNECTION_END_MISC_NO_RELAY_SESSIONS_TO_CLIENT = 5006
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NetworkingConnectionEnd CONNECTION_END_MISC_P2P_RENDEZVOUS = 5008
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NetworkingConnectionEnd CONNECTION_END_MISC_P2P_NAT_FIREWALL = 5009
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NetworkingConnectionEnd CONNECTION_END_MISC_PEER_SENT_NO_CONNECTION = 5010
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NetworkingConnectionEnd CONNECTION_END_MISC_MAX = 5999
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NetworkingConnectionEnd CONNECTION_END_FORCE32BIT = 2147483647
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enum NetworkingConnectionState: ๐
NetworkingConnectionState CONNECTION_STATE_NONE = 0
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NetworkingConnectionState CONNECTION_STATE_CONNECTING = 1
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NetworkingConnectionState CONNECTION_STATE_FINDING_ROUTE = 2
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NetworkingConnectionState CONNECTION_STATE_CONNECTED = 3
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NetworkingConnectionState CONNECTION_STATE_CLOSED_BY_PEER = 4
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NetworkingConnectionState CONNECTION_STATE_PROBLEM_DETECTED_LOCALLY = 5
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NetworkingConnectionState CONNECTION_STATE_FIN_WAIT = -1
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NetworkingConnectionState CONNECTION_STATE_LINGER = -2
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NetworkingConnectionState CONNECTION_STATE_DEAD = -3
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NetworkingConnectionState CONNECTION_STATE_FORCE_32BIT = 2147483647
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enum NetworkingFakeIPType: ๐
NetworkingFakeIPType FAKE_IP_TYPE_INVALID = 0
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NetworkingFakeIPType FAKE_IP_TYPE_NOT_FAKE = 1
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NetworkingFakeIPType FAKE_IP_TYPE_GLOBAL_IPV4 = 2
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NetworkingFakeIPType FAKE_IP_TYPE_LOCAL_IPV4 = 3
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NetworkingFakeIPType FAKE_IP_TYPE_FORCE32BIT = 2147483647
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enum NetworkingGetConfigValueResult: ๐
NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_BAD_VALUE = -1
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NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_BAD_SCOPE_OBJ = -2
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NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_BUFFER_TOO_SMALL = -3
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NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_OK = 1
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NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_OK_INHERITED = 2
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NetworkingGetConfigValueResult NETWORKING_GET_CONFIG_VALUE_FORCE_32BIT = 2147483647
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enum NetworkingIdentityType: ๐
NetworkingIdentityType IDENTITY_TYPE_INVALID = 0
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NetworkingIdentityType IDENTITY_TYPE_STEAMID = 16
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NetworkingIdentityType IDENTITY_TYPE_IP_ADDRESS = 1
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NetworkingIdentityType IDENTITY_TYPE_GENERIC_STRING = 2
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NetworkingIdentityType IDENTITY_TYPE_GENERIC_BYTES = 3
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NetworkingIdentityType IDENTITY_TYPE_UNKNOWN_TYPE = 4
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NetworkingIdentityType IDENTITY_TYPE_XBOX_PAIRWISE = 17
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NetworkingIdentityType IDENTITY_TYPE_SONY_PSN = 18
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NetworkingIdentityType IDENTITY_TYPE_FORCE_32BIT = 2147483647
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enum NetworkingSocketsDebugOutputType: ๐
NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_NONE = 0
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_BUG = 1
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_ERROR = 2
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_IMPORTANT = 3
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_WARNING = 4
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_MSG = 5
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_VERBOSE = 6
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_DEBUG = 7
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_EVERYTHING = 8
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NetworkingSocketsDebugOutputType NETWORKING_SOCKET_DEBUG_OUTPUT_TYPE_FORCE_32BIT = 2147483647
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enum NotificationPosition: ๐
NotificationPosition POSITION_INVALID = -1
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NotificationPosition POSITION_TOP_LEFT = 0
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NotificationPosition POSITION_TOP_RIGHT = 1
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NotificationPosition POSITION_BOTTOM_LEFT = 2
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NotificationPosition POSITION_BOTTOM_RIGHT = 3
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enum OverlayToStoreFlag: ๐
OverlayToStoreFlag OVERLAY_TO_STORE_FLAG_NONE = 0
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OverlayToStoreFlag OVERLAY_TO_STORE_FLAG_ADD_TO_CART = 1
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OverlayToStoreFlag OVERLAY_TO_STORE_FLAG_AND_TO_CART_AND_SHOW = 2
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enum OverlayToWebPageMode: ๐
OverlayToWebPageMode OVERLAY_TO_WEB_PAGE_MODE_DEFAULT = 0
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OverlayToWebPageMode OVERLAY_TO_WEB_PAGE_MODE_MODAL = 1
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enum P2PSend: ๐
P2PSend P2P_SEND_UNRELIABLE = 0
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P2PSend P2P_SEND_UNRELIABLE_NO_DELAY = 1
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P2PSend P2P_SEND_RELIABLE = 2
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P2PSend P2P_SEND_RELIABLE_WITH_BUFFERING = 3
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enum P2PSessionError: ๐
P2PSessionError P2P_SESSION_ERROR_NONE = 0
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P2PSessionError P2P_SESSION_ERROR_NOT_RUNNING_APP = 1
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P2PSessionError P2P_SESSION_ERROR_NO_RIGHTS_TO_APP = 2
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P2PSessionError P2P_SESSION_ERROR_DESTINATION_NOT_LOGGED_ON = 3
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P2PSessionError P2P_SESSION_ERROR_TIMEOUT = 4
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P2PSessionError P2P_SESSION_ERROR_MAX = 5
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enum ParentalFeature: ๐
ParentalFeature FEATURE_INVALID = 0
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ParentalFeature FEATURE_STORE = 1
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ParentalFeature FEATURE_COMMUNITY = 2
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ParentalFeature FEATURE_PROFILE = 3
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ParentalFeature FEATURE_FRIENDS = 4
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ParentalFeature FEATURE_NEWS = 5
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ParentalFeature FEATURE_TRADING = 6
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ParentalFeature FEATURE_SETTINGS = 7
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ParentalFeature FEATURE_CONSOLE = 8
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ParentalFeature FEATURE_BROWSER = 9
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ParentalFeature FEATURE_PARENTAL_SETUP = 10
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ParentalFeature FEATURE_LIBRARY = 11
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ParentalFeature FEATURE_TEST = 12
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ParentalFeature FEATURE_SITE_LICENSE = 13
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ParentalFeature FEATURE_KIOSK_MODE = 14
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ParentalFeature FEATURE_BLOCK_ALWAYS = 15
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ParentalFeature FEATURE_MAX = 16
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enum PartyBeaconLocationData: ๐
PartyBeaconLocationData STEAM_PARTY_BEACON_LOCATION_DATA = 0
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PartyBeaconLocationData STEAM_PARTY_BEACON_LOCATION_DATA_NAME = 1
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PartyBeaconLocationData STEAM_PARTY_BEACON_LOCATION_DATA_URL_SMALL = 2
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PartyBeaconLocationData STEAM_PARTY_BEACON_LOCATION_DATA_URL_MEDIUM = 3
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PartyBeaconLocationData STEAM_PARTY_BEACON_LOCATION_DATA_URL_LARGE = 4
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enum PartyBeaconLocationType: ๐
PartyBeaconLocationType STEAM_PARTY_BEACON_LOCATIONTYPE_INVALID = 0
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PartyBeaconLocationType STEAM_PARTY_BEACON_LOCATIONTYPE_CHAT_GROUP = 1
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PartyBeaconLocationType STEAM_PARTY_BEACON_LOCATION_TYPE_MAX = 2
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flags PersonaChange: ๐
PersonaChange PERSONA_CHANGE_NAME = 1
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PersonaChange PERSONA_CHANGE_STATUS = 2
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PersonaChange PERSONA_CHANGE_COME_ONLINE = 4
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PersonaChange PERSONA_CHANGE_GONE_OFFLINE = 8
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PersonaChange PERSONA_CHANGE_GAME_PLAYED = 16
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PersonaChange PERSONA_CHANGE_GAME_SERVER = 32
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PersonaChange PERSONA_CHANGE_AVATAR = 64
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PersonaChange PERSONA_CHANGE_JOINED_SOURCE = 128
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PersonaChange PERSONA_CHANGE_LEFT_SOURCE = 256
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PersonaChange PERSONA_CHANGE_RELATIONSHIP_CHANGED = 512
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PersonaChange PERSONA_CHANGE_NAME_FIRST_SET = 1024
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PersonaChange PERSONA_CHANGE_FACEBOOK_INFO = 2048
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PersonaChange PERSONA_CHANGE_NICKNAME = 4096
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PersonaChange PERSONA_CHANGE_STEAM_LEVEL = 8192
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PersonaChange PERSONA_CHANGE_RICH_PRESENCE = 16384
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enum PersonaState: ๐
PersonaState PERSONA_STATE_OFFLINE = 0
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PersonaState PERSONA_STATE_ONLINE = 1
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PersonaState PERSONA_STATE_BUSY = 2
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PersonaState PERSONA_STATE_AWAY = 3
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PersonaState PERSONA_STATE_SNOOZE = 4
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PersonaState PERSONA_STATE_LOOKING_TO_TRADE = 5
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PersonaState PERSONA_STATE_LOOKING_TO_PLAY = 6
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PersonaState PERSONA_STATE_INVISIBLE = 7
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PersonaState PERSONA_STATE_MAX = 8
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enum PlayerResult: ๐
PlayerResult PLAYER_RESULT_FAILED_TO_CONNECT = 1
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PlayerResult PLAYER_RESULT_ABANDONED = 2
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PlayerResult PLAYER_RESULT_KICKED = 3
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PlayerResult PLAYER_RESULT_INCOMPLETE = 4
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PlayerResult PLAYER_RESULT_COMPLETED = 5
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flags RemoteStoragePlatform: ๐
RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_NONE = 0
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_WINDOWS = 1
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_OSX = 2
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_PS3 = 4
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_LINUX = 8
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_SWITCH = 16
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_ANDROID = 32
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_IOS = 64
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RemoteStoragePlatform REMOTE_STORAGE_PLATFORM_ALL = 4294967295
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enum RemoteStoragePublishedFileVisibility: ๐
RemoteStoragePublishedFileVisibility REMOTE_STORAGE_PUBLISHED_VISIBILITY_PUBLIC = 0
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RemoteStoragePublishedFileVisibility REMOTE_STORAGE_PUBLISHED_VISIBILITY_FRIENDS_ONLY = 1
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RemoteStoragePublishedFileVisibility REMOTE_STORAGE_PUBLISHED_VISIBILITY_PRIVATE = 2
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RemoteStoragePublishedFileVisibility REMOTE_STORAGE_PUBLISHED_VISIBILITY_UNLISTED = 3
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enum Result: ๐
Result RESULT_NONE = 0
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Result RESULT_OK = 1
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Result RESULT_FAIL = 2
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Result RESULT_NO_CONNECTION = 3
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Result RESULT_INVALID_PASSWORD = 5
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Result RESULT_LOGGED_IN_ELSEWHERE = 6
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Result RESULT_INVALID_PROTOCOL_VER = 7
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Result RESULT_INVALID_PARAM = 8
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Result RESULT_FILE_NOT_FOUND = 9
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Result RESULT_BUSY = 10
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Result RESULT_INVALID_STATE = 11
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Result RESULT_INVALID_NAME = 12
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Result RESULT_INVALID_EMAIL = 13
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Result RESULT_DUPLICATE_NAME = 14
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Result RESULT_ACCESS_DENIED = 15
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Result RESULT_TIMEOUT = 16
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Result RESULT_BANNED = 17
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Result RESULT_ACCOUNT_NOT_FOUND = 18
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Result RESULT_INVALID_STEAMID = 19
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Result RESULT_NOT_LOGGED_ON = 21
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Result RESULT_PENDING = 22
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Result RESULT_ENCRYPTION_FAILURE = 23
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Result RESULT_INSUFFICIENT_PRIVILEGE = 24
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Result RESULT_LIMIT_EXCEEDED = 25
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Result RESULT_REVOKED = 26
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Result RESULT_EXPIRED = 27
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Result RESULT_ALREADY_REDEEMED = 28
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Result RESULT_DUPLICATE_REQUEST = 29
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Result RESULT_ALREADY_OWNED = 30
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Result RESULT_IP_NOT_FOUND = 31
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Result RESULT_PERSIST_FAILED = 32
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Result RESULT_LOCKING_FAILED = 33
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Result RESULT_LOG_ON_SESSION_REPLACED = 34
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Result RESULT_CONNECT_FAILED = 35
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Result RESULT_HANDSHAKE_FAILED = 36
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Result RESULT_IO_FAILURE = 37
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Result RESULT_REMOTE_DISCONNECT = 38
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Result RESULT_SHOPPING_CART_NOT_FOUND = 39
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Result RESULT_BLOCKED = 40
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Result RESULT_IGNORED = 41
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Result RESULT_NO_MATCH = 42
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Result RESULT_ACCOUNT_DISABLED = 43
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Result RESULT_SERVICE_READ_ONLY = 44
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Result RESULT_ACCOUNT_NOT_FEATURED = 45
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Result RESULT_ADMINISTRATOR_OK = 46
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Result RESULT_CONTENT_VERSION = 47
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Result RESULT_TRY_ANOTHER_CM = 48
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Result RESULT_PASSWORD_REQUIRED_TO_KICK_SESSION = 49
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Result RESULT_ALREADY_LOGGED_IN_ELSEWHERE = 50
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Result RESULT_SUSPENDED = 51
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Result RESULT_CANCELLED = 52
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Result RESULT_DATA_CORRUPTION = 53
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Result RESULT_DISK_FULL = 54
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Result RESULT_REMOTE_CALL_FAILED = 55
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Result RESULT_PASSWORD_UNSET = 56
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Result RESULT_EXTERNAL_ACCOUNT_UNLINKED = 57
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Result RESULT_PSN_TICKET_INVALID = 58
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Result RESULT_EXTERNAL_ACCOUNT_ALREADY_LINKED = 59
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Result RESULT_REMOTE_FILE_CONFLICT = 60
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Result RESULT_ILLEGAL_PASSWORD = 61
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Result RESULT_SAME_AS_PREVIOUS_VALUE = 62
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Result RESULT_ACCOUNT_LOG_ON_DENIED = 63
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Result RESULT_CANNOT_USE_OLD_PASSWORD = 64
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Result RESULT_INVALID_LOG_IN_AUTH_CODE = 65
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Result RESULT_ACCOUNT_LOG_ON_DENIED_NO_MAIL = 66
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Result RESULT_HARDWARE_NOT_CAPABLE_OF_IPT = 67
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Result RESULT_IPT_INIT_ERROR = 68
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Result RESULT_PARENTAL_CONTROL_RESTRICTED = 69
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Result RESULT_FACEBOOK_QUERY_ERROR = 70
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Result RESULT_EXPIRED_LOGIN_AUTH_CODE = 71
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Result RESULT_IP_LOGIN_RESTRICTION_FAILED = 72
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Result RESULT_ACCOUNT_LOCKED_DOWN = 73
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Result RESULT_ACCOUNT_LOG_ON_DENIED_VERIFIED_EMAIL_REQUIRED = 74
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Result RESULT_NO_MATCHING_URL = 75
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Result RESULT_BAD_RESPONSE = 76
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Result RESULT_REQUIRE_PASSWORD_REENTRY = 77
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Result RESULT_VALUE_OUT_OF_RANGE = 78
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Result RESULT_UNEXPECTED_ERROR = 79
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Result RESULT_DISABLED = 80
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Result RESULT_INVALID_CEG_SUBMISSION = 81
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Result RESULT_RESTRICTED_DEVICE = 82
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Result RESULT_REGION_LOCKED = 83
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Result RESULT_RATE_LIMIT_EXCEEDED = 84
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Result RESULT_ACCOUNT_LOGIN_DENIED_NEED_TWO_FACTOR = 85
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Result RESULT_ITEM_DELETED = 86
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Result RESULT_ACCOUNT_LOGIN_DENIED_THROTTLE = 87
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Result RESULT_TWO_FACTOR_CODE_MISMATCH = 88
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Result RESULT_TWO_FACTOR_ACTIVATION_CODE_MISMATCH = 89
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Result RESULT_ACCOUNT_ASSOCIATED_TO_MULTIPLE_PARTNERS = 90
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Result RESULT_NOT_MODIFIED = 91
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_NO_MOBILE_DEVICE = 92
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_TIME_NOT_SYNCED = 93
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_SMS_CODE_FAILED = 94
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_ACCOUNT_LIMIT_EXCEEDED = 95
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_ACCOUNT_ACTIVITY_LIMIT_EXCEEDED = 96
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_PHONE_ACTIVITY_LIMIT_EXCEEDED = 97
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Result RESULT_REFUND_TO_WALLET = 98
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Result RESULT_EMAIL_SEND_FAILURE = 99
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Result RESULT_NOT_SETTLED = 100
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Result RESULT_NEED_CAPTCHA = 101
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Result RESULT_GSLT_DENIED = 102
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Result RESULT_GS_OWNER_DENIED = 103
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Result RESULT_INVALID_ITEM_TYPE = 104
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Result RESULT_IP_BANNED = 105
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Result RESULT_GSLT_EXPIRED = 106
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Result RESULT_INSUFFICIENT_FUNDS = 107
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Result RESULT_TOO_MANY_PENDING = 108
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Result RESULT_NO_SITE_LICENSES_FOUND = 109
There is currently no description for this enum. Please help us by contributing one!
Result RESULT_WG_NETWORK_SEND_EXCEEDED = 110
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Result RESULT_ACCOUNT_NOT_FRIENDS = 111
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Result RESULT_LIMITED_USER_ACCOUNT = 112
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Result RESULT_CANT_REMOVE_ITEM = 113
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Result RESULT_ACCOUNT_DELETED = 114
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Result RESULT_EXISTING_USER_CANCELLED_LICENSE = 115
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Result RESULT_COMMUNITY_COOLDOWN = 116
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Result RESULT_NO_LAUNCHER_SPECIFIED = 117
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Result RESULT_MUST_AGREE_TO_SSA = 118
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Result RESULT_LAUNCHER_MIGRATED = 119
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Result RESULT_STEAM_REALM_MISMATCH = 120
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Result RESULT_INVALID_SIGNATURE = 121
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Result RESULT_PARSE_FAILURE = 122
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Result RESULT_NO_VERIFIED_PHONE = 123
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Result RESULT_INSUFFICIENT_BATTERY = 124
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Result RESULT_CHARGER_REQUIRED = 125
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Result RESULT_CACHED_CREDENTIAL_INVALID = 126
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Result RESULT_PHONE_NUMBER_IS_VOIP = 127
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Result RESULT_NOT_SUPPORTED = 128
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Result RESULT_FAMILY_SIZE_LIMIT_EXCEEDED = 129
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Result RESULT_OFFLINE_APP_CACHE_INVALID = 130
There is currently no description for this enum. Please help us by contributing one!
enum SCEPadTriggerEffectMode: ๐
SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_OFF = 0
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_FEEDBACK = 1
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_WEAPON = 2
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_VIBRATION = 3
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_MULTIPLE_POSITION_FEEDBACK = 4
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_SLOPE_FEEDBACK = 5
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SCEPadTriggerEffectMode PAD_TRIGGER_EFFECT_MODE_MULTIPLE_POSITION_VIBRATION = 6
There is currently no description for this enum. Please help us by contributing one!
enum SocketConnectionType: ๐
SocketConnectionType NET_SOCKET_CONNECTION_TYPE_NOT_CONNECTED = 0
There is currently no description for this enum. Please help us by contributing one!
SocketConnectionType NET_SOCKET_CONNECTION_TYPE_UDP = 1
There is currently no description for this enum. Please help us by contributing one!
SocketConnectionType NET_SOCKET_CONNECTION_TYPE_UDP_RELAY = 2
There is currently no description for this enum. Please help us by contributing one!
enum SocketState: ๐
SocketState NET_SOCKET_STATE_INVALID = 0
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_CONNECTED = 1
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_INITIATED = 10
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_LOCAL_CANDIDATE_FOUND = 11
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_RECEIVED_REMOTE_CANDIDATES = 12
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_CHALLENGE_HANDSHAKE = 15
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SocketState NET_SOCKET_STATE_DISCONNECTING = 21
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SocketState NET_SOCKET_STATE_LOCAL_DISCONNECT = 22
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SocketState NET_SOCKET_STATE_TIMEOUT_DURING_CONNECT = 23
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_REMOTE_END_DISCONNECTED = 24
There is currently no description for this enum. Please help us by contributing one!
SocketState NET_SOCKET_STATE_BROKEN = 25
There is currently no description for this enum. Please help us by contributing one!
enum SteamAPIInitResult: ๐
SteamAPIInitResult STEAM_API_INIT_RESULT_OK = 0
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SteamAPIInitResult STEAM_API_INIT_RESULT_FAILED_GENERIC = 1
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SteamAPIInitResult STEAM_API_INIT_RESULT_NO_STEAM_CLIENT = 2
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SteamAPIInitResult STEAM_API_INIT_RESULT_VERSION_MISMATCH = 3
There is currently no description for this enum. Please help us by contributing one!
enum TextFilteringContext: ๐
TextFilteringContext TEXT_FILTERING_CONTEXT_UNKNOWN = 0
There is currently no description for this enum. Please help us by contributing one!
TextFilteringContext TEXT_FILTERING_CONTEXT_GAME_CONTENT = 1
There is currently no description for this enum. Please help us by contributing one!
TextFilteringContext TEXT_FILTERING_CONTEXT_CHAT = 2
There is currently no description for this enum. Please help us by contributing one!
TextFilteringContext TEXT_FILTERING_CONTEXT_NAME = 3
There is currently no description for this enum. Please help us by contributing one!
enum TimelineGameMode: ๐
TimelineGameMode TIMELINE_GAME_MODE_INVALID = 0
There is currently no description for this enum. Please help us by contributing one!
TimelineGameMode TIMELINE_GAME_MODE_PLAYING = 1
There is currently no description for this enum. Please help us by contributing one!
TimelineGameMode TIMELINE_GAME_MODE_STAGING = 2
There is currently no description for this enum. Please help us by contributing one!
There is currently no description for this enum. Please help us by contributing one!
TimelineGameMode TIMELINE_GAME_MODE_LOADING_SCREEN = 4
There is currently no description for this enum. Please help us by contributing one!
TimelineGameMode TIMELINE_GAME_MODE_MAX = 5
There is currently no description for this enum. Please help us by contributing one!
enum TimelineEventClipPriority: ๐
TimelineEventClipPriority TIMELINE_EVENT_CLIP_PRIORITY_INVALID = 0
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TimelineEventClipPriority TIMELINE_EVENT_CLIP_PRIORITY_NONE = 1
There is currently no description for this enum. Please help us by contributing one!
TimelineEventClipPriority TIMELINE_EVENT_CLIP_PRIORITY_STANDARD = 2
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TimelineEventClipPriority TIMELINE_EVENT_CLIP_PRIORITY_FEATURED = 3
There is currently no description for this enum. Please help us by contributing one!
enum Universe: ๐
Universe UNIVERSE_INVALID = 0
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Universe UNIVERSE_PUBLIC = 1
There is currently no description for this enum. Please help us by contributing one!
Universe UNIVERSE_BETA = 2
There is currently no description for this enum. Please help us by contributing one!
Universe UNIVERSE_INTERNAL = 3
There is currently no description for this enum. Please help us by contributing one!
Universe UNIVERSE_DEV = 4
There is currently no description for this enum. Please help us by contributing one!
Universe UNIVERSE_MAX = 5
There is currently no description for this enum. Please help us by contributing one!
enum UGCContentDescriptorID: ๐
UGCContentDescriptorID UGC_CONTENT_DESCRIPTOR_NUDITY_OR_SEXUAL_CONTENT = 1
There is currently no description for this enum. Please help us by contributing one!
UGCContentDescriptorID UGC_CONTENT_DESCRIPTOR_FREQUENT_VIOLENCE_OR_GORE = 2
There is currently no description for this enum. Please help us by contributing one!
UGCContentDescriptorID UGC_CONTENT_DESCRIPTOR_ADULT_ONLY_SEXUAL_CONTENT = 3
There is currently no description for this enum. Please help us by contributing one!
UGCContentDescriptorID UGC_CONTENT_DESCRIPTOR_GRATUITOUS_SEXUAL_CONTENT = 4
There is currently no description for this enum. Please help us by contributing one!
UGCContentDescriptorID UGC_CONTENT_DESCRIPTOR_ANY_MATURE_CONTENT = 5
There is currently no description for this enum. Please help us by contributing one!
enum UGCMatchingUGCType: ๐
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ITEMS = 0
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ITEMS_MTX = 1
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UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ITEMS_READY_TO_USE = 2
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_COLLECTIONS = 3
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ARTWORK = 4
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_VIDEOS = 5
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_SCREENSHOTS = 6
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ALL_GUIDES = 7
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UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_WEB_GUIDES = 8
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UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_INTEGRATED_GUIDES = 9
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_USABLE_IN_GAME = 10
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_CONTROLLER_BINDINGS = 11
There is currently no description for this enum. Please help us by contributing one!
UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_GAME_MANAGED_ITEMS = 12
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UGCMatchingUGCType UGC_MATCHING_UGC_TYPE_ALL = -1
There is currently no description for this enum. Please help us by contributing one!
enum UGCQuery: ๐
UGCQuery UGC_QUERY_RANKED_BY_VOTE = 0
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_PUBLICATION_DATE = 1
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_ACCEPTED_FOR_GAME_RANKED_BY_ACCEPTANCE_DATE = 2
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_TREND = 3
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_FAVORITED_BY_FRIENDS_RANKED_BY_PUBLICATION_DATE = 4
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_CREATED_BY_FRIENDS_RANKED_BY_PUBLICATION_DATE = 5
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_NUM_TIMES_REPORTED = 6
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_CREATED_BY_FOLLOWED_USERS_RANKED_BY_PUBLICATION_DATE = 7
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_NOT_YET_RATED = 8
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_TOTAL_VOTES_ASC = 9
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_VOTES_UP = 10
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_TEXT_SEARCH = 11
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_TOTAL_UNIQUE_SUBSCRIPTIONS = 12
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_PLAYTIME_TREND = 13
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_TOTAL_PLAYTIME = 14
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UGCQuery UGC_QUERY_RANKED_BY_AVERAGE_PLAYTIME_TREND = 15
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UGCQuery UGC_QUERY_RANKED_BY_LIFETIME_AVERAGE_PLAYTIME = 16
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_PLAYTIME_SESSIONS_TREND = 17
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UGCQuery UGC_QUERY_RANKED_BY_LIFETIME_PLAYTIME_SESSIONS = 18
There is currently no description for this enum. Please help us by contributing one!
UGCQuery UGC_QUERY_RANKED_BY_LAST_UPDATED_DATE = 19
There is currently no description for this enum. Please help us by contributing one!
enum UGCReadAction: ๐
UGCReadAction UGC_READ_CONTINUE_READING_UNTIL_FINISHED = 0
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UGCReadAction UGC_READ_CONTINUE_READING = 1
There is currently no description for this enum. Please help us by contributing one!
UGCReadAction UGC_READ_CLOSE = 2
There is currently no description for this enum. Please help us by contributing one!
enum UserHasLicenseForAppResult: ๐
UserHasLicenseForAppResult USER_HAS_LICENSE_RESULT_HAS_LICENSE = 0
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UserHasLicenseForAppResult USER_HAS_LICENSE_RESULT_DOES_NOT_HAVE_LICENSE = 1
There is currently no description for this enum. Please help us by contributing one!
UserHasLicenseForAppResult USER_HAS_LICENSE_RESULT_NO_AUTH = 2
There is currently no description for this enum. Please help us by contributing one!
flags UserRestriction: ๐
UserRestriction USER_RESTRICTION_NONE = 0
There is currently no description for this enum. Please help us by contributing one!
UserRestriction USER_RESTRICTION_UNKNOWN = 1
There is currently no description for this enum. Please help us by contributing one!
UserRestriction USER_RESTRICTION_ANY_CHAT = 2
There is currently no description for this enum. Please help us by contributing one!
