This section is for those users that have been given access to the Steam API for publishing your game to that platform. To be able to use these functions you must have been accepted onto Steam previously, either through a publisher or through the self-publishing system.
This sections provides a variety of important guides to get you started using the extension:
This extension provides the following management functions:
There are a great number of different functions related to the Steam API. We've split them up into the following sections to make it easier to navigate:
Steam Utilities
To use the Steam API extension you should follow these steps:
C:\steamworks\sdk
).During the migration of the Steamworks function library from the base GameMaker runner into this extension, there were some new functions that were added, and others that were slightly changed. This document covers the changes that happened during that migration.
These are the functions that changed:
This function is now asynchronous, meaning it will return an Async request ID that should be used inside a Steam Async Event to check when the task is finished.
These are the new functions that were added to the Steam extension:
This function initialises the steam APIs.
ℹ️ NOTEThis function is already configured to be called at Game Start by the extension, and should not be called from your game code.
Syntax:
steam_init();
Returns:
N/A
This function updates the steam APIs.
⚠️ IMPORTANTThis function is required to be called in order for the Steamworks extension to work. We recommend you place this function in a persistent controller object that calls it inside its Step Event.
Syntax:
steam_update();
Returns:
N/A
Example:
steam_update();
The above code will update the steam APIs.
This function shuts down the Steamworks API, releases pointers and frees memory.
⚠️ IMPORTANTThis function is required to be called in order for the Steamworks extension to work. We recommend you place this function in the GameEnd Event of a controller object. You need to check if this is not a
game_restart()
.
Syntax:
steam_shutdown();
Returns:
N/A
Example:
global.is_game_restarting = true;
game_restart();
The code above should be used when you want to restart your game. We set the is_game_restarting
global variable to true
announcing the game being restarted to true (this global variable should already be declared at the begining of your game and be set to false
by default).
Now inside our Game End Event we can use the following code.
if (global.is_game_restarting == false) {
steam_shutdown();
}
global.is_game_restarting = false;
First we check if the game is not restarting and in that case we know we are actually ending so we call the steam_shutdown
method.
The following set of functions are all for checking the availability of certain aspects of the Steam client or server API. This means that these functions should be used before any other Steam API function call to ensure that the client/server setup is correct and communicating with your game:
When using the Steam API, this function can be called to check that the Steam client API has been initialised correctly before any doing any further calls to Steam specific functions in your game.
Syntax:
steam_initialised();
Returns:
Bool
Example:
global.steam_api = false;
if (steam_initialised())
{
if (steam_stats_ready() && steam_is_overlay_enabled())
{
global.steam_api = true;
}
}
The above code will set a global variable to true if the Steam client API is correctly initialised, along with the Steam statistics and overlay functionality, or it will set the variable to false otherwise.
When using the Steam API, this function can be called to check that the Steam client API has correctly initialised the statistics for your game.
Syntax:
steam_stats_ready();
Returns:
Bool
Example:
global.steam_api = false;
if steam_initialised()
{
if steam_stats_ready() && steam_is_overlay_enabled()
{
global.steam_api = true;
}
}
The above code will set a global variable to true if the Steam client API is correctly initialised, along with the Steam statistics and overlay functionality, or it will set the variable to false otherwise.
This function is used retrieve the unique app ID that Steam assigns for your game, which is required for using some of the User Generated Content functions.
Syntax:
steam_get_app_id();
Returns:
Real
Example:
global.app_id = steam_get_app_id();
The above code gets the unique app ID for your game on Steam and stores it in a global variable.
This function is used retrieve the unique User ID that Steam assigns to each user, which is required for using some of the User Generated Content functions.
Syntax:
steam_get_user_account_id();
Returns:
Real
Example:
global.user_id = steam_get_user_account_id();
The above code gets the unique user ID for the person who owns the game and stores it in a global variable.
You can use this function to return the unique Steam user id of the user currently logged into the Steam client. If you need to get the user's on screen user name you should refer to the function steam_get_persona_name.
Syntax:
steam_get_user_steam_id();
Returns:
int64
Example:
if steam_initialised()
{
global.u_id = steam_get_user_steam_id();
}
The above code will set a global variable to the current users unique Steam ID if the Steam client API is correctly initialised.
You can use this function to return the user name of the user currently logged into the Steam client. This is the visible screen name and not the unique user id (this can be found using the function steam_get_user_steam_id).
Syntax:
steam_get_persona_name();
Returns:
String
Example:
if steam_initialised()
{
global.p_name = steam_get_persona_name();
}
The above code will set a global variable to current users screen name if the Steam client API is correctly initialised.
This function can be used to retrieve the user name (screen name) for any specific user ID. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_get_user_persona_name(steamID);
Argument | Type | Description |
---|---|---|
steamID | int64 | The unique Steam ID for a user. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "user_persona_name" |
steamid | int64 | The unique user id of the user currently logged into the Steam client |
persona_name | string | The visible screen name of the user currently logged into the Steam client |
Example:
request = steam_get_user_persona_name(global.UGC_UserID);
The above code will request the user name of the user ID stored in the global variable "UGC_UserID", storing the returned value in a variable for parsing in the Async Event.
This function will return true
if the Steam client currently has a live connection to the Steam servers. If it returns false
, it means there is no active connection due to either a networking issue on the local machine, or the Steam server being down or busy.
Syntax:
steam_is_user_logged_on();
Returns:
Bool
Example:
if (steam_is_user_logged_on())
{
global.user_id = steam_get_user_account_id();
}
The above code will check to see if the user is logged onto the Steam server and if it stores the user ID in a global variable.
This function is used retrieve the current language that Steam is using (as a string), for example "english".
Syntax:
steam_current_game_language();
Returns:
String
Example:
language = steam_current_game_language();
The above code gets the language used for the current game.
This function can be used to retrieve a list of all available languages for Steam. The returned value is simply a comma-separated list of languages.
Syntax:
steam_available_languages();
Returns:
String
Example:
language = steam_available_languages();
The above gets the available languages for Steam as a string and stores it in a variable.
This function checks if the active user is subscribed to the current App ID.
ℹ️ NOTEThis will always return
true
if you're using Steam DRM.
Syntax:
steam_is_subscribed();
Returns:
Bool
Example:
if (steam_is_subscribed())
{
show_debug_message("is_subscribed")
}
The above code will check to see if the user is logged onto the Steam server and if it stores the user ID in a global variable.
This function sets a warning message hook to receive SteamAPI warnings and info messages in the console.
Syntax:
steam_set_warning_message_hook();
Returns:
N/A
Example:
steam_set_warning_message_hook();
The above code start Steamworks logging messages in console.
The Steam Overlay is the visual display that can be brought up to display the Steam interface to the user. This is normally done by the user themselves using a combination of keys, but you also have the possibility of doing it from within your game, so that you can map a button or an event to show the overlay.
The extension provides you with the following functions:
This section also provides the following constants to use with the functions:
When using the Steam API, this function can be called to check that the Steam client API has the overlay functionality enabled.
Syntax:
steam_is_overlay_enabled();
Returns:
Bool
Example:
global.steam_api = false;
if steam_initialised()
{
if steam_stats_ready() && steam_is_overlay_enabled()
{
global.steamapi = true;
}
}
The above code will set a global variable to true
if the Steam client API is correctly initialized, along with the Steam statistics and overlay functionality, or it will set the variable to false
otherwise.
This function can be used to find out if the user has the Steam Overlay active or not. If the overlay is active and visible to the user the function will return true
, and if it is not, then it will return false
. An example of what this function can be used for would be for polling the Steam API for the overlay so that you can pause your game while the overlay is being shown.
Syntax:
steam_is_overlay_activated();
Returns:
Bool
Example:
if steam_is_overlay_activated()
{
global.Pause = true;
}
The above code will check to see if the Steam overlay is active and if it is it will set the global variable "Pause" to true.
The Steam overlay is a piece of the Steam user interface that can be activated over the top of almost any game launched through Steam. It lets the user access their friends list, web browser, chat, and in-game DLC purchasing. The default key for a user to access the overlay while in a game is SHIFT + TAB, but you can also bring up any page of the overlay using this function. It takes one of six constants that are listed below:
Syntax:
steam_activate_overlay(overlay_type);
Argument | Type | Description |
---|---|---|
overlay_type | constant.OverlayType | The page index of the Steam API UI to show (see OverlayType constants). |
Returns:
N/A
Example:
var key = keyboard_lastkey;
switch (key)
{
case vk_f1: steam_activate_overlay(ov_friends); break;
case vk_f2: steam_activate_overlay(ov_community); break;
case vk_f3: steam_activate_overlay(ov_players); break;
case vk_f4: steam_activate_overlay(ov_settings); break;
case vk_f5: steam_activate_overlay(ov_gamegroup); break;
case vk_f6: steam_activate_overlay(ov_achievements); break;
}
The above code polls the last keyboard key pressed and if it is any of the function keys from 1 to 6 it will open the corresponding page of the Steam overlay.
With this function you can open the Steam game overlay to its web browser and then have it load the specified URL. you need to use the full URL as a string for this to resolve correctly, for example: "http://www.steamgames.com/"
.
Syntax:
steam_activate_overlay(url);
Argument | Type | Description |
---|---|---|
url | string | The (full) URL for the overlay to open. |
Returns:
N/A
Example:
if keyboard_check_pressed(vk_f1)
{
steam_activate_overlay_browser("http://www.steamgames.com/");
}
The above code polls the keyboard for the F1 key and if it is then Steam overlay will be opened and resolve to the given URL.
With this function you can open the Steam overlay on the store page for a game so that users can buy or download DLC (for example). You need to supply the unique App ID for the game or DLC which you would get from the Steam dashboard when you set it up.
Syntax:
steam_activate_overlay_store(app_id);
Argument | Type | Description |
---|---|---|
app_id | integer | The unique App ID for your game. |
Returns:
N/A
Example:
if keyboard_check_pressed(vk_f1)
{
steam_activate_overlay_store(global.DLC_id);
}
The above code polls the keyboard for the F1 key and if it is then Steam overlay will be opened on the page for the game content using the app ID stored in the global variable.
This function will open the Steam overlay to one of the chosen dialogues relating to the user ID given. Note that Steam IDs can be large numbers and so you may need to cast your ID value as an int64() before supplying it to the function.
Syntax:
steam_activate_overlay_user(dialog_name, steamid);
Argument | Type | Description |
---|---|---|
dialog_name | string | The dialogue to open the overlay on (see below). |
steamid | int64 | The Steam user ID or group ID to use. |
Dialog Names | Description |
---|---|
"steamid" |
Opens the Steam Community web browser to the page of the user or group |
"chat" |
Opens a chat window to the specified user |
Returns:
N/A
Example:
var key = keyboard_lastkey;
switch (key)
{
case vk_f1: steam_activate_overlay_user("steamid", global.GameGroupID); break;
case vk_f2: steam_activate_overlay_user("chat", global.FriendID); break;
}
The above code polls the last keyboard key pressed and if it is function key 1 or function key 2, it will open the Steam overlay to either see the Steam group stored in the global variable "GamegroupID", or it will open the chat window to chat with the user stored in the global "FriendID" variable.
Sets the inset of the overlay notification from the corner specified by steam_set_overlay_notification_position
Syntax:
steam_set_overlay_notification_inset(hor_inset, vert_inset);
Argument | Type | Description |
---|---|---|
hor_inset | real | The horizontal (left-right) distance in pixels from the corner. |
vert_inset | real | The vertical (up-down) distance in pixels from the corner. |
Returns:
Bool
Example:
steam_set_overlay_notification_inset(10, 10);
The code above will inset the over lay 10px on the horizontal axis and 10px in the vertical axis.
Changes the corner in which the overlay notifications will appear.
Syntax:
steam_set_overlay_notification_position(position);
Argument | Type | Description |
---|---|---|
position | OverlayNotificationPosition | A constant that indicates the position where the notification overlay should render |
Returns:
N/A
Example:
steam_set_overlay_notification_position(steam_overlay_notification_position_bottom_right);
The above code will change the notification position to the bottom right corner.
These constants specify the type of overlay to be activated when using the function steam_activate_overlay.
Overlay Type Constant | Description |
---|---|
ov_friends |
The friends page for the current user |
ov_community |
The community page for your game |
ov_players |
The page showing others that are playing the same game or that you have recently played with |
ov_settings |
The Steam client overlay settings |
ov_gamegroup |
Opens the Steam Community web browser to the official game group for this game |
ov_achievements |
The achievements page for your game |
These constants specify the position of the notification overlay onscreen an should be used with the function steam_set_overlay_notification_position.
Overlay Notification Position Constant | Description |
---|---|
steam_overlay_notification_position_top_left |
Point to the top left position |
steam_overlay_notification_position_top_right |
Point to the top right position |
steam_overlay_notification_position_bottom_left |
Point to the bottom left position |
steam_overlay_notification_position_bottom_right |
Point to the bottom right position |
The Steam API supports persistent leaderboards with automatically ordered entries. These leaderboards can be used to display global and friend leaderboards in your game and on the community web page for your game. Each game can have up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted into it, but note that for each leaderboard, a player can have only one entry, although there is no limit on the number of players per leaderboard.
Each leaderboard entry contains a name, a score and a rank for the leaderboard, and this data will be replaced when a new leaderboard entry is created for the user, and the following functions can be used to add and retrieve this data form the leaderboards for your game:
The following data types are used by the leaderboard functions:
The following constants are used by the leaderboard functions:
With this function you can create a new leaderboard for your game. The first argument is a string which defines the name of your leaderboard, and this name should be used in any further function calls relating to the leaderboard being created. You can then define the sort order (see LeaderboardSortOrder constants) as well as the way in which the information is displayed (see LeaderboardDisplayType constants). This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf you have previously created a leaderboard with the same name (either through code or through your Steam page for the game), then this function will not create a new one.
Syntax:
steam_create_leaderboard(lb_name, sort_order, display_type);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are creating |
sort_order | LeaderboardSortOrder constant | The method for sorting the leaderboard entries (see LeaderboardSortOrder constants) |
display_type | LeaderboardDisplayType constant | The way to display the leaderboard to the user (see LeaderboardDisplayType constants) |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "create_leaderboard" |
status | real | The status code, 0 if the leaderboard was create and 1 if it already existed |
lb_name | string | The name of the leaderboard |
Example:
steam_create_leaderboard("Game Times", lb_sort_ascending, lb_disp_time_sec);
The above code will create a leaderboard called "Game Times", and set it to display the results in ascending order and with a display in seconds.
This function will send a score to the given leaderboard. The score to be uploaded is a real number, and the leaderboard name is a string that was defined when you created the leaderboard using the function steam_create_leaderboard. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the Async event will not be triggered.
Syntax:
steam_upload_score(lb_name, score);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are uploading the scores to |
score | real | The score to upload |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
post_id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_upload" |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
success | bool | Whether or not the request was successful |
updated | bool | Whether or not the leaderboard was updated (ie: the new score was better) |
score | real | The score that was posted to the leaderboard |
Extended Example:
In this example, we first upload a score and then parse the async_load
map returned if successful. The code below shows a typical example for uploading:
if (hp <= 0)
{
upload_ID = steam_upload_score("Game Scores", score);
if (!upload_ID)
{
alarm[0] = room_speed;
}
}
Note that we have set an alarm if the call fails. This would be used to try the upload again at a later time and you can add extra code there to retry the upload or to save the score to a text file should it continue to fail, etc... We now add the following into the Steam Async Event for the instance controlling the scores:
var type = ds_map_find_value(async_load, "event_type");
if (type == "leaderboard_upload")
{
var lb_ID = ds_map_find_value(async_load, "post_id");
if lb_ID == upload_ID
{
var lb_name = ds_map_find_value(async_load, "lb_name");
var lb_done = ds_map_find_value(async_load, "success");
var lb_score = ds_map_find_value(async_load, "score");
var lb_updated = ds_map_find_value(async_load, "updated");
show_debug_message("leaderboard post id:" + string(lb_ID) + " to lb:" + string(lb_name) + " with score:" + string(lb_score) + " updated=" + string(lb_updated));
if (lb_done)
{
show_debug_message("- Succeeded");
}
else
{
show_debug_message("- Failed");
}
}
}
in the example we are simply outputting the return values to the compiler window as debug messages, but you can use this event to deal with the information in any way you choose.
This function will send a score to the given leaderboard. It is similar to the function steam_upload_scorebut has an extra argument that will allow you to force the update of the score, as by default Steam only updates the score if it is better than the previous one. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the Async event will not be triggered.
Syntax:
steam_upload_score_ext(lb_name, score, force_update);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are uploading the scores to |
score | real | The score to upload |
force_update | bool | Whether or not the value should be replaced |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
post_id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_upload" |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
success | bool | Whether or not the request was successful |
updated | bool | Whether or not the leaderboard was updated (ie: the new score was better or forceUpdate was set to true ) |
score | real | The score that was posted to the leaderboard |
Extended Example:
In this example, we first upload a score and then parse the async_load
map returned if successful. The code below shows a typical example for uploading:
if (hp <= 0)
{
upload_ID = steam_upload_score_ext("Game Scores", score, true);
if (!upload_ID)
{
alarm[0] = room_speed;
}
}
Note that we have set an alarm if the call fails. This would be used to try the upload again at a later time and you can add extra code there to retry the upload or to save the score to a text file should it continue to fail, etc... We now add the following into the Steam Async Event for the instance controlling the scores:
var type = ds_map_find_value(async_load, "event_type");
if (type == "leaderboard_upload")
{
var lb_ID = ds_map_find_value(async_load, "post_id");
if lb_ID == upload_ID
{
var lb_name = ds_map_find_value(async_load, "lb_name");
var lb_done = ds_map_find_value(async_load, "success");
var lb_score = ds_map_find_value(async_load, "score");
var lb_updated = ds_map_find_value(async_load, "updated");
show_debug_message("leaderboard post id:" + string(lb_ID) + " to lb:" + string(lb_name) + " with score:" + string(lb_score) + " updated=" + string(lb_updated));
if (lb_done)
{
show_debug_message("- Succeeded");
}
else
{
show_debug_message("- Failed");
}
}
}
in the example we are simply outputting the return values to the compiler window as debug messages, but you can use this event to deal with the information in any way you choose.
This function will send a score to the given leaderboard along with a data package created from a buffer. The buffer should be no more than 256 bytes in size - anything beyond that will be chopped off - and can contain any data you require. The score to be uploaded should be a real number, and the leaderboard name is a string that was defined when you created the leaderboard using the function steam_create_leaderboard. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the Async event will not be triggered.
Syntax:
steam_upload_score_buffer(lb_name, score, buffer);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are uploading the scores to |
score | real | The score to upload |
buffer | buffer ID | The ID of the buffer to attach |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
post_id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_upload" |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
success | bool | Whether or not the request was successful |
updated | bool | Whether or not the leaderboard was updated (ie: the new score was better). Note that if you score was not updated neither will be the data buffer. |
score | real | The score that was posted to the leaderboard |
Extended Example:
In this example, we first upload a score and then parse the async_load
map returned if successful. The code below shows a typical example for uploading, with a buffer being created to hold a string telling us which level the score was uploaded from:
if (hp <= 0)
{
var buff = buffer_create(256, buffer_fixed, 1 );
buffer_write(buff, buffer_string, "Uploaded on level " + string(global.Level));
upload_ID = steam_upload_score("Game Scores", score, buff);
if (!upload_ID)
{
alarm[0] = room_speed;
}
buffer_delete(buff);
}
Note that we have set an alarm if the call fails. This would be used to try the upload again at a later time and you can add extra code there to retry the upload or to save the score to a text file should it continue to fail, etc... Also note that we immediately delete the buffer, since it is no longer required for the function. We now add the following into the Steam Async Event for the instance controlling the scores:
var type = ds_map_find_value(async_load, "event_type");
if (type == "leaderboard_upload")
{
var lb_ID = ds_map_find_value(async_load, "post_id");
if lb_ID == upload_ID
{
var lb_name = ds_map_find_value(async_load, "lb_name");
var lb_done = ds_map_find_value(async_load, "success");
var lb_score = ds_map_find_value(async_load, "score");
var lb_updated = ds_map_find_value(async_load, "updated");
show_debug_message("leaderboard post id:" + string(lb_ID) + " to lb:" + string(lb_name) + " with score:" + string(lb_score) + " updated=" + string(lb_updated));
if (lb_done)
{
show_debug_message("- Succeeded");
}
else
{
show_debug_message("- Failed");
}
}
}
In the example we are simply outputting the return values to the compiler window as debug messages, but you can use this event to deal with the information in any way you choose.
This function will send a score to the given leaderboard along with a data package created from a buffer. The buffer should be no more than 256 bytes in size - anything beyond that will be chopped off - and can contain any data you require. This function is similar to steam_upload_score_buffer but has an extra argument that will allow you to force the update of the score, as by default Steam only updates the score if it is better than the previous one. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the Async event will not be triggered.
Syntax:
steam_upload_score_buffer_ext(lb_name, score, buffer, force_update);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are uploading the scores to |
score | real | The score to upload |
buffer | buffer ID | The ID of the buffer to attach |
force_update | bool | Whether or not the value should be replaced |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
post_id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_upload" |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
success | bool | Whether or not the request was successful |
updated | bool | Whether or not the leaderboard was updated (ie: the new score was better or forceUpdate was set to true ). Note that if you score was not updated neither will be the data buffer. |
score | real | The score that was posted to the leaderboard |
Extended Example:
In this example, we first upload a score and then parse the async_load
map returned if successful. The code below shows a typical example for uploading, with a buffer being created to hold a string telling us which level the score was uploaded from:
if (hp <= 0)
{
var buff = buffer_create(256, buffer_fixed, 1 );
buffer_write(buff, buffer_string, "Uploaded on level " + string(global.Level));
upload_ID = steam_upload_score_buffer_ext("Game Scores", score, buff, true);
if (!upload_ID)
{
alarm[0] = room_speed;
}
buffer_delete(buff);
}
Note that we have set an alarm if the call fails. This would be used to try the upload again at a later time and you can add extra code there to retry the upload or to save the score to a text file should it continue to fail, etc... Also note that we immediately delete the buffer, since it is no longer required for the function. We now add the following into the Steam Async Event for the instance controlling the scores:
var type = ds_map_find_value(async_load, "event_type");
if (type == "leaderboard_upload")
{
var lb_ID = ds_map_find_value(async_load, "post_id");
if lb_ID == upload_ID
{
var lb_name = ds_map_find_value(async_load, "lb_name");
var lb_done = ds_map_find_value(async_load, "success");
var lb_score = ds_map_find_value(async_load, "score");
var lb_updated = ds_map_find_value(async_load, "updated");
show_debug_message("leaderboard post id:" + string(lb_ID) + " to lb:" + string(lb_name) + " with score:" + string(lb_score) + " updated=" + string(lb_updated));
if (lb_done)
{
show_debug_message("- Succeeded");
}
else
{
show_debug_message("- Failed");
}
}
}
In the example we are simply outputting the return values to the compiler window as debug messages, but you can use this event to deal with the information in any way you choose.
This function is used retrieve a sequential range of leaderboard entries by leaderboard ranking. The start_idx
and end_idx
parameters control the requested range of ranks, for example, you can display the top 10 on a leaderboard for your game by setting the start value to 1 and the end value to 10. The leaderboard name is a string that was defined when you created the leaderboard using the function steam_create_leaderboard.
This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the async event will not be triggered.
