//====== Copyright 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef STEAMPS3PARAMS_H #define STEAMPS3PARAMS_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------------------------------------------------------------------------------------// // PlayStation 3 initialization parameters // // The following structure must be passed to when loading steam_api_ps3.prx //----------------------------------------------------------------------------------------------------------------------------------------------------------// #define STEAM_PS3_PATH_MAX 1055 #define STEAM_PS3_SERVICE_ID_MAX 32 #define STEAM_PS3_COMMUNICATION_ID_MAX 10 #define STEAM_PS3_COMMUNICATION_SIG_MAX 160 #define STEAM_PS3_LANGUAGE_MAX 64 #define STEAM_PS3_REGION_CODE_MAX 16 #define STEAM_PS3_CURRENT_PARAMS_VER 2 struct SteamPS3Params_t { uint32 m_unVersion; // set to STEAM_PS3_CURRENT_PARAMS_VER void* pReserved; uint32 m_nAppId; // set to your game's appid char m_rgchInstallationPath[STEAM_PS3_PATH_MAX]; // directory containing latest steam prx's and sdata. Can be read only (BDVD) char m_rgchSystemCache[STEAM_PS3_PATH_MAX]; // temp working cache, not persistent char m_rgchGameData[STEAM_PS3_PATH_MAX]; // persistent game data path for storing user data char m_rgchNpServiceID[STEAM_PS3_SERVICE_ID_MAX]; char m_rgchNpCommunicationID[STEAM_PS3_COMMUNICATION_ID_MAX]; char m_rgchNpCommunicationSig[STEAM_PS3_COMMUNICATION_SIG_MAX]; // Language should be one of the following. must be zero terminated // danish // dutch // english // finnish // french // german // italian // korean // norwegian // polish // portuguese // russian // schinese // spanish // swedish // tchinese char m_rgchSteamLanguage[STEAM_PS3_LANGUAGE_MAX]; // region codes are "SCEA", "SCEE", "SCEJ". must be zero terminated char m_rgchRegionCode[STEAM_PS3_REGION_CODE_MAX]; // Should be SYS_TTYP3 through SYS_TTYP10, if it's 0 then Steam won't spawn a // thread to read console input at all. Using this let's you use Steam console commands // like: profile_on, profile_off, profile_dump, mem_stats, mem_validate. unsigned int m_cSteamInputTTY; struct Ps3netInit_t { bool m_bNeedInit; void* m_pMemory; int m_nMemorySize; int m_flags; } m_sysNetInitInfo; struct Ps3jpgInit_t { bool m_bNeedInit; } m_sysJpgInitInfo; struct Ps3pngInit_t { bool m_bNeedInit; } m_sysPngInitInfo; struct Ps3sysutilUserInfo_t { bool m_bNeedInit; } m_sysSysUtilUserInfo; bool m_bIncludeNewsPage; }; //----------------------------------------------------------------------------------------------------------------------------------------------------------// // PlayStation 3 memory structure //----------------------------------------------------------------------------------------------------------------------------------------------------------// #define STEAMPS3_MALLOC_INUSE 0x53D04A51 #define STEAMPS3_MALLOC_SYSTEM 0x0D102C48 #define STEAMPS3_MALLOC_OK 0xFFD04A51 struct SteamPS3Memory_t { bool m_bSingleAllocation; // If true, Steam will request one 6MB allocation and use the returned memory for all future allocations // If false, Steam will make call malloc for each allocation // required function pointers void* (*m_pfMalloc)(size_t); void* (*m_pfRealloc)(void*, size_t); void (*m_pfFree)(void*); size_t (*m_pUsable_size)(void*); }; #endif // STEAMPS3PARAMS_H