Returns a Boolean whether Steam APIs were successfully initialized or not.
Note: When testing this, you need to launch and log in the Steam Client, and create a steam_appid.txt file with your Steam APP ID (or the steamworks example APP ID) under your app directory.
Returns a True when Steam APIs were successfully initialized, otherwise throw
an error.
Returns a Boolean whether Steam is running.
appIdInteger: The APP ID of your game
If your app was not launched via Steam, this will signal Steam to launch your app, and then cause your app to quit.
There's not a moment to lose after you call restartAppIfNecessary(), but if
it returns true, your app is being restarted.
Returns an Integer represents the app id of the current process.
Returns an Integer representing the app's build id. May change at any time based on backend updates to the game.
Returns an SteamID object represents the current Steam
user.
Returns a String represents the current language from Steam specifically set
for the game.
Returns a String represents the current language from Steam set in UI.
Not implement yet.
app_idInteger: The APP ID of your game
Returns a String representing the absolute path to the app's installation directory.
success_callbackFunction(num_of_players)num_of_playersInteger: the current number of players on Steam.
error_callbackFunction(err)
optionString: valid options areFriends,Community,Players,Settings,OfficialGameGroup,StatsandAchievements.
Activate the game overlay with the option dialog opens.
Return Boolean indicates whether Steam overlay is enabled/disabled.
Return Boolean indicates whether Steam is in Big Picture mode.
Will always return false if the application is not in Steam's game category.
urlString: a full url, e.g. http://www.steamgames.com.
Open a specified url in steam game overlay.
appIdInteger: The APP ID of your game
Returns a Boolean indicates whether the user has purchased that app.
appIdInteger: The APP ID of your game
Returns a Boolean indicating whether the app is currently installed. The app may not actually be owned by the user.
Only works for base applications, for DLC use isDLCInstalled instead.
handleInteger: The image handle
Returns an object that contains image’s width and height values.
handleInteger: The image handle
Returns a Buffer that contains image data in RGBA format.
An example of saving image to png format:
var greeenworks = require('./greenworks');
// Relies on 'jimp' module. Install it via 'npm install jimp'.
var Jimp = require('jimp');
var friends = greenworks.getFriends(greenworks.FriendFlags.Immediate);
if (friends.length > 0) {
var handle = greenworks.getSmallFriendAvatar(friends[0].getRawSteamID());
if (!handle) {
console.log("The user don't set small avartar");
return;
}
var image_buffer = greenworks.getImageRGBA(handle);
var size = greenworks.getImageSize(handle);
if (!size.height || !size.width) {
console.log("Image corrupted. Please try again");
return;
}
console.log(size);
var image = new Jimp(size.height, size.width, function (err, image) {
for (var i = 0; i < size.height; ++i) {
for (var j = 0; j < size.width; ++j) {
var idx = 4 * (i * size.height + j);
var hex = Jimp.rgbaToInt(image_buffer[idx], image_buffer[idx+1],
image_buffer[idx+2], image_buffer[idx+3]);
image.setPixelColor(hex, j, i);
}
}
});
image.write("/tmp/test.png");
}Returns the 2 digit ISO 3166-1-alpha-2 format country code which client is running in, e.g "US" or "UK".
Gets the command line if the game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/. This method is preferable to launching with a command line via the operating system, which can be a security risk. In order for rich presence joins to go through this and not be placed on the OS command line, you must enable "Use launch command line" from the Installation > General page on your app.