Syntax:
steam_download_scores(lb_name, start_idx, end_idx);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are downloading the scores from |
start_idx | integer | The start position within the leaderboard |
end_idx | integer | The end position within the leaderboard |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_download" |
status | int64 | The status code if download fails |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
entries | string | A json formatted string with all the downloaded entries (see LeaderboardEntry for details) |
Extended Example:
In this extended example we will request the top ten ranking for the given leaderboard and parse its results in the Steam Async Event. to start with we need to request the scores with the following code:
score_get = steam_download_scores("Game Scores", 1, 10);
This will send off a request to the Steam Server for the scores from the leaderboard "Game Scores", storing the async id of the request in the variable "score_get". this will then be handled in the Steam Async Event in the following way:
var async_id = ds_map_find_value(async_load, "id");
if async_id == score_get
{
var entries = ds_map_find_value(async_load, "entries");
var map = json_decode(entries);
if ds_map_exists(map, "default")
{
ds_map_destroy(map);
exit;
}
else
{
var list = ds_map_find_value(map, "entries");
var len = ds_list_size(list);
var entry;
for(var i = 0; i < len; i++;)
{
entry = ds_list_find_value(list, i );
steam_name[i] = ds_map_find_value(entry, "name");
steam_score[i] = ds_map_find_value(entry, "score");
steam_rank[i] = ds_map_find_value(entry, "rank");
steam_data[i] = ds_map_find_value(entry, "data");
}
}
ds_map_destroy(map)
}
What we do here is first check the "id" key of the special async_load DS map. If this value is the same as the value of the original call-back function (stored in the "score_get" variable) we then continue to process the data. The first thing we do is parse the async_load
DS map for the key "entries" which will contain a JSON formatted string containing the leaderboard data. This JSON object is then decoded (see json_decode) as another DS map, and this new map id is stored in the variable "map".
This map is checked for the key "default" and if that is found then the map is destroyed and the event is exited. If no "default" key is found, the code will then parse the map to extract the necessary information about the leaderboard, by first extracting a DS list from the "entries" key of the DS map, and then looping through each entry of the list to get another DS map with the name, score and rank of each entry. These values are then stored to arrays.
Once the loop has finished, the JSON DS map is destroyed (which in turn destroys all the internal maps and lists). There is no need to destroy the async_load DS map as this is handled for you by GameMaker Studio 2.
This function is used to retrieve leaderboard entries relative the current users entry. The range_start
parameter is the number of entries to retrieve before the current users entry, and the range_end
parameter is the number of entries after the current user's entry, and the current user's entry is always included in the results. For example, if the current user is number 5 on a given leaderboard, then setting the start range to -2 and the end range to 2 will return 5 entries: 3 through 7. If there are not enough entries in the leaderboard before or after the user's entry, Steam will adjust the range start and end points trying to maintained the range size. For example, if the user is #1 on the leaderboard, start is set to -2, and end is set to 2, Steam will return the first 5 entries in the leaderboard.
This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the async event will not be triggered.
Syntax:
steam_download_scores_around_user(lb_name, range_start, range_end);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are downloading the scores from |
range_start | integer | The start position within the leaderboard |
range_end | integer | The end position within the leaderboard |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_download" |
status | int64 | The status code if download fails |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
entries | string | A json formatted string with all the downloaded entries (see LeaderboardEntry for details) |
Example:
request_id = steam_download_scores_around_user("Game Scores", -4, 5);
This will send off a request to the Steam Server for a range of 10 scores from the leaderboard "Game Scores"
, centered on the player and will store the async id of the request in the variable request_id
. This will then be handled in the Steam Async Event, as shown in the Extended Example for steam_download_scores.
With this function you can retrieve only the scores on the leaderboard that belong to those people that are marked as "friends" in the Steam client. So, if your leaderboard has 200 entries, and 50 of them are your friends, this function will retrieve only those 50 results. The leaderboard name is a string that was defined when you created the leaderboard using the function steam_create_leaderboard. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEIf the function call fails for any reason it will return -1 and the async event will not be triggered.
Syntax:
steam_download_friends_scores(lb_name);
Argument | Type | Description |
---|---|---|
lb_name | string | The name of the leaderboard that you are downloading the scores from |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "leaderboard_download" |
status | int64 | The status code if download fails |
lb_name | string | The name of the leaderboard |
num_entries | real | The number of returned entries |
entries | string | A json formatted string with all the downloaded entries (see LeaderboardEntry for details) |
Example:
request_id = steam_download_friends_scores("Game Scores");
This will send off a request to the Steam Server for the users friends scores from the given leaderboard and will store the async id of the request in the variable request_id
. This will then be handled in the Steam Async Event, as shown in the Extended Example for steam_download_scores.
A leaderboard entry is represented by a json formatted string that can be returned by the async callback event of the following functions:
This string can be decoded into a DS map (see json_decode, needs to be destroyed afterwards) or into a struct (see json_parse, recommended) and will provide the following members.
Key | Type | Description |
---|---|---|
rank | real | The rank of the entry on the specified leaderboard |
data | string | The base64 encoded string with the data provided when uploading scores using the steam_upload_score_buffer or steam_upload_score_buffer_ext functions |
score | real | The score attributed to this entry |
name | string | The display name of the player for this entry |
userID | int64 | The unique user id of the player for this entry |
ℹ️ NOTEIf steam_upload_score_buffer or steam_upload_score_buffer_ext were used to upload the score, the decoded entry will now have a
"data"
key so you can retrieve the data of the uploaded buffer (see the Steam Async Event extended code example for further details). This data will be base64 encoded and so you will need to use the function buffer_base64_decode on the data before reading from the buffer.
These constants specify the display type of a leaderboard and should be used with the function steam_create_leaderboard.
Leaderboard Display Type Constant | Description |
---|---|
lb_disp_none |
Show the leaderboard "as is". |
lb_disp_numeric |
Show the leaderboard as a numeric display. |
lb_disp_time_sec |
Show the leaderboard values as times, with the base value being seconds. |
lb_disp_time_ms |
Show the leaderboard values as times, with the base value being milliseconds |
These constants specify the sort order of a leaderboard and should be used with the function steam_create_leaderboard.
Leaderboard Sort Order Constant | Description |
---|---|
lb_sort_none |
No sorting. The information will be displayed "as is". |
lb_sort_ascending |
Sort the leaderboard in ascending order. |
lb_sort_descending |
Sort the leaderboard in descending order. |
The following functions and constants allow you to use Steam's Lobbies and Matchmaking functionality.
These functions are provided for handling the current lobby:
The following functions allow retrieving and handling lists of public lobbies.
These are the constants used by this API:
Displays an invitation overlay if currently in a lobby. The invitation overlay is much akin to the friends-list overlay, but only shows online friends, and shows an "invite" buttons on each row.
Syntax:
steam_lobby_activate_invite_overlay();
Returns:
bool
Triggers:
Asynchronous Steam Event (when an invitation is accepted)
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_join_requested" |
lobby_id | int64 | The lobby unique identifier |
success | bool | Whether or not the task was successful |
result | real | The code of the result |
Example:
steam_lobby_activate_invite_overlay();
The above code will show the Steam invite overlay.
Starts creating a lobby. Returns whether or not the task was successfully created. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
Syntax:
steam_lobby_create(type, max_members);
Argument | Type | Description |
---|---|---|
type | LobbyType | Constant that indicate the status of the lobby |
max_members | real | Indicates the maximum allowed number of users in the lobby (including the lobby's creator) |
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_created" |
lobby_id | int64 | The name of the leaderboard |
success | real | Whether or not the request was successful |
result | bool | The status code (descriptions can be found in Steam API documentation) |
Example:
steam_lobby_create(steam_lobby_type_public, 4);
The above code will create a lobby with a maximum of 4 users. We now add the following into the Steam Async Event for checking the success of task:
var type = async_load[? "type"];
if (type == "lobby_created")
{
if (async_load[? "success"])
show_debug_message("Lobby created");
else
show_debug_message("Failed to create lobby");
}
in the example we are simply outputting the success of the lobby creation task.
Returns the data of a message sent using steam_lobby_send_chat_message_buffer. Returns whether or not the buffer was successfully filled with the message data.
Syntax:
steam_lobby_get_chat_message_data(message_index, buffer);
Argument | Type | Description |
---|---|---|
message_index | real | The message unique identifier |
buffer | buffer ID | The buffer to write the data to |
Returns:
bool
Example:
chat_message_buf = buffer_create(steam_lobby_max_chat_message_size, buffer_fixed, 1);
steam_lobby_get_chat_message_data(_msg_index, chat_message_buf)
The code above will get the current message data and place it into a buffer (resizing if required and allowed, ie.: buffer_grow ).
Return the size of a message
Syntax:
steam_lobby_get_chat_message_size(message_index)
Argument | Type | Description |
---|---|---|
message_index | real | The argument to be passed in |
Returns:
real
Example:
// ... INSIDE A STEAM ASYNC EVENT ...
switch (async[? "event_type"])
{
case "lobby_chat_message":
size = steam_lobby_get_chat_message_size(async_load[?"message_index"]);
break;
}
The code above will get the current message size in bytes.
Return the text of a message.
Syntax:
steam_lobby_get_chat_message_text(index);
Argument | Type | Description |
---|---|---|
index | real | Message index |
Returns:
string
Example:
// ... INSIDE A STEAM ASYNC EVENT ...
switch (async[? "event_type"])
{
case "lobby_chat_message":
text = steam_lobby_get_chat_message_text(async_load[?"message_index"]);
break;
}
The code above will get the current message text.
Returns a lobby field value, as set by steam_lobby_set_data.
Syntax:
steam_lobby_get_data(key);
Argument | Type | Description |
---|---|---|
key | string | String representation of the data |
Returns:
string
Example:
var title = steam_lobby_get_data("title");
The code above will return the data of the title
field of the current value.
Syntax:
steam_lobby_get_lobby_id();
Returns:
int64
Example:
var lobby_id = steam_lobby_get_lobby_id()
The code above will get the current lobby id and store it in a variable.
Returns the number of users in the current lobby (including you). If the lobby is not valid, returns 0.
Syntax:
steam_lobby_get_member_count();
Returns:
real
Example:
for(var i = 0 ; i < steam_lobby_get_member_count() ; i++)
{
var user_id = steam_lobby_get_member_id(i)
//Do something with the user id
}
The code sample above will get the total number of member in the current lobby and iterate over all of them getting their unique ids, using the steam_lobby_get_member_id function.
Returns the user ID of the member at the given index in the current lobby.
Syntax:
steam_lobby_get_member_id(index);
Argument | Type | Description |
---|---|---|
index | real | Position of the member of the lobby to return |
Returns:
int64
Example:
for(var i = 0 ; i < steam_lobby_get_member_count() ; i++)
{
var user_id = steam_lobby_get_member_id(i)
//Do something with the user id
}
The code sample above will iterate over all of the members inside a lobby and get their unique ids.
Returns the lobby's owner's Steam ID. If the lobby is not valid, returns ID 0.
Syntax:
steam_lobby_get_owner_id();
Returns:
int64
Example:
var lobby_owner = steam_lobby_get_owner_id()
The code above will return the unique id of the owner of the current lobby.
Returns whether the local player is the lobby's owner.
ℹ️ NOTEIf the lobby is not valid, returns false.
Syntax:
steam_lobby_is_owner()
Returns:
bool
Example:
for (var i = 0; i < steam_lobby_get_member_count(); i++)
{
if (!steam_lobby_is_owner())
{
var user_id = steam_lobby_get_member_id(i)
steam_lobby_set_owner_id(user_id)
break;
}
}
The code example will loop through all the members in a lobby and transfers ownership to the first member that is not the owner.
Starts joining a lobby with the given ID. Returns whether or not the API was correctly initialized. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
Syntax:
steam_lobby_join_id(lobby_id);
Argument | Type | Description |
---|---|---|
lobby_id | int64 | Identifier of the lobby |
Returns:
N/A
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_joined" |
lobby_id | int64 | The lobby unique identifier |
success | bool | Whether or not the task was successful |
result | real | The code of the result |
Example:
steam_lobby_join_id(lobbyID)
The code will attempt the join a lobby with a given id, the task callback can be listened to inside the the Steam Async Event with the folllowing sample code:
var type = async_load[? "type"];
if (type == "lobby_joined")
{
var lobby_id = async_load[? "lobby_id"];
var success = async_load[? "success"];
// Do something with the data
}
In the example we are simply caching the data into variables.
Leaves the current lobby (if any). Does not raise any errors if currently not in a lobby.
ℹ️ NOTEIf you are the lobby owner and leave the lobby, Steam transfers lobby ownership to any other available user, so you may need to manually handle ownership transfer using steam_lobby_set_owner_id before leaving.
Syntax:
steam_lobby_leave();
Returns:
N/A
Example:
steam_lobby_leave();
The code sample above will make the user leave the current lobby.
Broadcasts a chat text message to all the users in the lobby.
Syntax:
steam_lobby_send_chat_message(text);
Argument | Type | Description |
---|---|---|
text | string | The string to be sent (up to 4000 characters) |
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_chat_message" |
user_id | string | The sender unique identifier |
message_index | real | The message unique identifier |
Example:
steam_lobby_send_chat_message("Hello World");
The code will broadcast a text message to all the members in the current lobby, the message can be read using the Steam Async Event callback:
var type = async_load[? "type"];
if (type == "lobby_chat_message")
{
var user_id = async_load[? "user_id"];
var msg_id = async_load[? "message_index"];
var user_name = steam_get_user_persona_name_sync(user_id);
var message = steam_lobby_get_chat_message_text(msg_id);
// Do something with the data
}
In the example we are simply caching the data into variables notice that use use the function steam_get_user_persona_name_sync and steam_lobby_get_chat_message_text to get both the user name and the text inside the message, respectively.
Broadcasts a chat (text or binary data) message to all the users in the lobby.
Syntax:
steam_lobby_send_chat_message_buffer(buffer, size);
Argument | Type | Description |
---|---|---|
buffer | buffer ID | The buffer to be sent (up to 4 Kilobytes in size) |
size | real | The amount of byte to be sent (there is no offset). |
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_chat_message" |
user_id | string | The sender unique identifier |
entry_type | real | Type of message received. |
message_index | real | The message unique identifier |
message_size | real | The size of the message being broadcasted |
Example:
var buff = buffer_create(256, buffer_fixed, 1);
buffer_write(buff, buffer_string, "This is a buffer!");
steam_lobby_send_chat_message_buffer(buff);
The code will broadcast a message (text or binary data) to all the members in the current lobby, the message can be read using the Steam Async Event callback:
var type = async_load[? "type"];
if (type == "lobby_chat_message")
{
var user_id = async_load[? "user_id"];
var msg_id = async_load[? "message_index"];
var user_name = steam_get_user_persona_name_sync(user_id);
var data = steam_lobby_get_chat_message_data(global.chat_buffer, msg_id);
// Do something with the data
}
In the example we are simply caching the data into variables notice that use use the function steam_get_user_persona_name_sync and steam_lobby_get_chat_message_data to get both the user name and the data inside the message, respectively.
Changes a lobby's field. You must be the lobby's owner to do this. Returns whether or not the data was set. Fields can then be used to filter lobbies via matchmaking functions.
ℹ️ NOTEIf your value is numeric, convert it to string prior to passing it to the function.
Syntax:
steam_lobby_set_data(key, value);
Argument | Type | Description |
---|---|---|
key | string | The key to set the data for |
value | string | The value to set |
Returns:
bool
Example:
steam_lobby_set_data("LobbyName","GreatLobby")
The code sample will set the "LobbyName"
lobby field to the provided value ("GreatLobby"
).
Sets whether or not a lobby is join-able by other players. This always defaults to enabled for a new lobby. Returns whether or not the property was set.
ℹ️ NOTEIf joining is disabled, then no players can join, even if they are a friend or have been invited.
ℹ️ NOTELobbies with joining disabled will not be returned from a lobby search.
Syntax:
steam_lobby_set_joinable(joinable);
Argument | Type | Description |
---|---|---|
joinable | bool | Allow ( true ) or prevent ( false ) users from joining this lobby |
Returns:
bool
Example:
steam_lobby_set_joinable(false);
The code above will prevent user from joining the current lobby.
If you are a lobby owner, transfers the lobby ownership to the specified player, which must be in this same lobby. Returns whether or not the property was set.
ℹ️ NOTEYou need to be the lobby owner in order to use the function.
Syntax:
steam_lobby_set_owner_id(user_id);
Argument | Type | Description |
---|---|---|
user_id | bool | The user to set as owner of the lobby |
Returns:
bool
Example:
for(var i = 0 ; i < steam_lobby_get_member_count() ; i++)
{
if(!steam_lobby_is_owner())
{
var user_id = steam_lobby_get_member_id(i)
steam_lobby_set_owner_id(user_id)
break;
}
}
The code example will loop through all the members in a lobby and transfers ownership to the first member that is not the owner.
Changes the lobby's type. Useful, if you don't allow mid-session joining, you could have the game make lobbies private on session start (or use steam_lobby_set_joinable).
ℹ️ NOTEYou need to be the lobby owner in order to use the function.
Syntax:
steam_lobby_set_type(type)
Argument | Type | Description |
---|---|---|
type | LobbyType | The lobby visibility |
Returns:
N/A
Example:
steam_lobby_set_type(steam_lobby_type_private)
The code above will change the lobby joining policy.
Restricts results by region and sorts them based on geographical proximity.
Syntax:
steam_lobby_list_add_distance_filter(mode);
Argument | Type | Description |
---|---|---|
mode | LobbyFilterDistanceMode | Distance filter to be applied |
Returns:
bool
Example:
steam_lobby_list_add_distance_filter(steam_lobby_list_distance_filter_far);
steam_lobby_list_add_near_filter("myNearFilter", 77);
steam_lobby_list_add_numerical_filter("level", 10, steam_lobby_list_filter_gt);
steam_lobby_list_add_string_filter("Stage","BattleZone", steam_lobby_list_filter_eq)
steam_lobby_list_request();
The code above will apply some filters to be lobby list request before requesting the results.
Sorts the results based on how close their field's (key)'s value is to the provided one.
ℹ️ NOTEIf multiple near-filters are specified, the earlier-set ones take precedence.
Syntax:
steam_lobby_list_add_near_filter(key, value);
Argument | Type | Description |
---|---|---|
key | string | The filter key name to match. |
value | real | The value that lobbies will be sorted on. |
Returns:
bool
Example:
steam_lobby_list_add_distance_filter(steam_lobby_list_distance_filter_far);
steam_lobby_list_add_near_filter("myNearFilter", 77);
steam_lobby_list_add_numerical_filter("level", 10, steam_lobby_list_filter_gt);
steam_lobby_list_add_string_filter("Stage","BattleZone", steam_lobby_list_filter_eq)
steam_lobby_list_request();
The code above will apply some filters to be lobby list request before requesting the results.
Sets up a numeric filter for the next lobby list request. That is, lobbies not matching the condition will be excluded from results.
ℹ️ NOTELobbies without the given field (key) will be excluded.
Syntax:
steam_lobby_list_add_numerical_filter(key, value, comparison_type)
Argument | Type | Description |
---|---|---|
key | string | The filter key name to match |
value | real | The number to compare. |
comparison_type | LobbyFilterComparisonType | The type of comparison to make. |
Returns:
bool
Example:
steam_lobby_list_add_distance_filter(steam_lobby_list_distance_filter_far);
steam_lobby_list_add_near_filter("myNearFilter", 77);
steam_lobby_list_add_numerical_filter("level", 10, steam_lobby_list_filter_gt);
steam_lobby_list_add_string_filter("Stage","BattleZone", steam_lobby_list_filter_eq)
steam_lobby_list_request();
The code above will apply some filters to be lobby list request before requesting the results.
Sets up a string filter for the next lobby list request. That is, lobbies not matching the condition will be excluded from results.
ℹ️ NOTELobbies without the given field (
key
) will be assumed to have it as""
.
Syntax:
steam_lobby_list_add_string_filter(key, value, comparison_type)
Argument | Type | Description |
---|---|---|
key | string | The filter key name to match |
value | string | The string to compare |
comparison_type | LobbyFilterComparisonType | The type of comparison to make (strings only accepts equal or not equal comparison) |
Returns:
bool
Example:
steam_lobby_list_add_distance_filter(steam_lobby_list_distance_filter_far);
steam_lobby_list_add_near_filter("myNearFilter", 77);
steam_lobby_list_add_numerical_filter("level", 10, steam_lobby_list_filter_gt);
steam_lobby_list_add_string_filter("Stage","BattleZone", steam_lobby_list_filter_eq)
steam_lobby_list_request();
The code above will apply some filters to be lobby list request before requesting the results.
Return count of lobbies, after a successful call to steam_lobby_list_request.
Syntax:
steam_lobby_list_get_count();
Returns:
real
Example:
for(var a = 0 ; a < steam_lobby_list_get_count() ; a++)
{
ins = instance_create_depth(600,200+90*a,0,Obj_Steam_Networking_List_Slot);
ins.index = a
ins.lobby_id = steam_lobby_list_get_lobby_id(a)
ins.creator = steam_lobby_list_get_data(a, "Creator")
}
After a successful steam_lobby_list_request this function will return the number of results in the lobby query.
Gets the metadata associated with the specified key from the specified lobby.
ℹ️ NOTEThe argument
lobby_index
is not a lobby id but instead the position of the lobby (from 0 to steam_lobby_list_get_count) on the query array after a steam_lobby_list_request async event is triggered.
Syntax:
steam_lobby_list_get_data(lobby_index, key);
Argument | Type | Description |
---|---|---|
lobby_index | real | The lobby list index from the queried result. |
key | string | The key to get the value of. |
Returns:
string
Example:
for(var a = 0 ; a < steam_lobby_list_get_count() ; a++)
{
ins = instance_create_depth(600,200+90*a,0,Obj_Steam_Networking_List_Slot);
ins.index = a
ins.lobby_id = steam_lobby_list_get_lobby_id(a)
ins.creator = steam_lobby_list_get_data(a, "Creator")
}
The above code will show a code example.
Gets the lobby id associated to the index.
ℹ️ NOTEThe argument
lobby_index
is not a lobby id but instead the position of the lobby (from 0 to steam_lobby_list_get_count) on the query array after a steam_lobby_list_request async event is triggered.
Syntax:
steam_lobby_list_get_lobby_id(lobby_index);
Argument | Type | Description |
---|---|---|
lobby_index | real | The lobby index in the current lobby list |
Returns:
int64
Example:
for(var a = 0; a < steam_lobby_list_get_count(); a++)
{
ins = instance_create_depth(600, 200+90*a, 0, Obj_Steam_Networking_List_Slot);
ins.index = a;
ins.lobby_id = steam_lobby_list_get_lobby_id(a);
ins.creator = steam_lobby_list_get_data(a, "Creator");
}
The above code will show a code example.
Gets the number of users in a lobby. **
ℹ️ NOTEThe argument
lobby_index
is not a lobby id but instead the position of the lobby (from 0 to steam_lobby_list_get_count) on the query array after a steam_lobby_list_request async event is triggered.
Syntax:
steam_lobby_list_get_lobby_member_count(lobby_index);
Argument | Type | Description |
---|---|---|
lobby_index | real | The lobby ID of the lobby to get the number of members of. |
Returns:
real
Example:
steam_lobby_list_get_lobby_member_count(steam_lobby_get_lobby_id());
The above code will show a code example.
Gets the Steam ID of the lobby member at the given index.
ℹ️ NOTEThe argument
lobby_index
is not a lobby id but instead the index representation of the lobby (ranging from 0 to steam_lobby_list_get_count) on the query array after a steam_lobby_list_request async event is triggered. By the same logic themember_index
is also not the user id but the indexed representation of the user within the lobby (this value ranges from 0 to steam_lobby_list_get_lobby_member_count).
Syntax:
steam_lobby_list_get_lobby_member_id(lobby_index, member_index);
Argument | Type | Description |
---|---|---|
lobby_index | real | This MUST be an index ranging from 0 to steam_lobby_list_get_count |
member_index | real | This MUST be an index ranging from 0 to steam_lobby_list_get_lobby_member_count of the lobby index |
Returns:
int64
Example:
var count = steam_lobby_list_get_lobby_member_count(steam_lobby_get_lobby_id())
for(var i = 0 ; i < count ; i++)
{
var member = steam_lobby_list_get_lobby_member_id(i)
//do something with the member id
}
The above code will show a code example.
Returns the current lobby owner.
ℹ️ NOTEThe argument
lobby_index
is not a lobby id but instead the position of the lobby (from 0 to steam_lobby_list_get_count) on the query array after a steam_lobby_list_request async event is triggered.
Syntax:
steam_lobby_list_get_lobby_owner_id(index);
Argument | Type | Description |
---|---|---|
index | real | The lobby index from the lobby list request result |
Returns:
int64
Example:
steam_lobby_list_get_lobby_owner_id(steam_lobby_get_lobby_id());
The above code will show a code example.