UserRestriction USER_RESTRICTION_VOICE_CHAT = 4
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UserRestriction USER_RESTRICTION_GROUP_CHAT = 8
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UserRestriction USER_RESTRICTION_RATING = 16
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UserRestriction USER_RESTRICTION_GAME_INVITES = 32
There is currently no description for this enum. Please help us by contributing one!
UserRestriction USER_RESTRICTION_TRADING = 64
There is currently no description for this enum. Please help us by contributing one!
enum UserUGCList: ๐
UserUGCList USER_UGC_LIST_PUBLISHED = 0
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UserUGCList USER_UGC_LIST_VOTED_ON = 1
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_VOTED_UP = 2
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_VOTED_DOWN = 3
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_WILL_VOTE_LATER = 4
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_FAVORITED = 5
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_SUBSCRIBED = 6
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_USED_OR_PLAYED = 7
There is currently no description for this enum. Please help us by contributing one!
UserUGCList USER_UGC_LIST_FOLLOWED = 8
There is currently no description for this enum. Please help us by contributing one!
enum UserUGCListSortOrder: ๐
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_CREATION_ORDER_DESC = 0
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UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_CREATION_ORDER_ASC = 1
There is currently no description for this enum. Please help us by contributing one!
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_TITLE_ASC = 2
There is currently no description for this enum. Please help us by contributing one!
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_LAST_UPDATED_DESC = 3
There is currently no description for this enum. Please help us by contributing one!
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_SUBSCRIPTION_DATE_DESC = 4
There is currently no description for this enum. Please help us by contributing one!
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_VOTE_SCORE_DESC = 5
There is currently no description for this enum. Please help us by contributing one!
UserUGCListSortOrder USER_UGC_LIST_SORT_ORDER_FOR_MODERATION = 6
There is currently no description for this enum. Please help us by contributing one!
enum VoiceResult: ๐
VoiceResult VOICE_RESULT_OK = 0
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VoiceResult VOICE_RESULT_NOT_INITIALIZED = 1
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_NOT_RECORDING = 2
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_NO_DATE = 3
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_BUFFER_TOO_SMALL = 4
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_DATA_CORRUPTED = 5
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_RESTRICTED = 6
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_UNSUPPORTED_CODEC = 7
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_RECEIVER_OUT_OF_DATE = 8
There is currently no description for this enum. Please help us by contributing one!
VoiceResult VOICE_RESULT_RECEIVER_DID_NOT_ANSWER = 9
There is currently no description for this enum. Please help us by contributing one!
enum VRScreenshotType: ๐
VRScreenshotType VR_SCREENSHOT_TYPE_NONE = 0
There is currently no description for this enum. Please help us by contributing one!
VRScreenshotType VR_SCREENSHOT_TYPE_MONO = 1
There is currently no description for this enum. Please help us by contributing one!
VRScreenshotType VR_SCREENSHOT_TYPE_STEREO = 2
There is currently no description for this enum. Please help us by contributing one!
VRScreenshotType VR_SCREENSHOT_TYPE_MONO_CUBE_MAP = 3
There is currently no description for this enum. Please help us by contributing one!
VRScreenshotType VR_SCREENSHOT_TYPE_MONO_PANORAMA = 4
There is currently no description for this enum. Please help us by contributing one!
VRScreenshotType VR_SCREENSHOT_TYPE_STEREO_PANORAMA = 5
There is currently no description for this enum. Please help us by contributing one!
enum WorkshopEnumerationType: ๐
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_RANKED_BY_VOTE = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_RECENT = 1
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_TRENDING = 2
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_FAVORITES_OF_FRIENDS = 3
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_VOTED_BY_FRIENDS = 4
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_CONTENT_BY_FRIENDS = 5
There is currently no description for this enum. Please help us by contributing one!
WorkshopEnumerationType WORKSHOP_ENUMERATION_TYPE_RECENT_FROM_FOLLOWED_USERS = 6
There is currently no description for this enum. Please help us by contributing one!
enum WorkshopFileAction: ๐
WorkshopFileAction WORKSHOP_FILE_ACTION_PLAYED = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileAction WORKSHOP_FILE_ACTION_COMPLETED = 1
There is currently no description for this enum. Please help us by contributing one!
enum WorkshopFileType: ๐
WorkshopFileType WORKSHOP_FILE_TYPE_FIRST = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_COMMUNITY = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_MICROTRANSACTION = 1
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_COLLECTION = 2
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_ART = 3
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_VIDEO = 4
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_SCREENSHOT = 5
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_GAME = 6
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_SOFTWARE = 7
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_CONCEPT = 8
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_WEB_GUIDE = 9
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_INTEGRATED_GUIDE = 10
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_MERCH = 11
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_CONTROLLER_BINDING = 12
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_STEAMWORKS_ACCESS_INVITE = 13
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_STEAM_VIDEO = 14
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_GAME_MANAGED_ITEM = 15
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_CLIP = 16
There is currently no description for this enum. Please help us by contributing one!
WorkshopFileType WORKSHOP_FILE_TYPE_MAX = 17
There is currently no description for this enum. Please help us by contributing one!
enum WorkshopVideoProvider: ๐
WorkshopVideoProvider WORKSHOP_VIDEO_PROVIDER_NONE = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopVideoProvider WORKSHOP_VIDEO_PROVIDER_YOUTUBE = 1
There is currently no description for this enum. Please help us by contributing one!
enum WorkshopVote: ๐
WorkshopVote WORKSHOP_VOTE_UNVOTED = 0
There is currently no description for this enum. Please help us by contributing one!
WorkshopVote WORKSHOP_VOTE_FOR = 1
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WorkshopVote WORKSHOP_VOTE_AGAINST = 2
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WorkshopVote WORKSHOP_VOTE_LATER = 3
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enum XboxOrigin: ๐
XboxOrigin XBOX_ORIGIN_A = 0
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XboxOrigin XBOX_ORIGIN_B = 1
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XboxOrigin XBOX_ORIGIN_X = 2
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XboxOrigin XBOX_ORIGIN_Y = 3
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XboxOrigin XBOX_ORIGIN_LEFT_BUMPER = 4
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XboxOrigin XBOX_ORIGIN_RIGHT_BUMPER = 5
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There is currently no description for this enum. Please help us by contributing one!
XboxOrigin XBOX_ORIGIN_VIEW = 7
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XboxOrigin XBOX_ORIGIN_LEFT_TRIGGER_PULL = 8
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XboxOrigin XBOX_ORIGIN_LEFT_TRIGGER_CLICK = 9
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XboxOrigin XBOX_ORIGIN_RIGHT_TRIGGER_PULL = 10
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XboxOrigin XBOX_ORIGIN_RIGHT_TRIGGER_CLICK = 11
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_MOVE = 12
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_CLICK = 13
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_DPAD_NORTH = 14
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_DPAD_SOUTH = 15
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_DPAD_WEST = 16
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XboxOrigin XBOX_ORIGIN_LEFT_STICK_DPAD_EAT = 17
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_MOVE = 18
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_CLICK = 19
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_DPAD_NORTH = 20
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_DPAD_SOUTH = 21
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_DPAD_WEST = 22
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XboxOrigin XBOX_ORIGIN_RIGHT_STICK_DPAD_EAST = 23
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XboxOrigin XBOX_ORIGIN_DPAD_NORTH = 24
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XboxOrigin XBOX_ORIGIN_DPAD_SOUTH = 25
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XboxOrigin XBOX_ORIGIN_DPAD_WEST = 26
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XboxOrigin XBOX_ORIGIN_DPAD_EAST = 27
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XboxOrigin XBOX_ORIGIN_COUNT = 28
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Constantsยถ
ACCOUNT_ID_INVALID = 0
๐
There is currently no description for this constant. Please help us by contributing one!
API_CALL_INVALID = 0
๐
There is currently no description for this constant. Please help us by contributing one!
APP_ID_INVALID = 0
๐
There is currently no description for this constant. Please help us by contributing one!
AUTH_TICKET_INVALID = 0
๐
There is currently no description for this constant. Please help us by contributing one!
DEPOT_ID_INVALID = 0
๐
There is currently no description for this constant. Please help us by contributing one!
GAME_EXTRA_INFO_MAX = 64
๐
There is currently no description for this constant. Please help us by contributing one!
INVALID_BREAKPAD_HANDLE = 0
๐
There is currently no description for this constant. Please help us by contributing one!
QUERY_PORT_ERROR = 65534
๐
There is currently no description for this constant. Please help us by contributing one!
QUERY_PORT_NOT_INITIALIZED = 65535
๐
There is currently no description for this constant. Please help us by contributing one!
STEAM_ACCOUNT_ID_MASK = 4294967295
๐
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STEAM_ACCOUNT_INSTANCE_MASK = 1048575
๐
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STEAM_BUFFER_SIZE = 255
๐
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STEAM_LARGE_BUFFER_SIZE = 8160
๐
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STEAM_MAX_ERROR_MESSAGE = 1024
๐
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STEAM_USER_CONSOLE_INSTANCE = 2
๐
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STEAM_USER_DESKTOP_INSTANCE = 1
๐
There is currently no description for this constant. Please help us by contributing one!
STEAM_USER_WEB_INSTANCE = 4
๐
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CHAT_METADATA_MAX = 8192
๐
There is currently no description for this constant. Please help us by contributing one!
ENUMERATED_FOLLOWERS_MAX = 50
๐
There is currently no description for this constant. Please help us by contributing one!
FRIEND_GAME_INFO_QUERY_PORT_ERROR = 65534
๐
There is currently no description for this constant. Please help us by contributing one!
FRIEND_GAME_INFO_QUERY_PORT_NOT_INITIALIZED = 65535
๐
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FRIENDS_GROUP_LIMIT = 100
๐
There is currently no description for this constant. Please help us by contributing one!
INVALID_FRIEND_GROUP_ID = -1
๐
There is currently no description for this constant. Please help us by contributing one!
MAX_FRIENDS_GROUP_NAME = 64
๐
There is currently no description for this constant. Please help us by contributing one!
MAX_RICH_PRESENCE_KEY_LENGTH = 64
๐
There is currently no description for this constant. Please help us by contributing one!
MAX_RICH_PRESENCE_KEYS = 30
๐
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MAX_RICH_PRESENCE_VALUE_LENTH = 256
๐
There is currently no description for this constant. Please help us by contributing one!
PERSONA_NAME_MAX_UTF8 = 128
๐
There is currently no description for this constant. Please help us by contributing one!
PERSONA_NAME_MAX_UTF16 = 32
๐
There is currently no description for this constant. Please help us by contributing one!
INVALID_HTMLBROWSER = 0
๐
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HTTPCOOKIE_INVALID_HANDLE = 0
๐
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HTTPREQUEST_INVALID_HANDLE = 0
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_HANDLE_ALL_CONTROLLERS = -1
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MAX_ACTIVE_LAYERS = 16
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MAX_ANALOG_ACTIONS = 24
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MAX_ANALOG_ACTION_DATA = 1
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MAX_COUNT = 16
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MAX_DIGITAL_ACTIONS = 256
๐
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INPUT_MAX_ORIGINS = 8
๐
There is currently no description for this constant. Please help us by contributing one!
INPUT_MIN_ANALOG_ACTION_DATA = -1
๐
There is currently no description for this constant. Please help us by contributing one!
INVENTORY_RESULT_INVALID = -1
๐
There is currently no description for this constant. Please help us by contributing one!
ITEM_INSTANCE_ID_INVALID = -1
๐
There is currently no description for this constant. Please help us by contributing one!
FAVORITE_FLAG_FAVORITE = 1
๐
There is currently no description for this constant. Please help us by contributing one!
FAVORITE_FLAG_HISTORY = 2
๐
There is currently no description for this constant. Please help us by contributing one!
FAVORITE_FLAG_NONE = 0
๐
There is currently no description for this constant. Please help us by contributing one!
MAX_LOBBY_KEY_LENGTH = 255
๐
There is currently no description for this constant. Please help us by contributing one!
SERVER_QUERY_INVALID = -1
๐
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MAX_GAME_SERVER_GAME_DATA = 2048
๐
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MAX_GAME_SERVER_GAME_DESCRIPTION = 64
๐
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MAX_GAME_SERVER_GAME_DIR = 32
๐
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MAX_GAME_SERVER_MAP_NAME = 32
๐
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MAX_GAME_SERVER_NAME = 64
๐
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MAX_GAME_SERVER_TAGS = 128
๐
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MUSIC_NAME_MAX_LENGTH = 255
๐
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MUSIC_PNG_MAX_LENGTH = 65535
๐
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MAX_STEAM_PACKET_SIZE = 524288
๐
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LISTEN_SOCKET_INVALID = 0
๐
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MAX_NETWORKING_ERROR_MESSAGE = 1024
๐
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MAX_NETWORKING_PING_LOCATION_STRING = 1024
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_DEFAULT = -1
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_DISABLE = 0
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_RELAY = 1
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_PRIVATE = 2
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_PUBLIC = 4
๐
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NETWORKING_CONFIG_P2P_TRANSPORT_ICE_ALL = 2147483647
๐
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NETWORKING_CONNECTION_INFO_FLAG_UNAUTHENTICATED = 1
๐
There is currently no description for this constant. Please help us by contributing one!
NETWORKING_CONNECTION_INFO_FLAG_UNENCRYPTED = 2
๐
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NETWORKING_CONNECTION_INFO_FLAG_LOOPBACK_BUFFERS = 4
๐
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NETWORKING_CONNECTION_INFO_FLAG_FAST = 8
๐
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NETWORKING_CONNECTION_INFO_FLAG_RELAYED = 16
๐
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NETWORKING_CONNECTION_INFO_FLAG_DUALWIFI = 32
๐
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NETWORKING_CONNECTION_INVALID = 0
๐
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NETWORKING_MAX_CONNECTION_APP_NAME = 32
๐
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NETWORKING_MAX_CONNECTION_CLOSE_REASON = 128
๐
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NETWORKING_MAX_CONNECTION_DESCRIPTION = 128
๐
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NETWORKING_PING_FAILED = -1
๐
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NETWORKING_PING_UNKNOWN = -2
๐
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NETWORKING_SEND_UNRELIABLE = 0
๐
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NETWORKING_SEND_NO_NAGLE = 1
๐
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NETWORKING_SEND_URELIABLE_NO_NAGLE = 1
๐
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NETWORKING_SEND_NO_DELAY = 4
๐
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NETWORKING_SEND_UNRELIABLE_NO_DELAY = 5
๐
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NETWORKING_SEND_RELIABLE = 8
๐
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NETWORKING_SEND_RELIABLE_NO_NAGLE = 9
๐
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NETWORKING_SEND_USE_CURRENT_THREAD = 16
๐
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NETWORKING_SEND_AUTORESTART_BROKEN_SESSION = 32
๐
There is currently no description for this constant. Please help us by contributing one!
ENUMERATE_PUBLISHED_FILES_MAX_RESULTS = 50
๐
There is currently no description for this constant. Please help us by contributing one!
FILE_NAME_MAX = 260
๐
There is currently no description for this constant. Please help us by contributing one!
MAX_CLOUD_FILE_CHUNK_SIZE = 104857600
๐
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PUBLISHED_DOCUMENT_CHANGE_DESCRIPTION_MAX = 8000
๐
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PUBLISHED_DOCUMENT_DESCRIPTION_MAX = 8000
๐
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PUBLISHED_DOCUMENT_TITLE_MAX = 129
๐
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PUBLISHED_FILE_ID_INVALID = 0
๐
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PUBLISHED_FILE_UPDATE_HANDLE_INVALID = -1
๐
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PUBLISHED_FILE_URL_MAX = 256
๐
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TAG_LIST_MAX = 1025
๐
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UGC_FILE_STREAM_HANDLE_INVALID = -1
๐
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UGC_HANDLE_INVALID = -1
๐
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MAX_TAGGED_PUBLISHED_FILES = 32
๐
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MAX_TAGGED_USERS = 32
๐
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SCREENSHOT_INVALID_HANDLE = 0
๐
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SCREENSHOT_THUMB_WIDTH = 200
๐
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UFS_TAG_TYPE_MAX = 255
๐
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UFS_TAG_VALUE_MAX = 255
๐
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DEVELOPER_METADATA_MAX = 5000
๐
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NUM_UGC_RESULTS_PER_PAGE = 50
๐
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UGC_QUERY_HANDLE_INVALID = -1
๐
There is currently no description for this constant. Please help us by contributing one!
UGC_UPDATE_HANDLE_INVALID = -1
๐
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LEADERBOARD_DETAIL_MAX = 64
๐
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LEADERBOARD_NAME_MAX = 128
๐
There is currently no description for this constant. Please help us by contributing one!
STAT_NAME_MAX = 128
๐
There is currently no description for this constant. Please help us by contributing one!
Property Descriptionsยถ
There is currently no description for this property. Please help us by contributing one!
There is currently no description for this property. Please help us by contributing one!
There is currently no description for this property. Please help us by contributing one!
There is currently no description for this property. Please help us by contributing one!
There is currently no description for this property. Please help us by contributing one!
int inventory_update_handle = 0
๐
There is currently no description for this property. Please help us by contributing one!
int leaderboard_details_max = 64
๐
There is currently no description for this property. Please help us by contributing one!
Array leaderboard_entries_array = []
๐
There is currently no description for this property. Please help us by contributing one!
int leaderboard_handle = 0
๐
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Method Descriptionsยถ
int acceptConnection(connection_handle: int) ๐
Accept an incoming connection that has been received on a listen socket.
After receiving search_for_game_result, accept or decline the game. Multiple search_for_game_result will follow as players accept game until the host starts or cancels the game.
Note: the search_for_game_progress callback does not seem to exist in the SDK anywhere.
bool acceptP2PSessionWithUser(remote_steam_id: int) ๐
This allows the game to specify accept an incoming packet. This needs to be called before a real connection is established to a remote host, the game will get a chance to say whether or not the remote user is allowed to talk to them.
When a remote user that you haven't sent a packet to recently, tries to first send you a packet, your game will receive a callback p2p_session_request. This callback contains the Steam ID of the user who wants to send you a packet. In response to this callback, you'll want to see if it's someone you want to talk to (for example, if they're in a lobby with you), and if so, accept the connection; otherwise if you don't want to talk to the user, just ignore the request. If the user continues to send you packets, another p2p_session_request will be posted periodically. If you've called sendP2PPacket on the other user, this implicitly accepts the session request.
Note: This call should only be made in response to a p2p_session_request callback.
bool acceptSessionWithUser(remote_steam_id: int) ๐
Call this in response to a network_messages_session_request callback. network_messages_session_request callbacks are posted when a user tries to send you a message, and you haven't tried to talk to them first. If you don't want to talk to them, just ignore the request. If the user continues to send you messages, network_messages_session_request callbacks will continue to be posted periodically.
Returns false if there is no session with the user pending or otherwise. If there is an existing active session, this function will return true, even if it is not pending.
Calling sendMessageToUser will implicitly accepts any pending session request to that user.
void activateActionSet(input_handle: int, action_set_handle: int) ๐
Reconfigure the controller to use the specified action set (i.e. "Menu", "Walk", or "Drive").
This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in your state loops, instead of trying to place it in all of your state transitions.
void activateActionSetLayer(input_handle: int, action_set_layer_handle: int) ๐
Reconfigure the controller to use the specified action set layer.
void activateGameOverlay(type: String = "") ๐
Activates the overlay with optional dialog to open the following: Friend, Community, Players, Settings, OfficialGameGroup, Stats, Achievements, or LobbyInvite.
void activateGameOverlayInviteDialog(steam_id: int) ๐
Activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void activateGameOverlayInviteDialogConnectString(connect_string: String) ๐
Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends.
void activateGameOverlayToStore(app_id: int = 0) ๐
Activates the overlay with the application / game Steam store page.
void activateGameOverlayToUser(type: String = "", steam_id: int = 0) ๐
Activates the overlay to one of the following: steamid, chat, jointrade, stats, achievements, friendadd, friendremove, friendrequestaccept, or friendrequestignore.
void activateGameOverlayToWebPage(url: String) ๐
Activates the overlay with specified web address.
bool activationSuccess(activate: bool) ๐
If remote access was successfully activated.
void addAppDependency(published_file_id: int, app_id: int) ๐
Adds a dependency between the given item and the appid. This list of dependencies can be retrieved by calling getAppDependencies. This is a soft-dependency that is displayed on the web. It is up to the application to determine whether the item can actually be used or not.
Triggers a add_app_dependency_result callback.
bool addContentDescriptor(update_handle: int, descriptor_id: int) ๐
Add a content descriptor to a piece of UGC.
Note: Valve has no documentation on this function currently.
void addDependency(published_file_id: int, child_published_file_id: int) ๐
Adds a workshop item as a dependency to the specified item. If the published_file_id item is of type WORKSHOP_FILE_TYPE_COLLECTION (2), than the child_published_file_id is simply added to that collection. Otherwise, the dependency is a soft one that is displayed on the web and can be retrieved via the UGC API using a combination of the children key returned from getQueryUGCResult and getQueryUGCChildren.
Triggers a add_ugc_dependency_result callback.
bool addExcludedTag(query_handle: int, tag_name: String) ๐
Adds a excluded tag to a pending UGC Query. This will only return UGC without the specified tag.
Note: This must be set before you send a UGC Query handle using sendQueryUGCRequest.
int addFavoriteGame(ip: String, port: int, query_port: int, flags: int, last_played: int) ๐
Adds the game server to the local list; updates the time played of the server if it already exists in the list.
void addGamePhaseTag(tag_name: String, tag_icon: String, tag_group: String, priority: int) ๐
Add a tag that applies to the entire phase.
int addGameSearchParams(key: String, values: String) ๐
A keyname and a list of comma separated values: one of which is must be found in order for the match to qualify; fails if a search is currently in progress.
void addHeader(key: String, value: String, this_handle: int = 0) ๐
Add a header to any HTTP requests from this browser. A full list of standard request fields are available here on Wikipedia.
If no handle is passed, GodotSteam will use the internal one.
int addInstantaneousTimelineEvent(title: String, description: String, icon: String, icon_priority: int, start_offset_seconds: float, possible_clip: TimelineEventClipPriority = 1) ๐
Use this to mark an event (A) on the Timeline. This event will be instantaneous. (See addRangeTimelineEvent to add events that happened over time.)
bool addItemKeyValueTag(query_handle: int, key: String, value: String) ๐
Adds a key-value tag pair to an item. Keys can map to multiple different values (1-to-many relationship).
Key names are restricted to alphanumeric characters and the '_' character.
Both keys and values cannot exceed 255 characters in length.
Key-value tags are searchable by exact match only.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool addItemPreviewFile(query_handle: int, preview_file: String, type: ItemPreviewType) ๐
Adds an additional preview file for the item.
Then the format of the image should be one that both the web and the application (if necessary) can render, and must be under 1MB. Suggested formats include JPG, PNG and GIF.
Note: Using 1 or 2 in type are not currently supported with this API. For YouTube videos you should use addItemPreviewVideo.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool addItemPreviewVideo(query_handle: int, video_id: String) ๐
Adds an additional video preview from YouTube for the item.
Note: This must be set before you submit the UGC update handle using submitItemUpdate(/functions/ugc/#submititemupdate).
void addItemToFavorites(app_id: int, published_file_id: int) ๐
Adds a workshop item to the users favorites list.
Triggers a user_favorite_items_list_changed callback.
int addPromoItem(item: int) ๐
Grant a specific one-time promotional item to the current user.
This can be safely called from the client because the items it can grant can be locked down via policies in the itemdefs. One of the primary scenarios for this call is to grant an item to users who also own a specific other game. This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use addPromoItems or grantPromoItems.
Any items that can be granted must have a "promo" attribute in their itemdef. That promo item list a set of app IDs that the user must own to be granted this given item. This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
int addPromoItems(items: PackedInt64Array) ๐
Grant a specific one-time promotional item to the current user.
This can be safely called from the client because the items it can grant can be locked down via policies in the itemdefs. One of the primary scenarios for this call is to grant an item to users who also own a specific other game. If you want to grant a single promotional item then use addPromoItems. If you want to grant all possible promo items then use grantPromoItems.
Any items that can be granted must have a "promo" attribute in their itemdef. That promo item list a set of app ID's that the user must own to be granted this given item. This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
int addRangeTimelineEvent(title: String, description: String, icon: String, icon_priority: int, start_offset_seconds: float, duration: float, possible_clip: TimelineEventClipPriority = 1) ๐
Use this to mark an event (A) on the Timeline that takes some amount of time to complete.
void addRequestLobbyListDistanceFilter(distance_filter: LobbyDistanceFilter) ๐
Sets the physical distance for which we should search for lobbies, this is based on the users IP address and a IP location map on the Steam backed.
void addRequestLobbyListFilterSlotsAvailable(slots_available: int) ๐
Filters to only return lobbies with the specified number of open slots available.
void addRequestLobbyListNearValueFilter(key_to_match: String, value_to_be_close_to: int) ๐
Sorts the results closest to the specified value
Near filters don't actually filter out values, they just influence how the results are sorted. You can specify multiple near filters, with the first near filter influencing the most, and the last near filter influencing the least.
void addRequestLobbyListNumericalFilter(key_to_match: String, value_to_match: int, comparison_type: LobbyComparison) ๐
Adds a numerical comparison filter to the next requestLobbyList call.
void addRequestLobbyListResultCountFilter(max_results: int) ๐
Sets the maximum number of lobbies to return. The lower the count the faster it is to download the lobby results and details to the client.
void addRequestLobbyListStringFilter(key_to_match: String, value_to_match: String, comparison_type: LobbyComparison) ๐
Adds a string comparison filter to the next requestLobbyList call.
bool addRequiredKeyValueTag(query_handle: int, key: String, value: String) ๐
Adds a required key-value tag to a pending UGC Query. This will only return workshop items that have a key and a value.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool addRequiredTag(query_handle: int, tag_name: String) ๐
Adds a required tag to a pending UGC Query. This will only return UGC with the specified tag.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool addRequiredTagGroup(query_handle: int, tag_array: Array) ๐
Adds the requirement that the returned items from the pending UGC Query have at least one of the tags in the given set (logical "or"). For each tag group that is added, at least one tag from each group is required to be on the matching items.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
int addScreenshotToLibrary(filename: String, thumbnail_filename: String, width: int, height: int) ๐
Adds a screenshot to the user's Steam screenshot library from disk.
int addVRScreenshotToLibrary(type: VRScreenshotType, filename: String, vr_filename: String) ๐
Adds a VR screenshot to the user's Steam screenshot library from disk in the supported type.
void advertiseGame(server_ip: String, port: int) ๐
Set the rich presence data for an unsecured game server that the user is playing on. This allows friends to be able to view the game info and join your game.
When you are using Steam authentication system this call is never required, the auth system automatically sets the appropriate rich presence.
Note: This is a legacy function.
bool allowP2PPacketRelay(allow: bool) ๐
Allow or disallow P2P connections to fall back to being relayed through the Steam servers if a direct connection or NAT-traversal cannot be established.
This only applies to connections created after setting this value, or to existing connections that need to automatically reconnect after this value is set.
P2P packet relay is allowed by default.
void allowStartRequest(allowed: bool, this_handle: int = 0) ๐
Sets whether a pending load is allowed or if it should be canceled. You can use this feature to limit the valid pages allowed in your HTML surface.
If no handle is passed, GodotSteam will use the internal one.
Note: You must call this in response to a html_start_request callback.
void attachLeaderboardUGC(ugc_handle: int, this_leaderboard: int = 0) ๐
If no this_leaderboard is passed, then the function will use the last internally-stored handle.
Attaches a piece of user generated content the current user's entry on a leaderboard.
This content could be a replay of the user achieving the score or a ghost to race against. To create and download user generated content see the documentation for the Steam Workshop.
Once attached, the content will be available even if the underlying Cloud file is changed or deleted by the user.
You must call findLeaderboard or findOrCreateLeaderboard to get a leaderboard handle prior to calling this function.
Triggers a leaderboard_ugc_set callback.
bool beginAsyncRequestFakeIP(num_ports: int) ๐
Begin asynchronous process of allocating a fake IPv4 address that other peers can use to contact us via P2P. IP addresses returned by this function are globally unique for a given app ID.
