Haxe native extension for the Steam API
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Failed to load latest commit information.
native Initial commit Oct 4, 2013
steamwrap Initial commit Oct 4, 2013
LICENSE Initial commit Oct 4, 2013
README.md Update README.md Oct 4, 2013
build Initial commit Oct 4, 2013
include.nmml Initial commit Oct 4, 2013

README.md

SteamWrap

Simple Haxe native extension Steam API wrapper. This code shipped in Papers, Please but I can't guarantee robustness. In particular, the stats stuff isn't used much and is not well-tested. Only built against Windows and OSX so far.

Some basic instructions for building a native extension are here: http://www.joshuagranick.com/blog/?p=566

To build steamwrap.ndll:

  1. Copy the hxcpp headers:

    HAXEDIR/lib/hxcpp/VERSION/include/hx/*.h -> native/include/hx/*.h
    
  2. Copy the Steam SDK headers and libs:

    STEAMSDK/public/steam/*.h -> native/include/steam/*.h
    STEAMSDK/public/redistributable_bin/steam_api.dll -> native/include/lib/
    STEAMSDK/public/redistributable_bin/steam_api.lib -> native/include/lib/
    STEAMSDK/public/redistributable_bin/osx32/libsteam_api.dylib -> native/include/lib/
    
  3. Edit steamwrap/Test.hx to include your Steam App Id

  4. Run the "build" script (it's a basic haxelib command shortcut). steamwrap.ndll will be output to ndll/[PLATFORM]

  5. Put some files in the built dir (Mac):

    ndll/Mac/steam_appid.txt
    STEAMSDK/public/redistributable_bin/steam_api.lib -> ndll/Mac/
    
  6. Start Steam and run ndll/Mac/Test to confirm that it connects.

To include steamwrap.ndll in your OpenFL project:

  1. Build the ndll first as above. (Assuming it goes into a subdirectory of your project named "SteamWrap")

  2. Add include rules to copy steam libs as assets. This is the Project.hx code; if you're using project.xml, create nodes with the same info and conditions.

    if (target == Platform.MAC)
    {
    	// @@ hack to get dylib copied over
        	assets.push(new Asset("SteamWrap/ndll/steam_appid.txt", "../MacOS/steam_appid.txt", AssetType.BINARY));
        	assets.push(new Asset("SteamWrap/ndll/Mac/libsteam_api.dylib", "../MacOS/libsteam_api.dylib", AssetType.BINARY));
    }
    else if (target == Platform.WINDOWS)
    {
        	// @@ hack to get dll copied over
        	assets.push(new Asset("SteamWrap/ndll/steam_appid.txt", "steam_appid.txt", AssetType.BINARY));
        	assets.push(new Asset("SteamWrap/native/lib/steam_api.dll", "steam_api.dll", AssetType.BINARY));
    }
    

    !!!!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!!!!!!!

    Don't ship your game with steam_appid.txt. Make sure it's stripped during the publishing stage.

    !!!!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!!!!!!!

  3. Add the extension to your project.xml:

    <extension name="steamwrap" path="./SteamWrap" /> (or possibly <extension path="./SteamWrap/include.nmml" />)

Usage:

See steamwrap/Test.hx for a basic example.