Returns whether a lobby list request is currently underway.
Syntax:
steam_lobby_list_is_loading();
Returns:
bool
Example:
steam_lobby_list_request();
// Later in code
if (steam_lobby_list_is_loading)
show_message("Loading");
The above will code will check to see if the lobby list request is still loading or has finished.
Starts joining a lobby with the given ID. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
Syntax:
steam_lobby_list_join(index);
Argument | Description |
---|---|
index | Position of the lobby in the list |
Returns:
N/A
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_joined" |
lobby_id | int64 | The lobby unique identifier |
success | bool | Whether or not the task was successful |
result | real | The code of the result |
Example:
steam_lobby_list_join(0)
The code sample above can be used to join a lobby with the given index after a steam_lobby_list_request as been preformed.
Starts loading the list of lobbies matching the current filters. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEFilters are reset afterwards and have to be set again for subsequent request(s).
ℹ️ NOTEExisting results are kept up until the event is dispatched.
Syntax:
steam_lobby_list_request()
Returns:
N/A
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "lobby_list" |
lobby_count | int64 | The number of lobbies in retrieved (same as steam_lobby_list_get_count) |
success | bool | Whether or not the task was successful |
result | real | The code of the result |
Example:
steam_lobby_list_add_distance_filter(steam_lobby_list_distance_filter_far);
steam_lobby_list_add_near_filter("myNearFilter", 77);
steam_lobby_list_add_numerical_filter("level", 10, steam_lobby_list_filter_gt);
steam_lobby_list_add_string_filter("Stage","BattleZone", steam_lobby_list_filter_eq)
steam_lobby_list_request();
In this extended example we will request the lobby list that matches the requested filter criteria and parse its results in the Steam Async Event. to start with we need to request the lobbies with the code above. And afterwards proceed to catch the results after/during the corresponding asynchronous event:
var type = ds_map_find_value(async_load, "event_type");
if (type == "lobby_list")
{
var lb_count = steam_lobby_list_get_count();
for (var i = 0; i < lb_count; i++)
{
var lb_ID = steam_lobby_list_get_lobby_id(i);
var lb_owner = steam_lobby_list_get_lobby_owner_id(i);
var lb_members_count = steam_lobby_list_get_lobby_member_count(i);
for (var j = 0; j < lb_members_count; j++)
{
var lb_member_ID = steam_lobby_list_get_lobby_member_id(i, j);
// Do what even you need with the queried information
}
}
}
This code will loop through all the loobies and respective members on the query result.
These constants specify the comparison type when applying a filter to a lobby list request by calling the following functions:
Lobby Filter Comparison Type Constant | Description |
---|---|
steam_lobby_list_filter_eq |
Equal (==). |
steam_lobby_list_filter_ne |
Not-equal (!=) |
steam_lobby_list_filter_lt |
Less-than (<), only applies to steam_lobby_list_add_numerical_filter |
steam_lobby_list_filter_gt |
Greater-than (>), only applies to steam_lobby_list_add_numerical_filter |
steam_lobby_list_filter_le |
Less-than-or-equal (<=), only applies to steam_lobby_list_add_numerical_filter |
steam_lobby_list_filter_ge |
Greater-than-or-equal (>=), only applies to steam_lobby_list_add_numerical_filter |
These constants specify the distance mode to be used when applying a filter to a lobby list request by calling the steam_lobby_list_add_distance_filter function.
Constant | Description |
---|---|
steam_lobby_list_distance_filter_close |
Only allows lobbies in same immediate region |
steam_lobby_list_distance_filter_default |
Allows lobbies in same or nearby regions (same continent) |
steam_lobby_list_distance_filter_far |
Allows lobbies from up to half-way around the globe (nearby continents) |
steam_lobby_list_distance_filter_worldwide |
Allows any lobbies. May result in very high latencies, so use with care |
These constants specify the type of lobby should be used creating a new lobby using the steam_lobby_create function.
Lobby Type Constant | Description |
---|---|
steam_lobby_type_private |
The lobby can only be joined by invitation |
steam_lobby_type_friends_only |
The lobby can be joined by invitation or via friends-list (by opening the user's menu and picking "Join game") |
steam_lobby_type_public |
The lobby can be joined by invitation, via friends-list and shows up in the public list (see matchmaking functions) |
The Steam Stats and Achievements API provides an easy way for your game to provide persistent, roaming achievement and statistics tracking for your users. The user's data is associated with their Steam account, and each user's achievements and statistics can be formatted and displayed in their Steam Community Profile.
ℹ️ NOTEYou must wait until steam_stats_ready has returned true, before attempting to read or write stats and achievements.
In addition to providing highly-valued rewards to players of your games, achievements are useful for encouraging and rewarding teamwork and player interaction, providing extra dimensionality to the game objectives, and rewarding users for spending more of their time in-game, and as such it is recommended that your game has a few. They are easily set up from the Steam Dashboard, but will require that you create special Icons for them. The following functions are provided for working with achievements:
Statistics track fine-grained pieces of information, such as play time, number of power-ups used, etc. You may choose to use them simply for tracking internal game data - so that, for instance, you can grant an achievement based on multi-session game-play statistics collected from the user across multiple computers. Or, you can track interesting game data for display on the user's Steam Community page, where users can compare their own stats against their friends.
ℹ️ NOTEPreviously to being used statistics must be initialized from the Steamworks control panel for your game.
The following functions are provided for working with statistics:
The following functions are provided for debugging purposes and are not recommended in the production version of you game:
steam_reset_all_stats_achievements
If the user is in Offline Mode, Steam keeps a local cache of the stats and achievement data so that the APIs can be use as normal. Any stats unable to be committed are saved for the next time the user is online. In the event that there have been modifications on more than one machine, Steam will automatically merge achievements and choose the set of stats that has had more progress. Because Steam keeps a local cache of stats data it is not necessary for the game to also keep a local cache of the data on disk, especially as such caches often come in conflict and when they do it looks to a users as if their progress has been reverted, which is a frustrating experience.
With this function you can tell the Steam API to award ("set") an achievement for the player. These achievements should have been defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel. The Steam Game Overlay will display a notification panel to the user informing them of the achievement that they have received, unless the achievement has already been awarded, in which case nothing will happen.
Syntax:
steam_set_achievement(ach_name);
Argument | Type | Description |
---|---|---|
ach_name | string | The name of the achievement to set. |
Returns:
N/A
Example:
if hp <= 0
{
global.Deaths += 1;
if global.Deaths == 10
{
if !steam_get_achievement("ach_Player_Dies_Ten_Times") steam_set_achievement("ach_Player_Dies_Ten_Times");
}
}
The above code will reward the player an achievement if the global variable "Deaths" is equal to 10 and if the achievement has not already been awarded.
With this function you can check the Steam API to see if a specific achievement has been awarded. The achievement should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel.
Syntax:
steam_get_achievement(ach_name);
Argument | Type | Description |
---|---|---|
ach_name | string | The name of the achievement to get. |
Returns:
Bool
Example:
if hp <= 0
{
global.Deaths += 1;
if global.Deaths == 10
{
if !steam_get_achievement("ach_Player_Dies_Ten_Times") steam_set_achievement("ach_Player_Dies_Ten_Times");
}
}
The above code will reward the player an achievement if the global variable "Deaths" is equal to 10 and if the achievement has not already been awarded.
With this function you can tell the Steam API to clear (reset) a specific achievement. The achievement should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel.
Syntax:
steam_clear_achievement(ach_name);
Argument | Type | Description |
---|---|---|
ach_name | string | The name of the achievement to clear. |
Returns:
N/A
Example:
if mouse_check_button_pressed(mb_left)
{
steam_clear_achievement("Ach_Game_Win");
steam_clear_achievement("Ach_Died_10_Times");
steam_clear_achievement("Ach_Killed_100_Enemies");
steam_clear_achievement("Ach_Beat_Boss_Level_1");
}
The above code will reset the achievements of the game when the user clicks the left mouse button.
With this function you can set a specific statistic to a new, signed integer, value. The statistic should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel. Examples of when you could use this are for tracking how many times the player dies or for tracking progress towards an achievement.
Syntax:
steam_set_stat_int(stat_name, value);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to set. |
value | integer | The value to set the stat to. |
Returns:
N/A
Example:
xp += 100;
steam_set_stat_int("Total_XP", steam_get_stat_int("Total_XP") + 100);
if steam_get_stat_int("Total_XP") > 1000
{
if !steam_get_achievement("Ach_1000XP") steam_set_achievement("Ach_1000XP");
}
The above code sets a statistic and then checks the final value for it to decide whether to award an achievement or not.
With this function you can set a specific statistic to a new, floating point, value. The statistic should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel. Examples of when you could use this are for tracking how far your player has travelled, or what percentage of the game is complete.
Syntax:
steam_set_stat_float(stat_name, value);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to set. |
value | real | The value to set the stat to. |
Returns:
N/A
Example:
var dist_pc = (dist / dist_max) * 100;
steam_set_stat_float("Travelled", dist_pc);
The above code calculates a percentage based on the distance travelled variable "dist" and the maximum distance you can travel "dist_max" and then sets the stat "Travelled" to the new value.
This function permits you to set an average statistic type with a "sliding window" effect on the average. The "session_count" value is the current value that you wish to average out, while the "session_length" is the amount of game time since the last call to the function. Please see the extended Example below for further details on how this can be used.
Syntax:
steam_set_stat_avg_rate(stat_name, session_count, session_length);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to set. |
session_count | real | The value to get the average of. |
session_length | real | The time that has been taken since the last time the stat was set. |
Returns:
N/A
Extended Example:
Since the average stat function can be complex to understand, we will illustrate its use with the following example. Consider the case where you'd like to track an average statistic, such as "Points earned per hour". One approach would be to have two stats: an integer stat, "TotalPoints", and a float stat "TotalPlayTimeHours", and then divide the total points by the total time to get the "Points per Hour" value. However, once the player has accumulated a significant amount of playtime, the calculated average will change extremely slowly, and the more the user plays the game, the less responsive that average will be. If the user has spent 100 hours playing the game, the calculated average will "lag" by about 50 hours of that, and if they increase their skill, they will not see the increase in "Points Per Hour" that they expect. To get around that we can use a "sliding window" to only calculate the "Points per hour" for the last 10 hours played. So, to use this function, we would need to create a Steam stat (in the control panel for the game on the Workshop) called "AvgPointsPerHour" and set its Window property to 10. Now in your game you would have to add some global variables into an instance at the start:
global.Points = 0;
global.Time = 0;
You would then have some controller object to count up the global "Time" variable in an alarm (for example) every second, while your game-play would affect the global "Points" variable. At regular intervals while playing (again, in a controller object, perhaps in an Alarm, or at intervals from polling the "Time" value) you would set the stat like this:
steam_set_stat_avg_rate("AvgPointsPerHour", global.Points, (global.Time / 3600));
global.Points = 0;
global.Time = 0;
Note that we divide time by 3600 since we want the time in hours and not in seconds, and afterward we reset the global "Points" variable and the global "Time" variable to 0 so that the next time the function is called, we get a new average for the statistic. Now, what Steam will do is take this value that you have sent and create an average value over the time that was set for our "window".
With this function you can get the value of a specific signed integer statistic. The statistic should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel.
Syntax:
steam_get_stat_int(stat_name);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to get. |
Returns:
Real
Example:
xp += 100;
steam_set_stat_int("Total_XP", steam_get_stat_int("Total_XP") + 100);
if steam_get_stat_int("Total_XP") > 1000
{
if !steam_get_achievement("Ach_1000XP") steam_set_achievement("Ach_1000XP");
}
The above code sets a statistic and then checks the final value for it to decide whether to award an achievement or not.
With this function you can get the value of a specific floating point statistic. The statistic should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel.
Syntax:
steam_get_stat_float(stat_name);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to get. |
Returns:
Real
Example:
var dist_pc = (dist / dist_max) * 100;
if steam_get_stat_float("Travelled") < dist_pc
{
steam_set_stat_int("Travelled", dist_pc);
}
The above code calculates a percentage based on the distance travelled variable "dist" and the maximum distance you can travel "dist_max". It then polls the current value for the statistic "Travelled" and if it is less than the calculated value, it sets the stat again.
With this function you can get the value of a specific average statistic. The statistic should have been previously defined on the Steamworks control panel accounts page for your game and the string that is passed to the function should match that used as the API Name on the control panel.
Syntax:
steam_get_stat_avg_rate(stat_name);
Argument | Type | Description |
---|---|---|
stat_name | string | The name of the statistic to get. |
Returns:
Real
Example:
var avg = steam_get_stat_avg_rate("PointsPerHour");
draw_text(8, 8, "PPH = " + string(avg);
The above code gets the current value for the average statistic "PointsPerHour" and draws it on the screen.
With this function you can reset all the statistics for the current user to their default values (as defined in the Steamworks control panel for your game). If need to also reset the achievement to their default values use the steam_reset_all_stats_achievements instead.
ℹ️ TIPIt is recommended that you only use this function as a debug tool when developing your game.
Syntax:
steam_reset_all_stats();
Returns:
N/A
Example:
ini_open("Save.ini");
if global.Version != ini_read_real("Data", "Version", 0)
{
ini_write_real("Data", "Version", global.Version);
steam_reset_all_stats();
}
ini_close();
The above code checks a stored value in an ini file against that of a global variable and if they are different, it resets the statistics for the game.
With this function you can reset all the statistics and achievements for the current user to their default values (as defined in the Steamworks control panel for your game). If you only need to reset the stats to their default values use the steam_reset_all_stats instead.
ℹ️ TIPIt is recommended that you only use this function as a debug tool when developing your game.
Syntax:
steam_reset_all_stats_achievements();
Returns:
N/A
Example:
ini_open("Save.ini");
if global.Version != ini_read_real("Data", "Version", 0)
{
ini_write_real("Data", "Version", global.Version);
steam_reset_all_stats_achievements();
}
ini_close();
The above code checks a stored value in an ini file against that of a global variable and if they are different, it resets the statistics and achievements for the game.
The Steam Cloud provides an easy and transparent remote file storage system for your game. All files written to disk using the cloud functions will be replicated to the Steam servers after the game exits. If the user then changes computers, the files will then be downloaded to the new computer before the game launches, meaning that the game can then access the files by reading them using the appropriate Steam functions. The Steam Client does the work of ensuring that the files are kept synchronized across all computers the user may be accessing.
ℹ️ NOTEBy default, the Cloud is not enabled for a game on Steamworks. it must be enabled previously from the 'Cloud' tab of the Steamworks game admin, where you should set the byte and file quota. The next time you publish your games Steamworks configuration, the Cloud storage will be ready to use.
The following functions can be used to access the Steam Cloud from within GameMaker Studio 2
With this function you can check to make sure that the Steam Cloud service is enabled for your game. It will return true if it is and false otherwise.
⚠️ IMPORTANTThis does not automatically mean that you can use the Cloud functions as the user can switch off Cloud synchronization from their Steam Client. You can check this using the function steam_is_cloud_enabled_for_account, but, even if it is disabled for the user (and enabled for the game), the functions will still work to store and retrieve data from a local copy of all files, it will just not upload them to the cloud on the game end, nor synchronize on the game start.
Syntax:
steam_is_cloud_enabled_for_app();
Returns:
Bool
Example:
if (steam_is_cloud_enabled_for_app())
{
quota = steam_get_quota_total();
}
The above code checks to see if the steam cloud is enabled for the game and if so it gets the size of the storage quota and stores it in a variable.
With this function you can check to make sure that the Steam Cloud service is enabled by the user in their Steam Client settings. It will return true if it is and false otherwise.
⚠️ IMPORTANTThis does not automatically mean that you can store data to the Cloud, as it will also have to have been enabled for your game (you can check this using the function steam_is_cloud_enabled_for_app). If the Steam Cloud is enabled for your game, but the user has it switched off locally, you can still use the Cloud functions to store and retrieve data from a local copy of all files, it will just not upload them to the cloud on the game end, nor synchronize on the game start.
Syntax:
steam_is_cloud_enabled_for_account();
Returns:
Bool
Example:
if (steam_is_cloud_enabled_for_account())
{
steam_file_share("Save.txt");
}
The above code checks to see if the user has the Steam Cloud enabled and if it returns true, it will then synchronize the given file.
When using the Steam Cloud to store and synchronize files, you must set up the quota of space that your game will need. This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis, so, for example, if the quota for Game X is 1 megabyte, then each Steam account that owns Game X may store, at most, 1 megabyte of data associated with that game in the Cloud. Any other Cloud-enabled games that the user owns (say, Game Y) will not be affected by the data stored by Game X. The default quota for new Steamworks games is one gigabyte, but you can change this from the Steamworks control panel for your game.
ℹ️ NOTEOnce the quota is exhausted file writes will fail. If you think it may be possible for the quota to be exhausted for the user of your game, you should create code to handle it, as by doing nothing you leave users in a situation where they are unable to fix things and that will lead to a poor experience of your game.
Syntax:
steam_get_quota_total();
Returns:
Real
Example:
if (steam_is_cloud_enabled_for_app())
{
quota = steam_get_quota_total();
}
The above code checks to see if the steam cloud is enabled for the game and if so it gets the size of the storage quota and stores it in a variable.
With this function you can find out how much free space is left for the user of the Steam Cloud quota. The value returned is in bytes.
Syntax:
steam_get_quota_free();
Returns:
Real
Example:
if (steam_is_cloud_enabled_for_app())
{
quota = steam_get_quota_free();
}
The above code checks to see if the steam cloud is enabled for the game and if so it gets the size of the free storage space and stores it in a variable.
With this function you can check to see if a file from the Steam Cloud exists or not, with a return value of true if it exists, or false otherwise.
Syntax:
steam_file_exists(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file to check for. |
Returns:
Bool
Example:
if (steam_file_exists("Save.txt"))
{
save_str = steam_file_read("Save.txt");
}
The above code checks to see if a file exists on the Steam Cloud and if it does, it opens it and reads its contents into the variable "save_str".
With this function you can check the size of a file stored on the Steam Cloud. The returned real number is the size, in bytes, of the file.
Syntax:
steam_file_size(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file to check the size of. |
Returns:
Real
Example:
file_bytes = steam_file_size("Save.txt");
The above code stores the size of a file from the Steam Cloud in the variable "file_bytes".
With this function you can check the given file to see if it has been synchronized with the Steam Cloud. A return value of true means that it is, while false means it is not.
Syntax:
steam_file_persisted(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file to check. |
Returns:
Bool
Example:
if (!steam_file_persisted("Save.txt"))
{
steam_file_share("Save.txt");
}
The above code will check to see if a file has been stored to the Steam Cloud, and if it has not it will then synchronize it.
You can use this function to write data to a file, which will then be synchronized with the Steam Cloud when the user exits the game. if the file does not exist, this function will create it for you, and if it does already exists, it will overwrite any data that is already stored within the file with the new data string. The function will return a value of 0 if it fails for whatever reason and a value greater than 0 if it succeeds.
Syntax:
steam_file_write(filename, data, size);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file to write to. |
data | string | The data to write (a string). |
size | integer | the size of the data to be written. |
Returns:
Real
Example:
var fname = "SaveData.txt";
var data = string(global.Level) + "|" + string(global.Points) + "|" + string(global.HP);
var len = string_length(data);
steam_file_write_file(fname, data, len);
The above code will prepare a number of local variables and then use them to write to (or create) a file which will then be synchronized with the Steam Cloud.
With this function you can copy the contents of a locally saved file to a file that is synchronized with the Steam Cloud. The local file must exist before using this function, and it will return a value of 0 if it fails for whatever reason and a value greater than 0 if it succeeds.
Syntax:
steam_file_write_file(steam_filename, local_filename);
Argument | Type | Description |
---|---|---|
steam_filename | string | The Steam Cloud file to copy over. |
local_filename | string | The local file to use to copy from. |
Returns:
real
Example:
steam_file_write_file("rm_koala.png", "Koala2.png");
The above code will copy the contents of the file "Koala2.png" to the Steam Cloud file "rm_koala.png".
This function will read the contents of the given file into a string which can later be parsed in your game.
Syntax:
steam_file_read(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file to read from. |
Returns:
String
Example:
if steam_file_exists("Save.txt")
{
save_str = steam_file_read("Save.txt");
}
The above code checks to see if a file exists on the Steam Cloud and if it does, it opens it and reads its contents into the variable "save_str".
With this function you can force your game to synchronize the given file with the Steam Cloud. This is not normally necessary due to the fact that the game will synchronize automatically at the end of the player's session, nor is it recommended by Steam, but it can be useful to ensure sensitive information is synchronized immediately. The function will return a value of 0 if it fails for whatever reason and a value greater than 0 if it succeeds.
Syntax:
steam_file_share(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file synchronize. |
Returns:
Real
Example:
if (!steam_file_persisted("Save.txt"))
{
steam_file_share("Save.txt");
}
The above code will check to see if a file has been stored to the Steam Cloud, and if it has not it will then synchronize it.
This function will delete the given file from the Steam Cloud. The function will return a value of 0 if it fails for whatever reason and a value greater than 0 if it succeeds.
Syntax:
steam_file_delete(filename);
Argument | Type | Description |
---|---|---|
filename | string | The name of the file delete. |
Returns:
Real
Example:
if (steam_file_exists("Save.txt"))
{
steam_file_delete("Save.txt");
}
The above code will check to see if a file exists, and if it does, it deletes the file from the Steam Cloud.
Steam supports both free and paid downloadable content (DLC), and in the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the games properties dialog. Once owned, downloadable content is treated as an integral part of the game and Steam will automatically update the content when a patch is available and installs the content when the user installs the game. Since this is all handled by the Steam servers and the configuration of any DLC is done through the Steamworks control panel, there are only a couple of functions necessary in GameMaker Studio 2 to check for this extra content:
If your game has DLC created for it, you can use this function to check whether the user has bought it before accessing any files associated with it. The function will return true
(1
) if the player owns the content, false
(0
) if they don't own it or the given DLC ID is invalid, or -1
if they're not logged into Steam.
ℹ️ NOTEEven if the user owns the DLC it doesn't mean that they have it installed in their local account, so you should additionally use the function steam_user_installed_dlc to make sure that it is before using it.
Syntax:
steam_user_owns_dlc(dlc_id);
Argument | Type | Description |
---|---|---|
dlc_id | int64 | The unique identifier for the DLC to be checked. |
Returns:
Integer
Example:
global.Level_Max = 100;
if steam_user_owns_dlc(10354)
{
if steam_user_installed_dlc(10354)
{
global.Level_max = 200;
}
}
The above code will check to see if the user has bought, and installed, the DLC with the id 10354, and if so set a global variable to a different value.
If your game has DLC created for it, you can use this function to check and see whether the user has installed it before accessing any files associated with it. The function returns true if the player has the content installed, and false if the user does not, but note that the user must also own the DLC, so you should use the additional function of steam_user_owns_dlc to check that it is owned as well before using it.
Syntax:
steam_user_installed_dlc(dlc_id);
Argument | Type | Description |
---|---|---|
dlc_id | int64 | The unique identifier for the DLC to be checked. |
Returns:
Bool
Example:
global.Level_Max = 100;
if (steam_user_owns_dlc(10354))
{
if (steam_user_installed_dlc(10354))
{
global.Level_max = 200;
}
}
The above code will check to see if the user has bought, and installed, the DLC with the id 10354, and if so set a global variable to a different value.
This section is for those users that have been given access to the Steam API for publishing your game to that platform and that want to use the possibilities that the Steam Workshop and Community gives you for adding and generating user content in your projects. The simplest form of user generated content is the ability for the user to take and share screenshots, which is facilitated using the following two functions:
Before using any of the built in functions for the Steam UGC ( U ser G enerated C ontent) API you need to have set up your game correctly from the Steam dashboard and you should have read through the required documentation found here:
ℹ️ NOTEYou need to have your game accepted for the Steam online store and have access to the developer areas of the Steam API documentation.