Triggers a fake_ip_result callback.
False if a request was already in progress, true if a new request was started.
BeginAuthSessionResult beginAuthSession(ticket: PackedByteArray, ticket_size: int, steam_id: int) ๐
Authenticate the ticket from the entity Steam ID to be sure it is valid and isn't reused.
The ticket is created on the entity with getAuthSessionTicket and then needs to be provided over the network for the other end to validate.
This registers for validate_auth_ticket_response callbacks if the entity goes offline or cancels the ticket.
When the multiplayer session terminates you must call endAuthSession
Trigger a validate_auth_ticket_response callback.
bool beginFileWriteBatch() ๐
Use this along with endFileWriteBatch to wrap a set of local file writes/deletes that should be considered part of one single state change. For example, if saving game progress requires updating both savegame1.dat and maxprogress.dat, wrap those operations with calls to beginFileWriteBatch and endFileWriteBatch.
These functions provide a hint to Steam which will help it manage the app's Cloud files. Using these functions is optional, however it will provide better reliability.
Note that the functions may be used whether the writes are done using the Remote Storage API, or done directly to local disk (where AutoCloud is used).
void cancelAuthTicket(auth_ticket: int) ๐
Cancels an auth ticket received from getAuthSessionTicket. This should be called when no longer playing with the specified entity.
void cancelQuery(server_list_request: int) ๐
Cancel an outstanding server list request.
You should call this to cancel any in-progress requests before destructing a callback object that may have been passed to one of the below request calls. Not doing so may result in a crash when a callback occurs on the destructed object. Canceling a query does not release the allocated request handle. The request handle must be released using releaseRequest.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
int cancelRequestPlayersForGame() ๐
Cancel request and leave the pool of game hosts looking for players.
void cancelReservation(beacon_id: int, steam_id: int) ๐
To cancel a reservation (due to timeout or user input), call this. Steam will open a new reservation slot.
Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party.
void cancelServerQuery(server_query: int) ๐
Cancel an outstanding individual server query.
The calls that create this type of query are: pingServer, playerDetails, and serverRules. You should call this to cancel any in-progress requests before destructing a callback object that may have been passed to one of the above calls to avoid crashing when callbacks occur.
void changeNumOpenSlots(beacon_id: int, open_slots: int) ๐
If a user joins your party through other matchmaking (perhaps a direct Steam friend, or your own matchmaking system), your game should reduce the number of open slots that Steam is managing through the party beacon. For example, if you created a beacon with five slots, and Steam sent you two reservation_notification callbacks, and then a third user joined directly, you would want to call changeNumOpenSlots with a value of 2 for open_slots. That value represents the total number of new users that you would like Steam to send to your party.
Triggers a change_num_open_slots call result.
void checkFileSignature(file_name: String) ๐
There is currently no description for this method. Please help us by contributing one!
bool checkPingDataUpToDate(max_age_in_seconds: float) ๐
Check if the ping data of sufficient recency is available, and if it's too old, start refreshing it.
Please only call this function when you really do need to force an immediate refresh of the data. (For example, in response to a specific user input to refresh this information.) Don't call it "just in case", before every connection, etc. That will cause extra traffic to be sent for no benefit. The library will automatically refresh the information as needed.
True if sufficiently recent data is already available. False if sufficiently recent data is not available. In this case, ping measurement is initiated, if it is not already active. (You cannot restart a measurement already in progress.)
bool checkResultSteamID(steam_id_expected: int, this_inventory_handle: int = 0) ๐
Checks whether an inventory result handle belongs to the specified Steam ID. This is important when using deserializeResult, to verify that a remote player is not pretending to have a different user's inventory.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
bool clearAchievement(achievement_name: String) ๐
Resets the unlock status of an achievement.
This is primarily only ever used for testing.
This call only modifies Steam's in-memory state so it is quite cheap. To send the unlock status to the server and to trigger the Steam overlay notification you must call storeStats.
void clearRichPresence() ๐
Clear the game information in Steam; used in 'View Game Info'.
void clearTimelineTooltip(time_delta: float) ๐
Clear a network identity's data.
bool closeChannelWithUser(remote_steam_id: int, channel: int) ๐
Call this when you're done talking to a user on a specific channel. Once all open channels to a user have been closed, the open session to the user will be closed, and any new data from this user will trigger a network_messages_session_request callback.
bool closeClanChatWindowInSteam(chat_id: int) ๐
Closes the specified Steam group chat room in the Steam UI.
bool closeConnection(peer: int, reason: int, debug_message: String, linger: bool) ๐
Disconnects from the remote host and invalidates the connection handle. Any unread data on the connection is discarded.
reason is an application defined code that will be received on the other end and recorded (when possible) in backend analytics. The value should come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need to communicate any information to the remote host, and do not want analytics to be able to distinguish "normal" connection terminations from "exceptional" ones, you may pass zero, in which case the generic value of CONNECTION_END_APP_MIN will be used.
debug_message is an optional human-readable diagnostic string that will be received by the remote host and recorded (when possible) in backend analytics.
bool closeListenSocket(socket: int) ๐
Destroy a listen socket. All the connections that were accepted on the listen socket are closed ungracefully.
bool closeP2PChannelWithUser(remote_steam_id: int, channel: int) ๐
Closes a P2P channel when you're done talking to a user on the specific channel.
Once all channels to a user have been closed, the open session to the user will be closed and new data from this user will trigger a new p2p_session_request callback.
bool closeP2PSessionWithUser(remote_steam_id: int) ๐
This should be called when you're done communicating with a user, as this will free up all of the resources allocated for the connection under-the-hood.
If the remote user tries to send data to you again, a new p2p_session_request callback will be posted.
bool closeSessionWithUser(remote_steam_id: int) ๐
Call this when you're done talking to a user to immediately free up resources under-the-hood. If the remote user tries to send data to you again, another network_messages_session_request callback will be posted.
Note: sessions that go unused for a few minutes are automatically timed out.
int configureConnectionLanes(connection: int, lanes: int, priorities: Array, weights: Array) ๐
Configure multiple outbound messages streams ("lanes") on a connection, and control head-of-line blocking between them. Messages within a given lane are always sent in the order they are queued, but messages from different lanes may be sent out of order. Each lane has its own message number sequence. The first message sent on each lane will be assigned the number 1.
Each lane has a "priority". Lower priority lanes will only be processed when all higher-priority lanes are empty. The magnitudes of the priority values are not relevant, only their sort order. Higher numeric values take priority over lower numeric values.
Each lane also is assigned a weight, which controls the approximate proportion of the bandwidth that will be consumed by the lane, relative to other lanes of the same priority. (This is assuming the lane stays busy. An idle lane does not build up "credits" to be be spent once a message is queued.) This value is only meaningful as a proportion, relative to other lanes with the same priority. For lanes with different priorities, the strict priority order will prevail, and their weights relative to each other are not relevant. Thus, if a lane has a unique priority value, the weight value for that lane is not relevant.
int connectByIPAddress(ip_address_with_port: String, options: Dictionary) ๐
Begin connecting to a server listen socket that is identified using an ip-address:port, i.e. 127.0.0.1:27015. Used with createListenSocketIP.
int connectP2P(remote_steam_id: int, virtual_port: int, options: Dictionary) ๐
Begin connecting to a server that is identified using a platform-specific identifier. This uses the default rendezvous service, which depends on the platform and library configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed over the Steam Datagram Relay network.
If you use this, you probably want to call initRelayNetworkAccess when your app initializes. If you need to set any initial config options, pass them here.
See SteamNetworkingConfigValue_t for more about why this is preferable to setting the options "immediately" after creation.
Pass your options as an array of arrays; each sub-array containing: config value (int), data type (int), and data value (int or string).
Alternately you can pass an empty array.
int connectToHostedDedicatedServer(remote_steam_id: int, virtual_port: int, options: Dictionary) ๐
Client call to connect to a server hosted in a Valve data center, on the specified virtual port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
Pass your options as an array of arrays; each sub-array containing: config value (int), data type (int), and data value (int or string).
Alternately you can pass an empty array.
int consumeItem(item_consume: int, quantity: int) ๐
Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed.
Once an item is removed it cannot be recovered. This is not for the faint of heart - if your game implements item removal at all, a high-friction UI confirmation process is highly recommended.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result when you are done with it.
String convertPingLocationToString(location: PackedByteArray) ๐
Convert a ping location into a text format suitable for sending over the wire. The format is a compact and human readable. However, it is subject to change so please do not parse it yourself.
void copyToClipboard(this_handle: int = 0) ๐
Copy the currently selected text from the current page in an HTML surface into the local clipboard.
If no handle is passed, GodotSteam will use the internal one.
void createBeacon(open_slots: int, location_id: int, type: PartyBeaconLocationType, connect_string: String, beacon_metadata: String) ๐
Create a beacon. You can only create one beacon at a time. Steam will display the beacon in the specified location, and let up to open_slots users "follow" the beacon to your party.
If users join your party through other matchmaking, adjust the number of remaining open slots using changeNumOpenSlots.
Triggers a create_beacon call result.
void createBrowser(user_agent: String = "", user_css: String = "") ๐
Create a browser object for displaying of an HTML page.
If no handle is passed, GodotSteam will use the internal one.
Note: You must call removeBrowser when you are done using this browser to free up the resources associated with it. Failing to do so will result in a memory leak.
int createCookieContainer(allow_response_to_modify: bool) ๐
Creates a cookie container to store cookies during the lifetime of the process. This API is just for during process lifetime, after Steam restarts no cookies are persisted and you have no way to access the cookie container across repeat executions of your process.
If allow_responses_to_modify is true then any response to your requests using this cookie container may add new cookies to the container which may be transmitted with future requests. Otherwise, if it's false then only cookies you explicitly set will be sent.
You can associate the cookie container with a http request by using setHTTPRequestCookieContainer, and you can set a cookie using setCookie. Don't forget to free the container when you're done with it to prevent leaking memory by calling releaseCookieContainer!
void createFakeUDPPort(fake_server_port: int) ๐
Get an interface that can be used like a UDP port to send/receive datagrams to a FakeIP address. This is intended to make it easy to port existing UDP-based code to take advantage of SDR.
fake_server_port refers to the index of the port allocated using beginAsyncRequestFakeIP and is used to create "server" ports. You may call this before the allocation has completed. However, any attempts to send packets will fail until the allocation has succeeded. When the peer receives packets sent from this interface, the from address of the packet will be the globally-unique FakeIP. If you call this function multiple times and pass the same (nonnegative) fake port index, the same object will be returned, and this object is not reference counted.
To create a "client" port (e.g. the equivalent of an ephemeral UDP port) pass -1. In this case, a distinct object will be returned for each call. When the peer receives packets sent from this interface, the peer will assign a FakeIP from its own locally-controlled namespace.
int createHTTPRequest(request_method: HTTPMethod, absolute_url: String) ๐
Initializes a new HTTP request. Requires the method such as GET or POST and the absolute URL for the request. Both http and https are supported, so this string must start with "http://" or "https://" and should look like "http://store.steampowered.com/app/10/" or similar. This call returns a handle that you can use to make further calls to setup and then send the HTTP request with sendHTTPRequest or sendHTTPRequestAndStreamResponse. Don't forget to free the HTTP request when you're done with it to prevent leaking memory by calling releaseHTTPRequest.
int createHostedDedicatedServerListenSocket(virtual_port: int, options: Dictionary) ๐
Create a listen socket on the specified virtual port. The physical UDP port to use will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not configured, this call will fail.
This function should be used when you are using the ticket generator library to issue your own tickets. Clients connecting to the server on this virtual port will need a ticket, and they must connect using connectToHostedDedicatedServer.
Pass your options as an array of arrays; each sub-array containing: config value (int), data type (int), and data value (int or string).
Alternately you can pass an empty array.
void createItem(app_id: int, file_type: WorkshopFileType) ๐
Creates a new workshop item with no content attached yet.
Triggers a item_created callback.
int createListenSocketIP(ip_reference: String, options: Dictionary) ๐
Creates a "server" socket that listens for clients to connect to by calling connectByIPAddress, over ordinary UDP (IPv4 or IPv6)
Pass your options as an array of arrays; each sub-array containing: config value (int), data type (int), and data value (int or string).
Alternately you can pass an empty array.
int createListenSocketP2P(virtual_port: int, options: Dictionary) ๐
Create a listen socket that will listen for P2P connections sent to our FakeIP. A peer can initiate connections to this listen socket by calling connectByIPAddress.
int createListenSocketP2PFakeIP(fake_port: int, options: Dictionary) ๐
Like createListenSocketIP, but clients will connect using connectP2P. The connection will be relayed through the Valve network.
virtual_port specifies how clients can connect to this socket using connectP2P. It's very common for applications to only have one listening socket; in that case, use zero. If you need to open multiple listen sockets and have clients be able to connect to one or the other, then virtual_port should be a small integer (less than 1000) unique to each listen socket you create.
Pass your options as an array of arrays; each sub-array containing: config value (int), data type (int), and data value (int or string).
Alternately you can pass an empty array.
void createLobby(lobby_type: LobbyType, max_members: int = 2) ๐
Create a new matchmaking lobby.
Triggers all three callbacks: lobby_created, lobby_joined, and lobby_data_update.
If the results returned via the lobby_created call result indicate success then the lobby is joined and ready to use at this point.
Create a new poll group.
You should destroy the poll group when you are done using destroyPollGroup.
int createQueryAllUGCRequest(query_type: UGCQuery, matching_type: UGCMatchingUGCType, creator_id: int, consumer_id: int, page: int) ๐
Query for all matching UGC. You can use this to list all of the available UGC for your app.
This will return up to 50 results. You can make subsequent calls to this function, increasing the page each time to get the next set of results.
To query for the UGC associated with a single user you can use createQueryUserUGCRequest instead.
Note: Either consumer_id or creator_id must have a valid app ID.
Note: You must release the handle returned by this function by calling releaseQueryUGCRequest when you are done with it.
int createQueryUGCDetailsRequest(published_file_id: Array) ๐
Query for the details of specific workshop items.
This will return up to 50 results.
To query all the UGC for your app you can use createQueryAllUGCRequest instead.
Note: Either consumer_id or creator_id must have a valid app ID.
Note: You must release the handle returned by this function by calling releaseQueryUGCRequest when you are done with it.
int createQueryUserUGCRequest(account_id: int, list_type: UserUGCList, matching_ugc_type: UGCMatchingUGCType, sort_order: UserUGCListSortOrder, creator_id: int, consumer_id: int, page: int) ๐
Query UGC associated with a user. You can use this to list the UGC the user is subscribed to amongst other things.
This will return up to 50 results.
To query all the UGC for your app you can use createQueryAllUGCRequest instead.
Note: Either consumer_id or creator_id must have a valid app ID.
Note: You must release the handle returned by this function by calling releaseQueryUGCRequest when you are done with it.
Dictionary createSocketPair(loopback: bool, remote_steam_id1: int, remote_steam_id2: int) ๐
Create a pair of connections that are talking to each other, e.g. a loopback connection. This is very useful for testing, or so that your client/server code can work the same even when you are running a local "server".
The two connections will immediately be placed into the connected state, and no callbacks will be posted immediately. After this, if you close either connection, the other connection will receive a callback, exactly as if they were communicating over the network. You must close both sides in order to fully clean up the resources!
By default, internal buffers are used, completely bypassing the network, the chopping up of messages into packets, encryption, copying the payload, etc. This means that loopback packets, by default, will not simulate lag or loss. Passing true for loopback will cause the socket pair to send packets through the local network loopback device (127.0.0.1) on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended to encrypt and decrypt.
If you wish to assign a specific identity to either connection, you may pass a particular identity. Otherwise, if you pass nullptr, the respective connection will assume a generic "localhost" identity. If you use real network loopback, this might be translated to the actual bound loopback port. Otherwise, the port will be zero.
The returned dictionary contains the following keys: success (bool), connection1 (int), and connection2 (int).
bool currentEntryDidChange() ๐
Did the current music entry just change?
bool currentEntryIsAvailable(available: bool) ๐
Is the current music entry available?
bool currentEntryWillChange() ๐
Will the current music entry change?
void deactivateActionSetLayer(input_handle: int, action_set_handle: int) ๐
Reconfigure the controller to stop using the specified action set.
void deactivateAllActionSetLayers(input_handle: int) ๐
Reconfigure the controller to stop using all action set layers.
After receiving search_for_game_result, accept or decline the game. Multiple search_for_game_result will follow as players accept game until the host starts or cancels the game.
Note: The search_for_game_progress callback does not seem to exist in the SDK anywhere.
Dictionary decompressVoice(voice: PackedByteArray, sample_rate: int, buffer_size_override: int = 20480) ๐
Decodes the compressed voice data returned by getVoice.
The output data is raw single-channel 16-bit PCM audio. The decoder supports any sample rate from 11025 to 48000. See getVoiceOptimalSampleRate for more information.
It is recommended that you start with a 20KiB buffer and then reallocate as necessary.
The returned dictionary contains the following keys:
โ โดuncompressed (PackedByteArray)
bool deferHTTPRequest(request_handle: int) ๐
Defers a request which has already been sent by moving it at the back of the queue.
void deleteItem(published_file_id: int) ๐
Deletes the item without prompting the user.
Triggers a item_deleted callback.
bool deleteLobbyData(steam_lobby_id: int, key: String) ๐
Removes a metadata key from the lobby.
This can only be done by the owner of the lobby.
This will only send the data if the key existed. There is a slight delay before sending the data so you can call this repeatedly to set all the data you need to and it will automatically be batched up and sent after the last sequential call.
bool deregisterSteamMusicRemote() ๐
Disconnect from remote music client / host.
int deserializeResult(buffer: PackedByteArray) ๐
Deserializes a result set and verifies the signature bytes.
This call has a potential soft-failure mode where the handle status is set to 27. getResultItems will still succeed in this mode. The "expired" result could indicate that the data may be out of date - not just due to timed expiration (one hour), but also because one of the items in the result set may have been traded or consumed since the result set was generated. You could compare the timestamp from getResultTimestamp to getServerRealTime to determine how old the data is. You could simply ignore the "expired" result code and continue as normal, or you could request the player with expired data to send an updated result set.
You should call checkResultSteamID on the result handle when it completes to verify that a remote player is not pretending to have a different user's inventory.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
bool destroyBeacon(beacon_id: int) ๐
Call this method to destroy the Steam party beacon. This will immediately cause Steam to stop showing the beacon in the target location. Note that any users currently in-flight may still arrive at your party expecting to join.
bool destroyPollGroup(poll_group: int) ๐
Destroy a poll group created with createPollGroup.
If there are any connections in the poll group, they are removed from the group, and left in a state where they are not part of any poll group. Returns false if passed an invalid poll group handle.
void destroyResult(this_inventory_handle: int = 0) ๐
Destroys a result handle and frees all associated memory.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
bool dismissFloatingGamepadTextInput() ๐
Dismisses the floating keyboard.
bool dismissGamepadTextInput() ๐
Dismisses the full-screen text input dialog.
void doesEventRecordingExist(this_event: int) ๐
Add a tag to whatever time range is represented by the event.
void doesGamePhaseRecordingExist(phase_id: String) ๐
Use this to determine if video recordings exist for the specified game phase. Steam will sent a timeline_game_phase_recording_exists callback with the result. This can be useful when the game needs to decide whether or not to show a control that will call openOverlayToGamePhase.
void downloadClanActivityCounts(chat_id: int, clans_to_request: int) ๐
Refresh the Steam Group activity data or get the data from groups other than one that the current user is a member. After receiving the callback you can then use getClanActivityCounts to get the up to date user counts.
Triggers a clan_activity_downloaded callback.
bool downloadItem(published_file_id: int, high_priority: bool) ๐
Download new or update already installed item.
If the return value is true then register and wait for the callback item_downloaded before calling getItemInstallInfo or accessing the workshop item on disk.
If the user is not subscribed to the item (e.g. a Game Server using anonymous login), the workshop item will be downloaded and cached temporarily.
If the workshop item has an item state of 8, then this function can be called to initiate the update. Do not access the workshop item on disk until the callback item_downloaded is called.
void downloadLeaderboardEntries(start: int, end: int, type: LeaderboardDataRequest = 0, this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Fetches a series of leaderboard entries for a specified leaderboard.
You can ask for more entries than exist, then this will return as many as do exist.
If you want to download entries for an arbitrary set of users, such as all of the users on a server then you can use downloadLeaderboardEntriesForUsers which takes an array of Steam IDs.
You must call findLeaderboard or findOrCreateLeaderboard to get a leaderboard handle prior to calling this function.
Triggers a leaderboard_scores_downloaded call result.
void downloadLeaderboardEntriesForUsers(users_id: Array, this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Fetches leaderboard entries for an arbitrary set of users on a specified leaderboard.
A maximum of 100 users can be downloaded at a time, with only one outstanding call at a time. If a user doesn't have an entry on the specified leaderboard, they won't be included in the result.
If you want to download entries based on their ranking or friends of the current user then you should use downloadLeaderboardEntries.
You must call findLeaderboard or findOrCreateLeaderboard to get a leaderboard handle prior to calling this function.
Triggers a leaderboard_scores_downloaded callback.
void enableActionEventCallbacks() ๐
Enable the input_action_event callback.
void enableDeviceCallbacks() ๐
Enable input_device_connected and input_device_disconnected callbacks. Each controller that is already connected will generate a device connected callback when you enable them.
bool enableLooped(loop: bool) ๐
Enable track loop on client.
bool enablePlayNext(next: bool) ๐
Play the next track on client.
bool enablePlayPrevious(previous: bool) ๐
Play previous track on client.
bool enablePlaylists(playlists: bool) ๐
Enable playlists on client.
bool enableQueue(queue: bool) ๐
Enable the music queue on the client.
bool enableShuffled(shuffle: bool) ๐
Enable shuffle on the client.
void endAuthSession(steam_id: int) ๐
Ends an auth session that was started with beginAuthSession. This should be called when no longer playing with the specified entity.
Use this along with beginFileWriteBatch - see that documentation for more details.
int endGame(game_id: int) ๐
Ends the game. No further submitPlayerResult for game_id will be accepted.
void endGamePhase() ๐
Use this to end a game phase that was started with startGamePhase.
Leaves queue if still waiting.
void endRangeTimelineEvent(this_event: int, end_offset_seconds: float) ๐
Ends a range timeline event and shows it in the UI.
void enumerateFollowingList(start_index: int) ๐
Gets the list of users that the current user is following. You can be following people that are not your friends. Following allows you to receive updates when the person does things like post a new piece of content to the Steam Workshop.
Triggers a enumerate_following_list callback.
Note: This returns up to k_cEnumerateFollowersMax users at once. If the current user is following more than that, you will need to call this repeatedly, with start_index set to the total number of followers that you have received so far. I.E. If you have received 50 followers, and the user is following 105, you will need to call this again with start_index = 50 to get the next 50, and then again with start_index = 100 to get the remaining 5 users.
int estimatePingTimeBetweenTwoLocations(location1: PackedByteArray, location2: PackedByteArray) ๐
Estimate the round-trip latency between two arbitrary locations, in milliseconds. This is a conservative estimate, based on routing through the relay network. For most basic relayed connections, this ping time will be pretty accurate, since it will be based on the route likely to be actually used.
If a direct IP route is used (perhaps via NAT traversal), then the route will be different, and the ping time might be better. Or it might actually be a bit worse! Standard IP routing is frequently suboptimal! But even in this case, the estimate obtained using this method is a reasonable upper bound on the ping time. (Also it has the advantage of returning immediately and not sending any packets.)
In a few cases we might not able to estimate the route. In this case a negative value is returned. k_nSteamNetworkingPing_Failed means the reason was because of some networking difficulty. (Failure to ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot currently answer the question for some other reason.
int estimatePingTimeFromLocalHost(location: PackedByteArray) ๐
Same as estimatePingTimeBetweenTwoLocations, but assumes that one location is the local host. This is a bit faster, especially if you need to calculate a bunch of these in a loop to find the fastest one. In rare cases this might return a slightly different estimate than combining getLocalPingLocation with estimatePingTimeBetweenTwoLocations. That's because this function uses a slightly more complete set of information about what route would be taken.
int exchangeItems(output_items: PackedInt64Array, output_quantity: PackedInt32Array, input_items: PackedInt64Array, input_quantity: PackedInt32Array) ๐
Grant one item in exchange for a set of other items.
This can be used to implement crafting recipes or transmutations, or items which unpack themselves into other items (e.g., a chest).
The caller of this API passes in the requested item and an array of existing items and quantities to exchange for it. The API currently takes an array of items to generate but at this time the size of that array must be 1 and the quantity of the new item must be 1.
Any items that can be granted must have an exchange attribute in their itemdef. The exchange attribute specifies a set of recipes that are valid exchanges for this item. Exchange recipes are evaluated atomically by the Inventory Service; if the supplied components do not match the recipe, or do not contain sufficient quantity, the exchange will fail.
Will allow the item to be exchanged for either one #101 and one #102, five #103s or three #104s and three #105s. See the Steam Inventory Schema documentation for more details.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result when you are done with it.
void executeJavascript(script: String, this_handle: int = 0) ๐
Run a javascript script in the currently loaded page.
bool fileDelete(file: String) ๐
Deletes a file from the local disk, and propagates that delete to the cloud.
This is meant to be used when a user actively deletes a file. Use fileForget if you want to remove a file from the Steam Cloud but retain it on the users local disk.
When a file has been deleted it can be re-written with fileWrite to reupload it to the Steam Cloud.
bool fileExists(file: String) ๐
Check if a remote file exists.
bool fileForget(file: String) ๐
Deletes the file from remote storage, but leaves it on the local disk and remains accessible from the API.
When you are out of Cloud space, this can be used to allow calls to fileWrite to keep working without needing to make the user delete files.
How you decide which files to forget are up to you. It could be a simple Least Recently Used (LRU) queue or something more complicated.
Requiring the user to manage their Cloud-ized files for a game, while is possible to do, it is never recommended. For instance, "Which file would you like to delete so that you may store this new one?" removes a significant advantage of using the Cloud in the first place: its transparency.
Once a file has been deleted or forgotten, calling fileWrite will resynchronize it in the Cloud. Rewriting a forgotten file is the only way to make it persisted again.
bool filePersisted(file: String) ๐
Checks if a specific file is persisted in the Steam Cloud.
Dictionary fileRead(file: String, data_to_read: int) ๐
Opens a binary file, reads the contents of the file into a byte array, and then closes the file.
The returned dictionary contains the following keys:
โ โดret (bool)
โโดbuf (PackedByteArray)
Note: This is a synchronous call and as such is a will block your calling thread on the disk IO, and will also block the SteamAPI, which can cause other threads in your application to block. To avoid "hitching" due to a busy disk on the client machine using fileReadAsync, the asynchronous version of this API is recommended.
void fileReadAsync(file: String, offset: int, data_to_read: int) ๐
Starts an asynchronous read from a file. The offset and amount to read should be valid for the size of the file, as indicated by getFileSize or getFileTimestamp.
Triggers a file_read_async_complete call result.
Share a file.
Triggers a file_share_result call result.
bool fileWrite(file: String, data: PackedByteArray, size: int = 0) ๐
Creates a new file, writes the bytes to the file, and then closes the file. If the target file already exists, it is overwritten.
Note: This is a synchronous call and as such is a will block your calling thread on the disk IO, and will also block the SteamAPI, which can cause other threads in your application to block. To avoid "hitching" due to a busy disk on the client machine using fileWriteAsync, the asynchronous version of this API is recommended.
void fileWriteAsync(file: String, data: PackedByteArray, size: int = 0) ๐
Creates a new file and asynchronously writes the raw byte data to the Steam Cloud, and then closes the file. If the target file already exists, it is overwritten.
Triggers a file_write_async_complete call result.
bool fileWriteStreamCancel(write_handle: int) ๐
Cancels a file write stream that was started by fileWriteStreamOpen.
This trashes all of the data written and closes the write stream, but if there was an existing file with this name, it remains untouched.
bool fileWriteStreamClose(write_handle: int) ๐
Closes a file write stream that was started by fileWriteStreamOpen.
