This crate provides Rust bindings to the Steamworks SDK.
Add the following to your Cargo.toml
:
[dependencies]
steamworks = "0.11.0"
Crate | SDK | MSRV |
---|---|---|
git | 1.60 | 1.73.0 |
0.11.0 | 1.58a | 1.71.1 |
0.10.0 | 1.54 | 1.56.1 |
0.9.0 | 1.53a | 1.56.1 |
You can find more examples in examples.
use steamworks::AppId;
use steamworks::Client;
use steamworks::FriendFlags;
use steamworks::PersonaStateChange;
fn main() {
let (client, single) = Client::init().unwrap();
let _cb = client.register_callback(|p: PersonaStateChange| {
println!("Got callback: {:?}", p);
});
let utils = client.utils();
println!("Utils:");
println!("AppId: {:?}", utils.app_id());
println!("UI Language: {}", utils.ui_language());
let apps = client.apps();
println!("Apps");
println!("IsInstalled(480): {}", apps.is_app_installed(AppId(480)));
println!("InstallDir(480): {}", apps.app_install_dir(AppId(480)));
println!("BuildId: {}", apps.app_build_id());
println!("AppOwner: {:?}", apps.app_owner());
println!("Langs: {:?}", apps.available_game_languages());
println!("Lang: {}", apps.current_game_language());
println!("Beta: {:?}", apps.current_beta_name());
let friends = client.friends();
println!("Friends");
let list = friends.get_friends(FriendFlags::IMMEDIATE);
println!("{:?}", list);
for f in &list {
println!("Friend: {:?} - {}({:?})", f.id(), f.name(), f.state());
friends.request_user_information(f.id(), true);
}
for _ in 0..50 {
single.run_callbacks();
::std::thread::sleep(::std::time::Duration::from_millis(100));
}
}
serde
: This feature enables serialization and deserialization of some types with serde
.
This crate is dual-licensed under Apache and MIT.
If you are seeing errors like STATUS_DLL_NOT_FOUND
, Image not found
etc. You are likely missing the Steamworks SDK Redistributable files. Steamworks-rs loads the SDK dynamically, so the libraries need to exist somewhere the operating system can find them. This is likely next to your game binary (.exe on windows). You can find the required files in the SDK release ZIP, under lib\steam\redistributable_bin
. See #63 for further details