All subscribed UGC items will be downloaded by the Steam client automatically, and you should have code in the Steam Asynchronous Event to catch this and store the ID of the UGC that has been downloaded for use in the other UGC functions.
⚠️ IMPORTANTSteam UGC IDs can be huge numbers This means that sometimes you may need to store these as a string rather than try and store them as a real value, especially if working with buffers or trying to write the value to a text file (since this will convert it to a simplified standard format like "6.6624e+003" which will cause issues being read back).
The normal workflow for getting UGC into your game would be as follows:
If the item is not completely installed, you can use steam_ugc_get_item_update_info to track the download progress.
The following sections explain all the functions required to get UGC functioning in GameMaker Studio 2:
The following functions are essentially "wrapper" functions for those supplied in the Steam API for creating and uploading content to their servers. As such, we recommend that you read over the linked Steam documentation before using them to gain a greater understanding of how they work: Creating And Uploading Content.
Once your user content has been created and the workshop has it available for download, people can subscribe to it through the Steam App or through the Web portal. However GameMaker Studio 2 also includes the following functions to use the Steam API for creating and canceling subscriptions as well as for getting information about what the user is subscribed to currently:
There are also a large number of functions available to query the Steam API about the UGC items available:
You can get a preview image of any UGC item from the workshop by using the function steam_ugc_send_query to get the preview file handle of the image, and then calling the following function:
This section also provides a set of constants to be used along side the functions provided above:
This function will poll the Steam API to see if the key for taking a screenshot of the game has been pressed. The function will only return true
for one step (game tick) when the key is pressed, and will returnfalse
at all other times.
Please note that if the screenshot key is pressed, this function will only return true
once for each step that it is pressed, and return false
for any subsequent calls within the same step . For example, if a screenshot is requested in the current frame and you call this function in the Step event to find that out, you will get true
; however, if you call it again in Draw GUI to check whether a screenshot was requested, you will get false
as the function had already been "used up" in the Step event. To use the function's return value multiple times within the same frame, it is recommended to store it in a variable and read that instead of calling the function again.
ℹ️ NOTEThis function does not take a screenshot for you. This only signals that the key has been pressed and you must use the GameMaker Studio 2 functions screen_save or screen_save_part to save a local copy of the file to be uploaded.
Syntax:
steam_is_screenshot_requested();
Returns:
Bool
Example:
if steam_is_screenshot_requested()
{
var file = "Catch_The_Haggis_" + string(global.scrn_num) + ".png");
screen_save(file)
steam_send_screenshot(file, window_get_width(), window_get_height());
global.scrn_num += 1;
}
The above code will poll the Steam API for a screenshot request and if it has been, a unique name for the image file will be generated, a screenshot will be taken, and the file will be sent to the Steam Community page for the user.
With this function you can upload a screenshot to the Steam Community profile page of the currently logged in user. The filename you supply is the name of the local file that was created when you took the screenshot using the GameMaker Studio 2 functions screen_save or screen_save_part. The width and height define the image size, and the function will return a value of 0 if it fails for whatever reason and a value greater than 0 if it succeeds.
Syntax:
steam_send_screenshot(filename, width, height);
Argument | Type | Description |
---|---|---|
filename | string | The name of the image file to upload. |
width | real | The width of the image. |
height | real | The height of the image. |
Returns:
Real
Example:
if steam_is_screenshot_requested()
{
var file = "Catch_The_Haggis_" + string(global.scrn_num) + ".png");
screen_save(file)
steam_send_screenshot(file, window_get_width(), window_get_height());
global.scrn_num += 1;
}
The above code will poll the Steam API for a screenshot request and if it has been, a unique name for the image file will be generated, a screenshot will be taken, and the file will be sent to the Steam Community page for the user.
This function is used to prepare the Workshop API and generate a published file ID for the item to be added. The function must be called before doing anything else with the item to be uploaded, as you will be required to use the unique published ID value that it returns in the Steam Async Event for updating. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_create_item(consumer_app_id, file_type);
Argument | Type | Description |
---|---|---|
consumer_app_id | integer | The unique App ID for your game on Steam. |
file_type | constant.UGCFileType | One of the available file type constants (see UGCFileType constants). |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_create_item" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
legal_agreement_required | bool | Will be true or false (see the Steam docs for more details) |
published_file_id | int64 | This key holds the unique published ID for the item (you may need to cast it using the int64() function) |
Extended Example:
In this example we first call the function and store the async ID value in a variable:
var app_id = steam_get_app_id();
new_item = steam_ugc_create_item(app_id, ugc_filetype_community);
This would then send off a request to the Steam API to create the new Workshop item, generating an async event which we would deal with as follows:
var event_id = async_load[? "id"];
if event_id == new_item
{
var type = async_load[? "event_type"];
if type == "ugc_create_item"
{
global.Publish_ID = async_load[? "published_file_id"];
}
}
The above code checks the event type and if it is "ugc_create_item" then it retrieves the published file ID and stores it in a global variable for future reference.
This function attempts to delete a previously published UGC item. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_delete_item(ugc_query_handle);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to use. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_item_delete" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
Example:
steam_ugc_delete_item(ugc_query_handle);
The above code creates a deletion request for ugc_query_handle
.
This function must be called before adding or updating information on a UGC item. You need to supply the unique App ID for your game on Steam, along with the unique published file ID that was returned for the item when you created it using the function steam_ugc_create_item. The function will return a unique update handle for the item, which you can then use in the UGC item functions to update (or add) information for uploading.
Syntax:
steam_ugc_start_item_update(consumer_app_id, published_file_id);
Argument | Type | Description |
---|---|---|
consumer_app_id | real | The unique App ID for your game on Steam. |
published_file_id | int64 | The unique published file ID value for the item. |
Returns:
Real
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the title to be used for the given item.
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_title(ugc_update_handle, title);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
title | string | The title (max 128 characters) to be used for the item. |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the description to be used for the given item.
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_description(ugc_update_handle, description);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
description | string | The description (max 8000 characters) to be used for the item. |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the visibility of the given item, using one of the UGCFileVisibility constants.
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_visibility(ugc_update_handle, visibility);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
visibility | constant.UGCFileVisibility | The visibility to be used for the item (see UGCFileVisibility constant) |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the tags to be used for the given item. The tags should be added to a 1D array as string elements and the array passed to the function.
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_tags(ugc_update_handle, tags);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
tags | string | The tags (as an string json array) to be used for the item. |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, string(tagArray));
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the content path to be used for the given item, and it should be a relative path to the folder which contains the content files to upload - which in turn should be in the save are or the game bundle (ie: an included file).
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_content(ugc_update_handle, content);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
content | string | The content path to be used for the item |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will set the preview image to be used for the given item. The image should be supplied as either a PNG, JPG or GIF format file with a maximum size of 1MB. The path to the image should be a relative path in the save are or the game bundle (ie: an included file).
The function will return true
if the API was successfully accessed and false
if there was an issue.
Syntax:
steam_ugc_set_item_preview(ugc_update_handle, preview);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
preview | string | The preview image (JPG, GIF or PNG - max size 1MB) to be used for the item. |
Returns:
Bool
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
This function will submit the UGC item indexed by the given handle to the Steam Workshop servers, adding the change notes to be used for the given item. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_submit_item_update(ugc_update_handle, change_note);
Argument | Type | Description |
---|---|---|
ugc_update_handle | real | The unique handle for the UGC to be updated (returned from steam_ugc_start_item_update) |
change_note | string | The change notes to be used for the item. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_update_item" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
legal_agreement_required | bool | Will be true or false (see the Steam docs for more details) |
Example:
var app_id = steam_get_app_id();
var updateHandle = steam_ugc_start_item_update(app_id, global.Publish_ID);
steam_ugc_set_item_title(updateHandle, "My workshop item(3)!");
steam_ugc_set_item_description( updateHandle, "testing workshop...");
steam_ugc_set_item_visibility(updateHandle, ugc_visibility_public);
var tagArray;
tagArray[0] = "Test";
tagArray[1] = "New";
steam_ugc_set_item_tags(updateHandle, tagArray);
steam_ugc_set_item_preview(updateHandle, "promo.jpg");
steam_ugc_set_item_content(updateHandle, "WorkshopContent1");
requestId = steam_ugc_submit_item_update(updateHandle, "Version 1.2");
The above code gets the game ID, then uses that along with a previously stored published file ID to generate an update handle for the item. This handle is then used to update various pieces of information before the update is pushed to the Workshop servers.
---
This function can be used to track the update status for an item. You give the item handle (as returned by the function [steam_ugc_start_item_update](#steam_ugc_start_item_update)) and an empty [DS map](https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Data_Structures/DS_Maps/DS_Maps.htm) which will then be populated with the update information (see table below)
If there is an error the function will return `false` and the map will be empty, otherwise the function returns `true`.
Syntax:
steam_ugc_get_item_update_progress(ugc_update_handle, info_map);
Argument | Type | Description |
---|---|---|
ugc_update_handle | integer | The unique handle for the UGC to be updated. |
info_map | DS Map ID | A (previously created) DS map index. |
Key | Type | Description |
---|---|---|
status_code | real | The Steam status code |
status_string | string | A string for the current status |
bytes_processed | real | The bytes processed so far |
bytes_total | real | The total number of bytes in the update |
Returns:
Bool
Example:
var uploadMap = ds_map_create();
steam_ugc_get_item_update_progress(global.itemHandle, uploadMap);
var statusCode = uploadMap[? "status_code"];
var status = uploadMap[? "status_string"];
var processed = uploadMap[? "bytes_processed"];
var total = uploadMap[? "bytes_total"];
draw_text(32, 0, "Upload info for item:" + string(global.itemHandle));
draw_text(32, 15, "status code:" + string(statusCode));
draw_text(32, 30, "status:" + string(status));
draw_text(32, 45, "bytes processed:" +string(processed));
draw_text(32, 60, "bytes total:" + string( total));
ds_map_destroy(uploadMap);
The above code will query the upload status of the item indexed in the global variable "itemHandle", using a `DS Map` to store the information. This is then parsed and the resulting values drawn to the screen.
<!-- KEYWORDS
steam_ugc_get_item_update_progress
-->
This function can be used to subscribe to a UGC item. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_subscribe_item(published_file_id);
Argument | Type | Description |
---|---|---|
published_file_id | int64 | The unique file ID for the UGC to subscribe to. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_subscribe_item" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
published_file_id | int64 | This key holds the unique published ID for the item (you may need to cast it using the int64 function, before passing it to subsequent functions) |
Example:
steam_sub = steam_ugc_subscribe_item(global.pubFileID);
The above code will subscribe (and download) the item with the file ID stored in the global variable "pubFileID".
This function can be used to unsubscribe from a UGC item. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_unsubscribe_item(published_file_id);
Argument | Type | Description |
---|---|---|
published_file_id | int64 | The unique file ID for the UGC to unsubscribe from. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_unsubscribe_item" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
published_file_id | int64 | This key holds the unique published ID for the item (you may need to cast it using the int64 function) |
Example:
steam_sub = steam_ugc_unsubscribe_item(global.pubFileID);
The above code will unsubscribe (and remove) the item with the file ID stored in the global variable "pubFileID".
This function can be used to get the number of items that the current user has subscribed to.
Syntax:
steam_ugc_num_subscribed_items();
Returns:
Real
Example:
numSub = steam_ugc_num_subscribed_items();
The above code will store the number of subscribed items in a variable.
---
This function will populate a DS list with all the published file IDs for the items that the user is currently subscribed to. You must first create the list and store the index in a variable, then pass this to the function.
The function will return ```true` if everything is correct and the Steam API is initialized, or `false` if there is an error.
Syntax:
steam_ugc_get_subscribed_items(item_list);
Argument | Type | Description |
---|---|---|
item_list | DS List ID | A (previously created) DS list index. |
Returns:
Bool
Example:
steam_list = ds_list_create();
steam_ugc_get_subscribed_items(steam_list);
The above code will create an empty DS list and then populate it with the file IDs for all subscribed items for the user.
<!-- KEYWORDS
steam_ugc_get_subscribed_items
-->
---
This function can be used to retrieve information about any given published file item that has been subscribed to and downloaded to the Steam local storage area for your game. You give the item ID and supply the index to an empty [DS map](https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Data_Structures/DS_Maps/DS_Maps.htm) which will then be populated with the install information (see table below).
If the item exists (ie.: as been subscribed and download was complete) then the function will return `true` and populate the map, otherwise it will return `false` and the map will remain empty.
Syntax:
steam_ugc_get_item_install_info(published_file_id, info_map);
Argument | Type | Description |
---|---|---|
published_file_id | int64 | The unique handle for the UGC to be updated. |
info_map | DS Map ID | A (previously created) DS map index. |
Key | Type | Description |
---|---|---|
size_on_disk | real | The file size on disk (in bytes) |
legacy_item | bool | Will be true or false depending on whether it is a legacy file or not |
folder | string | This is the full path to the installed content ( please refer to "Item Installation" in Steam SDK docs, as "legacy" items uploaded with the old method, are treated differently) |
Returns:
Bool
Example:
var item_map = ds_map_create();
steam_ugc_get_item_install_info(global.fileID, item_map);
The above code will query the install status of the item indexed in the global variable "fileID", using a `DS Map` to store the information.
<!-- KEYWORDS
steam_ugc_get_item_install_info
-->
---
This function can be used to retrieve information about the current download state for the given file ID. You give the item ID and supply the index to an empty [DS map](https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Data_Structures/DS_Maps/DS_Maps.htm) which will then be populated with the update information (see table below).
If the item exists then the function will return `true` and populate the map, otherwise it will return `false` and the map will remain empty.
Syntax:
steam_ugc_get_item_update_info(published_file_id, info_map);
Argument | Type | Description |
---|---|---|
published_file_id | int64 | The unique file ID for the UGC to be checked. |
info_map | DS Map ID | A (previously created) DS map index. |
Key | Type | Description |
---|---|---|
needs_update | bool | Whether the item needs an update or not |
is_downloading | bool | Whether the item is currently downloading or not |
bytes_downloaded | real | The number of bytes that has been downloaded |
bytes_total | real | The total size (number of bytes) required for the item on disk |
Returns:
Bool
Example:
var info_map = ds_map_create();
var info = steam_ugc_get_item_update_info(global.fileID, info_map);
if info
{
draw_text(32, 15, "needs_update: " + string(info_map[? "needs_update"]));
draw_text(32, 30, "is_downloading: " + string(info_map[? "is_downloading"]));
draw_text(32, 45, "bytes_downloaded: " + string(info_map[? "bytes_downloaded"]));
draw_text(32, 60, "bytes_total: " + string(info_map[? "bytes_total"]));
}
The above code will query the download status of the item indexed in the global variable "fileID", using a `DS Map` to store the information.
<!-- KEYWORDS
steam_ugc_get_item_update_info
-->
This function can be used to retrieve information about a given file ID. You give the file ID and supply a maximum age for checking (see the Steam docs for more information). This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_request_item_details(published_file_id, max_age_seconds);
Argument | Type | Description |
---|---|---|
published_file_id | real | The unique file ID for the UGC to be checked. |
max_age_seconds | real | The age of the data to check (recommended 30 - 60 seconds). |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_item_details" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
cached_data | bool | Will be true if the returned details are from the local cache or false if they are taken from the server |
published_file_id | int64 | This key holds the unique published ID for the item (you may need to cast it using the int64 function) |
file_type | string | The type of file used |
creator_app_id | real | The Steam ID of the item creator |
consumer_app_id | real | The Steam ID of the item consumer |
title | string | The title of the item |
description | string | The description of the item |
steam_id_owner | real | The Steam ID of the item owner |
time_created | real | The time the item was first created |
time_uploaded | real | The last time the item was updated |
time_added_to_user_list | real | The time that the item was subscribed to |
visibility | constant.UGCFileVisibility | The visibility of the item (see UGCFileVisibility constant) |
banned | bool | Whether the item has been banned or not |
accepted_for_use | bool | Whether the item has been accepted for use or not |
tags_truncated | array | Short version of the tags as an array |
tags | array | An array of the tags for the item |
handle_file | int64 | The unique file handle for the item |
handle_preview_file | int64 | The unique handle for the image preview for the item (can be used with steam_ugc_download to download a preview image) |
filename | string | The name of the item file |
file_size | real | The size of the item file |
preview_file_size | real | The size of the preview image |
url | string | The full URL for the item |
up_votes | real | The number of up-votes received |
down_votes | real | The number of down-votes received |
score | real | The overall score of the item |
account_id_owner | real | The account ID from the Steam ID owner (this can be used in function steam_ugc_create_query_user_ex) |
Extended Example:
In this example we send off a details request for an item and then parse the resulting async_load
DS map to set some variables. First we send of the request:
steam_details = steam_ugc_request_item_details(global.fileID, 60);
The above code will request details on the item with the file ID stored in the global variable and will trigger a Steam Async event with the returned information. In this event we can then parse the map and store some of the values in variables which can then be used to display the information to the user:
var map_id = async_load[? "id"];
var result = async_load[? "result"];
if (map_id == steam_details) && (result == ugc_result_success)
{
mTitle = async_load[? "title"];
mDesc = async_load[? "description"];
mTags = async_load[? "tags"];
m_hPreviewFile = async_load[? "handle_preview_file"];
m_hOwnerSteamId = async_load[? "steam_id_owner"];
mOwnerAccountId = async_load[? "account_id_owner"];
mPubFileId = async_load[? "published_file_id"];
mScore = async_load[? "score"];
}
This function can be used to query the UGC data base. The function automatically uses the default ID for the app, user and assumes that the query is being done by the consumer (rather than the creator). The function requires you to use the following constants for the type of data to query (UGCListType), the type of item to match (UGCMatchType) and the order in which the returned items will be sorted (UGCListSortOrder), as well as a page number - note that a query will return a maximum number of 50 items.
The function returns a unique query handle value which should be stored in a variable for use in the other query functions. Note that this function only prepares the query but does not actually send it - for that you must call the function steam_ugc_send_query - and you can use further steam_ugc_query_*()
functions to refine the search request before it is actually sent.
Syntax:
steam_ugc_create_query_user(list_type, match_type, sort_order, page);
Argument | Type | Description |
---|---|---|
list_type | constant.UGCListType | The type of data list to create (see UGCListType constants) |
match_type | constant.UGCMatchType | The type of UGC items to query (see UGCMatchType constants) |
sort_order | constant.UGCListSortOrder | The way that data should be ordered (see UGCListSortOrder constants) |
page | real | The page number to query. |
Returns:
Real
Example:
query_handle = steam_ugc_create_query_user(ugc_list_Published, ugc_match_Items, ugc_sortorder_TitleAsc, 1);
The above code creates a query request and stores it's handle in a variable for future use.
This function can be used to query the UGC data base. The function requires the ID value for the user and the ID of the game that is going to consume the item and/or the ID of the game that created the item. You also need to use the following constants for the type of data to query (UGCListType), the type of item to query (UGCMatchType) and the order in which the returned items will be sorted (UGCListSortOrder), as well as a page number - note that a query will return a maximum number of 50 items.
The function returns a unique query handle value which should be stored in a variable for use in the other query functions. Note that this function only prepares the query but does not actually send it - for that you must call the function steam_ugc_send_query - and you can use further steam_ugc_query_*()
functions to refine the search request before it is actually sent.
Syntax:
steam_ugc_create_query_user_ex(list_type, match_type, sort_order, page, account_id, creator_app_id, consumer_app_id);
Argument | Type | Description |
---|---|---|
list_type | constant.UGCListType | The type of data list to create (see UGCListType constants) |
match_type | constant.UGCMatchType | The type of UGC items to query (see UGCMatchType constants) |
sort_order | constant.UGCListSortOrder | The way that data should be ordered (see UGCListSortOrder constants) |
page | real | The page number to query |
account_id | real | The Steam account ID |
creator_app_id | real | The item creator app ID |
consumer_app_id | real | The consumer app ID |
Returns:
Real
Example:
query_handle = steam_ugc_create_query_user_ex(ugc_list_Published, ugc_match_Items, ugc_sortorder_TitleAsc, page, global.AccountID, 0, global.GameID);
The above code creates a query request and stores it's handle in a variable for future use.
This function can be used to query the UGC data base using some predefined query types. The function requires the following constants for the type of query to create (UGCQueryType), the type of item to match (UGCMatchType) and the page number to query - note that a query will return a maximum number of 50 items.
The function returns a unique query handle value which should be stored in a variable for use in the other query functions. Note that this function only prepares the query but does not actually send it - for that you must call the function steam_ugc_send_query - and you can use further steam_ugc_query_*()
functions to refine the search request before it is actually sent.
Syntax:
steam_ugc_create_query_all(query_type, match_type, page);
Argument | Type | Description |
---|---|---|
query_type | constant.UGCQueryType | The type of query to create (see UGCQueryType constants) |
match_type | constant.UGCMatchType | The type of UGC items to query (see UGCMatchType constants) |
page | real | The page number to query |
Returns:
Real
Example:
query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
The above code creates a general query request and stores it's handle in a variable for future use.
This function can be used to query the UGC data base. The function requires the ID of the game that is going to consume the item and/or the ID of the game that created the item, and you need to use the following constants for the type of query to create (UGCQueryType), the type of item to match (UGCMatchType) and the page number to query. Note that a query will return a maximum number of 50 items.
The function returns a unique query handle value which should be stored in a variable for use in the other query functions. Note that this function only prepares the query but does not actually send it - for that you must call the function steam_ugc_send_query - and you can use further steam_ugc_query_*()
functions to refine the search request before it is actually sent.
Syntax:
steam_ugc_create_query_all_ex(query_type, match_type, page, creator_app_id, consumer_app_id);
Argument | Type | Description |
---|---|---|
query_type | constant.UGCQueryType | The type of query to create (see UGCQueryType constants) |
match_type | constant.UGCMatchType | The type of UGC items to query (see UGCMatchType constants) |
page | real | The page number to query |
creator_app_id | integer | The item creator app ID |
consumer_app_id | integer | The consumer app ID |
Returns:
Real
Example:
query_handle = steam_ugc_create_query_all_ex(ugc_query_RankedByVote, page, global.AccountID, 0, global.GameID);
The above code creates a query request and stores it's handle in a variable for future use.
This function can be used to further filter any given UGC query, specifically to check and see if a Workshop item file name must match or not. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is either true
orfalse`
depending on whether you require the file names to match.
The function will return
trueif the query filter was correctly set, or
false` otherwise.
Syntax:
steam_ugc_query_set_cloud_filename_filter(ugc_query_handle, should_match);
Argument | Type | Description |
---|---|---|
ugc_query_handle | integer | The query handle to use. |
match_cloud_filename | bool | Sets whether the UGC item file name should match or not. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_set_cloud_filename_filter(query_handle, true);
steam_ugc_query_add_excluded_tag(query_handle, "nasty chips");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to switch on or off tag matching. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is either true
orfalse``
depending on whether you require a check for matching tags.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_match_any_tag(ugc_query_handle, match_any_tag);
Argument | Type | Description |
---|---|---|
ugc_query_handle | integer | The query handle to use. |
match_any_tag | bool | Sets whether the UGC item tags should match anything or not. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_set_match_any_tag(query_handle, false);
steam_ugc_query_add_excluded_tag(query_handle, "walking simulator");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to search for the given string in the title and description of the UGC items. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is a string you want to use as the search term.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_search_text(ugc_query_handle , search_text);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to use. |
search_text | string | The search text to use for the query. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_set_search_text(query_handle, "texture");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any UGC query made using the ugc_query_RankedByTrend
constant (UGCQueryType), specifically to search over a number of days. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is the number of days over which you want the query to run.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_ranked_by_trend_days(ugc_query_handle, days);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to use. |
days | real | The number of days to query. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByTrend, ugc_match_Items, 1);
steam_ugc_query_set_ranked_by_trend_days(query_handle, 5);
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to search only those UGC items with the given tag. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is a string you want to use as the tag to include.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_add_required_tag(ugc_query_handle, tag_name);
Argument | Type | Description |
---|---|---|
ugc_query_handle | integer | The query handle to use. |
tag_name | string | The tag name to include. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByTrend, ugc_match_Items, 1);
steam_ugc_query_add_required_tag(query_handle, "RPG");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to exclude a given UGC from the query request. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is a string you want to use as the tag to exclude.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_add_excluded_tag(ugc_query_handle, tag_name);
Argument | Type | Description |
---|---|---|
ugc_query_handle | integer | The query handle to use. |
tag_name | string | The tag name to exclude. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_add_excluded_tag(query_handle, "walking simulator");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to retrieve the long description text in the call back event triggered when the query was sent. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is either true
orfalse``
.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_return_long_description(ugc_query_handle, should_return);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to use. |
long_description | bool | Whether to have the query return the long description text. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to request only the number of results without any other information (meaning that the DS map generated by the send function will contain the key "num_results" without any further map data). The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is either true
orfalse``
.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_return_total_only(ugc_query_handle , total_only);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to use. |
total_only | bool | Whether to have the query return only the total number of hits or not. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByVote, ugc_match_Items, 1);
steam_ugc_query_set_return_total_only(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
This function can be used to further filter any given UGC query, specifically to request that the query check the local cache rather than online. The query handle is the value returned when you created the query (using, for example, steam_ugc_create_query_user) and the second argument is either true
orfalse````
.