This flushes the stream to the disk, overwriting the existing file if there was one.
int fileWriteStreamOpen(file: String) ๐
Creates a new file output stream allowing you to stream out data to the Steam Cloud file in chunks. If the target file already exists, it is not overwritten until fileWriteStreamClose has been called.
To write data out to this stream you can use fileWriteStreamWriteChunk, and then to close or cancel you use fileWriteStreamClose and fileWriteStreamCancel respectively.
bool fileWriteStreamWriteChunk(write_handle: int, data: PackedByteArray) ๐
Writes a blob of data to the file write stream.
String filterText(context: TextFilteringContext, steam_id: int, message: String) ๐
Filters the provided input message and returns the filtered result. Legally required filtering is always applied. Additional filtering may occur, based on the context and user settings.
void find(search: String, currently_in_find: bool, reverse: bool, this_handle: int = 0) ๐
Find a string in the current page of an HTML surface. This is the equivalent of "ctrl+f" in your browser of choice. It will highlight all of the matching strings. You should call stopFind when the input string has changed or you want to stop searching.
Triggers a html_search_results callback.
void findLeaderboard(leaderboard_name: String) ๐
Gets a leaderboard by name.
You must call either this or findOrCreateLeaderboard to obtain the leaderboard handle which is valid for the game session for each leaderboard you wish to access prior to calling any other Leaderboard functions.
Triggers a leaderboard_find_result call result.
void findOrCreateLeaderboard(leaderboard_name: String, sort_method: LeaderboardSortMethod, display_type: LeaderboardDisplayType) ๐
Gets a leaderboard by name, it will create it if it's not yet created.
You must call either this or findLeaderboard to obtain the leaderboard handle which is valid for the game session for each leaderboard you wish to access prior to calling any other Leaderboard functions.
Leaderboards created with this function will not automatically show up in the Steam Community. You must manually set the Community Name field in the App Admin panel of the Steamworks website. As such it's generally recommended to prefer creating the leaderboards in the App Admin panel on the Steamworks website and using findLeaderboard unless you're expected to have a large amount of dynamically created leaderboards.
You should never pass 0 for sort_method or 0 for display_type as this is undefined behavior.
Triggers a leaderboard_find_result callback.
int flushMessagesOnConnection(connection_handle: int) ๐
Flush any messages waiting on the Nagle timer and send them at the next transmission opportunity (often that means right now).
int generateItems(items: PackedInt64Array, quantity: PackedInt32Array) ๐
Grants specific items to the current user, for developers only.
This API is only intended for prototyping - it is only usable by Steam accounts that belong to the publisher group for your game.
You can pass in an array of items, identified by their item definition int's and optionally a second array of corresponding quantities for each item. The length of these arrays must match!
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result when you are done with it.
String getAPICallFailureReason() ๐
Used to get the failure reason of a call result.
The primary usage for this function is debugging. The failure reasons are typically out of your control and tend to not be very important. Just keep retrying your API Call until it works.
Dictionary getAchievement(achievement_name: String) ๐
Gets the unlock status of the Achievement.
The equivalent function for other users is getUserAchievement.
The returned dictionary contains the following keys:
โ โดret (bool)
โโดachieved (bool)
Dictionary getAchievementAchievedPercent(achievement_name: String) ๐
Returns the percentage of users who have unlocked the specified achievement.
You must have called requestGlobalAchievementPercentages and it needs to return successfully via its callback prior to calling this.
The returned dictionary contains the following keys:
โ โดret (bool)
โโดpercent (float)
Dictionary getAchievementAndUnlockTime(achievement_name: String) ๐
Gets the achievement status, and the time it was unlocked if unlocked.
If the return value is true, but the unlock time is zero, that means it was unlocked before Steam began tracking achievement unlock times (December 2009). The time is provided in Unix epoch format, seconds since January 1, 1970 UTC.
The equivalent function for other users is getUserAchievementAndUnlockTime.
The returning dictionary contains the following keys:
โ โดretrieve (bool)
โ โดachieved (bool)
โโดunlocked (int)
String getAchievementDisplayAttribute(achievement_name: String, key: String) ๐
Get general attributes for an achievement. Currently provides: Name, Description, and Hidden status.
This receives the value from a dictionary/map keyvalue store, so you must provide one of the following keys:
โข name: to retrieve the localized achievement name in UTF8
โข desc: to retrieve the localized achievement description in UTF8
โข hidden: for retrieving if an achievement is hidden. Returns "0" when not hidden, "1" when hidden
This localization is provided based on the games language if it's set, otherwise it checks if a localization is available for the users Steam UI Language. If that fails too, then it falls back to English.
int getAchievementIcon(achievement_name: String) ๐
Gets the icon for an achievement.
Triggers a user_achievement_icon_fetched callback.
String getAchievementName(achievement: int) ๐
Gets the 'API name' for an achievement index between 0 and getNumAchievements.
This function must be used in conjunction with getNumAchievements to loop over the list of achievements.
In general games should not need these functions as they should have the list of achievements compiled into them.
Dictionary getAchievementProgressLimitsFloat(achievement_name: String) ๐
For achievements that have related progress stats, use this to query what the bounds of that progress are. You may want this info to selectively call indicateAchievementProgress when appropriate milestones of progress have been made, to show a progress notification to the user.
The returned dictionary contains the following keys:
โ โดname (string)
โ โดmin (float)
โโดmax (float)
Dictionary getAchievementProgressLimitsInt(achievement_name: String) ๐
For achievements that have related progress stats, use this to query what the bounds of that progress are. You may want this info to selectively call indicateAchievementProgress when appropriate milestones of progress have been made, to show a progress notification to the user.
The returned dictionary contains the following keys:
โ โดname (string)
โ โดmin (int)
โโดmax (int)
InputActionOrigin getActionOriginFromXboxOrigin(input_handle: int, origin: int) ๐
Get an action origin that you can use in your glyph look up table or passed into getGlyphForActionOrigin or getStringForActionOrigin.
int getActionSetHandle(action_set_name: String) ๐
Fill an array with all of the currently active action set layers for a specified controller handle.
Array getActiveActionSetLayers(input_handle: int) ๐
Fill an array with all of the currently active action set layers for a specified controller handle.
Contains a list of handles (int).
Start retrieving all items in the current users inventory.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: Calls to this function are subject to rate limits and may return cached results if called too frequently. It is suggested that you call this function only when you are about to display the user's full inventory, or if you expect that the inventory may have changed.
Note: You must call destroyResult on the provided inventory result when you are done with it.
Dictionary getAllLobbyData(steam_lobby_id: int) ๐
Get lobby data by the lobby's ID.
The returned dictionary contains the following keys: index (int), key (string), and value (string).
Note: This is a GodotSteam specific function.
Dictionary getAnalogActionData(input_handle: int, analog_action_handle: int) ๐
Gets the current state of the supplied analog game action.
The returned dictionary contains the following keys: mode (int), x (float),y (float), and active (bool).
int getAnalogActionHandle(action_name: String) ๐
Get the handle of the specified analog action.
Note: This function does not take an action set handle parameter. That means that each action in your VDF file must have a unique string identifier. In other words, if you use an action called "up" in two different action sets, this function will only ever return one of them and the other will be ignored.
Array getAnalogActionOrigins(input_handle: int, action_set_handle: int, analog_action_handle: int) ๐
Get the origin(s) for an analog action within an action set by filling the return array with handles. Use this to display the appropriate on-screen prompt for the action.
Contains a list of handles (int).
Gets the build ID of this app, may change at any time based on backend updates to the game.
The current build ID of this app. Defaults to 0 if you're not running a build downloaded from Steam.
void getAppDependencies(published_file_id: int) ๐
Get the app dependencies associated with the given published_file_id. These are "soft" dependencies that are shown on the web. It is up to the application to determine whether an item can be used or not.
Triggers a get_app_dependencies_result callback.
Gets the App ID of the current process.
Dictionary getAppInstallDir(app_id: int) ๐
Gets the install folder for a specific app ID. This works even if the application is not installed, based on where the game would be installed with the default Steam library location.
The returned dictionary contains the following keys:
โ โดdirectory (string)
โ โดinstall_size (int)
โโดsize (int)
Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed.
Dictionary getAuthSessionTicket(remote_steam_id: int = 0) ๐
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
After calling this you can send the ticket to the entity where they can then call beginAuthSession to verify this entities integrity.
When creating a ticket, the calling application should wait for the get_auth_session_ticket_response callback generated by the API call before attempting to use the ticket to ensure that the ticket has been communicated to the server. If this callback does not come in a timely fashion (10 - 20 seconds), then your client is not connected to Steam.
Triggers a get_auth_session_ticket_response callback.
The returned dictionary contains the following keys:
โ โดid (int)
โ โดbuffer (PackedByteArray)
โโดsize (int)
Note: As of Steamworks SDK 1.57, you need to pass a network identity that was created with our Networking Tools class. However, this is optional and defaults to NULL.
int getAuthTicketForWebApi(service_identity: String = "") ๐
Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket"; service_identity is an optional input parameter to identify the service the ticket will be sent to the ticket will be returned in callback get_ticket_for_web_api.
Triggers a get_ticket_for_web_api callback.
Note: The service_identity is not a network identity used by or created with GodotSteam's Networking Tools class.
NetworkingAvailability getAuthenticationStatus() ๐
Query our readiness to participate in authenticated communications. A network_authentication_status callback is posted any time this status changes, but you can use this function to query it at any time.
Array getAvailableBeaconLocations(max: int) ๐
Get the list of locations in which you can post a party beacon.
The returned array contains a list of:
beacon_data (dictionary)
โ โดtype (int)
โโดlocation_id (int)
String getAvailableGameLanguages() ๐
Gets a comma separated list of the languages the current app supports.
int getAvailableP2PPacketSize(channel: int = 0) ๐
Calls isP2PPacketAvailable under the hood, returns the size of the available packet or zero if there is no such packet.
Dictionary getAvailableVoice() ๐
Checks to see if there is captured audio data available from getVoice, and gets the size of the data.
Most applications will only use compressed data and should ignore the other parameters, which exist primarily for backwards compatibility. See getVoice for further explanation of "uncompressed" data.
The returned dictionary contains the following keys:
โ โดresult (int)
โโดbuffer (int)
int getBeaconByIndex(index: int) ๐
Use with getNumActiveBeacons to iterate the active beacons visible to the current user. Argument index is a zero-based index, so iterate over the range (0, getNumActiveBeacons() - 1). The return is a beacon_id that can be used with getBeaconDetails to get information about the beacons suitable for display to the user.
Dictionary getBeaconDetails(beacon_id: int) ๐
Get details about the specified beacon. You can use the Friends API to get further details about owner_id, and getBeaconLocationData to get further details about location_id. The metadata contents are specific to your game, and will be whatever was set (if anything) by the game process that created the beacon.
The returned dictionary contains the following keys:
โ โดbeacon_id (int)
โ โดowner_id (int)
โ โดtype (int)
โ โดlocation_id (int)
โโดmetadata (string)
String getBeaconLocationData(location_id: int, location_type: PartyBeaconLocationType, location_data: PartyBeaconLocationData) ๐
Query general metadata for the given beacon location. For instance the Name, or the URL for an icon if the location type supports icons (for example, the icon for a Steam Chat Room Group).
Dictionary getBetaInfo() ๐
Return beta branch details, name, description, current build ID and state flags (BetaBranchFlags).
The returned dictionary contains the following keys:
โ โดindex (int)
โ โดflags (uint32)
โ โดbuild_id (uint32)
โ โดname (string)
โโดdescription (string)
Gets the number of cached UGC.
int getCachedUGCHandle(content: int) ๐
Gets the cached UGC's handle.
Dictionary getCertificateRequest() ๐
Certificate provision by the application. On Steam, we normally handle all this automatically and you will not need to use these advanced functions.
Get blob that describes a certificate request. You can send this to your game coordinator. Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
Returned dictionary contains the following keys: certificate (PackedByteArray), and error_message (string).
int getChatMemberByIndex(clan_id: int, user: int) ๐
Gets the Steam ID at the given index in a Steam group chat.
Note: You must call getClanChatMemberCount before calling this.
Dictionary getClanActivityCounts(clan_id: int) ๐
Gets the most recent information we have about what the users in a Steam Group are doing. This can only retrieve data that the local client knows about. To refresh the data or get data from a group other than one that the current user is a member of you must call downloadClanActivityCounts.
Contains the following keys: clan (int), online (int), ingame (int), and chatting (int)
int getClanByIndex(clan_index: int) ๐
Gets the Steam group's Steam ID at the given index.
Note: You must call getClanCount before calling this.
int getClanChatMemberCount(clan_id: int) ๐
Get the number of users in a Steam group chat.
Note: Large steam groups cannot be iterated by the local user.
Note: The current user must be in a lobby to retrieve the Steam IDs of other users in that lobby. This is used for iteration, after calling this then getChatMemberByIndex can be used to get the Steam ID of each person in the chat.
Dictionary getClanChatMessage(chat_id: int, message: int) ๐
Gets the data from a Steam group chat room message. This should only ever be called in response to a connected_clan_chat_message callback.
The returned dictionary contains the following keys: ret (bool), text (string), type (int), and chatter (int) as a Steam ID.
Gets the number of Steam groups that the current user is a member of. This is used for iteration, after calling this then getClanByIndex can be used to get the Steam ID of each Steam group.
String getClanName(clan_id: int) ๐
Gets the display name for the specified Steam group; if the local client knows about it.
int getClanOfficerByIndex(clan_id: int, officer: int) ๐
Gets the Steam ID of the officer at the given index in a Steam group.
Note: You must call getClanOfficerCount before calling this.
int getClanOfficerCount(clan_id: int) ๐
Gets the number of officers (administrators and moderators) in a specified Steam group. This also includes the owner of the Steam group. This is used for iteration, after calling this then getClanOfficerByIndex can be used to get the Steam ID of each officer.
Note: You must call requestClanOfficerList before this to get the required data.
int getClanOwner(clan_id: int) ๐
Get the steam ID of the clan owner.
String getClanTag(clan_id: int) ๐
Gets the unique tag (abbreviation) for the specified Steam group; If the local client knows about it. The Steam group abbreviation is a unique way for people to identify the group and is limited to 12 characters. In some games this will appear next to the name of group members.
Dictionary getConfigValue(config_value: NetworkingConfigValue, scope_type: NetworkingConfigScope, connection_handle: int) ๐
Get a configuration value.
For values to pass to config_value, check the SDK's listing.
For values to pass to scope_type, check the SDK's listing.
Returned dictionary contains the following keys: result (int), type (int), value (PackedByteArray), and buffer (int).
The result key value may be one of the following: -1 / bad value, -2 / bad connection handle, -3 / buffer too small, 1 / OK, or 2 / OK, inherited.
Dictionary getConfigValueInfo(config_value: NetworkingConfigValue) ๐
Returns info about a configuration value. For values to pass to config_value, check the SDK's listing. next_value can be used to iterate through all of the known configuration values.
The returned dictionary contains the following keys: type (int), scope (int), and next_value (int).
Array getConnectedControllers() ๐
Enumerates currently connected controllers by filling returned array with controller handles.
Contains a list of controller handle (int).
Dictionary getConnectionInfo(connection_handle: int) ๐
Returns basic information about the high-level state of the connection. Returns false if the connection handle is invalid.
The returned dictionary contains the following keys: identity (string), user_data (int), listen_socket (int), remote_address (string), remote_pop (int), pop_relay (int), connection_state (int), end_reason (int), end_debug (string), and debug_description (string).
String getConnectionName(peer: int) ๐
Fetch connection name into your buffer, which is at least nMaxLen bytes. Returns false if handle is invalid.
Dictionary getConnectionRealTimeStatus(connection_handle: int, lanes: int, get_status: bool = true) ๐
Returns a small set of information about the real-time state of the connection and the queue status of each lane.
The returned dictionary contains the following keys:
โ โดconnection_status (dictionary)
โ โดstate (int)
โ โดping (int)
โ โดlocal_quality (float)
โ โดremote_quality (float)
โ โดpackets_out_per_second (float)
โ โดbytes_out_per_second (float)
โ โดpackets_in_per_second (float)
โ โดbytes_in_per_second (float)
โ โดsend_rate (int)
โ โดpending_unreliable (int)
โ โดpending_reliable (int)
โ โดsend_unacknowledged_reliable (int)
โโดqueue_time (int)
โโดlanes_status (array)
โโดlane_status (dictionary)
โ โดpending_unreliable (int)
โ โดpending_reliable (int)
โ โดsent_unacknowledged_reliable (int)
โโดqueue_time (int)
int getConnectionUserData(peer: int) ๐
Fetch connection user data. Returns -1 if handle is invalid or if you haven't set any userdata on the connection.
int getControllerForGamepadIndex(index: int) ๐
Returns the associated controller handle for the specified emulated gamepad. Can be used with getInputTypeForHandle to determine the type of controller using Steam Input Gamepad Emulation.
int getCoplayFriend(friend_number: int) ๐
Gets the Steam ID of the recently played with user at the given index.
int getCoplayFriendCount() ๐
Gets the number of players that the current users has recently played with, across all games. This is used for iteration, after calling this then getCoplayFriend can be used to get the Steam ID of each player. These players are have been set with previous calls to setPlayedWith.
int getCurrentActionSet(input_handle: int) ๐
Get the currently active action set for the specified controller.
int getCurrentBatteryPower() ๐
Gets the current amount of battery power on the computer.
String getCurrentBetaName() ๐
Checks if the user is running from a beta branch, and gets the name of the branch if they are.
String getCurrentGameLanguage() ๐
Gets the current language that the user has set.
Get the number of DLC the user owns for a parent application / game.
Get all DLC data in an array.
The returned array contains a list of:
โโดdlc (dictionary)
โ โดapp_id (int)
โ โดavailable (bool)
โโดname (string)
Dictionary getDLCDataByIndex(this_dlc_index: int) ๐
Returns metadata for a DLC by index.
The returned dictionary contains the following keys:
โ โดapp_id (int)
โ โดavailable (bool)
โโดname (string)
Dictionary getDLCDownloadProgress(dlc_id: int) ๐
Gets the download progress for optional DLC.
The returned dictionary contains the following keys:
โ โดret (bool)
โ โดdownloaded (int)
โโดtotal (int)
Dictionary getDetailedConnectionStatus(connection_handle: int) ๐
Returns very detailed connection stats in diagnostic text format. Useful for dumping to a log, etc. The format of this information is subject to change.
The returned dictionary contains the following keys:
โ โดsuccess (int)
โโดbuffer (string)
Array getDeviceBindingRevision(input_handle: int) ๐
Gets the major and minor device binding revisions for Steam Input API configurations. Minor revisions are for small changes such as adding a new option action or updating localization in the configuration. When updating a Minor revision only one new configuration needs to be update with the "Use Action Block" flag set. Major revisions are to be used when changing the number of action sets or otherwise reworking configurations to the degree that older configurations are no longer usable. When a user's binding disagree's with the major revision of the current official configuration Steam will forcibly update the user to the new configuration. New configurations will need to be made for every controller when updating the Major revision.
The returned array contains a list of:
โ โดmajor (int)
โโดminor (int)minor (int)
Dictionary getDigitalActionData(input_handle: int, digital_action_handle: int) ๐
Returns the current state of the supplied digital game action.
The returned dictionary contains the following keys:
โ โดstate (bool)
โโดactive (bool)
int getDigitalActionHandle(action_name: String) ๐
Get the handle of the specified digital action.
Note: This function does not take an action set handle parameter. That means that each action in your VDF file must have a unique string identifier. In other words, if you use an action called "up" in two different action sets, this function will only ever return one of them and the other will be ignored.
Array getDigitalActionOrigins(input_handle: int, action_set_handle: int, digital_action_handle: int) ๐
Get the origin(s) for a digital action within an action set by filling return array with input handles. Use this to display the appropriate on-screen prompt for the action.
Contains a list of handles (int).
int getDirectPingToPOP(pop_id: int) ๐
Get direct ping time to the relays at the point of presence.
void getDurationControl() ๐
Retrieves anti indulgence / duration control for current user / game combination.
Triggers a duration_control call result.
int getEarliestPurchaseUnixTime(app_id: int) ๐
Gets the time of purchase of the specified app in Unix epoch format (time since Jan 1st, 1970).
Dictionary getEncryptedAppTicket() ๐
Retrieve an encrypted ticket.
This should be called after requesting an encrypted app ticket with requestEncryptedAppTicket and receiving the encrypted_app_ticket_response call result.
You should then pass this encrypted ticket to your secure servers to be decrypted using your secret key.
The returned dictionary contains the following keys:
โ โดbuffer (PackedByteArray)
โโดsize (int)
Note: If you call this without calling requestEncryptedAppTicket, the call may succeed but you will likely get a stale ticket.
Dictionary getFakeIP(first_port: int = 0) ๐
Return info about the FakeIP and port(s) that we have been assigned, if any.
first_port is currently reserved and must be zero. Make sure and check result.
The returned dictionary contains the following keys:
โ โดresult (int)
โ โดidentity_type (int)
โ โดip (string)
โโดports (PackedInt32Array)
Gets the details of the favorite game server by index.
The returned array contains a list of:
โโดfavorite (dictionary)
โ โดret (bool)
โ โดapp (int)
โ โดip (string)
โ โดgame_port (int)
โ โดquery_port (int)
โ โดflags (int)
โโดlast_played (int)
Gets the total number of local files synchronized by Steam Cloud.
Used for enumeration with getFileNameAndSize.
void getFileDetails(filename: String) ๐
Asynchronously retrieves metadata details about a specific file in the depot manifest.
Note: Triggers a file_details_result.
Dictionary getFileNameAndSize(file: int) ๐
Gets the file name and size of a file from the index.
The returned dictionary contains the following keys:
โ โดname (string)
โโดsize (int)
Note: You must call getFileCount first to get the number of files.
int getFileSize(file: String) ๐
Get the size of the current file.
int getFileTimestamp(file: String) ๐
Get the timestamp of when the file was uploaded.
void getFollowerCount(steam_id: int) ๐
Gets the number of users following the specified user.
Triggers a get_follower_count callback.
int getFriendByIndex(friend_number: int, friend_flags: BitField[FriendFlags]) ๐
Gets the Steam ID of the user at the given index.
Note: You must call getFriendCount before calling this.
int getFriendCoplayGame(friend_id: int) ๐
Gets the app ID of the game that user played with someone on their recently-played-with list.
int getFriendCoplayTime(friend_id: int) ๐
Gets the timestamp of when the user played with someone on their recently-played-with list. The time is provided in Unix epoch format (seconds since Jan 1st 1970).
int getFriendCount(friend_flags: BitField[FriendFlags] = 65535) ๐
Gets the number of users the client knows about who meet a specified criteria. (Friends, blocked, users on the same server, etc). This can be used to iterate over all of the users by calling getFriendByIndex to get the Steam IDs of each user.
Note: Returns -1 if the current user is not logged on.
int getFriendCountFromSource(source_id: int) ๐
Get the number of users in a source (Steam group, chat room, lobby, or game server). This is used for iteration, after calling this then getFriendFromSourceByIndex can be used to get the Steam ID of each person in the source.
Note: Large Steam groups cannot be iterated by the local user.
Note: If you're getting the number of lobby members then you should use getNumLobbyMembers instead.
int getFriendFromSourceByIndex(source_id: int, friend_number: int) ๐
Gets the Steam ID at the given index from a source (Steam group, chat room, lobby, or game server).
Note: You must call getFriendCountFromSource before calling this.
Dictionary getFriendGamePlayed(steam_id: int) ๐
Checks if the specified friend is in a game, and gets info about the game if they are.
The returned dictionary contains the following keys:
โ โดid (int) as app ID
โ โดip (string)
โ โดgame_port (int)
โ โดquery_port (int)
โโดlobby (int)
Dictionary getFriendMessage(friend_id: int, message: int) ๐
Gets the data from a Steam friends message. This should only ever be called in response to a connected_friend_chat_message callback.
The returned dictionary contains the following keys:
โ โดret (int)
โ โดtext (string)
โโดtype (int)
String getFriendPersonaName(steam_id: int) ๐
Gets the specified user's persona (display) name. This will only be known to the current user if the other user is in their friends list, on the same game server, in a chat room or lobby, or in a small Steam group with the local user. To get the persona name of the current user use getPersonaName.
Note: Upon on first joining a lobby, chat room, or game server the current user will not known the name of the other users automatically; that information will arrive asynchronously via persona_state_change callbacks.
String getFriendPersonaNameHistory(steam_id: int, name_history: int) ๐
Gets one of the previous display names for the specified user. This only works for display names that the current user has seen on the local computer.
PersonaState getFriendPersonaState(steam_id: int) ๐
Gets the current status of the specified user. This will only be known to the current user if the other user is in their friends list, on the same game server, in a chat room or lobby, or in a small Steam group with the local user. To get the state of the current user use getPersonaState.
Should be one of the following:
โข 0 / Offline
โข 1 / Online
โข 2 / Busy
โข 3 / Away
โข 4 / Snooze
โข 5 / Looking For Trade
โข 6 / Looking for Play
FriendRelationship getFriendRelationship(steam_id: int) ๐
Gets a relationship to a specified user.
Should be one of the following:
โข 0 / None
โข 1 / Blocked
โข 2 / Request Recipient
โข 3 / Friend
โข 4 / Request Initiator
โข 5 / Ignored
โข 6 / Ignored Friend
โข 7 / Suggested
โข 8 / Max
String getFriendRichPresence(friend_id: int, key: String) ๐
Get a Rich Presence value from a specified friend (typically only used for debugging).
String getFriendRichPresenceKeyByIndex(friend_id: int, key: int) ๐
Returns an empty string ("") if the index is invalid or the specified user has no Rich Presence data available.
int getFriendRichPresenceKeyCount(friend_id: int) ๐
Gets the number of Rich Presence keys that are set on the specified user. This is used for iteration, after calling this then getFriendRichPresenceKeyByIndex to get the rich presence keys. This is typically only ever used for debugging purposes.
int getFriendSteamLevel(steam_id: int) ๐
Gets the Steam level of the specified user. You can use the local users Steam ID to get their level.
int getFriendsGroupCount() ๐
Gets the number of friends groups (tags) the user has created. This is used for iteration, after calling this then getFriendsGroupIDByIndex can be used to get the ID of each friend group. This is not to be confused with Steam groups. Those can be obtained with getClanCount.
int getFriendsGroupIDByIndex(friend_group: int) ๐
Gets the friends group ID for the given index.
Note: You must call getFriendsGroupCount before calling this.
int getFriendsGroupMembersCount(friend_group: int) ๐
Gets the number of friends in a given friends group. This should be called before getting the list of friends with getFriendsGroupMembersList.
Array getFriendsGroupMembersList(friend_group: int, member_count: int) ๐
Gets the number of friends in the given friends group. If fewer friends exist than requested those positions' Steam IDs will be invalid. You must call getFriendsGroupMembersCount before calling this to set up the member_count argument with an appropriate size!
The returned array contains a list of friend Steam IDs (int).
String getFriendsGroupName(friend_group: int) ๐
Gets the name for the given friends group.
int getGameBadgeLevel(series: int, foil: bool) ๐
Gets the level of the users Steam badge for your game.
The user can have two different badges for a series; the regular badge (max level 5) and the foil badge (max level 1).
int getGamepadIndexForController(input_handle: int) ๐
Returns the associated gamepad index for the specified controller, if emulating a gamepad.
float getGlobalStatFloat(stat_name: String) ๐
Gets the lifetime totals for an aggregated stat.
You must have called requestGlobalStats and it needs to return successfully via its callback prior to calling this.
PackedFloat64Array getGlobalStatFloatHistory(stat_name: String) ๐
Gets the daily history for an aggregated stat.
Array.0 will be today, Array.1 will be yesterday, and Array.2 will be two days ago, etc.
You must have called requestGlobalStats and it needs to return successfully via its callback prior to calling this.
int getGlobalStatInt(stat_name: String) ๐
Gets the lifetime totals for an aggregated stat.
You must have called requestGlobalStats and it needs to return successfully via its callback prior to calling this.
PackedInt64Array getGlobalStatIntHistory(stat_name: String) ๐
Gets the daily history for an aggregated stat.
Array.0 will be today, Array.1 will be yesterday, and Array.2 will be two days ago, etc.
