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Parworks is designed to add new functionality to the YoYoGames's Steamworks Extension, nothing more.
It is designed to interop with the existing YoYoGames's extension, and build on top of it.
You can add Parworks to an existing Steamworks Ext. project with no issues and it will work, plus extra functionality that YYG will only deliver in 2023...?
- All methods are bound as-is in the Steamworks headers
- If an array of handles is written to by Steamworks, the Parworks method takes a GML array as input
- If a method returns a struct, Parworks returns a GML struct with fields exactly the same as in the headers
- If a method writes into some non-array argument by reference, the GML function takes a struct, and sets the .refval member to that value.
https://partner.steamgames.com/doc/api
What's implemented:
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ISteamInput
Everything. Every method. I did not sleep for this.
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ISteamUtils
IsSteamRunningOnSteamDeck
,ShowFloatingGamepadTextInput
,SetGameLauncherMode
,DismissFloatingGamepadTextInput
,GetIPv6ConnectivityState
,FilterText
,InitFilterText
,IsSteamChinaLauncher
,SetVRHeadsetStreamingEnabled
,IsVRHeadsetStreamingEnabled
,StartVRDashboard
,IsSteamInBigPictureMode
,SetOverlayNotificationInset
,IsSteamRunningInVR
,GetSteamUILanguage
,GetEnteredGamepadTextInput
,GetEnteredGamepadTextLength
,ShowGamepadTextInput
.+callbacks dispatched by
ShowFloatingGamepadTextInput
andShowGamepadTextInput
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ISteamRemoteStorage
BeginFileWriteBatch
,EndFileWriteBatch
,GetLocalFileChangeCount
,GetLocalFileChange
and theOnRemoteStorageLocalFileChange
callback. (For Steam Cloud Dynamic)