The function will return true
if the query filter was correctly set, or false
otherwise.
Syntax:
steam_ugc_query_set_allow_cached_response(ugc_query_handle , check_cache);
Argument | Type | Description |
---|---|---|
ugc_query_handle | integer | The query handle to use. |
cache | bool | Whether to have the query check the local cache or not. |
Returns:
Bool
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByTrend, ugc_match_Items, 1);
steam_ugc_query_add_required_tag(query_handle, "RPG");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
---
This function can be used to send a query request. You first define the query using one of the following function:
steam_ugc_create_query_user_ex
which will return a query handle. This handle is then used to set filters etc.... before being used in this function to send off the query request. This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_send_query(ugc_query_handle);
Argument | Type | Description |
---|---|---|
ugc_query_handle | real | The query handle to send. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_query" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs, for more details) |
cached_data | bool | Will be true if the returned details are from the local cache or false if they are taken from the server |
total_matching | real | The total number of matching results |
num_results | real | The number of results returned (max 50) |
results_list | DS List ID | A DS list index, where each list entry is a DS Map index containing details of the particular item (see table below) |
Key | Type | Description |
---|---|---|
published_file_id | int64 | This key holds the unique published ID for the item (you may need to cast it using the int64 function) |
file_type | string | The type of file used |
creator_app_id | real | The Steam ID of the item creator |
consumer_app_id | real | The Steam ID of the item consumer |
title | string | The title of the item |
description | string | The description of the item |
steam_id_owner | real | The Steam ID of the item owner |
time_created | real | The time the item was first created |
time_uploaded | real | The last time the item was updated |
time_added_to_user_list | real | The time that the item was subscribed to |
visibility | constant.UGCFileVisibility | The visibility of the item (see UGCFileVisibility constant) |
banned | bool | Whether the item has been banned or not |
accepted_for_use | bool | Whether the item has been accepted for use or not |
tags_truncated | array | Short version of the tags as an array |
tags | array | An array of the tags for the item |
handle_file | int64 | The unique file handle for the item |
handle_preview_file | int64 | The unique handle for the image preview for the item (can be used with steam_ugc_download to download a preview image) |
filename | string | The name of the item file |
file_size | real | The size of the item file |
preview_file_size | real | The size of the preview image |
url | string | The full URL for the item |
up_votes | real | The number of up-votes received |
down_votes | real | The number of down-votes received |
score | real | The overall score of the item |
account_id_owner | real | The account ID from the Steam ID owner (can be used in the function steam_ugc_create_query_user) |
Example:
var query_handle = steam_ugc_create_query_all(ugc_query_RankedByTrend, ugc_match_Items, 1);
steam_ugc_query_add_required_tag(query_handle, "RPG");
steam_ugc_query_set_return_long_description(query_handle, true);
steam_ugc_query_set_allow_cached_response(query_handle, true);
query_ID = steam_ugc_send_query(query_handle);
The above code creates a query request and stores it's handle in a local variable for future use in the rest of the functions which further define the query request before sending the query.
<!-- KEYWORDS
steam_ugc_send_query
-->
With this function you can download a preview image for any given UGC item. The ugc_handle
is the unique identifying value for the image (which you can get using the function steam_ugc_send_query), and the destination filename is the name (and local path within the Steam sandbox) that you wish to give the image file when the download is complete.
This is an asynchronous function that will return an asynchronous id and trigger the Steam Async Event when the task is finished.
Syntax:
steam_ugc_download(ugc_handle, dest_filename);
Argument | Type | Description |
---|---|---|
ugc_handle | int64 | The unique handle for the preview to be downloaded. |
dest_filename | string | The file name to save the preview with. |
Returns:
Real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
id | real | The asynchronous request ID |
event_type | string | The string value "ugc_create_item" |
result | real | This will either be the GML constant ugc_result_success or some other real number (see theSteam docs under EResult , for more details) |
original_filename | string | This key holds the original name of the image file on the server (a string) |
dest_filename | string | This key holds the image file name you passed in (a string) |
ugc_handle | integer |
Extended Example:
In this example we first call the function and store the async ID value in a variable:
steam_get = steam_ugc_download(steam_handle, "\UGC\Preview_file.png");
This would then send off a file request to the Steam API, generating an async event which we would deal with as follows:
var event_id = async_load[? "id"];
if event_id == steam_get
{
var type = async_load[? "event_type"];
if type == "ugc_download"
{
sprite_delete(preview_sprite);
preview_sprite = sprite_add(async_load[? "dest_filename"], 0, false, false, 0, 0);
}
}
The above code checks the event type and then creates a sprite from the downloaded image.
These constants specify the way that a shared file will be shared with the community and should be used while creating a new item with steam_ugc_create_item.
ℹ️ NOTESee Steam Docs for more details.
UGC File Type Constant | Description |
---|---|
ugc_filetype_community |
This is used to create files that will be uploaded and made available to anyone in the community |
ugc_filetype_microtrans |
This is used to describe files that are uploaded but intended only for the game to consider adding as official content |
These constants specify possible visibility states that a Workshop item can be in. They are used with the function steam_ugc_set_item_visibility and are an async callback parameter for the functions steam_ugc_request_item_details and steam_ugc_send_query.
ℹ️ NOTESee Steam Docs for more details.
UGC File Visibility Constant | Description |
---|---|
ugc_visibility_public |
Set the item to be publicly visible |
ugc_visibility_friends_only |
Set the item to be visible to only people on the users friends list |
ugc_visibility_private |
Set the item to be private |
These constants specify the sorting order of user published UGC lists from queries created using one of the following functions:
ℹ️ NOTESee Steam UGC Docs for more details.
UGC List Sort Order Constant | Description |
---|---|
ugc_sortorder_CreationOrderDesc |
Returns items by creation date. Descending - the newest items are first |
ugc_sortorder_CreationOrderAsc |
Returns items by creation date. Ascending - the oldest items are first |
ugc_sortorder_TitleAsc |
Returns items by name |
ugc_sortorder_LastUpdatedDesc |
Returns the most recently updated items first |
ugc_sortorder_SubscriptionDateDesc |
Returns the most recently subscribed items first |
ugc_sortorder_VoteScoreDesc |
Returns the items with the more recent score updates first |
ugc_sortorder_ForModeration |
Returns the items that have been reported for moderation |
These constants specify the type of published UGC list to obtain from queries created using one of the following functions:
ℹ️ NOTESee Steam UGC Docs for more details.
UGC List Type Constant | Description |
---|---|
ugc_list_Published |
List of files the user has published |
ugc_list_VotedOn |
List of files the user has voted on. Includes both VotedUp and VotedDown |
ugc_list_VotedUp |
List of files the user has voted up (restricted to the current user only) |
ugc_list_VotedDown |
List of files the user has voted down (restricted to the current user only) |
ugc_list_WillVoteLater |
|
ugc_list_Favorited |
List of files the user has favorited |
ugc_list_Subscribed |
List of files the user has subscribed to (restricted to the current user only) |
ugc_list_UsedOrPlayed |
List of files the user has spent time in game with |
ugc_list_Followed |
List of files the user is following updates for |
These constants specify the types of UGC to obtain from queries created using one of the following function:
ℹ️ NOTESee Steam UGC Docs for more details.
UGC Match Type Constant | Description |
---|---|
ugc_match_Items |
Both microtransaction items and Ready-to-use items |
ugc_match_Items_Mtx |
Microtransaction items |
ugc_match_Items_ReadyToUse |
Regular in game items that players have uploaded |
ugc_match_Collections |
Shared collections of UGC |
ugc_match_Artwork |
Artwork which has been shared |
ugc_match_Videos |
Videos which have been shared |
ugc_match_Screenshots |
Screenshots which have been shared |
ugc_match_AllGuides |
Both web guides and integrated guides |
ugc_match_WebGuides |
Guides that are only available on the steam community |
ugc_match_IntegratedGuides |
Guides that you can use within your game (like Dota 2's in game character guides) |
ugc_match_UsableInGame |
Ready-to-use items and integrated guides |
ugc_match_ControllerBindings |
Controller Bindings which have been shared |
These constants specify the sorting and filtering for queries across all available UGC, and are to be used with the following functions:
ℹ️ NOTESee Steam UGC Docs for more details.
UGC Query Type Constant | Description |
---|---|
ugc_query_RankedByVote |
Sort by vote popularity all-time |
ugc_query_RankedByPublicationDate |
Sort by publication date descending |
ugc_query_AcceptedForGameRankedByAcceptanceDate |
Sort by date accepted (for mtx items) |
ugc_query_RankedByTrend |
Sort by vote popularity within the given "trend" period (set in steam_ugc_query_set_ranked_by_trend_days) |
ugc_query_FavoritedByFriendsRankedByPublicationDate |
Filter to items the user's friends have favorited, sorted by publication date descending |
ugc_query_CreatedByFriendsRankedByPublicationDate |
Filter to items created by friends, sorted by publication date descending |
ugc_query_RankedByNumTimesReported |
Sort by report weight descending |
ugc_query_CreatedByFollowedUsersRankedByPublicationDate |
Filter to items created by users that the current user has followed, sorted by publication date descending |
ugc_query_NotYetRated |
Filtered to the user's voting queue |
ugc_query_RankedByTotalVotesAsc |
Sort by total # of votes ascending (used internally for building the user's voting queue) |
ugc_query_RankedByVotesUp |
Sort by number of votes up descending. Will use the "trend" period if specified (set in steam_ugc_query_set_ranked_by_trend_days) |
ugc_query_RankedByTextSearch |
Sort by keyword text search relevancy |
The following set of functions are used for setting or getting social information.
The following functions are provided to work with rich presence:
The following functions are provided to work with user and friends data:
Sets a Rich Presence key/value for the current user that is automatically shared to all friends playing the same game.
Syntax:
steam_set_rich_presence(key, value);
Argument | Type | Description |
---|---|---|
key | string | The rich presence 'key' to set |
value | string | The rich presence 'value' to associate |
Returns:
N/A
Example:
steam_set_rich_presence("game", "MyAwesomeGame");
steam_set_rich_presence("level", "Last");
steam_set_rich_presence("Mood","Happy");
steam_clear_rich_presence();
The code sample above uses sets a couple values for the local user rich presence and after that clears this values (using a call to the steam_clear_rich_presence function) meaning those will no longer show.
Clears all of the current user's Rich Presence key/values.
Syntax:
steam_clear_rich_presence()
Returns:
N/A
Example:
steam_set_rich_presence("game", "MyAwesomeGame");
steam_set_rich_presence("level", "Last");
steam_set_rich_presence("Mood","Happy");
steam_clear_rich_presence();
The code sample above uses steam_set_rich_presence to set a couple values for the local user rich presence and after that clears this values meaning those will no longer show.
Adds the given user to the "recently played with" list (accessed via "Players" - "Recent games") menu in Steam overlay. This is usually something to do on session start for all remote users.
Syntax:
steam_user_set_played_with(user_id);
Argument | Type | Description |
---|---|---|
user_id | int64 | Other player user id |
Returns:
Bool
Example:
steam_user_set_played_with(anyFriendUserID)
This code will add the specified user id to the "recently played with" list, of the local user.
Returns an array of information about what the current user's Steam friends are playing. Equivalent to what can be seen in Steam Friends UI.
Syntax:
steam_get_friends_game_info();
Returns:
array of structs
Key | Type | Description |
---|---|---|
friendId | int64 | The Steam user id |
gameId | real | The Steam game id |
lobbyId | int64 | The Steam lobby id (if hosting a lobby that is open for friends to join - otherwise 0 ) |
name | string | The friend's user name |
Example:
var info_arr = steam_get_friends_game_info();
var info_num = array_length(info_arr);
var _steam_app_id = steam_get_app_id();
for (var i = 0; i < info_num; i++)
{
var info = info_arr[i];
// same game!
if (info.gameId == _steam_app_id)
{
var lobby_id = info.lobbyId;
// has an open lobby!
if (lobby_id != 0)
{
var user_id = info.friendId;
var name = info.name;
// Use steam_lobby_join_id(lobby_id) to join the lobby when asked
}
}
}
The above code will check all you friends to see if anyone of them is playing the same game as you are (steam_get_app_id) and check if they have an open lobbies and if so we can request to join the lobby they are in using steam_lobby_join_id.
Fetches an avatar for the specified user ID.
Returns 0
if no avatar is set for the user;
Returns -1
if the request is pending, in which case an Steam Async Event will be triggered.
Returns positive IDs if the avatar is ready, this id is to be used with the following function:
Syntax:
steam_get_user_avatar(userID, avatar_size);
Argument | Type | Description |
---|---|---|
userID | int64 | The user Steam unique identifier |
avatar_size | AvatarSize | The size of the avatar to be requested |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "avatar_image_loaded" |
success | bool | Whether the async action succeeded |
user_id | int64 | The associated user's ID |
image | real | The image ID that would otherwise be returned by the function |
width | real | The image width, in pixels |
height | real | The image height, in pixels ** |
Example:
var l_img = steam_get_user_avatar(steam_get_user_steam_id(), steam_user_avatar_size_large);
// Check if avatar is ready
if (l_img > 0)
{
var l_dims = steam_image_get_size(l_img);
var buff_size = l_dims[0] * l_dims[1] * 4
var l_cols = buffer_create(buff_size, buffer_fixed, 1);
l_ok = steam_image_get_rgba(l_img, l_cols, buff_size);
if(!l_ok)
{
buffer_delete(l_cols);
}
var l_surf = surface_create(l_dims[0], l_dims[1]);
buffer_set_surface(l_cols, l_surf, 0);
l_sprite = sprite_create_from_surface(l_surf, 0, 0, l_dims[0], l_dims[1], false, false, 0, 0);
surface_free(l_surf);
buffer_delete(l_cols);
}
In the code above we query for the current user's (steam_get_user_steam_id) avatar, this function this function will either return:
// Early exit if event type doesn't match
if (async_load[?"event_type"] != "avatar_image_loaded") exit
// Validate status
var success = async_load[?"success"];
if (success == 1) {
// Do what you want with the provided image handle
}
else {
// Failure
show_debug_message("Failed to get user avatar");
}
Fetches dimensions for the said Steam image ID. If the call succeeds, the return value is a two-element array containing width and height in pixels.
Syntax:
steam_image_get_size(steam_image_id);
Argument | Type | Description |
---|---|---|
steam_image_id | int64 | steam identifier of the image |
Returns:
array
Example:
var l_img = steam_get_user_avatar(steam_get_user_steam_id(), steam_user_avatar_size_large);
var l_dims = steam_image_get_size(l_img);
var buff_size = l_dims[0] * l_dims[1] * 4
var l_cols = buffer_create(buff_size, buffer_fixed, 1);
l_ok = steam_image_get_rgba(l_img, l_cols, buff_size);
if(!l_ok)
exit
var l_surf = surface_create(l_dims[0], l_dims[1]);
buffer_set_surface(l_cols, l_surf, 0);
l_sprite = sprite_create_from_surface(l_surf, 0, 0, l_dims[0], l_dims[1], false, false, 0, 0);
surface_free(l_surf);
buffer_delete(l_cols);
The above code will show a code example.
Grabs RGBA data of the specified Steam image ID into a GameMaker buffer. Returns whether successful.
ℹ️ NOTEThe buffer should be appropriately sized in accordance with steam_image_get_size (width height 4).
Syntax:
steam_image_get_rgba(steam_image_id, buffer, size);
Argument | Type | Description |
---|---|---|
steam_image_id | int64 | The steam image identifier |
buffer | buffer | The buffer where data will be written |
size | real | The size of the buffer supplied |
Returns:
Boolean
Example:
var l_img = steam_get_user_avatar(steam_get_user_steam_id(), steam_user_avatar_size_large);
// Check if avatar is ready
if (l_img > 0)
{
var l_dims = steam_image_get_size(l_img);
var buff_size = l_dims[0] * l_dims[1] * 4
var l_cols = buffer_create(buff_size, buffer_fixed, 1);
l_ok = steam_image_get_rgba(l_img, l_cols, buff_size);
if(!l_ok)
{
buffer_delete(l_cols);
}
var l_surf = surface_create(l_dims[0], l_dims[1]);
buffer_set_surface(l_cols, l_surf, 0);
l_sprite = sprite_create_from_surface(l_surf, 0, 0, l_dims[0], l_dims[1], false, false, 0, 0);
surface_free(l_surf);
buffer_delete(l_cols);
}
In the code above we query for the current user's (steam_get_user_steam_id) avatar data and place it inside a buffer (with the RGBA color format). For a more extensive example refer to the steam_get_user_avatar function.
Grabs BGRA data of the specified Steam image ID into a GameMaker buffer. Returns whether successful.
ℹ️ NOTEThe buffer should be appropriately sized in accordance with steam_image_get_size (width height 4).
Syntax:
steam_image_get_bgra(steam_image_id, buffer, size);
Argument | Type | Description |
---|---|---|
steam_image_id | int64 | The steam image identifier |
buffer | buffer ID | The buffer where data will be written |
size | real | The size of the buffer supplied |
Returns:
Boolean
Example:
var l_img = steam_get_user_avatar(steam_get_user_steam_id(), steam_user_avatar_size_large);
// Check if avatar is ready
if (l_img > 0)
{
var l_dims = steam_image_get_size(l_img);
var buff_size = l_dims[0] * l_dims[1] * 4
var l_cols = buffer_create(buff_size, buffer_fixed, 1);
l_ok = steam_image_get_bgra(l_img, l_cols, buff_size);
if(!l_ok)
{
buffer_delete(l_cols);
}
var l_surf = surface_create(l_dims[0], l_dims[1]);
buffer_set_surface(l_cols, l_surf, 0);
l_sprite = sprite_create_from_surface(l_surf, 0, 0, l_dims[0], l_dims[1], false, false, 0, 0);
surface_free(l_surf);
buffer_delete(l_cols);
}
In the code above we query for the current user's (steam_get_user_steam_id) avatar data and place it inside a buffer (with the BGRA color format). For a more extensive example refer to the steam_get_user_avatar function.
The following functions, constants and structures allow to use the Steam Inventory Service.
These functions are provided for handling pricing, purchases and consumables:
These asynchronous functions will return a inventory result handle that can be used to get additional information (see section below):
These functions can be called with the inventory result handle (from previous section) to get additional information:
This set of functions can be used to author items dynamic properties:
These are the constants used by this API:
These are the structures used by this API:
Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around ConsumeItem.
Syntax:
steam_inventory_consume_item(item_id, quantity);
Argument | Type | Description |
---|---|---|
item_id | int64 | The steam_inventory_item_id to consume. |
quantity | real | The number of items in that stack to consume. |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
steam_inventory_consume_item(player.apple, 1);
The code sample above will try to consume one item (apple
, steam_inventory_item_id), and trigger an async event with the task result.
After a successful call to steam_inventory_request_prices, you can call this method to get the pricing for a specific item definition.
✴️ EXTERNALA wrapper around GetItemPrice.
Syntax:
steam_inventory_get_item_price(item);
Argument | kind | Description |
---|---|---|
item | real | The steam_inventory_item_def to get the price of. |
Returns:
int64
Example:
var price = steam_inventory_get_item_price(item);
The code sample above will return you the price for the speficied item definition. For more detailed example on using the function check steam_inventory_request_prices
After a successful call to steam_inventory_request_prices, you can call this method to get all the prices for applicable item definitions.
✴️ EXTERNALA wrapper around GetItemsWithPrices.
Syntax:
steam_inventory_get_items_with_prices();
Returns:
array of structs
Name | Type | Description |
---|---|---|
item_def | real | The steam_inventory_item_def representing the item type |
price | int64 | The price of the item definition |
base_price | int64 | The base price of the item definition |
Example:
var array = steam_inventory_get_items_with_prices(inv_result);
if(array_length(array) > 0)
{
var item_def = array[0].item_def
var price = array[0].price
var base_price = array[0].base_price
show_debug_message("Found at one item that costs: " + string(price));
}
The code above will get items with prices and if the returning array size is greater than zero (meaning there is at least one item with a configured price) it prints to the console the item's price.
Requests the list of "eligible" promo items that can be manually granted to the given user. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
✴️ EXTERNALA wrapper around RequestEligiblePromoItemDefinitionsIDs.
Syntax:
steam_inventory_request_eligible_promo_item_defs(user_id);
Argument | Description |
---|---|
user_id | The user ID of the user to request the eligible promo items for. |
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_request_eligible_promo_item_defs" |
user_id | int64 | The user's unique identifier |
item_def_count | real | The number of items |
item_def_json | string | A json array of items identifiers (must be parsed using json_parse or json_decode) |
is_cached_data | bool | Whether the data was retrieved from the cache and not from the server |
Example:
steam_inventory_request_eligible_promo_item_defs(user_id)
For more information on this function call please refer to the official manual.
Request prices for all item definitions that can be purchased in the user's local currency.
This is an asynchronous function that will trigger the Steam Async Event when the task is finished, after which you can use the following functions:
✴️ EXTERNALA wrapper around RequestPrices.
Syntax:
steam_inventory_request_prices();
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_request_prices" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
currency | string | The string representing the user's local currency code. |
Example:
steam_inventory_request_prices();
The code above will request for price information. The result for this task can be caught inside the Steam Async Event with the following code:
// Early exit if event type doesn't match
if (async_load[? "event_type"] != "inventory_request_prices") exit;
// Early exit if handle doesn't match
if (async_load[? "success"])
{
show_debug_message("The currenct being used is: " + async_load[? "currency"]);
var price = steam_inventory_get_item_price(global.swordId);
}
The code above matches the event type and if so shows the currency being used. It also gets the price for a specific item using the steam_inventory_get_item_price function.
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.
✴️ EXTERNALA wrapper around StartPurchase.
Syntax:
steam_inventory_start_purchase(array);
Argument | Type | Description |
---|---|---|
array | array<InventoryItemCreationData> | An array of structs representing items to be purchased (see InventoryItemCreationData) |
Returns:
N/A
Example:
var arrayCreate = [
{item_def: item1, quantity: 3},
{item_def: item2, quantity: 5},
]
steam_inventory_start_purchase()
The code above will initialize a purchase intent that will be finalized in the Steam Overlay.
Take an Item Definition and grants the user the promo item. Item Definitions are integer numbers ranging from 1 to 999999999. Values below the range are invalid and values above the range are reserved. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around AddPromoItem.
Syntax:
steam_inventory_add_promo_item(item_def)
Argument | Type | Description |
---|---|---|
item_def | int64 | The steam_inventory_item_def to grant the player (number between 1 and 999999999) |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
steam_inventory_add_promo_item(item)
The above code will grant the user with a specific item. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Takes an array of Item Definitions and grants the user multiple items. Item Definitions are integer numbers ranging from 1 to 999999999. Values below the range are invalid and values above the range are reserved. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around AddPromoItems.
Syntax:
steam_inventory_add_promo_items(item_defs)
Argument | Type | Description |
---|---|---|
item_defs | array | An array of steam_inventory_item_def to grant the user with. |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
steam_inventory_add_promo_items([item1,item2,item3])
The above code will grant the user with an multiple items specified in an array format. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Grants one item in exchange for a set of other items. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around ExchangeItems.