You must have called requestGlobalStats and it needs to return successfully via its callback prior to calling this.
String getGlyphForActionOrigin(origin: InputActionOrigin) ๐
Get a local path to art for on-screen glyph for a particular origin.
String getGlyphForXboxOrigin(origin: int) ๐
Get a local path to art for on-screen glyph for a particular Xbox controller origin.
String getGlyphPNGForActionOrigin(origin: InputActionOrigin, size: InputGlyphSize, flags: int) ๐
Get a local path to a PNG file for the provided origin's glyph.
String getGlyphSVGForActionOrigin(origin: InputActionOrigin, flags: int) ๐
Get a local path to a SVG file for the provided origin's glyph.
float getHTTPDownloadProgressPct(request_handle: int) ๐
Gets progress on downloading the body for the request. This will be zero unless a response header has already been received which included a content-length field. For responses that contain no content-length it will report zero for the duration of the request as the size is unknown until the connection closes.
bool getHTTPRequestWasTimedOut(request_handle: int) ๐
Check if the reason the request failed was because we timed it out (rather than some harder failure). You'll want to call this within the context of http_request_completed callback if request_success is false.
PackedByteArray getHTTPResponseBodyData(request_handle: int, buffer_size: int) ๐
Gets the body data from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the http_request_completed call result associated with this request handle. You should first call getHTTPResponseBodySize or use the body_size variable provided in the call result, you can then allocate a buffer with that size to pass into this function. This is only for HTTP requests which were sent with sendHTTPRequest. Use getHTTPStreamingResponseBodyData if you're using streaming HTTP requests via sendHTTPRequestAndStreamResponse.
int getHTTPResponseBodySize(request_handle: int) ๐
Gets the size of the body data from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the http_request_completed or http_request_data_received associated with this request handle. If this returns successfully, then you can allocate a buffer with the provided size to fill with the data obtained from getHTTPResponseBodyData or getHTTPStreamingResponseBodyData.
int getHTTPResponseHeaderSize(request_handle: int, header_name: String) ๐
Checks if a header is present in an HTTP response and returns its size. This must be called after the HTTP request has completed and returned the HTTP response via the http_request_completed call result associated with this request handle. If the response header exists in the response, then you can allocate a correctly sized buffer to get the associated value with getHTTPResponseHeaderValue. Here is a list of standard response header names on Wikipedia.
PackedByteArray getHTTPResponseHeaderValue(request_handle: int, header_name: String, buffer_size: int) ๐
Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the http_request_completed call result associated with this request handle. You should first call getHTTPResponseHeaderSize to check for the presence of the header and to get the size. You can then allocate a buffer with that size and pass it into this function. Here is a list of standard response header names on Wikipedia.
PackedByteArray getHTTPStreamingResponseBodyData(request_handle: int, offset: int, buffer_size: int) ๐
Gets the body data from a streaming HTTP response. This must be called after data is received from a streaming HTTP request via the http_request_completed callback associated with this request handle. Typically you'll want to allocate a buffer associated with the request handle using the Content-Length HTTP response field to receive the total size of the data when you receive the header via http_request_headers_received. You can then append data to that buffer as it comes in. This is only for streaming HTTP requests which were sent with sendHTTPRequestAndStreamResponse. Use getHTTPResponseBodyData if you're using sendHTTPRequest.
int getHostedDedicatedServerPOPId() ๐
Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server is running in. This will be k_SteamDatagramPOPID_dev in non-production environment.
int getHostedDedicatedServerPort() ๐
Returns the value of the SDR_LISTEN_PORT environment variable. This is the UDP server your server will be listening on. This will configured automatically for you in production environments.
Returns the number of IPC calls made since the last time this function was called.
Used for perf debugging so you can determine how many IPC (Inter-Process Communication) calls your game makes per frame.
Every IPC call is at minimum a thread context switch if not a process one so you want to rate control how often you do them.
Returns the 2 digit ISO 3166-1-alpha-2 format country code which client is running in. e.g "US" or "UK".
This is looked up via an IP-to-location database.
Dictionary getImageRGBA(image: int) ๐
Gets the image bytes from an image handle.
Prior to calling this you must get the size of the image by calling getImageSize so that you can create your buffer with an appropriate size. You can then allocate your buffer with the width and height as: width * height * 4. The image is provided in RGBA format. This call can be somewhat expensive as it converts from the compressed type (JPG, PNG, TGA) and provides no internal caching of returned buffer, thus it is highly recommended to only call this once per image handle and cache the result. This function is only used for Steam Avatars and Achievement images and those are not expected to change mid game.
The returned dictionary contains the following keys:
โ โดbuffer (PackedByteArray)
โโดsuccess (bool)
Dictionary getImageSize(image: int) ๐
Gets the size of a Steam image handle.
This must be called before calling getImageRGBA to create an appropriately sized buffer that will be filled with the raw image data.
The returned dictionary contains the following keys:
โ โดwidth (int)
โโดheight (int)
InputType getInputTypeForHandle(input_handle: int) ๐
Returns the input type (device model) for the specified controller. This tells you if a given controller is a Steam controller, Xbox 360 controller, PS4 controller, etc.
Array getInstalledDepots(app_id: int) ๐
Gets a list of all installed depots for a given App ID; returned in mount order.
Contains the installed depots, returned in mount order.
String getItemDefinitionProperty(definition: int, name: String) ๐
Gets a string property from the specified item definition. Gets a property value for a specific item definition.
Note that some properties (for example, "name") may be localized and will depend on the current Steam language settings; see getCurrentGameLanguage. Property names are always ASCII alphanumeric and underscores.
Pass in NULL for name to get a comma-separated list of available property names.
Note: Call loadItemDefinitions first, to ensure that items are ready to be used before calling getItemDefinitionProperty.
Dictionary getItemDownloadInfo(published_file_id: int) ๐
Get info about a pending download of a workshop item that has 8 set.
The returned dictionary contains the following keys:
โ โดret (bool)
โ โดdownloaded (int)
โโดtotal (int)
Dictionary getItemInstallInfo(published_file_id: int) ๐
Gets info about currently installed content on the disc for workshop items that have k_EItemStateInstalled (4) set.
Calling this sets the "used" flag on the workshop item for the current player and adds it to their k_EUserUGCList_UsedOrPlayed (7) list.
If k_EItemStateLegacyItem (2) is set then folder contains the path to the legacy file itself, not a folder.
The returned dictionary contains the following keys:
โ โดret (bool)
โ โดsize (int)
โ โดfolder (string)
โโดtimestamp (int)
Dictionary getItemPrice(definition: int) ๐
After a successful call to requestPrices, you can call this method to get the pricing for a specific item definition.
The returned dictionary contains the following keys:
โ โดprice (int)
โโดbase_price (int)
int getItemState(published_file_id: int) ๐
Gets the current state of a workshop item on this client.
It should be one of the following:
โข 0 / None
โข 1 / Subscribed
โข 2 / Legacy
โข 4 / Installed
โข 8 / Update
โข 16 / Downloading
โข 32 / Pending
Dictionary getItemUpdateProgress(update_handle: int) ๐
Gets the progress of an item update.
The returned dictionary contains the following keys:
โ โดstatus (int)
โ โดprocessed (int)
โโดtotal (int)
int getItemsByID(id_array: PackedInt64Array) ๐
Gets the state of a subset of the current user's inventory.
The subset is specified by an array of item instance IDs.
The results from this call can be serialized using serializeResult and passed to other players to "prove" that the current user owns specific items, without exposing the user's entire inventory. For example, you could call this with the IDs of the user's currently equipped items and serialize this to a buffer, and then transmit this buffer to other players upon joining a game.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result when you are done with it.
Array getItemsWithPrices() ๐
After a successful call to requestPrices, you can call this method to get all the pricing for applicable item definitions.
int getLargeFriendAvatar(steam_id: int) ๐
Gets a handle to the large (128 x 128px) avatar for the specified user. You can pass in getSteamID to get the current user's avatar.
Triggers a avatar_loaded callback.
A Steam image handle which is used with getImageSize and getImageRGBA.
Note: This only works for users that the local user knows about. They will automatically know about their friends, people on leaderboards they've requested, or people in the same source as them (Steam group, chat room, lobby, or game server). If they don't know about them then you must call requestUserInformation to cache the avatar locally.
String getLaunchCommandLine() ๐
Gets the command line if the game was launched via Steam URL, e.g. steam://run/{appid}//{command line}/. This method is preferable to launching with a command line via the operating system, which can be a security risk. In order for rich presence joins to go through this and not be placed on the OS command line, you must enable "Use launch command line" from the Installation > General page on your app.
String getLaunchQueryParam(key: String) ๐
Gets the associated launch parameter if the game is run via steam://run/{appid}/?param1=value1;param2=value2;param3=value3 etc.
Dictionary getLeaderboardDisplayType(this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Get the display type of a leaderboard handle.
The returned dictionary contains the following keys:
โ โดresult (int)
โโดverbal (string)
int getLeaderboardEntryCount(this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Returns the total number of entries in a leaderboard.
This is cached on a per leaderboard basis upon the first call to findLeaderboard or findOrCreateLeaderboard and is refreshed on each successful call to downloadLeaderboardEntries, downloadLeaderboardEntriesForUsers, and uploadLeaderboardScore.
String getLeaderboardName(this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Returns the name of a leaderboard handle.
Dictionary getLeaderboardSortMethod(this_leaderboard: int = 0) ๐
If no leaderboard_handle is passed, then the function will use the last internally-stored handle.
Get the sort order of a leaderboard handle. If no thisLeaderboard handle is passed, then the function will use the last stored internal handle.
The returned dictionary contains the following keys:
โ โดresult (int)
โโดverbal (string)
void getLinkAtPosition(x: int, y: int, this_handle: int = 0) ๐
Retrieves details about a link at a specific position on the current page in an HTML surface.
Triggers a html_link_at_position callback.
String getListenSocketAddress(socket: int, with_port: bool = true) ๐
Returns local IP and port that a listen socket created using createListenSocketIP is bound to.
Note: This is not how you find out your public IP that clients can connect to.
String getLobbyData(steam_lobby_id: int, key: String) ๐
Gets the metadata associated with the specified key from the specified lobby.
Returns an empty string if no value is set for this key, or if steam_lobby_id is invalid.
Note: This can only get metadata from lobbies that the client knows about, either after receiving a list of lobbies from lobby_match_list, retrieving the data with requestLobbyData or after joining a lobby.
Dictionary getLobbyGameServer(steam_lobby_id: int) ๐
Gets the details of a game server set in a lobby. Either the IP/Port or the Steam ID of the game server has to be valid, depending on how you want the clients to be able to connect.
The returned dictionary contains the following keys:
โ โดret (bool) - true if the lobby is valid and has a valid game server set; otherwise, false.
โ โดip (string)
โ โดport (int)
โโดid (int)
int getLobbyMemberByIndex(steam_lobby_id: int, member: int) ๐
Gets the Steam ID of the lobby member at the given index.
Note: You must call getNumLobbyMembers before calling this.
Note: The current user must be in the lobby to retrieve the Steam IDs of other users in that lobby.
String getLobbyMemberData(steam_lobby_id: int, steam_id_user: int, key: String) ๐
Gets per-user metadata from another player in the specified lobby.
This can only be queried from members in lobbies that you are currently in.
Returns NULL if steam_lobby_id is invalid, or steam_user_id is not in the lobby. Returns an empty string if key is not set for the player.
int getLobbyMemberLimit(steam_lobby_id: int) ๐
The current limit on the number of users who can join the lobby.
int getLobbyOwner(steam_lobby_id: int) ๐
Returns the current lobby owner.
Note: You must be a member of the lobby to access this. There always one lobby owner - if the current owner leaves, another user in the lobby will become the owner automatically. It is possible (but rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner.
Dictionary getLocalFileChange(file: int) ๐
After calling getLocalFileChangeCount, use this method to iterate over the changes. The changes described have already been made to local files. Your application should take appropriate action to reload state from disk, and possibly notify the user.
For example: The local system had been suspended, during which time the user played elsewhere and uploaded changes to the Steam Cloud. On resume, Steam downloads those changes to the local system before resuming the application. The application receives an local_file_changed, and uses getLocalFileChangeCount, and getLocalFileChange to iterate those changes. Depending on the application structure and the nature of the changes, the application could:
Re-load game progress to resume at exactly the point where the user was when they exited the game on the other device
Notify the user of any synchronized changes that don't require reloading
Etc.
The returned dictionary contains the following keys:
โ โดfile (string)
โ โดchange_type (int)
โโดpath_type (int)
Note: only applies to applications flagged as supporting dynamic Steam Cloud sync.
int getLocalFileChangeCount() ๐
When your application receives a local_file_changed, use this method to get the number of changes (file updates and file deletes) that have been made. You can then iterate the changes using getLocalFileChange.
Note: only applies to applications flagged as supporting dynamic Steam Cloud sync.
Dictionary getLocalPingLocation() ๐
Return location info for the current host. Returns the approximate age of the data, in seconds, or -1 if no data is available. You can use this value in checkPingDataUpToDate.
It takes a few seconds to initialize access to the relay network.
This always return the most up-to-date information we have available right now, even if we are in the middle of re-calculating ping times.
The returned dictionary contains the following keys:
โ โดlocation (PackedByteArray)
โโดage (float)
A general purpose high resolution local timer with the following properties:
Monotonicity is guaranteed.
The initial value will be at least 24360030*1e6, i.e. about 30 days worth of microseconds. In this way, the timestamp value of 0 will always be at least "30 days ago". Also, negative numbers will never be returned.
Wraparound / overflow is not a practical concern.
If you are running under the debugger and stop the process, the clock might not advance the full wall clock time that has elapsed between calls. If the process is not blocked from normal operation, the timestamp values will track wall clock time, even if you don't call the function frequently.
The value is only meaningful for this run of the process. Don't compare it to values obtained on another computer, or other runs of the same process.
int getMediumFriendAvatar(steam_id: int) ๐
Gets a handle to the medium (64 x 64px) avatar for the specified user. You can pass in getSteamID to get the current user's avatar.
A Steam image handle which is used with getImageSize and getImageRGBA.
Note: This only works for users that the local user knows about. They will automatically know about their friends, people on leaderboards they've requested, or people in the same source as them (Steam group, chat room, lobby, or game server). If they don't know about them then you must call requestUserInformation to cache the avatar locally.
Dictionary getMostAchievedAchievementInfo() ๐
Gets the info on the most achieved achievement for the game.
You must have called requestGlobalAchievementPercentages and it needs to return successfully via its callback prior to calling this.
The returned dictionary contains the following keys:
โ โดrank (int)
โ โดname (string)
โ โดpercent (float)
โโดachieved (bool)
Dictionary getMotionData(input_handle: int) ๐
Returns raw motion data for the specified controller.
The returned dictionary contains the following keys:
โ โดrot_quat_x (float)
โ โดrot_quat_y (float)
โ โดrot_quat_z (float)
โ โดrot_quat_w (float)
โ โดpos_accel_x (float)
โ โดpos_accel_y (float)
โ โดpos_accel_z (float)
โ โดrot_vel_x (float)
โ โดrot_vel_y (float)
โโดrot_vel_z (float)
Dictionary getNextMostAchievedAchievementInfo(iterator: int) ๐
Gets the info on the next most achieved achievement for the game.
You must have called requestGlobalAchievementPercentages and it needs to return successfully via its callback prior to calling this.
The returned dictionary contains the following keys:
โ โดrank (int)
โ โดname (string)
โ โดpercent (float)
โโดachieved (bool)
Get the number of achievements defined in the App Admin panel of the Steamworks website.
This is used for iterating through all of the achievements with getAchievementName.
In general games should not need these functions because they should have a list of existing achievements compiled into them.
int getNumActiveBeacons() ๐
Get the number of active party beacons created by other users for your game, that are visible to the current user.
Dictionary getNumBetas() ๐
Returns total number of known app beta branches (including default "public" branch).
int getNumLobbyMembers(steam_lobby_id: int) ๐
Gets the number of users in a lobby.
This is used for iteration, after calling this then getLobbyMemberByIndex can be used to get the Steam ID of each person in the lobby. Persona information for other lobby members (name, avatar, etc.) is automatically received and accessible via the SteamFriends interface.
Note: The current user must be in the lobby to retrieve the Steam IDs of other users in that lobby.
int getNumSubscribedItems() ๐
Gets the total number of items the current user is subscribed to for the game or application.
int getNumSupportedGameVersions(query_handle: int, index: int) ๐
Get the number of supported game versions for this UGC content.
void getNumberOfCurrentPlayers() ๐
Asynchronously retrieves the total number of players currently playing the current game. Both online and in offline mode.
Triggers a number_of_current_players callback.
void getOPFSettings(app_id: int) ๐
Get the OPF details for 360 video playback.
To retrieve the 360 OPF (open projection format) data to playback a 360 video, start by making a call to this, then the callback will indicate whether the request was successful. If it was successful, the actual OPF JSON data can be retrieved with a call to getOPFStringForApp.
Note: Triggers a get_opf_settings_result callback.
String getOPFStringForApp(app_id: int) ๐
Gets the OPF string for the specified video app ID.
Once the callback for get_opf_settings_result has been raised and the EResult indicates success, then calling this will return back the actual OPF data in a JSON format. The size of the OPF string varies, but at this time 48,000 bytes should be sufficient to contain the full string.
Note: The data returned in a successful call to getOPFStringForApp can only be retrieved once. If you need to retrieve it multiple times, a call to getOPFSettings will need to be made each time.
Dictionary getP2PSessionState(remote_steam_id: int) ๐
Fills out a dictionary with details about the connection like whether or not there is an active connection; number of bytes queued on the connection; the last error code, if any; whether or not a relay server is being used; and the IP and Port of the remote user, if known.
This should only needed for debugging purposes.
The returned dictionary contains the following keys:
โ โดconnection_active (bool)
โ โดconnecting (bool)
โ โดsession_error (int)
โ โดusing_relay (bool)
โ โดbytes_queued_for_send (int)
โ โดpackets_queued_for_send (int)
โ โดremote_ip (int)
โโดremote_port (int)
Get number of network points of presence in the config.
Get list of all POP IDs. Returns the number of entries that were filled into your list.
Gets the current user's persona (display) name. This is the same name that is displayed the users community profile page. To get the persona name of other users use getFriendPersonaName.
PersonaState getPersonaState() ๐
Gets the friend status of the current user. To get the state of other users use getFriendPersonaState.
Should be one of the following:
โข 0 / Offline
โข 1 / Online
โข 2 / Busy
โข 3 / Away
โข 4 / Snooze
โข 5 / Looking For Trade
โข 6 / Looking for Play
Dictionary getPingToDataCenter(pop_id: int) ๐
Fetch ping time of best available relayed route from this host to the specified data center.
The returned dictionary contains the following keys:
โ โดpop_relay (int)
โโดping (int)
AudioPlaybackStatus getPlaybackStatus() ๐
Gets the current status of the Steam Music player.
void getPlayerAvatar(size: int = 2, steam_id: int = 0) ๐
Get player's avatar. Short-cuts to the various avatar functions in Steamworks.
Size is passed as follows:
โข 1 / small avatar
โข 2 / medium avatar
โข 3 / large avatar
Triggers a avatar_loaded callback.
Note: This is a unique function to GodotSteam.
String getPlayerNickname(steam_id: int) ๐
Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
int getPlayerSteamLevel() ๐
Gets the Steam level of the user, as shown on their Steam community profile.
int getProfileItemPropertyInt(steam_id: int, item_type: CommunityProfileItemType, item_property: CommunityProfileItemProperty) ๐
Returns an unsigned integer property for a user's equipped profile item.
String getProfileItemPropertyString(steam_id: int, item_type: CommunityProfileItemType, item_property: CommunityProfileItemProperty) ๐
Returns a string property for a user's equipped profile item.
Dictionary getQueryUGCAdditionalPreview(query_handle: int, index: int, preview_index: int) ๐
Retrieve the details of an additional preview associated with an individual workshop item after receiving a querying UGC call result.
You should call this in a loop to get the details of all the workshop items returned.
Before calling this you should call getQueryUGCNumAdditionalPreviews to get number of additional previews.
The returned dictionary contains the following keys:
โ โดsuccess (bool)
โ โดhandle (int)
โ โดindex (int)
โ โดpreview (int)
โ โดurl_or_video (string)
โ โดfilename (string)
โโดtype (int)
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
Dictionary getQueryUGCChildren(query_handle: int, index: int, child_count: int) ๐
Retrieve the IDs of any child items of an individual workshop item after receiving a querying UGC call result. These items can either be a part of a collection or some other dependency (see addDependency).
You should create published_file_id with num_children provided in returned dictionary after getting the UGC details with getQueryUGCResult.
The returned dictionary contains the following keys:
โ โดsuccess (bool)
โ โดhandle (int)
โ โดindex (int)
โโดchildren (int)
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
Dictionary getQueryUGCContentDescriptors(query_handle: int, index: int, max_entries: int) ๐
Get an UGC item's content descriptors for mature content.
The returned dictionary contains the following keys:
โ โดresult (int)
โ โดhandle (int)
โ โดindex (int)
โโดdescriptors (array)
Descriptors array will contain a list of integers that correspond to the following UGC enums for descriptors:
โข 1 / Nudity or sexual content
โข 2 / Frequent violence or gore
โข 3 / Adult only sexual content
โข 4 / Gratuitous sexual content
โข 5 / Any mature content
Note: Valve does not have any documentation covering this function at this time.
Dictionary getQueryUGCKeyValueTag(query_handle: int, index: int, key_value_tag_index: int) ๐
Retrieve the number of key-value tags of an individual workshop item after receiving a querying UGC call result.
You can then call getQueryUGCKeyValueTag to get the details of each tag.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
String getQueryUGCMetadata(query_handle: int, index: int) ๐
Retrieve the developer set metadata of an individual workshop item after receiving a querying UGC call result.
You should call this in a loop to get the details of all the workshop items returned.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
int getQueryUGCNumAdditionalPreviews(query_handle: int, index: int) ๐
Retrieve the number of additional previews of an individual workshop item after receiving a querying UGC call result.
You can then call getQueryUGCAdditionalPreview to get the details of each additional preview.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
int getQueryUGCNumKeyValueTags(query_handle: int, index: int) ๐
Retrieve the number of key-value tags of an individual workshop item after receiving a querying UGC call result.
You can then call getQueryUGCKeyValueTag to get the details of each tag.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
int getQueryUGCNumTags(query_handle: int, index: int) ๐
Available in SDK v1.51.
Retrieve the number of tags for an individual workshop item after receiving a querying UGC call result.
You can then call getQueryUGCTag to get the tag name or getQueryUGCTagDisplayName to get the localized tag string (if any).
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
String getQueryUGCPreviewURL(query_handle: int, index: int) ๐
Retrieve the URL to the preview image of an individual workshop item after receiving a querying UGC call result.
You can use this URL to download and display the preview image instead of having to download it using the handle_preview_file key in the return dictionary from getQueryUGCResult.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
Dictionary getQueryUGCResult(query_handle: int, index: int) ๐
Retrieve the details of an individual workshop item after receiving a querying UGC call result.
The returned dictionary contains the following keys:
โ โดresult (int)
โ โดfile_id (int)
โ โดfile_type (int)
โ โดcreator_app_id (int)
โ โดconsumer_app_id (int)
โ โดtitle (string)
โ โดdescription (string)
โ โดsteam_id_owner (int)
โ โดtime_created (int)
โ โดtime_updated (int)
โ โดtime_added_to_user_list (int)
โ โดvisibility (int)
โ โดbanned (bool)
โ โดaccepted_for_use (bool)
โ โดtags_truncated (bool)
โ โดtags (string)
โ โดhandle_file (int)
โ โดhandle_preview-file (int)
โ โดfile_name (string)
โ โดfile_size (int)
โ โดpreview_file_size (int)
โ โดurl (string)
โ โดvotes_up (int)
โ โดvotes_down (int)
โ โดscore (float)
โโดnum_children (int)
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
Dictionary getQueryUGCStatistic(query_handle: int, index: int, stat_type: ItemStatistic) ๐
Retrieve various statistics of an individual workshop item after receiving a querying UGC call result.
The returned dictionary contains the following keys:
โ โดsuccess (bool)
โ โดhandle (int)
โ โดindex (int)
โ โดtype (int)
โโดvalue (int)
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
String getQueryUGCTag(query_handle: int, index: int, tag_index: int) ๐
Available in SDK v1.51.
Retrieve the "nth" tag associated with an individual workshop item after receiving a querying UGC call result.
Before calling this you should call getQueryUGCNumTags to get number of tags.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
String getQueryUGCTagDisplayName(query_handle: int, index: int, tag_index: int) ๐
Available in SDK v1.51.
Retrieve the "nth" display string (usually localized) for a tag, which is associated with an individual workshop item after receiving a querying UGC call result.
Before calling this you should call getQueryUGCNumTags to get number of tags.
Note: This must only be called with the handle obtained from a successful ugc_query_completed call result.
Dictionary getQuota() ๐
Gets the number of bytes available, and used on the users Steam Cloud storage.
The returned dictionary contains the following keys:
โ โดtotal_bytes (int)
โโดavailable_bytes (int)
Get list of players user has recently played game with.
The returned array contains a list of:
โโดplayer (dictionary)
โ โดid (int) as friend Steam ID.
โ โดname (string)
โ โดtime (int)
โโดstatus (int)
Note: This is a unique function to GodotSteam.
NetworkingAvailability getRelayNetworkStatus() ๐
Fetch current status of the relay network.
relay_network_status is also a callback. It will be triggered on both the user and gameserver interfaces any time the status changes, or ping measurement starts or stops.
Possible returned statuses can be:
โข -102 / cannot try
โข -101 / failed
โข -100 / previously worked, now there is a problem
โข -10 / retrying
โข 0 / unknown
โข 1 / never tried
โข 2 / waiting
โข 3 / attempting
โข 100 / current
Dictionary getRemoteFakeIPForConnection(connection: int) ๐
If the connection was initiated using the "FakeIP" system, then we we can get an IP address for the remote host. If the remote host had a global FakeIP at the time the connection was established, this function will return that global IP.
Otherwise, a FakeIP that is unique locally will be allocated from the local FakeIP address space, and that will be returned.
This should also add the returning struct to your ip_addresses vector as fake_ip_address.
The returned dictionary contains the following keys:
โ โดresult (int)
โ โดip_address (string)
โ โดport (int)
โโดip_type (int)
int getRemotePlaySessionID(input_handle: int) ๐
Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it. See isteamremoteplay.h for more information on Steam Remote Play sessions.
String getResultItemProperty(index: int, name: String, this_inventory_handle: int = 0) ๐
Gets the dynamic properties from an item in an inventory result set.
Property names are always composed of ASCII letters, numbers, and/or underscores.
If the results do not fit in the given buffer, partial results may be copied.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
Array getResultItems(this_inventory_handle: int = 0) ๐
Get the items associated with an inventory result handle.
The returned array contains a list of dictionaries which contain the following keys:
โ โดitem_id (int)
โ โดitem_definition (int)
โ โดflags (int)
โโดquantity (int)
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
Result getResultStatus(this_inventory_handle: int = 0) ๐
Find out the status of an asynchronous inventory result handle. This is a polling equivalent to registering a callback function for inventory_result_ready.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
int getResultTimestamp(this_inventory_handle: int = 0) ๐
Gets the server time at which the result was generated.
You can compare this value against getServerRealTime to determine the age of the result.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
int getSecondsSinceAppActive() ๐
Returns the number of seconds since the application was active.
int getSecondsSinceComputerActive() ๐
Returns the number of seconds since the user last moved the mouse.
int getServerCount(server_list_request: int) ๐
Gets the number of servers in the given list. This is used for iterating with getServerDetails.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
Dictionary getServerDetails(server: int, server_list_request: int) ๐
Get the details of a given server in the list.
