GodotSteam
Steam api for Godot game engine
Install / Use
/learn @Mavhod/GodotSteamREADME
GodotSteam
Steam api for Godot2.
APIs for steam I will add it later.
How to use
-
Download Steamworks SDK.
-
Copy:
sdk/public sdk/redistributable_binTo
godotsteam/sdkThe directory contents should look like this:
godotsteam/sdk/public/* godotsteam/sdk/redistributable_bin/* godotsteam/SCsub godotsteam/config.py godotsteam/godotsteam.cpp godotsteam/godotsteam.h godotsteam/register_types.cpp godotsteam/register_types.h -
Drop the "godotsteam" directory inside the "modules" directory on the Godot source. Recompile for your platform.
For Linux you must add
openssl=nowhen compile because it has problem with lib crypto (class StreamPeerSSL may can't use).For Windows you can only compile with Visual C++ can't use MINGW because *.lib is exclusive for Microsoft compiler.
-
Copy shared library (steam_api) to godot binary place, should look like this:
Linux 32
./linux32/libsteam_api.so ./godot_binaryLinux 64
./linux64/libsteam_api.so ./godot_binaryWindows 32
./steam_api.dll ./godot_binary.exeWindows 64
./steam_api64.dll ./godot_binary.exeOSX
./libsteam_api.dylib ./godot_binary
API Reference
bool init()
If success return true.
bool cloudIsEnabledForAccount()
bool cloudIsEnabledForApp()
uint32_t cloudGetCount()
Dictionary cloudGetFileNameAndSize( int iFile )
iFile: Index of file
Return dictionary members: fileName, fileSize
bool cloudFileWrite( const String &pchFile, const Variant &pvData )
pchFile: File name
pvData: Data for written
Variant cloudFileRead( const String &pchFile )
pchFile: File name
Return data read
bool cloudFileDelete( const String &pchFile )
pchFile: File name
uint32_t achievementsGetNum()
String achievementGetName( uint32_t iAchievement )
bool achievementSet( const String &pchName )
Dictionary achievementGet( const String &pchName )
Return dictionary members: isSuccessGet, isAchieved
bool achievementClear( const String &pchName )
License
MIT license
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