Syntax:
steam_inventory_exchange_items(create_arr, destroy_arr);
Argument | Type | Description |
---|---|---|
create_arr | array<InventoryItemCreationData> | An array of structs representing items to be created (see InventoryItemCreationData) |
destroy_arr | array<InventoryItemConsumptionData> | An array of structs representing items to be consumed (see InventoryItemConsumptionData) |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
var arrayDestroy = [
{ item_id: player.cursed_sword, quantity: 1 },
{ item_id: player.apple, quantity: 7 },
];
var arrayCreate = [
{ item_def: global.holy_sword, quantity: 1 },
{ item_def: global.orange, quantity: 2 }
];
steam_inventory_exchange_items(arrayCreate, arrayDestroy);
Given the provided items to be destroyed and the items to be create the code above will perform an exchange removing the current items (arrayDestroy
) from the inventory and adding the new (arrayCreate
) in their place. The result for this task can be caught inside the Steam Async Event with the following code:
// Early exit if event type doesn't match
if (async_load[? "event_type"] != "inventory_result_ready") exit;
// Early exit if handle doesn't match
if (async_load[? "handle"] != handle) exit;
// Early exit if handle doesn't match
if (async_load[? "success"])
{
show_debug_message("Exchange was a success");
}
else
{
show_debug_message("Exchange failed");
}
// Don't forget to clean the ununsed handle
steam_inventory_result_destroy(handle);
handle = undefined;
The code above matches the event type and checks if the handle id matches the one that initialized the request and if so we print a debug message with the success of the task. In the end we also use a call to steam_inventory_result_destroy to make sure we dispose and free all the used memory.
Generates specific items for the current user. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
ℹ️ NOTEThis is only usable by Steam accounts that belong to the publisher group for your game.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around GenerateItems.
Syntax:
steam_inventory_generate_items(create_arr);
Argument | Type | Description |
---|---|---|
create_arr | array<InventoryItemCreationData> | An array of structs representing items to be created (see InventoryItemCreationData) |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
var arrayCreate = [
{item_def: item1, quantity: 3},
{item_def: item2, quantity: 5},
];
steam_inventory_generate_items(arrayCreate)
The code above will grant the specific items to the current user. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Starts retrieving all items in the current user's inventory. This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around GetAllItems.
Syntax:
steam_inventory_get_all_items();
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
✴️ OPTIONALThe asynchronous event presented below is only triggered when the result 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 callback will still be triggered immediately afterwards; this is an additional notification for your convenience.
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_full_update" |
success | bool | Whether the async action succeeded |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
handle = steam_inventory_get_all_items();
The code above will start a query for all the items in current users inventory. The result for this task can be caught inside the Steam Async Event with the following code:
// Early exit if event type doesn't match
if (async_load[? "event_type"] != "inventory_result_ready") exit;
// Early exit if handle doesn't match
if (async_load[? "handle"] != handle) exit;
// Early exit if handle doesn't match
if (async_load[? "success"])
{
var items = steam_inventory_result_get_items(handle);
for (var i = 0; i < array_length(items); i++)
{
var item = items[i];
// access item data for each entry
//
// item.item_id
// item.item_def
// item.quantity
// item.flags
}
}
// Don't forget to clean the ununsed handle
steam_inventory_result_destroy(handle);
handle = undefined;
The code above matches the event type and checks if the handle id matches the one that initialized the request and if so gets the items from the result using the function steam_inventory_result_get_items and loops through them. In the end we also use a call to steam_inventory_result_destroy to make sure we dispose and free all the used memory.
Requests information about a subset of the current user's inventory.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around GetItemsByID.
Syntax:
steam_inventory_get_items_by_id(item_ids);
Argument | Type | Description |
---|---|---|
item_ids | array | An array of steam_inventory_item_id of items to get information of. |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
handle = steam_inventory_get_items_by_id([item1, item2])
Similar to steam_inventory_get_all_items but you can specify an array of items to query information instead of querying all of them. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Submits the transaction request to modify dynamic properties on items for the current user. See StartUpdateProperties.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around SubmitUpdateProperties.
Syntax:
steam_inventory_submit_update_properties(handle);
Argument | Type | Description |
---|---|---|
handle | real | The update handle corresponding to the transaction request |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
var handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handle, item_id, "invisible")
...
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then multiple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Transfer items between stacks within a user's inventory.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around TransferItemQuantity.
Syntax:
steam_inventory_transfer_item_quantity(source_item_id, quantity, dest_item_id);
Argument | Type | Description |
---|---|---|
source_item_id | int64 | The source steam_inventory_item_id to transfer from |
quantity | real | The quantity of the item that will be transferred |
dest_item_id | int64 | The destination steam_inventory_item_id to transfer to |
Returns:
real
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
handle = steam_inventory_transfer_item_quantity(global.apple, 2, global.oranges);
The above code will trigger a transfer between to items owned by the used the amount to be transferred in the example, the user will lose 2 apples and receive 2 oranges. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Trigger an item drop if the user has played a long enough period of time.
This period can be customized in two places:
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.
This is an asynchronous function that will trigger the Steam Async Event when the task is finished.
⚠️ IMPORTANTYou must call steam_inventory_result_destroy on the returned async result ID when you are done with it.
✴️ EXTERNALA wrapper around TriggerItemDrop.
Syntax:
steam_inventory_trigger_item_drop(item_def);
Argument | Type | Description |
---|---|---|
item_def | real | This must refer to an item definition of the type "playtimegenerator". See the inventory schema for more details. |
Returns:
bool
Triggers:
Asynchronous Steam Event
Key | Type | Description |
---|---|---|
event_type | string | The string value "inventory_result_ready" |
success | bool | Whether the async action succeeded |
result | InventoryResultStatus | The status code as returned by steam_inventory_result_get_status |
handle | real | The associated async result ID, which can be used to tell apart what result this event is for. |
Example:
handle = steam_inventory_trigger_item_drop(item_def)
For more information on this function call please refer to the official manual. For an example on how to use the Steam Async Event to read the callback response, refer to the function steam_inventory_get_all_items.
Destroys a result handle and frees all associated memory. This handle is returned by the following functions:
ℹ️ NOTEThis function can be called using an inventory result handle after the corresponding async event has been triggered.
✴️ EXTERNALA wrapper around DestroyResult.
Syntax:
steam_inventory_result_destroy(inv_result);
Argument | Type | Description |
---|---|---|
inv_result | real | The inventory result handle to destroy |
Returns:
bool
Example:
// Early exit if event type doesn't match
if (async_load[? "event_type"] != "inventory_result_ready") exit;
// Early exit if handle doesn't match
if (async_load[? "handle"] != handle) exit;
// Early exit if handle doesn't match
if (async_load[? "success"])
{
show_debug_message("Exchange was a success");
}
else
{
show_debug_message("Exchange failed");
}
// Don't forget to clean the ununsed handle
steam_inventory_result_destroy(handle);
handle = undefined;
In the code above we have an example of a asynchronous callback that generates a result handle by the end of which we execute a call to steam_inventory_result_destroy to make sure we dispose and free all the used memory.
Gets the dynamic properties from an item in an inventory result set. Property names are always composed of ASCII letters, numbers, and/or underscores.
ℹ️ NOTEThis function can be called using an inventory result handle after the corresponding async event has been triggered.
✴️ EXTERNALA wrapper around GetResultItemProperty.
Syntax:
steam_inventory_result_get_item_property(inv_result, item_index, prop_name);
Argument | Type | Description |
---|---|---|
inv_result | real | The inventory result handle |
item_index | real | Position of the item in the result set |
prop_name | string | The property name to get the value for |
Returns:
string
Example:
handle = steam_inventory_get_all_items();
The code above will start a query for all the items in current users inventory. The result for this task can be caught inside the Steam Async Event with the following code:
// Early exit if event type doesn't match
if (async_load[? "event_type"] != "inventory_result_ready") exit;
// Early exit if handle doesn't match
if (async_load[? "handle"] != handle) exit;
// Early exit if handle doesn't match
if (async_load[? "success"])
{
var items = steam_inventory_result_get_items(handle);
var status = steam_inventory_result_get_status(handle);
var timestamp = steam_inventory_result_get_unix_timestamp(handle);
for (var i = 0; i < array_length(items); i++)
{
// It's also possible to get properties from each item using
// prop1 = steam_inventory_result_get_item_property(handle, i, "property_name1")
// prop2 = steam_inventory_result_get_item_property(handle, i, "property_name2")
}
}
// Don't forget to clean the ununsed handle
steam_inventory_result_destroy(handle);
handle = undefined;
The code above matches the event type and checks if the handle id matches the one that initialized the request and if so gets the items from the result using the function steam_inventory_result_get_items and loops through them to get the item properties we want. In the end we also use a call to steam_inventory_result_destroy to make sure we dispose and free all the used memory.
Get the items associated with an inventory result handle.
ℹ️ NOTEThis function can be called using an inventory result handle after the corresponding async event has been triggered.
✴️ EXTERNALA wrapper around GetResultItems.
Syntax:
steam_inventory_result_get_items(inv_result);
Argument | Type | Description |
---|---|---|
inv_result | real | The inventory result handle |
Returns:
array of structs
Name | Type | Description |
---|---|---|
item_id | real | A representing the item instance |
item_def | real | A representing the item type |
quantity | int64 | How many of the said item there is in the slot |
flags | int64 | This is a bit-masked collection of ESteamItemFlags |
Example:
var array = steam_inventory_result_get_items(inv_result);
for(var i = 0 ; i < array_lenght(array) ; i++)
{
var struct = array[i]
var item_id = struct.item_id
var item_def = struct.item_def
var quantity = struct.quantity
}
For a more detailed implementation sample please refer to the steam_inventory_get_all_items function.
Returns status code of a result.
ℹ️ NOTEThis function can be called using an inventory result handle after the corresponding async event has been triggered.
✴️ EXTERNALA wrapper around GetResultStatus.
Syntax:
steam_inventory_result_get_status(inv_result);
Argument | Type | Description |
---|---|---|
inv_result | real | The inventory result handle |
Returns:
InventoryResultStatus
Example:
if(steam_inventory_result_get_status(inv_result) != steam_inventory_result_status_ok)
exit
For a more detailed implementation sample please refer to the steam_inventory_result_get_item_property function.
Returns a Unix timestamp for the server time at which the result was generated.
ℹ️ NOTEThis function can be called using an inventory result handle after the corresponding async event has been triggered.
✴️ EXTERNALA wrapper around GetResultTimestamp.
Syntax:
steam_inventory_result_get_unix_timestamp(inv_result);
Argument | Type | Description |
---|---|---|
inv_result | real | The inventory result handle |
Returns:
int64
Example:
var timestamp = steam_inventory_result_get_unix_timestamp(inv_result);
For a more detailed implementation sample please refer to the steam_inventory_result_get_item_property function.
Starts a transaction request to update dynamic properties on items for the current user. Returns a steam_inventory_update_handle that can be used with the following functions:
✴️ EXTERNALA wrapper around StartUpdateProperties.
Syntax:
steam_inventory_start_update_properties()
Returns:
int64
Example:
handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
Removes a dynamic property of the given item.
✴️ EXTERNALA wrapper around RemoveProperty.
Syntax:
steam_inventory_remove_property(handle, item_id, prop_name);
Argument | Type | Description |
---|---|---|
handle | real | The update handle returned by steam_inventory_start_update_properties |
item_id | int64 | The steam_inventory_item_id of the item being modified |
prop_name | string | The dynamic property being removed |
Returns:
bool
Example:
var handler = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handler, item_id, "invisible", true)
steam_inventory_set_property_float(handler, item_id, "power", 123.54)
steam_inventory_set_property_int(handler, item_id, "uses", 5)
steam_inventory_set_property_string(handler, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handler, item_id, "invisible")
...
steam_inventory_submit_update_properties(handler)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
Sets a dynamic property for the boolean given item
✴️ EXTERNALA wrapper around SetProperty.
Syntax:
steam_inventory_set_property_bool(handle, prop_name, val);
Argument | Type | Description |
---|---|---|
handle | real | The update handle corresponding to the transaction request |
prop_name | string | The dynamic property being added or updated. |
val | bool | value being set. |
Returns:
bool
Example:
handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handle, item_id, "invisible")
...
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
Sets a dynamic property for the float given item
✴️ EXTERNALA wrapper around SetProperty.
Syntax:
steam_inventory_set_property_float(handle, prop_name, val);
Argument | Type | Description |
---|---|---|
handle | real | The update handle corresponding to the transaction request |
prop_name | string | The dynamic property being added or updated. |
val | real | value being set. |
Returns:
bool
Example:
handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handle, item_id, "invisible")
...
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
Sets a dynamic property for the int given item
✴️ EXTERNALA wrapper around SetProperty.
Syntax:
steam_inventory_set_property_int(handle, prop_name, val);
Argument | Type | Description |
---|---|---|
handle | real | The update handle corresponding to the transaction request |
prop_name | string | The dynamic property being added or updated. |
val | real | value being set. |
Returns:
bool
Example:
handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handle, item_id, "invisible")
...
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
Sets a dynamic property for the string given item
✴️ EXTERNALA wrapper around SetProperty.
Syntax:
steam_inventory_set_property_string(handle, prop_name, val);
Argument | Type | Description |
---|---|---|
handle | real | The update handle corresponding to the transaction request |
prop_name | string | The dynamic property being added or updated. |
val | string | value being set. |
Returns:
bool
Example:
var handle = steam_inventory_start_update_properties()
steam_inventory_set_property_bool(handle, item_id, "invisible", true)
steam_inventory_set_property_float(handle, item_id, "power", 123.54)
steam_inventory_set_property_int(handle, item_id, "uses", 5)
steam_inventory_set_property_string(handle, item_id, "name", "Big Sword")
...
steam_inventory_remove_property(handle, item_id, "invisible")
...
steam_inventory_submit_update_properties(handle)
The code above provides a simple sample on how to set/removed some properties. Starting with a steam_inventory_start_update_properties then mutliple calls to set/remove property functions:
steam_inventory_remove_property
Finishing with the submition of the update using the function call steam_inventory_submit_update_properties.
These constants represent the status of an inventory result async event, and are returned by the async events of the following functions:
Inventory Result Status Constant | Description |
---|---|
steam_inventory_result_status_pending |
Pending |
steam_inventory_result_status_ok |
Ok |
steam_inventory_result_status_expired |
Expired |
steam_inventory_result_status_invalid |
Invalid |
steam_inventory_result_status_fail |
Fail |
steam_inventory_result_status_invalid_param |
Iinvalid |
steam_inventory_result_status_service_unavailable |
Unavailable |
steam_inventory_result_status_limit_exceeded |
Exceeded |
This struct is used as an argument when performing a call to the following functions
steam_inventory_exchange_items
and it contains the following details about an item consumption:
Key | Type | Description |
---|---|---|
item_id | int64 | A steam_inventory_item_id of an item to be consumed |
quantity | real | How much of the said item is to be consumed |
This struct is used as an argument when performing a call to the following functions
steam_inventory_start_purchase
and it contains the following details about an item creation/purchase:
Key | Type | Description |
---|---|---|
item_def | int64 | A steam_inventory_item_def representing the item type |
quantity | real | Number of items of type to be created |
The following functions and constants allow you to use Steam's Networking functionality.
These functions are provided for handling sending and receiving packets:
The following functions allow handling P2P sessions:
These are the constants used by this API:
Copies the contents of last received packet to the given buffer. Data is copied to the start of the buffer (position remains unaffected), meaning that if you reuse the same buffer, you should "rewind" it prior to reading.
ℹ️ NOTEIf the buffer is not big enough to fit data, it will be resized automatically (the buffer needs to be created using the using the
buffer_grow
type).
Syntax:
steam_net_packet_get_data(buffer)
Argument | Type | Description |
---|---|---|
buffer | real | The buffer to write the incoming data to. |
Returns:
bool
Example:
while (steam_net_packet_receive())
{
steam_net_packet_get_data(inbuf);
buffer_seek(inbuf, buffer_seek_start, 0);
switch (buffer_read(inbuf, buffer_u8))
{
case 1: show_debug_message("packet ID 1"); break;
case 2: show_debug_message("packet ID 2"); break;
default: show_debug_message("unknown packet"); break;
}
}
The code above will check for an incoming packet and get its data into a buffer (resizing if necessary) and reads from it.
Returns Steam ID of the user that sent the last received packet. Can be used in conjunction with steam_net_packet_send to send something back and for just telling the senders apart.
Syntax:
steam_net_packet_get_sender_id();
Returns:
int64
Example:
while(steam_net_packet_receive())
{
var sender = steam_net_packet_get_sender_id();
buffer_seek(outbuf, buffer_seek_start, 0);
buffer_write(outbuf, buffer_u8, test_network_packet.ping);
steam_net_packet_send(sender, outbuf);
}
The above code will show a code example.
Returns the size of last received packet, in bytes.
Syntax:
steam_net_packet_get_size();
Returns:
real
Example:
while (steam_net_packet_receive())
{
var size = steam_net_packet_size();
show_debug_message("Received " + string(size) + " bytes.");
}
The code above will display the size of each incoming packet.
Attempts to get the next packet from Steam API and returns whether successfully done so. Other steam_net_ functions can then be used to get packet information/contents.
Syntax:
steam_net_packet_receive();
Returns:
bool
Example:
while (steam_net_packet_receive())
{
// process the received packet
}
The code above will attempt to get the next packet from Steam API, would be used every step while in lobby or with less frequency otherwise.
Sends a packet to the given endpoint, returns whether successful (as opposed to incorrect arguments/invalid ID). If no packet type is passed in then default value will be used, the default value can be set using the steam_net_packet_set_type function. Returns whether or not the packet was successfully sent.
Syntax:
steam_net_packet_send(user_id, buffer, size, packet_type)
Argument | Type | Description |
---|---|---|
user_id | int64 | The target user to send the packet to |
buffer | real | Buffer that contains the raw byte array for the packet data to send |
size | real | The size of data to send (default -1, sends the entire buffer) |
packet_type | PacketType | The type of packet to be used |
Returns:
bool
Example:
var buf = buffer_create(16, buffer_grow, 1);
buffer_write(buf, buffer_string, "Hello!");
steam_net_packet_send(steam_id, buf, -1);
buffer_delete(buff);
The code sample will create a buffer and write to it, sending the total length of it to the given steam_id
, the buffer is then deleted.
Set the default connection protocol used when sending the data packets (using the steam_net_packet_send function). Returns whether or not the default protocol was successfully set.
Syntax:
steam_net_packet_set_type(protocol);
Argument | Type | Description |
---|---|---|
protocol | PacketType | The default connection protocol to be used |
Returns:
bool
Example:
steam_net_packet_set_type(steam_net_packet_type_reliable)
The above code will set the current connection to use the steam_net_packet_type_reliable
protocol to send data packages.
Accepts a P2P session request from the specified user. Returns whether successful or not.
Syntax:
steam_net_accept_p2p_session(userID);
Argument | Type | Description |
---|---|---|
userID | int64 | The User ID of the user that sent the initial packet to us. |
Returns:
bool
Example:
if (isMyFriend(userID))
{
steam_net_accept_p2p_session(userID);
}
The code above uses a custom implemented function that will check if a given userID
is a friend and if it is it will accept the P2P session.
Closes a P2P session with the specified user. Returns whether successful or not. Steam will automatically close sessions after a period of inactivity, but you could also do it manually if you so desired.
Syntax:
steam_net_close_p2p_session(user_id)
Argument | Type | Description |
---|---|---|
user_id | int64 | The user ID of the user to close the connection with. |
Returns:
bool
Example:
if (global.chat_closed)
{
steam_net_close_p2p_session(user_id)
}
The code above check to see if a global variable (chat_closed
) is true and if so, it will close the P2P session.
Sets whether to auto-accept session requests coming from players in the same lobby. This is enabled by default for convenience. If you disable it, you will need to handle the async event when someone uses the steam_lobby_join_id function.
Syntax:
steam_net_set_auto_accept_p2p_sessions(enable);
Argument | Type | Description |
---|---|---|
enable | bool | disable/enable auto accept sessions |
Returns:
N/A
Triggers:
Asynchronous Steam Event (for each request, if disabled)
Key | Type | Description |
---|---|---|
type | string | The string value "lobby_join_requested" |
lobby_id | int64 | The lobby unique identifier |
friend_id | int64 | The friend unique identifier |
Example:
steam_net_set_auto_accept_p2p_sessions(false);
The code above will disable the auto accept P2P sessions functionality meaning we should deal with the requests manually. In order to do so we need to use the Steam Async Event to catch the callback:
if (async_load[?"event_type"] == "lobby_join_requested")
{
steam_net_accept_p2p_session(async_load[?"friend_id"]);
}
These constants specify the type of a steam packet and should be used with the function steam_net_packet_set_type.
Packet Type Constant | Description |
---|---|
steam_net_packet_type_unreliable |
Equivalent to UDP the data may or may not be delivered, will not be resent automatically. |
steam_net_packet_type_unreliable_nodelay |
Similar to "unreliable" type, but always sent instantly (as soon as function is called). Intended for things like streaming voice data, where you want lowest latency possible and only care about the current data. |
steam_net_packet_type_reliable |
Equivalent to TCP, the data is warranted to be delivered in order and intact. |
steam_net_packet_type_reliable_buffer |
Similar to "reliable" type, but utilizes Nagle's algorithm to reduce the number of packets at cost of potential delay while the data accumulates until the sending threshold. |
The Steam Input API is designed to allow you to easily enable full support for Steam Input devices in your game. This means things such as:
and many more!
Before proceeding, please read this page about the Steam Input API for developers before reading this page to have a good understanding of what are Input Handles, Action Sets, Action Set Layers, Digital Actions, Analog Actions, Action Origins, the Steam Input Configurator, and bindings.
ℹ️ NOTEThis API is designed for advanced users only, if you don't know why you need it, please use the native GML
gamepad_
functions instead.
The following functions can be used to access the Steam Input from within GameMaker Studio 2
With this function you can initialize the Steam Input API. It will return true if initialization was successful and false otherwise. If argument explicitly_call_run_frame
is true, then you must manually call steam_input_run_frame to poll for input data and async events, otherwise that will be performed by the steam_update
function. After you initialize the Steam Input API, configuration events will be dispatched for any controllers connected while your game is running, they can be used to detect gamepad connection and when bindings have been updated so you need to refresh the sprites, input hints, etc.
⚠️ IMPORTANTThis function must be called ONLY if you REALLY wish to use the Steam Input API, or some other extensions in your project rely on Steam Input, otherwise calling it may make native GameMaker
gamepad_
functions not see any controllers plugged in!
Syntax:
steam_input_init(explicitly_call_run_frame);
Argument | Type | Description |
---|---|---|
explicitly_call_run_frame | bool | Are you going to call steam_input_run_frame manually or not? |
async_load contents:
Key | Value | Description |
---|---|---|
event_type | string | A constant string "steam_input_configuration_loaded" . |
app_id | real | Your game's app id. |
device_handle | real | Input handle of the device this event refers to. |
mapping_creator | real | Steam ID of the user that created the loaded input mapping or 0 if none. |
major_revision | real | Major version digit of the mapping. |
minor_revision | real | Minor version digit of the mapping. |
uses_steam_input_api | bool | Whether this device is using the Action Set and Actions API. |
uses_steam_gamepad_api | bool | Whether this device is using the XInput emulation API. |
Returns:
Bool
Example:
if (!steam_input_init(false))
{
throw "Failed to initialize the Steam Input API";
}
/// @description Async - Steam event
if (async_load[? "event_type"] == "steam_input_configuration_loaded") {
// bindings refreshed, update any sprites we've fetched in some handler script
scr_refresh_input_hints(async_load[? "device_handle"]);
}
The above code checks to see if the Steam Input API was initialized, and throws an exception if it wasn't, then handles "configuration loaded" async events.
With this function you can tell Steam that you are done using the Steam Input API. It will return true if the operation was successful and false otherwise. Usually you do not need to call this, as when your game ends Steam will automatically release Steam Input for you. After this function had returned, no other Steam Input functions must be called.