You can get the valid range of index values by calling getServerCount. You will also receive index values in server_responded callbacks.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
The returned dictionary contains the following keys:
โ โดping (int)
โ โดsuccess_response (bool)
โ โดno_refresh (bool)
โ โดgame_dir (string)
โ โดmap (string)
โ โดdescription (string)
โ โดapp_id (int)
โ โดplayers (int)
โ โดmax_players (int)
โ โดbot_players (int)
โ โดpassword (bool)
โ โดsecure (bool)
โ โดlast_played (int)
โโดserver_version (int)
Returns the Steam server time in Unix epoch format. (Number of seconds since Jan 1, 1970 UTC).
int getSessionClientFormFactor(session_id: int) ๐
Get the form factor of the session client device.
String getSessionClientName(session_id: int) ๐
Get the name of the session client device.
Dictionary getSessionClientResolution(session_id: int) ๐
Get the resolution, in pixels, of the session client device. This is set to 0x0 if the resolution is not available.
The returned dictionary contains the following keys:
โ โดsuccess (bool)
โ โดx (int)
โโดy (int)
Dictionary getSessionConnectionInfo(remote_steam_id: int, get_connection: bool, get_status: bool) ๐
Returns information about the latest state of a connection, if any, with the given peer. Primarily intended for debugging purposes, but can also be used to get more detailed failure information.
Returns the value of connection state or 0 if no connection exists with specified peer. You may pass false for either get_connection or get_status if you do not need the corresponding details. Note that sessions time out after a while, so if a connection fails, or sendMessageToUser returns 3, you cannot wait indefinitely to obtain the reason for failure.
Get the number of currently connected Steam Remote Play sessions.
int getSessionID(index: int) ๐
Get the currently connected Steam Remote Play session ID at the specified index.
int getSessionInputConfigurationSettings() ๐
Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns InputConfigurationEnableType values.
Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration.
int getSessionSteamID(session_id: int) ๐
Get the Steam ID of the connected user.
int getSmallFriendAvatar(steam_id: int) ๐
Gets a handle to the small (32 x 32px) avatar for the specified user. You can pass in getSteamID to get the current user's avatar.
Triggers a avatar_loaded callback.
A Steam image handle which is used with getImageSize and getImageRGBA.
Note: This only works for users that the local user knows about. They will automatically know about their friends, people on leaderboards they've requested, or people in the same source as them (Steam group, chat room, lobby, or game server). If they don't know about them then you must call requestUserInformation to cache the avatar locally.
float getStatFloat(stat_name: String) ๐
Gets the current value of the a stat for the current user.
To receive stats for other users use getUserStatFloat or getUserStatInt.
int getStatInt(stat_name: String) ๐
Gets the current value of the a stat for the current user.
To receive stats for other users use getUserStatFloat or getUserStatInt.
Gets the Steam ID (ID64) of the account currently logged into the Steam client. This is commonly called the 'current user', or 'local user'.
A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat rooms, and used to differentiate users in all parts of the Steamworks API.
int getSteamID32(steam_id: int) ๐
Convert a SteamID64 into a SteamID.
String getSteamUILanguage() ๐
Returns the language the steam client is running in.
You probably want getCurrentGameLanguage instead, this should only be used in very special cases.
For a full list of languages see Supported Languages in Valve's documentation.
String getStringForActionOrigin(origin: InputActionOrigin) ๐
Returns a localized string (from Steam's language setting) for the specified origin.
String getStringForAnalogActionName(action_handle: int) ๐
Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle.
String getStringForDigitalActionName(action_handle: int) ๐
Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle.
String getStringForXboxOrigin(origin: int) ๐
Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
Array getSubscribedItems() ๐
Gets a list of all of the items the current user is subscribed to for the current game.
Dictionary getSupportedGameVersionData(query_handle: int, index: int, version_index: int) ๐
Some items can specify that they have a version that is valid for a range of game versions (Steam branch).
โ โดmin (string)
โ โดmax (string)
โโดsize (uint32)
Dictionary getSyncPlatforms(file: String) ๐
Obtains the platforms that the specified file will synchronize to.
The returned dictionary contains the following keys:
โ โดbitwise (int)
โข 0 / None
โข 1<<0 / Windows
โข 1<<1 / OSX
โข 1<<2 / PS3
โข 1<<3 / Linux
โข 1<<4 / Reserved
โข 0xffffffff / All
โโดverbose (string)
Dictionary getUGCDetails(content: int) ๐
Gets metadata for a file after it has been downloaded. This is the same metadata given in the download_ugc_result call result.
The returned dictionary contains the following keys:
โ โดhandle (int)
โ โดapp_id (int)
โ โดsize (int)
โ โดfilename (string)
โโดowner_id (int)
Dictionary getUGCDownloadProgress(content: int) ๐
Gets the amount of data downloaded so far for a piece of content. bytes_expected can be 0 if function returns false or if the transfer hasn't started yet, so be careful to check for that before dividing to get a percentage.
The returned dictionary contains the following keys:
โ โดbytes_downloaded (int)
โโดbytes_expected (int)
Dictionary getUserAchievement(steam_id: int, name: String) ๐
Gets the unlock status of the Achievement.
The equivalent function for the local user is getAchievement.
The returned dictionary contains the following keys:
โ โดsteam_id (int)
โ โดretrieved (bool)
โ โดname (string)
โโดachieved (bool)
Dictionary getUserAchievementAndUnlockTime(steam_id: int, name: String) ๐
Gets the achievement status, and the time it was unlocked if unlocked.
If the return value is true, but the unlock time is zero, that means it was unlocked before Steam began tracking achievement unlock times (December 2009). The time is provided in Unix epoch format, seconds since January 1, 1970 UTC.
The equivalent function for the local user is getAchievementAndUnlockTime.
The returned dictionary contains the following keys:
โ โดretrieved (bool)
โ โดname (string)
โ โดachieved (bool)
โโดunlocked (int)
Array getUserContentDescriptorPreferences(max_entries: int) ๐
Return the user's community content descriptor preferences.
Array getUserFriendsGroups() ๐
Get list of friends groups (tags) the user has created. This is not to be confused with Steam groups.
The returned array contains a list of:
โโดtags (dictionary)
โ โดid (int) as friend group ID
โ โดname (string)
โโดmembers (int)
void getUserItemVote(published_file_id: int) ๐
Gets the users vote status on a workshop item.
Triggers a get_item_vote_result( callback.
int getUserRestrictions() ๐
If current user is chat restricted, they can't send or receive any text or voice chat messages. The user can't see custom avatars. But the user can be online and send or receive game invites. A chat restricted user cannot add friends or join any groups. Restricted users can still be online and send/receive game invites.
It should be one of the following:
โข 0 / None
โข 1 / Unknown
โข 2 / Any Chat
โข 4 / Voice Chat
โข 8 / Group Chat
โข 16 / Rating
โข 32 / Game Invites
โข 64 / Trading
float getUserStatFloat(steam_id: int, name: String) ๐
Gets the current value of the a stat for the specified user.
You must have called requestUserStats and it needs to return successfully via its callback prior to calling this.
The equivalent function for the local user is getStatFloat or getStatInt.
int getUserStatInt(steam_id: int, name: String) ๐
Gets the current value of the a stat for the specified user.
You must have called requestUserStats and it needs to return successfully via its callback prior to calling this.
The equivalent function for the local user is getStatInt or getStatFloat.
Array getUserSteamFriends() ๐
Get a list of user's Steam friends; a mix of different Steamworks API friend functions.
The returned array contains a list of:
โโด friends (dictionary)
โ โดid (int) as friend Steam ID
โ โดname (string)
โโดstatus (int)
Note: This is a unique function to GodotSteam.
Array getUserSteamGroups() ๐
Get list of user's Steam groups; a mix of different Steamworks API group functions.
The returned array contains a list of:
โโดgroups (dictionary)
โ โดid (int) as group ID
โ โดname (string)
โโดtag (string)
Note: This is a unique function to GodotSteam.
void getVideoURL(app_id: int) ๐
Asynchronously gets the URL suitable for streaming the video associated with the specified video app ID.
Note: Triggers a get_video_result callback.
Dictionary getVoice(buffer_size_override: int = 0) ๐
Read captured audio data from the microphone buffer.
The compressed data can be transmitted by your application and decoded back into raw audio data using DecompressVoice on the other side. The compressed data provided is in an arbitrary format and is not meant to be played directly.
This should be called once per frame, and at worst no more than four times a second to keep the microphone input delay as low as possible. Calling this any less may result in gaps in the returned stream.
It is recommended that you pass in an 8 kilobytes or larger destination buffer for compressed audio. Static buffers are recommended for performance reasons. However, if you would like to allocate precisely the right amount of space for a buffer before each call you may use getAvailableVoice(/functions/users/#getavailablevoice) to find out how much data is available to be read.
The returned dictionary contains the following keys:
โ โดresult (int)
โโดbuffer (int)
Note: "Uncompressed" audio is a deprecated feature and should not be used by most applications. It is raw single-channel 16-bit PCM wave data which may have been run through preprocessing filters and/or had silence removed, so the uncompressed audio could have a shorter duration than you expect. There may be no data at all during long periods of silence. Also, fetching uncompressed audio will cause getVoice to discard any leftover compressed audio, so you must fetch both types at once. Finally, getAvailableVoice is not precisely accurate when the uncompressed size is requested. So if you really need to use uncompressed audio, you should call getVoice frequently with two very large (20KiB+) output buffers instead of trying to allocate perfectly-sized buffers. But most applications should ignore all of these details and simply leave the "uncompressed" parameters as NULL/0.
int getVoiceOptimalSampleRate() ๐
Gets the native sample rate of the Steam voice decoder.
Using this sample rate for decompressVoice will perform the least CPU processing. However, the final audio quality will depend on how well the audio device (and/or your application's audio output SDK) deals with lower sample rates. You may find that you get the best audio output quality when you ignore this function and use the native sample rate of your audio output device, which is usually 48000 or 44100.
void getWorkshopEULAStatus() ๐
Asynchronously retrieves data about whether the user accepted the Workshop EULA for the current app.
String get_godotsteam_version() const ๐
Returns the current version of GodotSteam you are using.
int get_server_list_request() const ๐
Returns the current server list request handle.
void goBack(this_handle: int = 0) ๐
Navigate back in the page history.
void goForward(this_handle: int = 0) ๐
Navigate forward in the page history.
Grant all potential one-time promotional items to the current user.
This can be safely called from the client because the items it can grant can be locked down via policies in the itemdefs. One of the primary scenarios for this call is to grant an item to users who also own a specific other game. If you want to grant specific promotional items rather than all of them see: addPromoItem and addPromoItems.
Any items that can be granted must have a "promo" attribute in their itemdef. That promo item list a set of app ID's that the user must own to be granted this given item. This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result when you are done with it.
bool hasEquippedProfileItem(steam_id: int, friend_flags: CommunityProfileItemType) ๐
After calling requestEquippedProfileItems, you can use this function to check if the user has a type of profile item equipped or not.
Note: Triggers a equipped_profile_items callback.
bool hasFriend(steam_id: int, friend_flags: BitField[FriendFlags]) ๐
Returns true if the specified user meets any of the criteria specified in friend_flags:
โข 0x00 / None
โข 0x01 / Blocked
โข 0x02 / Friendship Requested
โข 0x04 / Immediate
โข 0x08 / Clan Member
โข 0x10 / On Game Server
โข 0x80 / Requesting Friendship
โข 0x100 / Requesting Info
โข 0x200 / Ignored
โข 0x400 / Ignored Friend
โข 0x0000 / Chat Member
โข 0xFFFF / All
void hookScreenshots(hook: bool) ๐
Toggles whether the overlay handles screenshots.
int hostConfirmGameStart(game_id: int) ๐
Accept the player list and release connection details to players.
Initializes the HTML Surface API. This must be called prior to using any other functions in this interface. You must call htmlShutdown when you are done using the interface to free up the resources associated with it. Failing to do so will result in a memory leak.
Shutdown the ISteamHTMLSurface interface, releasing the memory and handles. You must call this when you are done using this interface to prevent memory and handle leaks. After calling this then all of the functions provided in this interface will fail until you call htmlInit to reinitialize again.
bool indicateAchievementProgress(name: String, current_progress: int, max_progress: int) ๐
Shows the user a pop-up notification with the current progress of an achievement.
Calling this function will not set the progress or unlock the achievement, the game must do that manually by calling setStatFloat or setStatInt.
Triggers a user_stats_stored callback.
Triggers a user_achievement_stored callback.
NetworkingAvailability initAuthentication() ๐
Indicate our desire to be ready participate in authenticated communications. If we are currently not ready, then steps will be taken to obtain the necessary certificates. (This includes a certificate for us, as well as any CA certificates needed to authenticate peers.)
Initializes text filtering, loading dictionaries for the language the game is running in.
Users can customize the text filter behavior in their Steam Account preferences.
void initRelayNetworkAccess() ๐
If you know that you are going to be using the relay network (for example, because you anticipate making P2P connections), call this to initialize the relay network. If you do not call this, the initialization will be delayed until the first time you use a feature that requires access to the relay network, which will delay that first access.
You can also call this to force a retry if the previous attempt has failed. Performing any action that requires access to the relay network will also trigger a retry, and so calling this function is never strictly necessary, but it can be useful to call it a program launch time, if access to the relay network is anticipated. Use getRelayNetworkStatus or listen for relay_network_status callbacks to know when initialization has completed. Typically initialization completes in a few seconds.
Note: dedicated servers hosted in known data centers do not need to call this, since they do not make routing decisions. However, if the dedicated server will be using P2P functionality, it will act as a "client" and this should be called.
bool initWorkshopForGameServer(workshop_depot_id: int, folder: String) ๐
Lets game servers set a specific workshop folder before issuing any UGC commands.
This is helpful if you want to support multiple game servers running out of the same install folder.
Dictionary initiateGameConnection(server_id: int, server_ip: String, server_port: int, secure: bool) ๐
This starts the state machine for authenticating the game client with the game server.
It is the client portion of a three-way handshake between the client, the game server, and the steam servers.
The returned dictionary contains the following keys:
โ โดauth_blob (PackedByteArray)
โ โดserver_id (int)
โ โดserver_ip (int)
โโดserver_port (int)
Note: When you're done with the connection you must call terminateGameConnection.
Note: This is part of the old user authentication API and should not be mixed with the new API.
bool inputInit(explicitly_call_runframe: bool = false) ๐
inputInit and inputShutdown must be called when starting/ending use of this interface.
If explicitly_call_runframe is called then you will need to manually call runFrame each frame, otherwise Steam Input will updated when run_callbacks is called.
inputInit and inputShutdown must be called when starting/ending use of this interface.
void installDLC(dlc_id: int) ๐
Allows you to install an optional DLC.
bool inviteUserToGame(friend_id: int, connect_string: String) ๐
Invites a friend or clan member to the current game using a special invite string. If the target user accepts the invite then the connect_string gets added to the command-line when launching the game. If the game is already running for that user, then they will receive a join_game_requested callback with the connect string.
bool inviteUserToLobby(steam_lobby_id: int, steam_id_invitee: int) ๐
Invite another user to the lobby.
If the specified user clicks the join link, a join_requested callback will be posted if the user is in-game, or if the game isn't running yet then the game will be automatically launched with the command line parameter +connect_lobby (64-bit lobby Steam ID) instead.
Dictionary isAPICallCompleted() ๐
Checks if an API Call is completed. Provides the backend of the CallResult wrapper.
It's generally not recommended that you use this yourself.
The returned dictionary contains the following keys:
โ โดcompleted (bool)
โโดfailed (bool)
bool isAnonAccount(steam_id: int) ๐
Is this an anonymous account?
bool isAnonUserAccount(steam_id: int) ๐
Is this an anonymous user account? Used to create an account or reset a password, but do not try to do this.
bool isAppBlocked(app_id: int) ๐
Check if the given app is blocked by parental settings.
bool isAppInBlockList(app_id: int) ๐
Check if this app is in the block list.
bool isAppInstalled(app_id: int) ๐
Checks if a specific app is installed. The app may not actually be owned by the current user, they may have it left over from a free weekend, etc. This only works for base applications, not downloadable content (DLC). Use isDLCInstalled for DLC instead.
True if the specified app ID is installed; otherwise, false.
Checks if the current user looks like they are behind a NAT device.
This is only valid if the user is connected to the Steam servers and may not catch all forms of NAT.
Dictionary isBroadcasting() ๐
Checks if the user is currently live broadcasting and gets the number of users.
The returned dictionary contains the following keys:
โ โดbroadcasting (bool)
โโดviewers (int)
bool isChatAccount(steam_id: int) ๐
Is this a chat account ID?
bool isClanAccount(steam_id: int) ๐
Is this a clan account ID?
bool isClanChatAdmin(chat_id: int, steam_id: int) ๐
Checks if a user in the Steam group chat room is an admin.
bool isClanChatWindowOpenInSteam(chat_id: int) ๐
Checks if the Steam Group chat room is open in the Steam UI.
bool isClanOfficialGameGroup(clan_id: int) ๐
Checks if the Steam group is an official game group/community hub.
bool isClanPublic(clan_id: int) ๐
Checks if the Steam group is public.
bool isCloudEnabledForAccount() ๐
Checks if the account wide Steam Cloud setting is enabled for this user; or if they disabled it in the Settings->Cloud dialog.
Ensure that you are also checking isCloudEnabledForApp, as these two options are mutually exclusive.
bool isCloudEnabledForApp() ๐
Checks if the per game Steam Cloud setting is enabled for this user; or if they disabled it in the Game Properties->Update dialog.
Ensure that you are also checking isCloudEnabledForAccount, as these two options are mutually exclusive.
It's generally recommended that you allow the user to toggle this setting within your in-game options, you can toggle it with setCloudEnabledForApp.
bool isConsoleUserAccount(steam_id: int) ๐
Is this a faked up Steam ID for a PSN friend account?
bool isCurrentMusicRemote() ๐
Is a remote music client / host connected?
Checks whether the current App ID is for Cyber Cafes.
bool isDLCInstalled(dlc_id: int) ๐
Checks if the user owns a specific DLC and if the DLC is installed.
True if the user owns the DLC and it's currently installed, otherwise false.
Note: Should only be used for simple client side checks - not intended for granting in-game items.
bool isFeatureBlocked(feature: ParentalFeature) ๐
Check if the given feature is blocked by parental settings.
bool isFeatureInBlockList(feature: ParentalFeature) ๐
Check if the given feature is in the block list.
void isFollowing(steam_id: int) ๐
Checks if the current user is following the specified user.
bool isIndividualAccount(steam_id: int) ๐
Is this an individual user account ID?
bool isLobby(steam_id: int) ๐
Is this a lobby account ID?
Checks if the license owned by the user provides low violence depots.
True if the user owns the DLC and it's currently installed, otherwise false.
Checks if the Steam Overlay is running and the user can access it.
The overlay process could take a few seconds to start and hook the game process, so this function will initially return false while the overlay is loading.
bool isParentalLockEnabled() ๐
Check if the parental lock is enabled.
bool isParentalLockLocked() ๐
Check if the parental lock is actually locked.
bool isPhoneIdentifying() ๐
Checks whether the user's phone number is used to uniquely identify them.
bool isPhoneRequiringVerification() ๐
Checks whether the current user's phone number is awaiting (re)verification.
Checks whether the current user has verified their phone number.
bool isRefreshing(server_list_request: int) ๐
Checks if the server list request is currently refreshing.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
bool isScreenshotsHooked() ๐
Checks if the app is hooking screenshots.
bool isSteamChinaLauncher() ๐
Returns whether the current launcher is a Steam China launcher. You can cause the client to behave as the Steam China launcher by adding -dev -steamchina
to the command line when running Steam.
bool isSteamInBigPictureMode() ๐
Checks if Steam and the Steam Overlay are running in Big Picture mode.
Games must be launched through the Steam client to enable the Big Picture overlay. During development, a game can be added as a non-steam game to the developers library to test this feature.
Check if the Steam client is running.
Naturally, returns true if the Steam client is running.
Note: While this is not listed in the Steamworks docs, it is in the SDK.
bool isSteamRunningInVR() ๐
Checks if Steam is running in VR mode.
bool isSteamRunningOnSteamDeck() ๐
Checks if Steam is running on a Steam Deck device.
Checks if the active user is subscribed to the current app ID.
True if the active user owns the current app ID, otherwise false.
bool isSubscribedApp(app_id: int) ๐
Checks if the active user is subscribed to a specified app ID. Only use this if you need to check ownership of another game related to yours, a demo for example.
True if the active user is subscribed to the specified app ID, otherwise false.
bool isSubscribedFromFamilySharing() ๐
Checks if the active user is accessing the current app ID via a temporary Family Shared license owned by another user.
True if the active user is accessing the current appID via family sharing, otherwise false.
If you need to determine the Steam ID of the permanent owner of the license, use getAppOwner.
bool isSubscribedFromFreeWeekend() ๐
Checks if the user is subscribed to the current app through a free weekend. This function will return false for users who have a retail or other type of license. Suggested you contact Valve on how to package and secure your free weekend properly.
True if the active user is subscribed to the current app ID via a free weekend otherwise false any other type of license.
Dictionary isTimedTrial() ๐
Checks if the user is subscribed to the current app ID through a timed trial. If so, returns true and gives back the total time the timed trial is allowed to play, along with the current amount of time the user has played.
The returned dictionary contains these keys:
โ โดseconds_allowed (int)
โโดseconds_played (int)
bool isTwoFactorEnabled() ๐
Checks whether the current user has Steam Guard two factor authentication enabled on their account.
bool isUserInSource(steam_id: int, source_id: int) ๐
Checks if a specified user is in a source (Steam group, chat room, lobby, or game server).
Checks if the user has a VAC ban on their account.
True if the user has a VAC ban on their account; otherwise, false.
bool isVRHeadsetStreamingEnabled() ๐
Checks if the HMD view will be streamed via Steam In-Home Streaming.
void joinClanChatRoom(clan_id: int) ๐
Allows the user to join Steam group (clan) chats right within the game. The behavior is somewhat complicated, because the user may or may not be already in the group chat from outside the game or in the overlay. You can use activateGameOverlayToUser to open the in-game overlay version of the chat.
Triggers a join_clan_chat_complete callback.
May additionally trigger the following callbacks:
โ โดconnect_chat_join
โ โดconnect_chat_leave
โโดconnect_clan_chat_message
void joinLobby(steam_lobby_id: int) ๐
Joins an existing lobby.
The lobby Steam ID can be obtained either from a search with requestLobbyList joining on a friend, or from an invite.
Triggers a lobby_joined callback for other users.
void joinParty(beacon_id: int) ๐
When the user indicates they wish to join the party advertised by a given beacon, call this method. On success, Steam will reserve a slot for this user in the party and return the necessary "join game" string to use to complete the connection.
Triggers a join_party call result.
void jsDialogResponse(result: bool, this_handle: int = 0) ๐
Allows you to react to a page wanting to open a javascript modal dialog notification.
Note: You must call this in response to html_js_alert and html_js_confirm callbacks.
void keyChar(unicode_char: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) ๐
unicode_char is the unicode character point for this keypress (and potentially multiple chars per press).
void keyDown(native_key_code: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) ๐
Keyboard interactions, native keycode is the virtual key code value from your OS.
void keyUp(native_key_code: int, key_modifiers: BitField[HTMLKeyModifiers], this_handle: int = 0) ๐
Keyboard interactions, native keycode is the virtual key code value from your OS.
bool leaveClanChatRoom(clan_id: int) ๐
Leaves a Steam group chat that the user has previously entered with joinClanChatRoom.
void leaveLobby(steam_lobby_id: int) ๐
Leave a lobby that the user is currently in; this will take effect immediately on the client side, other users in the lobby will be notified by a lobby_chat_update callback.
bool loadItemDefinitions() ๐
Triggers an asynchronous load and refresh of item definitions.
Item definitions are a mapping of "definition IDs" (integers between 1 and 999999999) to a set of string properties. Some of these properties are required to display items on the Steam community web site. Other properties can be defined by applications. There is no reason to call this function if your game hardcoded the numeric definition IDs (e.g. purple face mask = 20, blue weapon mod = 55) and does not allow for adding new item types without a client patch.
Triggers a inventory_definition_update callback.
void loadURL(url: String, post_data: String, this_handle: int = 0) ๐
Navigate to a specified URL. If you send POST data with post_data then the data should be formatted as: name1=value1&name2=value2. You can load any URI scheme supported by Chromium Embedded Framework including but not limited to: http://, https://, ftp://, and file:///. If no scheme is specified then http:// is used.
Triggers a html_start_request callback.
Checks if the current user's Steam client is connected to the Steam servers.
If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam client will automatically be trying to recreate the connection as often as possible. When the connection is restored a steam_server_connected callback will be posted.
You usually don't need to check for this yourself. All of the API calls that rely on this will check internally. Forcefully disabling stuff when the player loses access is usually not a very good experience for the player and you could be preventing them from accessing APIs that do not need a live connection to Steam.
bool markContentCorrupt(missing_files_only: bool) ๐
Allows you to force verify game content on next launch.
void mouseDoubleClick(mouse_button: HTMLMouseButton, this_handle: int = 0) ๐
Tells an HTML surface that a mouse button has been double clicked. The click will occur where the surface thinks the mouse is based on the last call to mouseMove.
void mouseDown(mouse_button: HTMLMouseButton, this_handle: int = 0) ๐
Tells an HTML surface that a mouse button has been pressed. The click will occur where the surface thinks the mouse is based on the last call to mouseMove.
void mouseMove(x: int, y: int, this_handle: int = 0) ๐
Tells an HTML surface where the mouse is.
void mouseUp(mouse_button: HTMLMouseButton, this_handle: int = 0) ๐
Tells an HTML surface that a mouse button has been released. The click will occur where the surface thinks the mouse is based on the last call to mouseMove.
void mouseWheel(delta: int, this_handle: int = 0) ๐
Tells an HTML surface that the mouse wheel has moved.
Gets the current volume of the Steam Music player.
Checks if Steam Music is enabled.
Checks if Steam Music is active. This does not necessarily a song is currently playing, it may be paused. For finer grain control use getPlaybackStatus.
void musicPause() ๐
Pause the Steam Music player.
void musicPlay() ๐
Have the Steam Music player resume playing.
void musicPlayNext() ๐
Have the Steam Music player skip to the next song.
void musicPlayPrev() ๐
Have the Steam Music player play the previous song.
void musicSetVolume(volume: float) ๐
Sets the volume of the Steam Music player.
Returns true if new data has been received since the last time action data was accessed via getDigitalActionData or getAnalogActionData. The game will still need to call runFrame or run_callbacks before this to update the data stream.
void onReservationCompleted(beacon_id: int, steam_id: int) ๐
When a user follows your beacon, Steam will reserve one of the open party slots for them, and send your game a reservation_notification callback. When that user joins your party, call onReservationCompleted to notify Steam that the user has joined successfully.
Triggers a reservation_notification callback.
bool openClanChatWindowInSteam(chat_id: int) ๐
Opens the specified Steam group chat room in the Steam UI.
void openOverlayToGamePhase(phase_id: String) ๐
Opens the Steam overlay to a game phase.
void openOverlayToTimelineEvent(this_event: int) ๐
Opens the Steam overlay to a timeline event.
bool overlayNeedsPresent() ๐
Checks if the Overlay needs a present. Only required if using event driven render updates.
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. You can use this API to ask the overlay if it currently need a present in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
Dictionary parsePingLocationString(string: String) ๐
Parse back location_string string. Returns false if we couldn't understand the string.
The returned dictionary contains the following keys:
โ โดsuccess (bool)
โโดping_location (PackedByteArray)
void pasteFromClipboard(this_handle: int = 0) ๐
Paste from the local clipboard to the current page in an HTML surface.
int pingServer(ip: String, port: int) ๐
Queries an individual game server directly via IP/Port to request an updated ping time and other details from the server.
You must inherit from the ISteamMatchmakingPingResponse object to receive this callback.
Currently not enabled.
int playerDetails(ip: String, port: int) ๐
Queries an individual game server directly via IP/Port to request the list of players currently playing on the server.
You must inherit from the ISteamMatchmakingPlayersResponse object to receive this callback.
Currently not enabled.
Has the playlist changed?
bool playlistWillChange() ๐
Will the playlist change?
bool prioritizeHTTPRequest(request_handle: int) ๐
Prioritizes a request which has already been sent by moving it at the front of the queue.
Did the song queue change?
Will the song queue change?
Dictionary readP2PPacket(packet: int, channel: int = 0) ๐
Reads in a packet that has been sent from another user via sendP2PPacket.
This call is not blocking, and will return false if no data is available.
Before calling this you should have called getAvailableP2PPacketSize.
The returned dictionary contains the following keys:
โ โดdata (PackedByteArray)
โโดremote_steam_id (int)
Array receiveMessagesOnChannel(channel: int, max_messages: int) ๐
Reads the next message that has been sent from another user via sendMessageToUser on the given channel. Returns number of messages returned into your list. (0 if no message are available on that channel.)
The returned array contains a list of:
โโดmessages (dictionary)
โ โดpayload (PackedByteArray)
โ โดsize (int)
โ โดconnection (int)
โ โดidentity (string)
โ โดreceiver_user_data (int)
โ โดtime_received (int)
โ โดmessage_number (int)
โ โดchannel (int)
โ โดflags (int)
โโดsender_user_data (int)
Array receiveMessagesOnConnection(connection: int, max_messages: int) ๐
Fetch the next available message(s) from the connection, if any. Returns the number of messages returned into your array, up to max_messages. If the connection handle is invalid, -1 is returned. If no data is available, 0, is returned.
The returned array contains a list of:
โโดmessages (dictionary):
โ โดpayload (string)
โ โดsize (int)
โ โดconnection (int)
โ โดidentity (string)
โ โดreceiver_user_data (int)
โ โดtime_received (int)
โ โดmessage_number (int)
โ โดchannel (int)
โ โดflags (int)
โโดsender_user_data (int)
Array receiveMessagesOnPollGroup(poll_group: int, max_messages: int) ๐
Same as receiveMessagesOnConnection, but will return the next messages available on any connection in the poll group. Examine connection to know which connection. user_data might also be useful.
The returned array contains a list of:
โโดmessages (dictionary):
โ โดpayload (string)
โ โดsize (int)
โ โดconnection (int)
โ โดidentity (string)
โ โดreceiver_user_data (int)
โ โดtime_received (int)
โ โดmessage_number (int)
โ โดchannel (int)
โ โดflags (int)
โโดsender_user_data (int)
void refreshQuery(server_list_request: int) ๐
Ping every server in your list again but don't update the list of servers.
The query callback installed when the server list was requested will be used again to post notifications and refresh_complete will be called again, so the callback must remain valid until it completes or the request is released with releaseRequest.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
The returned array contains a list of:
โโดmessages (dictionary):
โ โดpayload (string)
โ โดsize (int)
โ โดconnection (int)
โ โดidentity (string)
โ โดuser_data (int)
โ โดtime_received (int)
โ โดmessage_number (int)
โ โดchannel (int)
โ โดflags (int)
โโดuser_data (int)
void refreshServer(server: int, server_list_request: int) ๐
Refreshes a single server inside of a query.
If you want to refresh all of the servers then you should use refreshQuery.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
bool registerProtocolInOverlayBrowser(protocol: String) ๐
Call this before calling activateGameOverlayToWebPage to have the Steam Overlay Browser block navigations to your specified protocol (scheme) uris and instead dispatch a overlay_browser_protocol callback to your game. activateGameOverlayToWebPage must have been called with 1.
Note: While this function is in the SDK, it is not listed in the Steamworks docs.
bool registerSteamMusicRemote(name: String) ๐
Connect to a music remote client / host?
bool releaseCookieContainer(cookie_handle: int) ๐
Releases a cookie container, freeing the memory allocated within Steam. You must call this when you are done using each HTTP cookie container handle that you obtained via createCookieContainer!
bool releaseHTTPRequest(request_handle: int) ๐
Releases an HTTP request handle, freeing the memory allocated within Steam. You must call this when you are done using each HTTP request handle that you obtained via createHTTPRequest!
bool releaseQueryUGCRequest(query_handle: int) ๐
Releases a UGC query handle when you are done with it to free up memory.
void releaseRequest(server_list_request: int) ๐
Releases the asynchronous server list request object and cancels any pending query on it if there's a pending query in progress.
You can pass a server_list_request handle or, if you do not, it will use the last internally stored one.
void reload(this_handle: int = 0) ๐
Refreshes the current page. The reload will most likely hit the local cache instead of going over the network. This is equivalent to F5 or Ctrl+R in your browser of choice.
void removeAppDependency(published_file_id: int, app_id: int) ๐
Removes the dependency between the given item and the appid. This list of dependencies can be retrieved by calling getAppDependencies.
Triggers a remove_app_dependency_result callback.
void removeBrowser(this_handle: int = 0) ๐
You must call this when you are done with an HTML surface, freeing the resources associated with it. Failing to call this will result in a memory leak.
bool removeContentDescriptor(update_handle: int, descriptor_id: int) ๐
Removes a mature content descriptor from a piece of UGC.
Note: Valve has no documentation on this function currently.
void removeDependency(published_file_id: int, child_published_file_id: int) ๐
Removes a workshop item as a dependency from the specified item.
Triggers a remove_ugc_dependency_result callback.
bool removeFavoriteGame(app_id: int, ip: String, port: int, query_port: int, flags: int) ๐
Removes the game server from the local favorites list.
void removeItemFromFavorites(app_id: int, published_file_id: int) ๐
Removes a workshop item from the users favorites list.
Triggers a user_favorite_items_list_changedcallback.
bool removeItemKeyValueTags(update_handle: int, key: String) ๐
Removes an existing key value tag from an item.
You can only call this up to 100 times per item update. If you need remove more tags than that you'll need to make subsequent item updates.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool removeItemPreview(update_handle: int, index: int) ๐
Removes an existing preview from an item.
bool removeProperty(item_id: int, name: String, this_inventory_update_handle: int = 0) ๐
Removes a dynamic property for the given item.
Note: If the argument this_inventory_update_handle is omitted, GodotSteam will use the internally stored ID. This is different from this_inventory_handle and is stored separately.
void removeTimelineEvent(this_event: int) ๐
Delete the event from the timeline. This can be called on a timeline event from addInstantaneousTimelineEvent, addRangeTimelineEvent, or startRangeTimelineEvent / endRangeTimelineEvent. The timeline event handle must be from the current game process.
bool replyToFriendMessage(steam_id: int, message: String) ๐
Sends a message to a Steam friend.
void requestClanOfficerList(clan_id: int) ๐
Requests information about a Steam group officers (administrators and moderators).
Triggers a request_clan_officer_list callback.
Note: You can only ask about Steam groups that a user is a member of.
Note: This won't download avatars for the officers automatically. If no avatar image is available for an officer, then call requestUserInformation to download the avatar.
void requestEligiblePromoItemDefinitionsIDs(steam_id: int) ๐
Request the list of "eligible" promo items that can be manually granted to the given user.
These are promo items of type "manual" that won't be granted automatically. An example usage of this is an item that becomes available every week.
Triggers a inventory_eligible_promo_item callback.
void requestEncryptedAppTicket(secret: String) ๐
Requests an application ticket encrypted with the secret "encrypted app ticket key".
The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app.
There can only be one encrypted_app_ticket_response pending, and this call is subject to a 60 second rate limit.
After receiving the response you should call getEncryptedAppTicket) to get the ticket data, and then you need to send it to a secure server to be decrypted with the SteamEncryptedAppTicket functions.
Triggers a encrypted_app_ticket_response call result.
void requestEquippedProfileItems(steam_id: int) ๐
After calling RequestEquippedProfileItems, you can use this function to check if the user has a type of profile item equipped or not.
int requestFavoritesServerList(app_id: int, filters: Array) ๐
Request a new list of game servers from the 'favorites' server list.
See MatchMakingKeyValuePair_t for more information.
void requestFriendRichPresence(friend_id: int) ๐
Requests Rich Presence data from a specific user. This is used to get the Rich Presence information from a user that is not a friend of the current user, like someone in the same lobby or game server. This function is rate limited, if you call this too frequently for a particular user then it will just immediately post a callback without requesting new data from the server.
Triggers a friend_rich_presence_update callback.
int requestFriendsServerList(app_id: int, filters: Array) ๐
Request a new list of game servers from the 'friends' server list.
See MatchMakingKeyValuePair_t for more information.
void requestGlobalAchievementPercentages() ๐
Asynchronously fetches global stats data, which is available for stats marked as "aggregated" in the App Admin panel of the Steamworks website.
Triggers a global_achievement_percentages_ready callback.
void requestGlobalStats(history_days: int) ๐
Asynchronously fetches global stats data, which is available for stats marked as "aggregated" in the App Admin panel of the Steamworks website.
The limit is 60.
Triggers a global_stats_received callback.
int requestHistoryServerList(app_id: int, filters: Array) ๐
Request a new list of game servers from the 'history' server list.
See MatchMakingKeyValuePair_t for more information.
int requestInternetServerList(app_id: int, filters: Array) ๐
Request a new list of game servers from the 'internet' server list.
See MatchMakingKeyValuePair_t for more information.
int requestLANServerList(app_id: int) ๐
Request a new list of game servers from the 'LAN' server list.
See MatchMakingKeyValuePair_t for more information.
bool requestLobbyData(steam_lobby_id: int) ๐
Refreshes all of the metadata for a lobby that you're not in right now.
You will never do this for lobbies you're a member of, that data will always be up to date. You can use this to refresh lobbies that you have obtained from requestLobbyList or that are available via friends.
Triggers a lobby_data_update callback.
True if the request was successfully sent to the server. False if no connection to Steam could be made, or steam_lobby_id is invalid.
void requestLobbyList() ๐
Get a filtered list of relevant lobbies.
There can only be one active lobby search at a time. The old request will be canceled if a new one is started. Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds.
Triggers a lobby_match_list callback.
Note: To filter the results you must call the addRequestLobbyList functions before calling this. The filters are cleared on each call to this function.
Note: If addRequestLobbyListDistanceFilter is not called, k_ELobbyDistanceFilterDefault will be used, which will only find matches in the same or nearby regions.
Note: This will only return lobbies that are not full, and only lobbies that are public (2) or invisible (3), and are set to joinable with setLobbyJoinable.
int requestPlayersForGame(player_min: int, player_max: int, max_team_size: int) ๐
Mark server as available for more players with player_min, player_max desired. Accept no lobbies with player-count greater than max_team_size.
void requestPrices() ๐
Request prices for all item definitions that can be purchased in the user's local currency. A inventory_request_prices_result call result will be returned with the user's local currency code.
Triggers a inventory_request_prices_result callback.
int requestSpectatorServerList(app_id: int, filters: Array) ๐
Request a new list of game servers from the 'spectator' server list.
See MatchMakingKeyValuePair_t for more information.
void requestStoreAuthURL(redirect: String) ๐
Requests a URL which authenticates an in-game browser for store check-out, and then redirects to the specified URL.
As long as the in-game browser accepts and handles session cookies, Steam microtransaction checkout pages will automatically recognize the user instead of presenting a login page.
Triggers a store_auth_url_response call result.
Note: The URL has a very short lifetime to prevent history-snooping attacks, so you should only call this API when you are about to launch the browser, or else immediately navigate to the result URL using a hidden browser window.
Note: The resulting authorization cookie has an expiration time of one day, so it would be a good idea to request and visit a new auth URL every 12 hours.
bool requestUserInformation(steam_id: int, require_name_only: bool) ๐
Requests information about a user - persona name and avatar; if require_name_only is set, then the avatar of a user isn't downloaded.
void requestUserStats(steam_id: int) ๐
Asynchronously downloads stats and achievements for the specified user from the server.
These stats are not automatically updated; you'll need to call this function again to refresh any data that may have change.
To keep from using too much memory, an least recently used cache (LRU) is maintained and other user's stats will occasionally be unloaded. When this happens a user_stats_unloaded callback is sent. After receiving this callback the user's stats will be unavailable until this function is called again.
Triggers a user_stats_received callback.
bool resetAllStats(achievements_too: bool) ๐
Resets the current users stats and, optionally achievements.
This automatically calls storeStats to persist the changes to the server. This should typically only be used for testing purposes during development.
void resetIdentity(remote_steam_id: int) ๐
Reset the identity associated with this instance. Any open connections are closed. Any previous certificates, etc are discarded.
Note: This function is not actually supported on Steam! It is included for use on other platforms where the active user can sign out and a new user can sign in.
bool resetPlaylistEntries() ๐
Reset the playlist entries.
Reset the song queue entries.
bool restartAppIfNecessary(app_id: int) ๐
Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't.
If this returns true then it starts the Steam client if required and launches your game again through it, and you should quit your process as soon as possible. If it returns false, then your game was launched by the Steam client and no action needs to be taken.
String retrieveConnectionDetails(host_id: int) ๐
After receiving GameStartedByHostCallback_t get connection details to server.
Note: The GameStartedByHostCallback_t callback does not seem to exist in the SDK anywhere.
void runFrame(reserved_value: bool = true) ๐
Synchronize API state with the latest Steam Controller inputs available. This is performed automatically by run_callbacks, but for the absolute lowest possible latency, you can call this directly before reading controller state.
void runNetworkingCallbacks() ๐
Invoke all callback functions queued for this interface. You don't need to call this if you are using Steam's callback dispatch mechanism run_callbacks.
void run_callbacks() ๐
Enables your application to receive callbacks from Steamworks. Must be placed in your _process function.
int searchForGameSolo(player_min: int, player_max: int) ๐
User enter the queue and await a search_for_game_progress callback. fails if another search is currently in progress. Periodic callbacks will be sent as queue time estimates change.
Note: The search_for_game_progress callback does not seem to exist in the SDK anywhere.
int searchForGameWithLobby(lobby_id: int, player_min: int, player_max: int) ๐
All players in lobby enter the queue and await a search_for_game_progress callback. Fails if another search is currently in progress. If not the owner of the lobby or search already in progress this call fails. Periodic callbacks will be sent as queue time estimates change.
Note: The search_for_game_progress callback does not seem to exist in the SDK anywhere.
bool sendClanChatMessage(chat_id: int, text: String) ๐
Sends a message to a Steam group chat room.
bool sendHTTPRequest(request_handle: int) ๐
Sends an HTTP request. This call is asynchronous and provides a call result handle which you must use to track the call to its completion. If you have multiple requests in flight at the same time you can use prioritizeHTTPRequest or deferHTTPRequest to set the priority of the request.
If the user is in offline mode in Steam, then this will add an only-if-cached cache-control header and only do a local cache lookup rather than sending any actual remote request.
If the data you are expecting is large, you can use sendHTTPRequestAndStreamResponse to stream the data in chunks.
bool sendHTTPRequestAndStreamResponse(request_handle: int) ๐
Sends an HTTP request and streams the response back in chunks. This call is asynchronous and provides a call result handle which you must use to track the call to its completion. Typically you'll want to allocate a buffer associated with the request handle using the Content-Length HTTP response field to receive the total size of the data when you receive the header via http_request_headers_received. You can then append data to that buffer as it comes in.
If you have multiple requests in flight at the same time you can use prioritizeHTTPRequest or deferHTTPRequest to set the priority of the request.
If the user is in offline mode in Steam, then this will add an only-if-cached cache-control header and only do a local cache lookup rather than sending any actual remote request.
If the data you are expecting is small (on the order of a few megabytes or less) then you'll likely want to use sendHTTPRequest.
bool sendLobbyChatMsg(steam_lobby_id: int, message_body: String) ๐
Broadcasts a chat (text or binary data) message to the all of the users in the lobby. All users in the lobby (including the local user) will receive a lobby_message callback with the message.
For communication that needs to be arbitrated (for example having a user pick from a set of characters, and making sure only one user has picked a character), you can use the lobby owner as the decision maker. getLobbyOwner returns the current lobby owner. There is guaranteed to always be one and only one lobby member who is the owner. So for the choose-a-character scenario, the user who is picking a character would send the binary message 'I want to be Zoe', the lobby owner would see that message, see if it was OK, and broadcast the appropriate result (user X is Zoe).
These messages are sent via the Steam back-end, and so the bandwidth available is limited. For higher-volume traffic like voice or game data, you'll want to use the Steam Networking API.
Triggers a lobby_message callback.
Dictionary sendMessageToConnection(connection_handle: int, data: PackedByteArray, flags: int) ๐
Send a message to the remote host on the specified connection.
The returned dictionary contains the following keys:
โ โดresult (int)
โโดmessage_number (int)
int sendMessageToUser(remote_steam_id: int, data: PackedByteArray, flags: int, channel: int) ๐
Sends a message to the specified host via Steam ID. If we don't already have a session with that user, a session is implicitly created. There might be some handshaking that needs to happen before we can actually begin sending message data. If this handshaking fails and we can't get through, an error will be posted via the callback network_messages_session_failed. There is no notification when the operation succeeds. (You should have the peer send a reply for this purpose.)
Sending a message to a host will also implicitly accept any incoming connection from that host.
flags is a bitmask of k_nSteamNetworkingSend_xxx options.
channel is a routing number you can use to help route message to different systems. You'll have to call receiveMessagesOnChannel with the same channel number in order to retrieve the data on the other end.
Using different channels to talk to the same user will still use the same underlying connection, saving on resources. If you don't need this feature, use 0. Otherwise, small integers are the most efficient.
It is guaranteed that reliable messages to the same host on the same channel will be be received by the remote host (if they are received at all) exactly once, and in the same order that they were sent.
No other order guarantees exist! In particular, unreliable messages may be dropped, received out of order with respect to each other and with respect to reliable data, or may be received multiple times. Messages on different channels are not guaranteed to be received in the order they were sent.
A note for those familiar with TCP/IP ports, or converting an existing codebase that opened multiple sockets: You might notice that there is only one channel, and with TCP/IP each endpoint has a port number. You can think of the channel number as the destination port. If you need each message to also include a source port (so the recipient can route the reply), then just put that in your message. That is essentially how UDP works!
bool sendP2PPacket(remote_steam_id: int, data: PackedByteArray, send_type: P2PSend, channel: int = 0) ๐
Sends a P2P packet to the specified user.
This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
See EP2PSend for descriptions of the different ways of sending packets. The integers passed in GodotSteam are:
โข 0 / send unreliable
โข 1 / send unreliable, no delay
โข 2 / send reliable
โข 3 / send reliable with buffering
The type of data you send is arbitrary, you can use an off the shelf system like Protocol Buffers or Cap'n Proto to encode your packets in an efficient way, or you can create your own messaging system.
Sends a P2P packet to the specified user.
Triggers a p2p_session_request callback.
True if the packet was successfully sent. Note that this does not mean successfully received, if we can't get through to the user after a timeout of 20 seconds, then an error will be posted via the p2p_session_connect_fail callback.
False upon the following conditions:
The packet is too large for the send type.
The target Steam ID is not valid.
There are too many bytes queued up to be sent.
Note: The first packet send may be delayed as the NAT-traversal code runs.
void sendQueryUGCRequest(update_handle: int) ๐
Send a UGC query to Steam.
This must be called with a handle obtained from createQueryUserUGCRequest, createQueryAllUGCRequest, or createQueryUGCDetailsRequest to actually send the request to Steam.
Before calling this you should use one or more of the following APIs to customize your query: addRequiredTag, addExcludedTag, setReturnOnlyIDs, setReturnKeyValueTags, setReturnLongDescription, setReturnMetadata, setReturnChildren, setReturnAdditionalPreviews, setReturnTotalOnly, setLanguage, setAllowCachedResponse, setCloudFileNameFilter, setMatchAnyTag, setSearchText, setRankedByTrendDays, or addRequiredKeyValueTag.
Triggers a ugc_query_completed callback.
bool sendRemotePlayTogetherInvite(friend_id: int) ๐
Invite a friend to join the game using Remote Play Together.
PackedByteArray serializeResult(this_inventory_handle: int = 0) ๐
Serialized result sets contain a short signature which can't be forged or replayed across different game sessions.
A result set can be serialized on the local client, transmitted to other players via your game networking, and deserialized by the remote players. This is a secure way of preventing hackers from lying about possessing rare/high-value items. Serializes a result set with signature bytes to an output buffer. The size of a serialized result depends on the number items which are being serialized. When securely transmitting items to other players, it is recommended to use getItemsByID first to create a minimal result set.
Note: If the argument this_inventory_handle is omitted, GodotSteam will use the internally stored ID.
Results have a built-in timestamp which will be considered "expired" after an hour has elapsed. See deserializeResult for expiration handling.
int serverRules(ip: String, port: int) ๐
Queries an individual game server directly via IP/Port to request the list of rules that the server is running. (See setKeyValue to set the rules on the server side.)
You must inherit from the ISteamMatchmakingRulesResponse object to receive this callback.
bool setAchievement(name: String) ๐
Unlocks an achievement.
You can unlock an achievement multiple times so you don't need to worry about only setting achievements that aren't already set. This call only modifies Steam's in-memory state so it is quite cheap. To send the unlock status to the server and to trigger the Steam overlay notification you must call storeStats.
bool setActiveBeta(beta_name: String) ๐
Select this beta branch for this app as active, might need the game to restart so Steam can update to that branch.
bool setAdminQuery(update_handle: int, admin_query: bool) ๐
Admin queries return hidden items.
bool setAllowCachedResponse(update_handle: int, max_age_seconds: int) ๐
Sets whether results will be returned from the cache for the specific period of time on a pending UGC Query.
void setBackgroundMode(background_mode: bool, this_handle: int = 0) ๐
Enable/disable low-resource background mode, where Javascript and repaint timers are throttled, resources are more aggressively purged from memory, and audio/video elements are paused. When background mode is enabled, all HTML5 video and audio objects will execute ".pause()" and gain the property "._steam_background_paused = 1". When background mode is disabled, any video or audio objects with that property will resume with ".play()".
Dictionary setCertificate(certificate: PackedByteArray) ๐
Set the certificate. The certificate blob should be the output of SteamDatagram_CreateCert.
void setCloudEnabledForApp(enabled: bool) ๐
Enable or disable Steam Cloud for this application. This must only ever be called as the direct result of the user explicitly requesting that it's enabled or not. This is typically accomplished with a checkbox within your in-game options.
bool setCloudFileNameFilter(update_handle: int, match_cloud_filename: String) ๐
Sets to only return items that have a specific filename on a pending UGC Query.
Note: This can only be used with createQueryUserUGCRequest.
Note: This must be set before you send a UGC Query handle using sendQueryUGCRequest.
bool setConnectionConfigValueFloat(connection: int, config: NetworkingConfigValue, value: float) ๐
Set a configuration value.
bool setConnectionConfigValueInt32(connection: int, config: NetworkingConfigValue, value: int) ๐
Set a configuration value.
bool setConnectionConfigValueString(connection: int, config: NetworkingConfigValue, value: String) ๐
Set a configuration value.
int setConnectionDetails(details: String, connection_details: int) ๐
Set connection details for players once game is found so they can connect to this server.
void setConnectionName(peer: int, name: String) ๐
Set a name for the connection, used mostly for debugging.
bool setConnectionPollGroup(connection_handle: int, poll_group: int) ๐
Assign a connection to a poll group. Note that a connection may only belong to a single poll group. Adding a connection to a poll group implicitly removes it from any other poll group it is in.
void setCookie(hostname: String, key: String, value: String, path: String, expires: int, secure: bool, http_only: bool) ๐
Set a webcookie for a specific hostname. You can read more about the specifics of setting cookies here on Wikipedia.
bool setCurrentPlaylistEntry(id: int) ๐
Set a new current playlist.
bool setCurrentQueueEntry(id: int) ๐
Set a new current song queue.
bool setDLCContext(app_id: int) ๐
Set current DLC app ID being played (or 0 if none). Allows Steam to track usage of major DLC extensions.
bool setDisplayName(name: String) ๐
Set a new display name.
void setDualSenseTriggerEffect(input_handle: int, parameters: int, trigger_mask: int, effect_mode: SCEPadTriggerEffectMode, position: int, amplitude: int, frequency: int) ๐
Set the trigger effect for a DualSense controller.
bool setDurationControlOnlineState(new_state: int) ๐
Allows the game to specify the offline/online gameplay state for Steam China duration control.
int setGameHostParams(key: String, value: String) ๐
A keyname and a list of comma separated values: all the values you allow.
void setGameLauncherMode(mode: bool) ๐
In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher.
void setGamePhaseAttribute(attribute_group: String, attribute_value: String, priority: int) ๐
Add a text attribute that applies to the entire phase.
void setGamePhaseID(phase_id: String) ๐
Games can set a phase ID.
bool setGlobalConfigValueFloat(config: NetworkingConfigValue, value: float) ๐
Set a configuration value.
bool setGlobalConfigValueInt32(config: NetworkingConfigValue, value: int) ๐
Set a configuration value.
bool setGlobalConfigValueString(config: NetworkingConfigValue, value: String) ๐
Set a configuration value.
bool setHTTPCookie(cookie_handle: int, host: String, url: String, cookie: String) ๐
Adds a cookie to the specified cookie container that will be used with future requests.
bool setHTTPRequestAbsoluteTimeoutMS(request_handle: int, milliseconds: int) ๐
Set an absolute timeout in milliseconds for the HTTP request.
This is the total time timeout which is different than the network activity timeout which is set with setHTTPRequestNetworkActivityTimeout which can bump every time we get more data.
bool setHTTPRequestContextValue(request_handle: int, context_value: int) ๐
Set a context value for the request, which will be returned in the http_request_completed callback after sending the request.
This is just so the caller can easily keep track of which callbacks go with which request data.
Must be called before sending the request.
bool setHTTPRequestCookieContainer(request_handle: int, cookie_handle: int) ๐
Associates a cookie container to use for an HTTP request.
bool setHTTPRequestGetOrPostParameter(request_handle: int, name: String, value: String) ๐
Set a GET or POST parameter value on the HTTP request.
Must be called prior to sending the request.
bool setHTTPRequestHeaderValue(request_handle: int, header_name: String, header_value: String) ๐
Set a request header value for the HTTP request.
Must be called before sending the request.
A full list of standard request fields are available here on Wikipedia. The User-Agent field is explicitly disallowed as it gets overwritten when the request is sent.
bool setHTTPRequestNetworkActivityTimeout(request_handle: int, timeout_seconds: int) ๐
Set the timeout in seconds for the HTTP request.
The default timeout is 60 seconds if you don't call this. This can get bumped every time we get more data. Use setHTTPRequestAbsoluteTimeoutMS if you need a strict maximum timeout.
bool setHTTPRequestRawPostBody(request_handle: int, content_type: String, body: String) ๐
Sets the body for an HTTP Post request.
Will fail and return false on a GET request, and will fail if POST params have already been set for the request. Setting this raw body makes it the only contents for the post, the content_type parameter will set the "content-type" header for the request to inform the server how to interpret the body.
bool setHTTPRequestRequiresVerifiedCertificate(request_handle: int, require_verified_certificate: bool) ๐
Sets that the HTTPS request should require verified SSL certificate via machines certificate trust store.
This currently only works Windows and macOS.
bool setHTTPRequestUserAgentInfo(request_handle: int, user_agent_info: String) ๐
Set additional user agent info for a request.
This doesn't clobber the normal user agent, it just adds the extra info on the end. Sending NULL or an empty string resets the user agent info to the default value.
void setHorizontalScroll(absolute_pixel_scroll: int, this_handle: int = 0) ๐
Scroll the current page horizontally.
Triggers a html_horizontal_scroll callback.
void setInGameVoiceSpeaking(steam_id: int, speaking: bool) ๐
User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI).
Let Steam know that the user is currently using voice chat in game. This will suppress the microphone for all voice communication in the Steam UI.
bool setInputActionManifestFilePath(manifest_path: String) ๐
Set the absolute path to the Input Action Manifest file containing the in-game actions and file paths to the official configurations. Used in games that bundle Steam Input configurations inside of the game depot instead of using the Steam Workshop.
bool setItemContent(update_handle: int, content_folder: String) ๐
Sets the folder that will be stored as the content for an item.
For efficient upload and download, files should not be merged or compressed into single files (e.g. zip files).
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemDescription(update_handle: int, description: String) ๐
Sets a new description for an item.
The description must be limited to the length defined by k_cchPublishedDocumentDescriptionMax (8000).
You can set what language this is for by using setItemUpdateLanguage, if no language is set then "english" is assumed.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemMetadata(update_handle: int, ugc_metadata: String) ๐
Sets arbitrary metadata for an item. This metadata can be returned from queries without having to download and install the actual content.