Syntax:
steam_input_shutdown();
Returns:
Bool
Example:
steam_input_shutdown();
The above code shuts down the Steam Input API.
This function can be used to set the absolute path to the input action manifest, in case you do not wish to use the Steam Workshop for this. Returns true if the operation was successful and false otherwise.
Syntax:
steam_input_set_input_action_manifest_file_path(absolute_path);
Argument | Type | Description |
---|---|---|
absolute_path | string | Absolute path to the input action manifest file |
Returns:
Bool
Example:
steam_input_set_input_action_manifest_file_path(working_directory + "manifest.vdf");
The above code sets the full path to the input action manifest file the game wants to use.
With this function you can poll for new input data from Steam Input if it is available, you do not need to call it manually unless you explicitly specified this when calling steam_input_init.
Syntax:
steam_input_run_frame();
Returns:
Bool
Example:
steam_input_run_frame();
The above code asks Steam Input to poll for new data if available.
With this function you can freeze the game until new input data had arrived, returns true if new data did arrive, or false if the timeout had expired or an error had occurred. This function is only useful for lockstep multiplayer games.
Syntax:
steam_input_wait_for_data(wait_forever,timeout);
Argument | Type | Description |
---|---|---|
wait_forever | bool | Whether to wait for data to arrive forever. |
timeout | real | Data arrival timeout. |
Returns:
Bool
Example:
steam_input_wait_for_data(true, 0);
The above code will freeze the entire game until new input data is received from Steam Input.
With this function you can check if there is new input data available since last read. Returns true if there is, false otherwise.
Syntax:
steam_input_new_data_available();
Returns:
Bool
Example:
if (steam_input_new_data_available())
{
global.data_check_flag = true;
}
The above code checks if new data has been received since last poll, and sets a flag to true if there is.
With this function you can get an array of currently connected controller handles. This function returns an array of controller handles on success, and undefined on failure.
Syntax:
steam_input_get_connected_controllers();
Returns:
Array<Real> OR Undefined
Example:
controllers = steam_input_get_connected_controllers();
if (is_undefined(controllers))
{
throw "Unable to poll for controllers!";
}
The above code will poll the current connected controllers array, and throw an exception if there was an error.
You can use this function to enable Async - Steam
device connection and disconnection events, similar to Async - System
type gamepad connected
and gamepad lost
events. The contents of async_load
are described below. Returns true if the operation was successful, and false otherwise. This can be used as an alternative to steam_input_get_connected_controllers since in that case you don't need to iterate through the entire array, which may be faster depending on how your game is coded. Both methods can be used simultaneously without issues. This function needs to be called only once and cannot be undone.
⚠️ IMPORTANTDepending on the type of the controller, multiple connection or disconnection events may be sent for one handle, be sure to handle that in your code, e.g. don't show a disconnection pop-up if the controller was already lost, and don't show a connection pop-up if this controller was already connected (and is not lost).
Syntax:
steam_input_enable_device_callbacks();
async_load contents:
Key | Value | Description |
---|---|---|
event_type | String | "steam_input_device_connected" or "steam_input_device_disconnected" |
disconnected_device_handle | Real | Only present if event_type is "steam_input_device_disconnected" |
connected_device_handle | Real | Only present if event_type is "steam_input_device_connected" |
Returns:
Bool
Extended Example:
/// @description Create event
steam_input_enable_device_callbacks(); // enable connection events
/// @description Async - Steam event
if (async_load[? "event_type"] == "steam_input_device_connected") {
scr_game_add_device(async_load[? "connected_device_handle"]); // register an input_handle
show_debug_message("Discovered a new input_handle!");
}
else if (async_load[? "event_type"] == "steam_input_device_disconnected") {
scr_game_remove_device(async_load[? "disconnected_device_handle"]); // de-register an input_handle
show_debug_message("Lost an input_handle!");
}
The above code will enable device connection and disconnection events, then it will react to them by calling some handler function.
This function will enable Async - Steam
action events, this event will be called only when some digital or analog action will change it's state, in case of digital actions that means a button is held or released, in case of analog actions that means the analog stick had moved, or the stick type had changed. The contents of async_load
are described below. This is similar to steam_input_get_digital_action_data and steam_input_get_analog_action_data, only here you don't have to poll for the actions manually, but you still need to obtain the handles via steam_input_get_digital_action_handle and steam_input_get_analog_action_handle respectively, otherwise Steam will think you don't care about these actions. This function needs to be called only once and cannot be undone.
Syntax:
steam_input_enable_action_event_callbacks();
async_load contents:
Key | Value | Description |
---|---|---|
event_type | string | "steam_input_action_event" |
controller_handle | Real | Handle of the controller this event is for. |
action_event_type | Real | A steam_input_action_event_type_ constant |
action_handle | Real | Handle of the digital or analog action, depending on the type |
active | bool | Whether or not this action is currently available to be bound in the active action set. If it is not available, OR does not belong to the active action set, this will be false. |
state | bool | DIGITAL ACTIONS ONLY: state of the digital action, true or false . |
mode | real | ANALOG ACTIONS ONLY: A steam_input_source_mode_ constant. |
x | real | ANALOG ACTIONS ONLY: X axis of the input |
y | real | ANALOG ACTIONS ONLY: Y axis of the input |
Returns:
Bool
Extended Example:
/// @description Create event
steam_input_enable_action_event_callbacks(); // enable action input events
/// @description Async - System event
if (async_load[? "event_type"] == "steam_input_action_event") {
var _controller_handle = async_load[? "controller_handle"];
var _action_handle = async_load[? "action_handle"];
var _is_action_active = async_load[? "active"];
if (_is_action_active) { // it's useless to try and handle an inactive action
if (async_load[? "action_event_type"] == steam_input_action_event_type_digital_action) {
var _digital_state = async_load[? "state"]; // true or false only, held or not held
scr_register_digital_input(_controller_handle, _action_handle, _digital_state); // some handler
}
else if (async_load[? "action_event_type"] == steam_input_action_event_type_digital_action) {
var _analog_mode = async_load[? "mode"]; // the user may be using a stick, or a mouse, or a touchpad...
var _analog_x = async_load[? "x"];
var _analog_y = async_load[? "y"];
scr_register_analog_input(_controller_handle, _action_handle, _analog_mode, _analog_x, _analog_y); // some handler
}
}
else {
show_debug_message("Action " + string(_action_handle) + " not active for con " + string(_controller_handle)); // not bound?
}
}
The above code will activate action input async events, and handle them correctly.
This function will try to resolve an action set by name, returning the handle of that action set.
⚠️ IMPORTANTDue to a bug in the Steam Input API, if the game was launched without any controllers connected, all action set and action handle resolver functions will return 0, an invalid handle, as such it is required that you try to obtain handles every frame until at least one controller gets connected and you succeed.
Syntax:
steam_input_get_action_set_handle(action_set_name);
Argument | Type | Description |
---|---|---|
action_set_name | string | The name of the action set. |
Returns:
Real
Extended Example:
/// @description Create event
main_action_set = 0; // '0' is an invalid handle.
menu_action_set = 0;
/// @description Step event
// due to a bug in the Steam Input API, we have to try and obtain these every frame until we succeed.
// check if any handle is invalid:
if (main_action_set == 0 || menu_action_set == 0) {
// try to resolve:
main_action_set = steam_input_get_action_set_handle("Set_Main");
menu_action_set = steam_input_get_action_set_handle("Set_Menu");
// if we failed and the functions return 0, we will try again, on the next frame.
}
The above code checks if any handle is 0, and if it is, it tries to obtain all handles again, until it eventually completes and all handles are valid.
With this function you can activate an action set on a specific controller, or all controllers by specifying the steam_input_handle_all_controllers
constant as the controller handle. Returns true
if the operation was successful, and false
otherwise. This function is cheap to call and can be safely called every frame without hitting performance issues.
Syntax:
steam_input_activate_action_set(controller, action_set);
Argument | Type | Description |
---|---|---|
controller | Real | Input handle of the controller. |
action_set | Real | Handle of the action set, cannot be zero. |
Returns:
Bool
Example:
switch (state) {
case game_state.menu: {
steam_input_activate_action_set(steam_input_handle_all_controllers, menu_action_set);
scr_do_menu_input();
break;
}
case game_state.play: {
steam_input_activate_action_set(player_controller_handle, main_action_set);
scr_do_gameplay_input(player_controller_handle);
break;
}
}
The above code will activate the appropriate action set based on which state the game is currently in.
This function will return the handle of the currently activated action set on a given controller handle, or 0
if there is no action set currently active.
Syntax:
steam_input_get_current_action_set(controller);
Argument | Type | Description |
---|---|---|
controller | input_handle | Handle of the controller. |
Returns:
Real
Example:
if (steam_input_get_current_action_set(player_handle) == 0) {
steam_input_activate_action_set(player_handle, menu_action_set);
}
The above code will check to see if there is no action set activated for a controller, and if there isn't, it will activate a menu action set.
This function will activate an action set layer on top of the current action set on a specified controller. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_activate_action_set_layer(controller, action_set_layer);
Argument | Type | Description |
---|---|---|
controller | real | Handle of the controller. |
action_set_layer | real | Handle of the action set layer. |
Returns:
Bool
Example:
steam_input_activate_action_set_layer(player_handle, action_set_layer_sniper);
The above code will activate a "sniper" action set layer on top of any currently activated action sets. Returns true
if the operation was successful and false
otherwise.
This function will deactivate a specific action set layer from the specified controller. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_deactivate_action_set_layer(controller, action_set_layer);
Argument | Type | Description |
---|---|---|
controller | real | Handle of the controller. |
action_set_layer | real | Handle of the action set layer. |
Returns:
Bool
Example:
steam_input_deactivate_action_set_layer(player_handle, action_set_layer_sniper);
The above code will deactivate the "sniper" action set layer from the player_handle
controller.
This function will deactivate all action set layers on a specified controller. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_deactivate_all_action_set_layers(controller);
Argument | Type | Description |
---|---|---|
controller | real | Handle of the controller. |
Returns:
Bool
Example:
steam_input_deactivate_all_action_set_layers(player_handle);
The above code will deactivate all action set layers on the player_handle
controller.
This function will return an array of currently active action set layer handles on a specified controller. Returns an array of action set layer handles on success, and undefined
on failure.
Syntax:
steam_input_get_active_action_set_layers(controller);
Argument | Type | Description |
---|---|---|
controller | real | Handle of the controller. |
Returns:
Array<Real> OR Undefined
Example:
var layers = steam_input_get_active_action_set_layers(player_handle);
if (array_length(layers) > 0) {
steam_input_deactivate_all_action_set_layers(player_handle);
}
The above code will retrieve all currently active action set layers for player_handle
, and if there are some active, it will deactivate all action set layers.
This function will resolve a digital action by name, and return that action's handle. Keep in mind that no two actions cannot have the same name, even if they are defined in different action sets, since Steam does not differentiate action names for each set.
⚠️ IMPORTANTDue to a bug in the Steam Input API, if the game was launched without any controllers connected, all action set and action handle resolver functions will return 0, an invalid handle, as such it is required that you try to obtain handles every frame until at least one controller gets connected and you succeed.
Syntax:
steam_input_get_digital_action_handle(digital_action_name);
Argument | Type | Description |
---|---|---|
digital_action_name | string | Name of the digital action. |
Returns:
Real
Extended Example:
/// @description Create event
action_shoot = 0; // '0' is an invalid handle.
action_roll = 0;
/// @description Step event
if (action_shoot == 0 || action_roll == 0) {
action_shoot = steam_input_get_digital_action_handle("DAction_Shoot");
action_roll = steam_input_get_digital_action_handle("DAction_Roll");
}
The above code will try to obtain handles of digital actions shoot
and roll
, if it failed, it will try again on the next frame.
This function will return current input data for a given digital action on a given controller. It returns the digital_action_data
struct on success and undefined
on failure.
Syntax:
steam_input_get_digital_action_data(controller,action_handle);
Argument | Type | Description |
---|---|---|
controller | Real | Handle of the controller to use. |
action_handle | Real | Handle of the digital action to poll for. |
Returns:
Struct OR Undefined
Struct fields: |Name|Type|Description| |----|----|----| |active|Bool|Whether the action is bound to any button| |state|Bool|Whether the action is currently held or not|
Example:
var _data = steam_input_get_digital_action_data(player_handle, action_shoot);
with (objPlayer) {
isShooting = _data.active && _data.state;
}
The above code will set the isShooting
variable in the player object to true
if the action is active and is currently held, or false
otherwise.
This function will retrieve an array of input origins for a specified action and controller handles. This is the function you should use when trying to obtain input hint prompts, keep in mind that it returns an array because multiple buttons can be bound to one action in the Steam Input Configurator. Also keep in mind that input hints may change mid-game as the Steam Input Configurator is accessible inside the Steam Overlay, this is why it's recommended that you update all input sprites when you get a Configuration Async - Steam
event for the controller(s) you are interested in.
Syntax:
steam_input_get_digital_action_origins(controller, action_set, digital_action);
Argument | Type | Description |
---|---|---|
controller | Real | Handle of the controller to use. |
action_set | Real | Handle of the action set. |
digital_action | Real | Handle of the digital action inside the action set. |
Returns:
Array<Real> OR Undefined
Example:
// this example function returns a horizontal strip of input hints as a single sprite frame
// do not forget to use sprite_delete() when you no longer need the returned sprite.
function scr_sprite_for_action(player_handle, action_set_handle, action_handle, is_digital_action) {
var _origins = is_digital_action
? steam_input_get_digital_action_origins(player_handle, action_set_handle, action_handle)
: steam_input_get_analog_action_origins(player_handle, action_set_handle, action_handle);
if (is_undefined(_origins) || array_length(_origins) == 0) {
// something is wrong or no buttons are bound
return -1;
}
var _hint_count = array_length(_origins),
_hint_width = 32,
_hint_height = 32,
_hint_size = steam_input_glyph_size_small, // _small is 32x32 pixels
_hint_style = steam_input_glyph_style_dark; // prefer dark glyphs for the sake of this example
var _surf = surface_create(_hint_count * _hint_width, _hint_height);
surface_set_target(_surf);
draw_clear_alpha(c_black, 0);
for (var _h = 0; _h < _hint_count; ++_h) {
var _origin = _origins[_h];
var _path = steam_input_get_glyph_png_for_action_origin(_origin, _hint_size, _hint_style);
var _tempspr = sprite_add(_path, 1, false, false, 0, 0);
draw_sprite(_tempspr, 0, _hint_width * _h, 0);
sprite_delete(_tempspr);
}
surface_reset_target();
var _sprstrip = sprite_create_from_surface(_surf, 0, 0, surface_get_width(_surf), surface_get_height(_surf), false, false, 0, 0);
// you can add a call to sprite_set_offset() if you wish to auto-set the sprite origin to middle centre.
surface_free(_surf);
return _sprstrip;
}
global.shoot_sprite = scr_sprite_for_action(player_handle, main_action_set, action_shoot, true);
draw_sprite(global.shoot_sprite, 0, 64, 64);
The above code defines an example of how to turn action origins into a sprite that you can draw in-game, for example on the GUI Layer.
This function will return the localized name of a digital action as specified by Steam localization settings. Keep in mind that the Steam language may be different than the OS language, and this function will always use the language settings of the Steam client, not the OS.
Syntax:
steam_input_get_string_for_digital_action_name(digital_action);
Argument | Type | Description |
---|---|---|
digital_action | Real | Handle of the digital action. |
Returns:
string
Example:
shoot_name_loc = steam_input_get_string_for_digital_action_name(action_shoot);
The above code will get the localized name for the shoot action, and store it in the variable shoot_name_loc
.
This function will resolve an analog action by name, and return that action's handle. Keep in mind that no two actions cannot have the same name, even if they are defined in different action sets, since Steam does not differentiate action names for each set.
⚠️ IMPORTANTDue to a bug in the Steam Input API, if the game was launched without any controllers connected, all action set and action handle resolver functions will return 0, an invalid handle, as such it is required that you try to obtain handles every frame until at least one controller gets connected and you succeed.
Syntax:
steam_input_get_analog_action_handle(analog_action_name);
Argument | Type | Description |
---|---|---|
analog_action_name | string | Name of the analog action. |
Returns:
Real
Extended Example:
/// @description Create event
action_move = 0; // '0' is an invalid handle.
action_aim = 0;
/// @description Step event
if (action_move == 0 || action_aim == 0) {
action_move = steam_input_get_analog_action_handle("AAction_Move");
action_aim = steam_input_get_analog_action_handle("AAction_Aim");
}
The above code will try to obtain handles of analog actions move
and aim
, if it failed, it will try again on the next frame.
This function will return current input data for a given analog action on a given controller. It returns the analog_action_data
struct on success and undefined
on failure.
Syntax:
steam_input_get_analog_action_data(controller, action_handle);
Argument | Type | Description |
---|---|---|
controller | Real | Handle of the controller to use. |
action_handle | Real | Handle of the analog action to poll for. |
Struct Fields:
Name | Type | Description |
---|---|---|
active | Bool | Whether this action is bound to any input element. |
mode | Real | A steam_input_source_mode_ constant. |
x | Real | X axis of the input. |
y | Real | Y axis of the input, inverted by default. See example code. |
Returns:
Struct OR Undefined
Example:
var _data = steam_input_get_analog_action_data(player_handle, action_move);
if (_data.active) {
with (objPlayer) {
x += _data.x * move_speed;
// in Steam Input the Y axis is in a different direction than GameMaker, so we need to invert it.
y += -_data.y * move_speed;
// you might want to use different crosshairs if the movement came from a touchpad or an analog stick.
last_input_mode = _data.mode;
}
}
The above code will move the player object accordingly to the input data for the move
analog action.
This function will retrieve an array of input origins for a specified action and controller handles. This is the function you should use when trying to obtain input hint prompts, keep in mind that it returns an array because multiple buttons can be bound to one action in the Steam Input Configurator. Also keep in mind that input hints may change mid-game as the Steam Input Configurator is accessible inside the Steam Overlay, this is why it's recommended that you update all input sprites when you get a Configuration Async - Steam
event for the controller(s) you are interested in.
Syntax:
steam_input_get_analog_action_origins(controller, action_set, action);
Argument | Type | Description |
---|---|---|
controller | Real | Handle of the controller to use. |
action_set | Real | Handle of the action set. |
action | Real | Handle of the analog action inside the action set. |
Returns:
Array<Real> OR Undefined
Example:
// this example function returns a horizontal strip of input hints as a single sprite frame
// do not forget to use sprite_delete() when you no longer need the returned sprite.
function scr_sprite_for_action(player_handle, action_set_handle, action_handle, is_digital_action) {
var _origins = is_digital_action
? steam_input_get_digital_action_origins(player_handle, action_set_handle, action_handle)
: steam_input_get_analog_action_origins(player_handle, action_set_handle, action_handle);
if (is_undefined(_origins) || array_length(_origins) == 0) {
// something is wrong or no buttons are bound
return -1;
}
var _hint_count = array_length(_origins),
_hint_width = 32,
_hint_height = 32,
_hint_size = steam_input_glyph_size_small, // _small is 32x32 pixels
_hint_style = steam_input_glyph_style_dark; // prefer dark glyphs for the sake of this example
var _surf = surface_create(_hint_count * _hint_width, _hint_height);
surface_set_target(_surf);
draw_clear_alpha(c_black, 0);
for (var _h = 0; _h < _hint_count; ++_h) {
var _origin = _origins[_h];
var _path = steam_input_get_glyph_png_for_action_origin(_origin, _hint_size, _hint_style);
var _tempspr = sprite_add(_path, 1, false, false, 0, 0);
draw_sprite(_tempspr, 0, _hint_width * _h, 0);
sprite_delete(_tempspr);
}
surface_reset_target();
var _sprstrip = sprite_create_from_surface(_surf, 0, 0, surface_get_width(_surf), surface_get_height(_surf), false, false, 0, 0);
// you can add a call to sprite_set_offset() if you wish to auto-set the sprite origin to middle centre.
surface_free(_surf);
return _sprstrip;
}
global.move_sprite = scr_sprite_for_action(player_handle, main_action_set, action_move, false /* not digital this time! */);
draw_sprite(global.move_sprite, 0, 64, 64);
The above code defines an example of how to turn action origins into a sprite that you can draw in-game, for example on the GUI Layer.
This function will return a full path to a PNG file of the glyph image of an action origin. The path is automatically added into the GameMaker's filesystem sandbox list, so that you can use the returned path in sprite_add
or buffer_load
no matter if you have the sandbox enabled or disabled.
Syntax:
steam_input_get_glyph_png_for_action_origin(origin, size, flags);
Argument | Type | Description |
---|---|---|
origin | Real | Action origin to get the PNG of. |
size | Real | A steam_input_glyph_size_ constant. |
flags | Real | A steam_input_glyph_style_ bit flags constant. |
Returns:
string
Example:
var _path = steam_input_get_glyph_png_for_action_origin(global.shoot_origin, steam_input_glyph_size_small, steam_input_glyph_style_dark);
global.shoot_sprite = sprite_add(_path, 1, false, false, 0, 0);
The above code will get a PNG representing an action origin and load it as a sprite. For an extended example please see the example code from steam_input_get_digital_action_origins.
This function will return a full path to an SVG file of the glyph image of an action origin. The path is automatically added into the GameMaker's filesystem sandbox list, so that you can use the returned path in buffer_load
no matter if you have the sandbox enabled or disabled. As for now GameMaker has no native capabilities to draw SVG files, but such ability may be added in the future. If you have your own SVG renderer then this function might be useful for you. Since SVGs do not have a fixed size and can be freely scaled, there is no size
argument like in steam_input_get_glyph_png_for_action_origin.
Syntax:
steam_input_get_glyph_svg_for_action_origin(origin, flags);
Argument | Type | Description |
---|---|---|
origin | Real | Action origin to get the SVG of. |
flags | Real | A steam_input_glyph_style_ bit flags constant. |
Returns:
string
Example:
var _svg_path = steam_input_get_glyph_svg_for_action_origin(global.shoot_origin, steam_input_glyph_style_dark);
The above code will get the path to an SVG representing an action origin and store it in a local variable _svg_path
.
This function will return a full path to a PNG file of the glyph image of an action origin. The path is automatically added into the GameMaker's filesystem sandbox list, so that you can use the returned path in sprite_add
or buffer_load
no matter if you have the sandbox enabled or disabled. The image will be in legacy Steam Big Picture design style, if you wish to use the new Steam Deck styled glyphs (also called Knockout glyphs in Valve's documentation), please use the function steam_input_get_glyph_png_for_action_origin instead.
Syntax:
steam_input_get_glyph_for_action_origin_legacy(origin);
Argument | Type | Description |
---|---|---|
origin | Real | Action origin to get the PNG of. |
Returns:
string
Example:
var _path = steam_input_get_glyph_for_action_origin_legacy(global.shoot_origin);
global.shoot_sprite = sprite_add(_path, 1, false, false, 0, 0);
The above code will get a PNG representing an action origin and load it as a sprite.
This function will return a localized name of an action origin, for example "Y Button"
if the Steam language is set to English, or "Кнопка Y"
if it is set to Russian. Keep in mind that the OS language may be different from the Steam client language, and the Steam language will be used instead.
Syntax:
steam_input_get_string_for_action_origin(origin);
Argument | Type | Description |
---|---|---|
origin | Real | Action origin to get the localized name of. |
Returns:
string
Example:
global.shoot_name = steam_input_get_string_for_action_origin(global.shoot_origin);
The above code will get a localized name of the shoot origin and store it in a global variable shoot_name
.
This function will return the localized name of an analog action as specified by Steam localization settings. Keep in mind that the Steam language may be different than the OS language, and this function will always use the language settings of the Steam client, not the OS.
Syntax:
steam_input_get_string_for_analog_action_name(action);
Argument | Type | Description |
---|---|---|
action | Real | Handle of the analog action. |
Returns:
string
Example:
move_name_loc = steam_input_get_string_for_analog_action_name(action_move);
The above code will get the localized name for the move action, and store it in the variable move_name_loc
.