The metadata must be limited to the size defined by k_cchDeveloperMetadataMax (5000).
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemPreview(update_handle: int, preview_file: String) ๐
Sets the primary preview image for the item.
The format should be one that both the web and the application (if necessary) can render. Suggested formats include JPG, PNG and GIF.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemTags(update_handle: int, tag_array: Array, allow_admin_tags: bool = false) ๐
Sets arbitrary developer specified tags on an item.
Each tag must be limited to 255 characters. Tag names can only include printable characters, excluding ','.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemTitle(update_handle: int, title: String) ๐
Sets a new title for an item.
The title must be limited to the size defined by k_cchPublishedDocumentTitleMax (128).
You can set what language this is for by using setItemUpdateLanguage, if no language is set then "english" is assumed.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemUpdateLanguage(update_handle: int, language: String) ๐
Sets the language of the title and description that will be set in this item update.
This must be in the format of the API language code.
If this is not set then "english" is assumed.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool setItemVisibility(update_handle: int, visibility: RemoteStoragePublishedFileVisibility) ๐
Sets the visibility of an item.
void setKeyFocus(has_key_focus: bool, this_handle: int = 0) ๐
Tell a HTML surface if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things.
void setLEDColor(input_handle: int, color_r: int, color_g: int, color_b: int, flags: int) ๐
Set the controller LED color on supported controllers.
Note: The VSC does not support any color but white, and will interpret the RGB values as a grayscale value affecting the brightness of the Steam button LED. The DS4 responds to full color information and uses the values to set the color and brightness of the lightbar.
bool setLanguage(query_handle: int, language: String) ๐
Sets the language to return the title and description in for the items on a pending UGC Query.
This must be in the format of the API language code.
If this is not set then "english" is assumed.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setListenForFriendsMessages(intercept: bool) ๐
Listens for Steam friends chat messages. You can then show these chats inline in the game. For example with a Blizzard style chat message system or the chat system in Data 2. After enabling this you will receive connected_friend_chat_message callbacks when ever the user receives a chat message. You can get the actual message data from this callback with getFriendMessage. You can send messages with replyToFriendMessage.
Triggers a connected_friend_chat_message callback.
bool setLobbyData(steam_lobby_id: int, key: String, value: String) ๐
Sets a key/value pair in the lobby metadata. This can be used to set the the lobby name, current map, game mode, etc.
This can only be set by the owner of the lobby. Lobby members should use setLobbyMemberData instead.
Each user in the lobby will be receive notification of the lobby data change via a lobby_data_update callback, and any new users joining will receive any existing data.
This will only send the data if it has changed. There is a slight delay before sending the data so you can call this repeatedly to set all the data you need to and it will automatically be batched up and sent after the last sequential call.
True if the data has been set successfully. False if steam_lobby_id was invalid, or the key/value are too long.
void setLobbyGameServer(steam_lobby_id: int, server_ip: String = "0", server_port: int = 0, steam_id_game_server: int = 0) ๐
Sets the game server associated with the lobby.
This can only be set by the owner of the lobby.
Either the IP/Port or the Steam ID of the game server must be valid, depending on how you want the clients to be able to connect.
A lobby_game_created callback will be sent to all players in the lobby, usually at this point, the users will join the specified game server.
Triggers a lobby_game_created callback.
bool setLobbyJoinable(steam_lobby_id: int, joinable: bool) ๐
Sets whether or not a lobby is joinable by other players. This always defaults to enabled for a new lobby.
If joining is disabled, then no players can join, even if they are a friend or have been invited.
Lobbies with joining disabled will not be returned from a lobby search.
True upon success; otherwise, false if you're not the owner of the lobby.
void setLobbyMemberData(steam_lobby_id: int, key: String, value: String) ๐
Sets per-user metadata for the local user.
Each user in the lobby will be receive notification of the lobby data change via a lobby_data_update callback, and any new users joining will receive any existing data.
There is a slight delay before sending the data so you can call this repeatedly to set all the data you need to and it will automatically be batched up and sent after the last sequential call.
Triggers a lobby_data_update callback.
bool setLobbyMemberLimit(steam_lobby_id: int, max_members: int) ๐
Set the maximum number of players that can join the lobby.
This is also set when you create the lobby with createLobby.
This can only be set by the owner of the lobby.
bool setLobbyOwner(steam_lobby_id: int, steam_id_new_owner: int) ๐
Changes who the lobby owner is.
This can only be set by the owner of the lobby. This will trigger a lobby_data_update for all of the users in the lobby, each user should update their local state to reflect the new owner. This is typically accomplished by displaying a crown icon next to the owners name.
Triggers a lobby_data_update callback.
bool setLobbyType(steam_lobby_id: int, lobby_type: LobbyType) ๐
Updates what type of lobby this is.
This is also set when you create the lobby with createLobby.
This can only be set by the owner of the lobby.
bool setLocation(screenshot: int, location: String) ๐
Sets optional metadata about a screenshot's location.
bool setMatchAnyTag(query_handle: int, match_any_tag: bool) ๐
Sets whether workshop items will be returned if they have one or more matching tag, or if all tags need to match on a pending UGC Query.
Note: This can only be used with createQueryAllUGCRequest.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
void setOverlayNotificationInset(horizontal: int, vertical: int) ๐
Sets the inset of the overlay notification from the corner specified by setOverlayNotificationPosition. Integer should be number of pixels.
void setOverlayNotificationPosition(pos: int) ๐
Set the position where overlay shows notifications. Accepts the following integer inputs:
โข 0 / Top Left
โข 1 / Top Right
โข 2 / Bottom Left
โข 3 / Bottom Right
bool setPNGIcon64x64(icon: PackedByteArray) ๐
Set a PNG icon for a song? A playlist?
void setPageScaleFactor(zoom: float, point_x: int, point_y: int, this_handle: int = 0) ๐
Zoom the current page in an HTML surface. The current scale factor is available from HTML_NeedsPaint_t.flPageScale, HTML_HorizontalScroll_t.flPageScale, and HTML_VerticalScroll_t.flPageScale.
void setPersonaName(name: String) ๐
Sets the current user's persona name, stores it on the server and publishes the changes to all friends who are online. Changes take place locally immediately, and a persona_state_change callback is posted, presuming success. If the name change fails to happen on the server, then an additional persona_state_change callback will be posted to change the name back, in addition to the final result available in the call result.
Triggers a name_changed callback.
void setPlayedWith(steam_id: int) ๐
Set player as 'Played With' for game.
Note: The current user must be in game with the other player for the association to work.
bool setPlaylistEntry(id: int, position: int, entry_text: String) ๐
Set a new playlist entry.
bool setPropertyBool(item_id: int, name: String, value: bool, this_inventory_update_handle: int = 0) ๐
Sets a dynamic property for the given item. Supported value types are boolean.
Note: If the argument this_inventory_update_handle is omitted, GodotSteam will use the internally stored ID. This is different from this_inventory_handle and is stored separately.
bool setPropertyFloat(item_id: int, name: String, value: float, this_inventory_update_handle: int = 0) ๐
Sets a dynamic property for the given item. Supported value types are 32 bit floats.
Note: If the argument this_inventory_update_handle is omitted, GodotSteam will use the internally stored ID. Also note this different from this_inventory_handle and is stored separately.
bool setPropertyInt(item_id: int, name: String, value: int, this_inventory_update_handle: int = 0) ๐
Sets a dynamic property for the given item. Supported value types are 64 bit integers.
Note: If the argument this_inventory_update_handle is omitted, GodotSteam will use the internally stored ID. This is different from this_inventory_handle and is stored separately.
bool setPropertyString(item_id: int, name: String, value: String, this_inventory_update_handle: int = 0) ๐
Sets a dynamic property for the given item. Supported value types are strings.
Note: If the argument this_inventory_update_handle is omitted, GodotSteam will use the internally stored ID. This is different from this_inventory_handle and is stored separately.
bool setQueueEntry(id: int, position: int, entry_text: String) ๐
Set a new queue entry.
bool setRankedByTrendDays(query_handle: int, days: int) ๐
Sets whether the order of the results will be updated based on the rank of items over a number of days on a pending UGC Query.
Note: This can only be used with createQueryAllUGCRequest.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setRequiredGameVersions(query_handle: int, game_branch_min: String, game_branch_max: String) ๐
An empty string for either parameter means that it will match any version on that end of the range. This will only be applied if the actual content has been changed.
bool setReturnAdditionalPreviews(query_handle: int, return_additional_previews: bool) ๐
Sets whether to return any additional images/videos attached to the items on a pending UGC Query.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnChildren(query_handle: int, return_children: bool) ๐
Sets whether to return the IDs of the child items of the items on a pending UGC Query.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnKeyValueTags(query_handle: int, return_key_value_tags: bool) ๐
Sets whether to return any key-value tags for the items on a pending UGC Query.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnLongDescription(query_handle: int, return_long_description: bool) ๐
Sets whether to return the full description for the items on a pending UGC Query.
If you don't set this then you only receive the summary which is the description truncated at 255 bytes.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnMetadata(query_handle: int, return_metadata: bool) ๐
Sets whether to return the developer specified metadata for the items on a pending UGC Query.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnOnlyIDs(query_handle: int, return_only_ids: bool) ๐
Sets whether to only return IDs instead of all the details on a pending UGC Query.
This is useful for when you don't need all the information (e.g. you just want to get the IDs of the items a user has in their favorites list.)
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnPlaytimeStats(query_handle: int, days: int) ๐
Sets whether to return the the playtime stats on a pending UGC Query.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setReturnTotalOnly(query_handle: int, return_total_only: bool) ๐
Sets whether to only return the the total number of matching items on a pending UGC Query.
The actual items will not be returned when ugc_query_completed is called.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
bool setRichPresence(key: String, value: String) ๐
Sets a Rich Presence key/value for the current user that is automatically shared to all friends playing the same game. Each user can have up to 20 keys set as defined by k_cchMaxRichPresenceKeys. There are two special keys used for viewing/joining games:
status - A UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list.
connect - A UTF-8 string that contains the command-line for how a friend can connect to a game. This enables the 'join game' button in the 'view game info' dialog, in the steam friends list right click menu, and on the players Steam community profile. Be sure your app implements getLaunchCommandLine so you can disable the popup warning when launched via a command line.
There are three additional special keys used by the new Steam Chat:
steam_display - Names a rich presence localization token that will be displayed in the viewing user's selected language in the Steam client UI. See Rich Presence Localization for more info, including a link to a page for testing this rich presence data. If steam_display is not set to a valid localization tag, then rich presence will not be displayed in the Steam client.
steam_player_group - When set, indicates to the Steam client that the player is a member of a particular group. Players in the same group may be organized together in various places in the Steam UI. This string could identify a party, a server, or whatever grouping is relevant for your game. The string itself is not displayed to users.
steam_player_group_size - When set, indicates the total number of players in the steam_player_group. The Steam client may use this number to display additional information about a group when all of the members are not part of a user's friends list. (For example, "Bob, Pete, and 4 more".)
You can clear all of the keys for the current user with clearRichPresence. To get rich presence keys for friends use getFriendRichPresence.
bool setSearchText(query_handle: int, search_text: String) ๐
Sets a string to that items need to match in either the title or the description on a pending UGC Query.
Note: This can only be used with createQueryAllUGCRequest.
Note: This must be set before you submit the UGC query handle using submitItemUpdate.
void setSize(width: int, height: int, this_handle: int = 0) ๐
Sets the display size of a surface in pixels.
bool setStatFloat(name: String, value: float) ๐
Sets / updates the float value of a given stat for the current user.
This call only modifies Steam's in-memory state and is very cheap. Doing so allows Steam to persist the changes even in the event of a game crash or unexpected shutdown. To submit the stats to the server you must call storeStats.
If this is returning false and everything appears correct, then check to ensure that your changes in the App Admin panel of the Steamworks website are published.
bool setStatInt(name: String, value: int) ๐
Sets / updates the integer value of a given stat for the current user.
This call only modifies Steam's in-memory state and is very cheap. Doing so allows Steam to persist the changes even in the event of a game crash or unexpected shutdown. To submit the stats to the server you must call storeStats.
If this is returning false and everything appears correct, then check to ensure that your changes in the App Admin panel of the Steamworks website are published.
bool setSyncPlatforms(file: String, platform: int) ๐
Allows you to specify which operating systems a file will be synchronized to.
Use this if you have a multiplatform game but have data which is incompatible between platforms.
Files default to k_ERemoteStoragePlatformAll (0xffffffff) when they are first created. You can use the bitwise OR operator, "|" to specify multiple platforms.
bool setTimeCreatedDateRange(update_handle: int, start: int, end: int) ๐
Set the time range this item was created.
bool setTimeUpdatedDateRange(update_handle: int, start: int, end: int) ๐
Set the time range this item was updated.
void setTimelineGameMode(mode: TimelineGameMode) ๐
Changes the color of the timeline bar. See TimelineGameMode comments for how to use each value.
void setTimelineTooltip(description: String, time_delta: float) ๐
Sets a description for the current game state in the timeline. These help the user to find specific moments in the timeline when saving clips. Setting a new state description replaces any previous description.
void setUserItemVote(published_file_id: int, vote_up: bool) ๐
Allows the user to rate a workshop item up or down.
Triggers a set_user_item_vote callback.
void setVRHeadsetStreamingEnabled(enabled: bool) ๐
Set whether the HMD content will be streamed via Steam In-Home Streaming.
void setVerticalScroll(absolute_pixel_scroll: int, this_handle: int = 0) ๐
Scroll the current page vertically.
Triggers a html_vertical_scroll callback.
void set_server_list_request(new_server_list_request: int) ๐
Set the current server list request handle.
bool showBindingPanel(input_handle: int) ๐
Invokes the Steam overlay and brings up the binding screen.
bool showFloatingGamepadTextInput(input_mode: FloatingGamepadTextInputMode, text_field_x_position: int, text_field_y_position: int, text_field_width: int, text_field_height: int) ๐
Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field.
bool showGamepadTextInput(input_mode: GamepadTextInputMode, line_input_mode: GamepadTextInputLineMode, description: String, max_text: int, preset_text: String) ๐
Activates the Big Picture text input dialog which only supports gamepad input.
Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not.
void startGamePhase() ๐
Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game to game, but the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the main way a user would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching.
int startItemUpdate(app_id: int, file_id: int) ๐
Starts the item update process.
This gets you a handle that you can use to modify the item before finally sending off the update to the server with submitItemUpdate.
void startPlaytimeTracking(published_file_ids: Array) ๐
Start tracking playtime on a set of workshop items.
When your app shuts down, playtime tracking will automatically stop.
Triggers a start_playtime_tracking callback.
void startPurchase(items: PackedInt64Array, quantity: PackedInt32Array) ๐
Starts the purchase process for the user, given a "shopping cart" of item definitions that the user would like to buy. The user will be prompted in the Steam Overlay to complete the purchase in their local currency, funding their Steam Wallet if necessary, etc.
If the purchase process was started successfully, then order_id and transaction_id will be valid in the inventory_start_purchase_result call result.
If the user authorizes the transaction and completes the purchase, then the callback inventory_result_ready will be triggered and you can then retrieve what new items the user has acquired.
Triggers a inventory_start_purchase_result callback.
Note: You must call destroyResult on the inventory result for when you are done with it.
int startRangeTimelineEvent(title: String, description: String, icon: String, priority: int, start_offset_seconds: float, possible_clip: TimelineEventClipPriority = 1) ๐
Starts a timeline event at a the current time, plus an offset in seconds. This event must be ended with endRangeTimelineEvent. Any timeline events that have not been ended when the game exits will be discarded.
bool startRemotePlayTogether(show_overlay: bool = true) ๐
Start a Remote Play session.
void startUpdateProperties() ๐
Starts a transaction request to update dynamic properties on items for the current user. This call is rate-limited by user, so property modifications should be batched as much as possible (e.g. at the end of a map or game session). After calling setPropertyBool or setPropertyFloat or setPropertyInt or setPropertyString or removeProperty for all the items that you want to modify, you will need to call submitUpdateProperties to send the request to the Steam servers. A inventory_result_ready callback will be fired with the results of the operation.
void startVRDashboard() ๐
Ask SteamUI to create and render its OpenVR dashboard.
void startVoiceRecording() ๐
Starts voice recording.
Once started, use getAvailableVoice and getVoice to get the data, and then call stopVoiceRecording when the user has released their push-to-talk hotkey or the game session has completed.
Dictionary steamInit(retrieve_stats: bool = false, app_id: int = 0, embed_callbacks: bool = false) ๐
Starts up the Steam API.
You will receive one of four results:
โข 1 / "Steamworks active"
โข 2 / "Steamworks failed to initialize"
โข 20 / "Steam not running"
โข 79 / "Invalid app ID or app not installed"
You can also pass an app ID for GodotSteam to use for your game, which will default to 480 (SpaceWars) if nothing is passed.
Finally, you can pass true for embed_callbacks which will internally do the run_callbacks for your Steam callbacks so you don't have to code that separately in your game.
Dictionary steamInitEx(retrieve_stats: bool = false, app_id: int = 0, embed_callbacks: bool = false) ๐
Initialize the Steamworks SDK. On success SteamAPIInitResult is returned. Otherwise, if error_message is non-NULL, it will receive a non-localized message that explains the reason for the failure.
โข 0 / "Steamworks active"
โข 1 / "Failed (generic)"
โข 2 / "Cannot connect to Steam, client probably isn't running"
โข 3 / "Steam client appears to be out of date"
You can also pass an app ID for GodotSteam to use for your game, which will default to 480 (SpaceWars) if nothing is passed.
Finally, you can pass true for embed_callbacks which will internally do the run_callbacks for your Steam callbacks so you don't have to code that separately in your game.
void steamShutdown() ๐
Shuts down the Steamworks API, releases pointers and frees memory.
void stopAnalogActionMomentum(input_handle: int, action: int) ๐
Stops the momentum of an analog action (where applicable, ie a touchpad w/ virtual trackball settings).
Note: This will also stop all associated haptics. This is useful for situations where you want to indicate to the user that the limit of an action has been reached, such as spinning a carousel or scrolling a webpage.
void stopFind(this_handle: int = 0) ๐
Cancel a currently running find.
void stopLoad(this_handle: int = 0) ๐
Stop the load of the current HTML page.
void stopPlaytimeTracking(published_file_ids: Array) ๐
Stop tracking playtime on a set of workshop items.
When your app shuts down, playtime tracking will automatically stop.
Triggers a stop_playtime_tracking callback.
void stopPlaytimeTrackingForAllItems() ๐
Stop tracking playtime of all workshop items.
When your app shuts down, playtime tracking will automatically stop.
Triggers a stop_playtime_tracking callback.
void stopVoiceRecording() ๐
Stops voice recording.
Because people often release push-to-talk keys early, the system will keep recording for a little bit after this function is called. As such, getVoice should continue to be called until it returns 2, only then will voice recording be stopped.
Send the changed stats and achievements data to the server for permanent storage.
If this fails then nothing is sent to the server. It's advisable to keep trying until the call is successful.
This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds. You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. This call is required to display the achievement unlock notification dialog though, so if you have called setAchievement then it's advisable to call this soon after that.
If you have stats or achievements that you have saved locally but haven't uploaded with this function when your application process ends then this function will automatically be called.
You can find additional debug information written to the %steam_install%\logs\stats_log.txt
file.
Triggers a user_stats_stored callback.
Triggers a user_achievement_stored callback.
void submitItemUpdate(update_handle: int, change_note: String) ๐
Uploads the changes made to an item to the Steam Workshop.
You can track the progress of an item update with getItemUpdateProgress.
Triggers a item_updated callback.
int submitPlayerResult(game_id: int, player_id: int, player_result: PlayerResult) ๐
Submit a result for one player; does not end the game. game_id continues to describe this game.
int submitUpdateProperties(this_inventory_update_handle: int = 0) ๐
Submits the transaction request to modify dynamic properties on items for the current user. See startUpdateProperties.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: You must call destroyResult on the provided inventory result for when you are done with it.
void subscribeItem(published_file_id: int) ๐
Subscribe to a workshop item. It will be downloaded and installed as soon as possible.
Triggers a subscribe_item callback.
void suspendDownloads(suspend: bool) ๐
Suspends and resumes all workshop downloads.
If you call this with suspend set to true then downloads will be suspended until you resume them by setting suspend to false or when the game ends.
bool tagPublishedFile(screenshot: int, file_id: int) ๐
Tags a published file as being visible in the screenshot.
bool tagUser(screenshot: int, steam_id: int) ๐
Tags a Steam user as being visible in the screenshot. You can tag up to the value declared by k_nScreenshotMaxTaggedUsers in a single screenshot. Tagging more users than that will just be discarded. This function has a built in delay before saving the tag which allows you to call it repeatedly for each item. You can get the handle to tag the screenshot once it has been successfully saved from the screenshot_ready callback or via the writeScreenshot, addScreenshotToLibrary, addVRScreenshotToLibrary calls.
void terminateGameConnection(server_ip: String, server_port: int) ๐
Notify the game server that we are disconnecting.
This needs to occur when the game client leaves the specified game server, needs to match with the initiateGameConnection call.
Note: This is part of the old user authentication API and should not be mixed with the new API.
int transferItemQuantity(item_id: int, quantity: int, item_destination: int, split: bool) ๐
Transfer items between stacks within a user's inventory.
This can be used to stack, split, and moving items. The source and destination items must have the same itemdef id. To move items onto a destination stack specify the source, the quantity to move, and the destination item id. To split an existing stack, pass -1 into item_destination. A new item stack will be generated with the requested quantity.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
Note: Tradability/marketability restrictions are copied along with transferred items. The destination stack receives the latest tradability/marketability date of any item in its composition.
int translateActionOrigin(destination_input: InputType, source_origin: InputActionOrigin) ๐
Get the equivalent origin for a given controller type or the closest controller type that existed in the SDK you built into your game if destination_inputis 0. This action origin can be used in your glyph look up table or passed into getGlyphForActionOrigin or getStringForActionOrigin.
void triggerHapticPulse(input_handle: int, target_pad: int, duration: int) ๐
Triggers a (low-level) haptic pulse on supported controllers.
Currently only the VSC supports haptic pulses. This API call will be ignored for all other controller models. The typical max value of an unsigned short is 65535, which means the longest haptic pulse you can trigger with this method has a duration of 0.065535 seconds (ie, less than 1/10th of a second). This function should be thought of as a low-level primitive meant to be repeatedly used in higher-level user functions to generate more sophisticated behavior.
int triggerItemDrop(definition: int) ๐
Trigger an item drop if the user has played a long enough period of time.
This period can be customized in two places:
At the application level within Inventory Service: Playtime Item Grants. This will automatically apply to all "playtimegenerator" items that do not specify any overrides.
In an individual "playtimegenerator" item definition. The settings would take precedence over any application-level settings.
Only item definitions which are marked as "playtime item generators" can be spawned. Typically this function should be called at the end of a game or level or match or any point of significance in the game in which an item drop could occur. The granularity of the playtime generator settings is in minutes, so calling it more frequently than minutes is not useful and will be rate limited in the Steam client. The Steam servers will perform playtime accounting to prevent too-frequent drops. The servers will also manage adding the item to the players inventory.
The inventory handle, which is also stored internally. It will overwrite any previously stored inventory handle.
void triggerRepeatedHapticPulse(input_handle: int, target_pad: int, duration: int, offset: int, repeat: int, flags: int) ๐
Triggers a repeated haptic pulse on supported controllers.
Note: Currently only the VSC supports haptic pulses. This API call will be ignored for incompatible controller models. This is a more user-friendly function to call than triggerHapticPulse as it can generate pulse patterns long enough to be actually noticed by the user. Changing the duration and offset parameters will change the "texture" of the haptic pulse.
void triggerScreenshot() ๐
Causes Steam overlay to take a screenshot.
void triggerSimpleHapticEvent(input_handle: int, haptic_location: int, intensity: int, gain_db: String, other_intensity: int, other_gain_db: String) ๐
Send a haptic pulse, works on Steam Deck and Steam Controller devices.
void triggerVibration(input_handle: int, left_speed: int, right_speed: int) ๐
Trigger a vibration event on supported controllers.
Note: This API call will be ignored for incompatible controller models. This generates the traditional "rumble" vibration effect. The VSC will emulate traditional rumble using its haptics.
void triggerVibrationExtended(input_handle: int, left_speed: int, right_speed: int, left_trigger_speed: int, right_trigger_speed: int) ๐
Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers.
void ugcDownload(content: int, priority: int) ๐
Downloads a UGC file.
A priority value of 0 will download the file immediately, otherwise it will wait to download the file until all downloads with a lower priority value are completed. Downloads with equal priority will occur simultaneously.
void ugcDownloadToLocation(content: int, location: String, priority: int) ๐
Downloads a UGC file to a specific location.
PackedByteArray ugcRead(content: int, data_size: int, offset: int, action: UGCReadAction) ๐
After download, gets the content of the file.
void uninstallDLC(dlc_id: int) ๐
Allows you to uninstall an optional DLC.
void unsubscribeItem(published_file_id: int) ๐
Unsubscribe from a workshop item. This will result in the item being removed after the game quits.
Triggers a unsubscribe_item callback.
bool updateAvgRateStat(name: String, this_session: float, session_length: float) ๐
Updates an AVGRATE stat with new values.
This call only modifies Steam's in-memory state and is very cheap. Doing so allows Steam to persist the changes even in the event of a game crash or unexpected shutdown. To submit the stats to the server you must call storeStats.
If this is returning false and everything appears correct, then check to ensure that your changes in the App Admin panel of the Steamworks website are published.
bool updateCurrentEntryCoverArt(art: PackedByteArray) ๐
Update the current song entry's cover art.
bool updateCurrentEntryElapsedSeconds(seconds: int) ๐
Update the current seconds that have elapsed for an entry.
bool updateCurrentEntryText(text: String) ๐
Update the current song entry's text?
bool updateItemPreviewFile(update_handle: int, index: int, preview_file: String) ๐
Updates an additional video preview from YouTube for the item.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool updateItemPreviewVideo(update_handle: int, index: int, video_id: String) ๐
Updates an additional video preview from YouTube for the item.
Note: This must be set before you submit the UGC update handle using submitItemUpdate.
bool updateLooped(looped: bool) ๐
Update looped or not.
bool updatePlaybackStatus(status: AudioPlaybackStatus) ๐
Update the current playback status:
โข 0 / undefined
โข 1 / playing
โข 2 / paused
โข 3 / idle
void updateRangeTimelineEvent(this_event: int, title: String, description: String, icon: String, priority: int, possible_clip: TimelineEventClipPriority = 1) ๐
Updates fields on a range timeline event that was started with StartRangeTimelineEvent, and which has not been ended.
bool updateShuffled(shuffle: bool) ๐
Update whether to shuffle or not.
bool updateVolume(volume: float) ๐
Volume is between 0.0 and 1.0.
void uploadLeaderboardScore(score: int, keep_best: bool = true, details: PackedInt32Array = PackedInt32Array(), this_leaderboard: int = 0) ๐
If this_leaderboard is not passed, then the function will use the last internally-stored handle.
Uploads a user score to a specified leaderboard.
Details are optional game-defined information which outlines how the user got that score. For example if it's a racing style time based leaderboard you could store the timestamps when the player hits each checkpoint. If you have collectibles along the way you could use bit fields as booleans to store the items the player picked up in the playthrough.
Uploading scores to Steam is rate limited to 10 uploads per 10 minutes and you may only have one outstanding call to this function at a time.
Triggers a leaderboard_score_uploaded callback.
int userHasLicenseForApp(steam_id: int, app_id: int) ๐
Checks if the user owns a specific piece of Downloadable Content (DLC).
This can only be called after sending the users auth ticket to beginAuthSession.
void viewSource(this_handle: int = 0) ๐
Open the current pages HTML source code in default local text editor, used for debugging.
bool waitForData(wait_forever: bool, timeout: int) ๐
Waits on an IPC event from Steam sent when there is new data to be fetched from the data drop. Returns true when data was recievied before the timeout expires. Useful for games with a dedicated input thread.
int writeScreenshot(rgb: PackedByteArray, width: int, height: int) ๐
Writes a screenshot to the user's Steam screenshot library.