This function will stop the momentum of an analog action if the input device is, for example, a trackball. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_stop_analog_action_momentum(controller,action);
Argument | Type | Description |
---|---|---|
controller | Real | Input handle of the controller. |
action | Real | Handle of the analog action. |
Returns:
Bool
Example:
steam_input_stop_analog_action_momentum(player_handle, action_move);
The above code will stop the analog momentum of the move action.
This function will obtain raw gyroscope and accelerometer data in the controller's native format. Returns the motion_data
struct on success and undefined
on failure.
Syntax:
steam_input_get_motion_data(controller);
Argument | Type | Description |
---|---|---|
controller | Real | Input handle of the controller. |
Struct Fields:
Name | Type | Description |
---|---|---|
rot_quat_x | Real | X component of the orientation quaternion. |
rot_quat_y | Real | Y component of the orientation quaternion. |
rot_quat_z | Real | Z component of the orientation quaternion. |
rot_quat_w | Real | W component of the orientation quaternion. |
pos_accel_x | Real | X component of the acceleration. |
pos_accel_y | Real | Y component of the acceleration. |
pos_accel_z | Real | Z component of the acceleration. |
rot_vel_x | Real | X component of the angular velocity. |
rot_vel_y | Real | Y component of the angular velocity. |
rot_vel_z | Real | Z component of the angular velocity. |
Returns:
Struct OR Undefined
Example:
var _data = steam_input_get_motion_data(player_handle);
if (is_undefined(_data)) {
exit;
}
var _dt = delta_time / 1000000;
// this math will only work for the DualShock 4 controller
x += _dt * room_width * (_data.rot_vel_y / -32767);
y += _dt * room_height * (_data.rot_vel_x / -32767);
image_angle = radtodeg(_dt * (_data.rot_vel_z / 32767));
The above code will rotate and move the object based on the angular velocity data of the controller.
This function will trigger a vibration effect on the target controller. Keep in mind that due to physical differences of each controller, the motors may not be the exact same, for example on the DualShock 4 controller the left motor is bigger and faster than the right one. Returns true
on success and false
otherwise.
Syntax:
steam_input_trigger_vibration(controller,left_speed,right_speed);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
left_speed | real | Speed of the left motor from 0 to 65535. |
right_speed | real | Speed of the right motor from 0 to 65535. |
Returns:
Bool
Example:
steam_input_trigger_vibration(player_handle, 65535 / 2, 65535 / 2);
The above code will trigger a vibration effect at half the maximum power on both motors.
This function will trigger an extended vibration effect on the target controller. Keep in mind that due to physical differences of each controller, the motors may not be the exact same, for example on the DualShock 4 controller the left motor is bigger and faster than the right one. Also keep in mind that not all controllers may support the extended vibration effects. Returns true
on success and false
otherwise.
Syntax:
steam_input_trigger_vibration_extended(controller,left_speed,right_speed,left_trigger_speed,right_trigger_speed);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
left_speed | real | Speed of the left motor from 0 to 65535. |
right_speed | real | Speed of the right motor from 0 to 65535. |
left_trigger_speed | real | Speed of the left trigger from 0 to 65535. |
right_trigger_speed | real | Speed of the right trigger from 0 to 65535. |
Returns:
Bool
Example:
steam_input_trigger_vibration_extended(player_handle, 65535 / 2, 65535 / 2, 65535 / 4, 65535 / 4);
The above code will trigger a vibration effect at half the maximum power on vibration motors, and set the trigger speed for both triggers to a quarter.
This function will trigger a simple haptic event if the target controller supports them. Returns true
on success and false
on failure.
Syntax:
steam_input_trigger_simple_haptic_event(controller,location,intensity,gain_db,other_intensity,other_gain_db);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
location | real | A steam_input_controller_haptic_location_ constant. |
intensity | real | Intensity of the first motor from 0 to 255. |
gain_db | real | Gain in DB units, can be negative, from -127 to 128. |
other_intensity | real | Intensity of the second motor from 0 to 255. |
other_gain_db | real | Gain of the second motor in DB units, can be negative, from -127 to 128. |
Returns:
Bool
Example:
steam_input_trigger_simple_haptic_event(controller, steam_input_controller_haptic_location_both, 255 / 2, 0, 255 / 2, 0);
The above code will trigger a simple haptic event with half intensity and neutral db gain on both motors of the controller.
This function will set or reset the color of the LED on the controller. Keep in mind that not all controllers have LEDs in them, and that the default user color of the controller differs between manufacturers, but your custom ones should always look almost the same.
Syntax:
steam_input_set_led_color(controller,color,flags);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
color | real | Color value to use. |
flags | real | A steam_input_led_flag_ constant. |
Returns:
Bool
Example:
// to set your own color:
var _rainbow = make_color_hsv((get_timer() / 100000) mod (255 + 1), 255, 255); // cycle through the Hue.
steam_input_set_led_color(controller, _rainbow, steam_input_led_flag_set_color);
// to reset to the default color:
steam_input_set_led_color(controller, c_black, steam_input_led_flag_restore_user_default);
The above code first sets the LED color to a custom one, then resets the color to the default one.
This function runs a haptic pulse through the legacy API, this is only useful if the target controller is a Steam Controller. Returns true
on success and false
otherwise.
Syntax:
steam_input_trigger_haptic_pulse_legacy(controller,pad,duration_in_ms);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
pad | real | A steam_input_steam_controller_pad_ constant. |
duration_in_ms | real | Duration of the pulse in miliseconds. |
Returns:
Bool
Example:
steam_input_trigger_haptic_pulse_legacy(player_handle, steam_input_steam_controller_pad_left, 2 * 1000);
The above code runs a haptic pulse on the left motor for two seconds (2000 miliseconds).
This function runs a repeated haptic pulse through the legacy API, this is only useful if the target controller is a Steam Controller. Returns true
on success and false
otherwise.
Syntax:
steam_input_trigger_repeated_haptic_pulse_legacy(controller,pad,duration_in_ms,offset_in_ms,repeat_times,flags);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
pad | real | A steam_input_steam_controller_pad_ constant. |
duration_in_ms | real | Duration of the pulse in miliseconds. |
offset_in_ms | real | The offset from which to start looping in miliseconds. |
repeat_times | real | How many times to repeat the loop? |
flags | real | Repeated haptic pulse flags |
Returns:
Bool
Example:
steam_input_trigger_repeated_haptic_pulse_legacy(player_handle, steam_input_steam_controller_pad_left, 2 * 1000, 100, 2, 0);
The above code runs a repeated haptic pulse on the left motor for two seconds (2000 miliseconds), the next iterations will start at 100 miliseconds and this will repeat two times.
This function opens the Steam Input Configurator for the target controller which allows the player to rebind controls in-game. If Steam is not running in Big Picture, a new window will be opened, otherwise the configurator will be invoked as a part of the Steam Overlay. Keep in mind that the player can open the Configurator without this function too, by pressing the "Controller Layout" button in the Steam Overlay. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_show_binding_panel(controller);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
Returns:
Bool
Example:
steam_input_show_binding_panel(player_handle);
The above code opens the Steam Input Configurator for the controller handle stored in player_handle
.
This function returns the type of the target controller. Useful if you want to know which features are most likely supported by the target contorller.
Syntax:
steam_input_get_input_type_for_handle(controller);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
Returns:
real
Example:
var _input_type = steam_input_get_input_type_for_handle(player_handle);
var _msg = "The controller type is ";
var _typestr = "Unknown";
switch (_input_type) {
case steam_input_type_steam_controller: _typestr = "Steam Controller"; break;
case steam_input_type_xbox_360_controller: _typestr = "Xbox 360"; break;
case steam_input_type_xbox_one_controller: _typestr = "Xbox One"; break;
case steam_input_type_generic_gamepad: _typestr = "Generic Gamepad"; break;
case steam_input_type_ps4_controller: _typestr = "DualShock 4"; break;
case steam_input_type_apple_mfi_controller: _typestr = "Apple MFi"; break;
case steam_input_type_android_controller: _typestr = "Android"; break;
case steam_input_type_switch_joycon_pair: _typestr = "Joy-Con Pair"; break;
case steam_input_type_switch_joycon_single: _typestr = "Single Joy-Con"; break;
case steam_input_type_switch_pro_controller: _typestr = "Pro Controller"; break;
case steam_input_type_mobile_touch: _typestr = "Mobile Touch"; break;
case steam_input_type_ps3_controller: _typestr = "DualShock 3"; break;
case steam_input_type_ps5_controller: _typestr = "DualSense"; break;
case steam_input_type_steam_deck_controller: _typestr = "Steam Deck"; break;
}
show_debug_message(_msg + _typestr);
The above code prints the type of the controller as a string to debug output.
This function returns the input handle for an XInput gamepad slot, or 0 if that slot is not powered by Steam Input. That can be used to match between native GameMaker gamepad_
slots and Steam Input controllers on Windows. Since on Windows the GameMaker pad slots from 0 to 3 are XInput controllers, and from 4 to 12 are DirectInput controllers. This function only works with emulated XInput controllers.
Syntax:
steam_input_get_controller_for_gamepad_index(index);
Argument | Type | Description |
---|---|---|
index | real | XInput slot from 0 to 3 included. |
Returns:
real
Example:
var _slot0h = steam_input_get_controller_for_gamepad_index(0);
if (_slot0h != 0) {
show_debug_message("GM slot 0 handle = " + string(_slot0h));
}
The above code prints the controller handle for the first XInput gamepad slot if it is valid.
This function is the reverse of steam_input_get_controller_for_gamepad_index, except it allows you to determine whether a Steam Input handle is being emulated as XInput as well or not. See the definition of the reverse function for more information about slots.
Syntax:
steam_input_get_controller_for_gamepad_index(controller);
Argument | Type | Description |
---|---|---|
controller | real | Input handle of the controller. |
Returns:
Real
Example:
var _slot0i = steam_input_get_gamepad_index_for_controller(player_handle);
if (_slot0i >= 0) {
show_debug_message("GM slot for player is = " + string(_slot0i));
}
The above code prints the XInput slot for the player controller if it's valid.
This function turns a steam_input_xbox_origin_
constant into a localized string, the language will be taken from Steam client settings. For example "A Button"
if it's English or "Кнопка A"
if it's Russian.
Syntax:
steam_input_get_string_for_xbox_origin(origin);
Argument | Type | Description |
---|---|---|
origin | real | A steam_input_xbox_origin_ constant. |
Returns:
string
Example:
show_debug_message("A Button is " + steam_input_get_string_for_xbox_origin(steam_input_xbox_origin_a));
The above code prints the localized name of the Xbox 360 A button origin.
This returns a path to a PNG associated with a steam_input_xbox_origin_
constant. The returned path will be automatically added into the GameMaker filesystem sandbox list so it can be used with buffer_load
or sprite_add
no matter whether you have sandbox enabled or not.
Syntax:
steam_input_get_glyph_for_xbox_origin(origin);
Argument | Type | Description |
---|---|---|
origin | real | A steam_input_xbox_origin_ constant. |
Returns:
string
Example:
var _path = steam_input_get_glyph_for_xbox_origin(steam_input_xbox_origin_a);
var _sprite = sprite_add(_path, 1, false, false, 0, 0);
// ...
// do not forget to free the sprite when you're done:
sprite_delete(_sprite);
The above code loads a PNG file associated with steam_input_xbox_origin_a
as a sprite.
This function returns the closest origin that maps to the steam_input_xbox_origin_
constant for the target controller. So for a DualShock 4 controller handle steam_input_xbox_origin_a
will return the "cross" button origin. Useful for transposing Xbox 360 button hints into the target controller button hints without using the Actions and Action Sets.
Syntax:
steam_input_get_action_origin_from_xbox_origin(controller, origin);
Argument | Type | Description |
---|---|---|
controller | real | Target controller handle to use. |
origin | real | A steam_input_xbox_origin_ constant. |
Returns:
real
Example:
// original origin:
var _xbox_origin = steam_input_xbox_origin_y;
// transposed origin: (ex: (Y) -> (TRIANGLE) on DS4)
var _transposed_origin = steam_input_get_action_origin_from_xbox_origin(player_handle, _xbox_origin);
var _path = steam_input_get_glyph_png_for_action_origin(_transposed_origin, steam_input_glyph_size_small, steam_input_glyph_style_dark);
var _sprite = sprite_add(_path, 1, false, false, 0, 0);
// do something with the sprite
// ...
// free the sprite:
sprite_delete(_sprite);
The above code loads an input sprite of the Xbox 360 button "Y" in the target controller's style.
This function allows to translate an action origin for a new unknown controller type into an origin that this extension will understand. This is useful if a new controller is released, it's support is added into Steam Input, the Steam client is updated, the Steam Input Configurator is updated, but your game is not, and it doesn't know about this controller. With this function you can try to obtain the closest origin that maps to that unknown-for-your-game controller origin.
Syntax:
steam_input_translate_action_origin(type, origin);
Argument | Type | Description |
---|---|---|
type | real | steam_input_type_ you would like to map to, or steam_input_type_unknown to let Steam do a best guess. |
origin | real | An unknown input action origin you would like to translate. |
Returns:
real
Example:
// do a best guess here, let's pretend we have absolutely no idea how to handle this new controller
var _transposed_origin = steam_input_translate_action_origin(steam_input_type_unknown, global.shoot_origin);
var _path = steam_input_get_glyph_png_for_action_origin(_transposed_origin, steam_input_glyph_size_small, steam_input_glyph_style_dark);
var _sprite = sprite_add(_path, 1, false, false, 0, 0);
// do something with the sprite
// ...
// free the sprite:
sprite_delete(_sprite);
The above code tries to map an unknown action origin into something that this extension understands, and then loads a sprite representing that origin.
This function returns the current action bindings revision as a struct, or undefined
if there was an error.
Syntax:
steam_input_get_device_binding_revision(controller);
Argument | Type | Description |
---|---|---|
controller | real | Input controller handle to use. |
Struct Fields:
Name | Type | Description |
---|---|---|
major | real | Major version digit. |
minor | real | Minor version digit. |
Returns:
Struct OR Undefined
Example:
var _bindvers = steam_input_get_device_binding_revision(player_handle);
show_debug_message("Major = " + string(_bindvers.major) + ", minor = " + string(_bindvers.minor));
The above code prints the current device bindings revision into debug output.
This function returns the current Steam Remote Play session id associated with the controller, or 0 if no session is associated.
Syntax:
steam_input_get_remote_play_session_id(controller);
Argument | Type | Description |
---|---|---|
controller | input_handle | Input controller handle to use. |
Returns:
Real
Example:
var _sessid = steam_input_get_remote_play_session_id(player_handle);
show_debug_message("Session ID = " + string(_sessid));
The above code prints the current Steam Remote Play session id associated with the player controller.
This function returns the Steam Remote Play session opted-in gamepad types bitmask. Specifically the steam_input_configuration_enable_type_
constants.
Syntax:
steam_input_get_session_input_configuration_settings();
Returns:
Real
Example:
var _setmask = steam_input_get_session_input_configuration_settings();
// how to detect for opt-in:
var _opted_into_ps = (_setmask & steam_input_configuration_enable_type_playstation) != 0;
var _opted_into_switch = (_setmask & steam_input_configuration_enable_type_switch) != 0;
// just print the bitmask:
show_debug_message("Settings bit mask = " + string(_setmask));
The above code prints the current Steam Remote Play session input bitmask into the debug output.
This function is for input handles of DualSense controllers only, allows to apply an adaptive trigger effect to a DualSense input handle. The format of the struct is described in the example code. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_input_set_dualsense_trigger_effect(controller, param);
Argument | Type | Description |
---|---|---|
controller | real | Input controller handle to use. |
param | struct | Trigger effect parameter struct, see the example. |
Returns:
Bool
Example:
// please PLEASE PLEASE read the comments for each field here,
// your struct MUST follow this format, otherwise the extension will throw an exception.
// field comments taken from isteamdualsense.h header file from the Steamworks SDK.
var _param = {
// which triggers to modify, L2, R2, or both
trigger_mask: steam_input_sce_pad_trigger_effect_trigger_mask_l2 | steam_input_sce_pad_trigger_effect_trigger_mask_r2,
// must be a valid array of 2 elements, always
command: [
// L2 data:
{
mode: steam_input_sce_pad_trigger_effect_mode_multiple_position_vibration,
// command_data must be a valid struct, never undefined
command_data: {
// if mode_off then no fields from command_data will be read, otherwise:
feedback_param: {
// if mode_feedback
position: 0, /*E position where the strength of target trigger start changing(0~9). */
strength: 0 /*E strength that the motor arm pushes back target trigger(0~8 (0: Same as Off mode)). */
},
weapon_param: {
// if mode_weapon
start_position: 0, /*E position where the stiffness of trigger start changing(2~7). */
end_position: 0, /*E position where the stiffness of trigger finish changing(start_position+1~8). */
strength: 0 /*E strength of gun trigger(0~8 (0: Same as Off mode)). */
},
vibration_param: {
// if mode_vibration
position: 0, /*E position where the motor arm start vibrating(0~9). */
amplitude: 0, /*E vibration amplitude(0~8 (0: Same as Off mode)). */
frequency: 0, /*E vibration frequency(0~255[Hz] (0: Same as Off mode)). */
},
multiple_position_feedback_param: {
// if mode_multiple_position_feedback
/*E strength that the motor arm pushes back target trigger at position(0~8 (0: Same as Off mode)).
* strength[0] means strength of motor arm at position0.
* strength[1] means strength of motor arm at position1.
* ...
* */
strength: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
},
slope_feedback_param: {
// if mode_slope_feedback
start_position: 0, /*E position where the strength of target trigger start changing(0~end_position). */
end_position: 0, /*E position where the strength of target trigger finish changing(start_position+1~9). */
start_strength: 0, /*E strength when trigger's position is start_position(1~8) */
end_strength: 0 /*E strength when trigger's position is end_position(1~8) */
},
multiple_position_vibration_param: {
// if mode_multiple_position_vibration
frequency: 0, /*E vibration frequency(0~255 (0: Same as Off mode)) */
/*E vibration amplitude at position(0~8 (0: Same as Off mode)).
* amplitude[0] means amplitude of vibration at position0.
* amplitude[1] means amplitude of vibration at position1.
* ...
* */
amplitude: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
}
}
},
// R2 data: even if your mask tells "only l2", you MUST still include the dummy r2 field:
{
mode: steam_input_sce_pad_trigger_effect_mode_off,
command_data: {
// MUST be present even when mode_off!!
}
}
]
};
// apply the parameters to the dualsense controller:
steam_input_set_dualsense_trigger_effect(player_handle, _param);
The above code demonstrates the use of DualSense adaptive trigger effects in Steam Input, along with documenting every field in the struct.
The Steam utility functions provide access to gamepad keyboard UI and Steam Deck getters.
The following functions can be used to access Steam Utilities from within GameMaker Studio 2
With this function you can show a floating gamepad keyboard window, all input is emulated as if it is a physical keyboard, so keyboard_string
or keyboard_check
can be used to obtain the input. This function only works in Big Picture or on the Steam Deck. Returns true
if the keyboard has been shown successfully, false
otherwise.
⚠️ IMPORTANTYou must call steam_utils_enable_callbacks prior to calling this function if you wish to receive
Async - Steam
gamepad keyboard events.
Syntax:
steam_show_floating_gamepad_text_input(mode, text_field_x, text_field_y, text_field_width, text_field_height);
Argument | Type | Description |
---|---|---|
mode | real | A steam_floating_gamepad_text_input_mode_ constant. |
text_field_x | real | X position of the keyboard window in display coordinates. |
text_field_y | real | Y position of the keyboard window in display coordinates. |
text_field_width | real | Width of the keyboard window in display coordinates. |
text_field_height | real | Height of the keyboard window in display coordinates. |
async_load contents:
Key | Value | Description |
---|---|---|
event_type | string | A constant string "floating_gamepad_text_input_dismissed" . |
Returns:
Bool
Extended Example:
steam_utils_enable_callbacks(); // do this somewhere once.
// show the dialog:
steam_show_floating_gamepad_text_input(
steam_floating_gamepad_text_input_mode_single_line,
// in Display coordinates: use window_get_ or display_get_ functions to obtain the dimensions
window_get_x(),
window_get_y()/2,
window_get_width(),
window_get_height()/2
);
/// @description Async - Steam event
if (async_load[? "event_type"] == "floating_gamepad_text_input_dismissed") {
show_debug_message("Floating gamepad keyboard UI dialog dismissed.");
}
The above code shows a floating keyboard window in the bottom half of the window, then print a message to debug output when the dialog is dismissed.
With this function you can dismiss a floating keyboard window if it is being currently shown. Returns true
if the operation was successful, false
otherwise.
Syntax:
steam_dismiss_floating_gamepad_text_input();
Returns:
Bool
Example:
steam_dismiss_floating_gamepad_text_input();
The above code will dismiss the floating keyboard window if it is being displayed.
With this function you can show a full-screen old-style Big Picture Mode-only keyboard UI. This one does not emulate the physical keyboard so you must use the steam_get_entered_gamepad_text_input function inside a corresponding Async - Steam
event to obtain the input. Returns true
if the window is being shown successfully, false
otherwise.
⚠️ IMPORTANTYou must call steam_utils_enable_callbacks prior to calling this function if you wish to receive
Async - Steam
gamepad keyboard events.
Syntax:
steam_show_gamepad_text_input(mode,lines_mode,description,chars_max,existing_text);
Argument | Type | Description |
---|---|---|
mode | real | A steam_gamepad_text_input_mode_ constant. |
lines_mode | real | A steam_gamepad_text_input_line_mode_ constant. |
description | string | The description of the window. |
chars_max | real | The maximum amount of characters the player can enter. |
existing_text | string | Some existing text to put into the text field or an empty string. |
async_load contents:
Key | Value | Description |
---|---|---|
event_type | string | A string "gamepad_text_input_dismissed" . |
submitted | bool | true if the dialog was submitted successfully and false if it was cancelled. |
submitted_text_raw_byte_length | real | Raw length of the text in bytes. |
Returns:
Bool
Extended Example:
steam_utils_enable_callbacks(); // somewhere once.
// show the dialog:
steam_show_gamepad_text_input(
steam_gamepad_text_input_mode_normal,
steam_gamepad_text_input_line_mode_single_line,
"Some Description",
100, // up to 100 string characters
"" // no default text, can be any string, ex: "Player 1" etc
);
/// @description Async - Steam event
if (async_load[? "event_type"] == "gamepad_text_input_dismissed") {
if (async_load[? "submitted"]) {
var _input = steam_get_entered_gamepad_text_input();
show_debug_message("Old-style dialog result: " + _input);
}
}
The above code will show a modal gamepad keyboard input dialog with "Some Description"
as the description and an empty text field, then print the typed text.
With this function you can obtain the result of the steam_show_gamepad_text_input input dialog. This function must only be called in the corresponding Async - Steam
event.
⚠️ IMPORTANTYou must call steam_utils_enable_callbacks prior to calling this function if you wish to receive
Async - Steam
gamepad keyboard events.
Syntax:
steam_get_entered_gamepad_text_input();
Returns:
string
Example:
/// @description Async - Steam event
if (async_load[? "event_type"] == "gamepad_text_input_dismissed") {
if (async_load[? "submitted"]) {
var _input = steam_get_entered_gamepad_text_input();
show_debug_message("Old-style dialog result: " + _input);
}
}
The above code will activate the use of gamepad keyboard UI async events.
With this function you can activate the dispatch of Async - Steam
events for gamepad keyboard UI. Returns true
if the operation was successful and false
otherwise.
Syntax:
steam_utils_enable_callbacks();
Returns:
Bool
Example:
steam_utils_enable_callbacks();
The above code will activate the use of gamepad keyboard UI async events.
With this function you can check if your game is currently running on a Steam Deck, returns true
if yes and false
otherwise.
Syntax:
steam_utils_is_steam_running_on_steam_deck();
Returns:
Bool
Example:
if (steam_utils_is_steam_running_on_steam_deck()) {
show_debug_message("The game is running on a Steam Deck.");
}
The above code will print a message to debug output if the game is running on the Steam Deck.