* add a new timeline state when game calls Steam_Timeline::SetTimelineGameMode()

* mimic real behavior in `Steam_Timeline::AddTimelineEvent()`
This commit is contained in:
a 2024-08-02 23:44:19 +03:00
parent 450a345333
commit 26905df507
3 changed files with 59 additions and 11 deletions

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@ -24,6 +24,8 @@ class Steam_Timeline :
public ISteamTimeline public ISteamTimeline
{ {
private: private:
constexpr const static float PRIORITY_CLIP_MIN_SEC = 8.0f;
struct TimelineEvent_t struct TimelineEvent_t
{ {
// emu specific: time when this event was added to the list via 'Steam_Timeline::AddTimelineEvent()' // emu specific: time when this event was added to the list via 'Steam_Timeline::AddTimelineEvent()'
@ -68,7 +70,7 @@ private:
class RunEveryRunCB *run_every_runcb{}; class RunEveryRunCB *run_every_runcb{};
std::vector<TimelineEvent_t> timeline_events{}; std::vector<TimelineEvent_t> timeline_events{};
std::vector<TimelineState_t> timeline_states{TimelineState_t{}}; // it seems to always start with a default event std::vector<TimelineState_t> timeline_states{};
// unconditional periodic callback // unconditional periodic callback
void RunCallbacks(); void RunCallbacks();

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@ -47,6 +47,9 @@ Steam_Timeline::Steam_Timeline(class Settings *settings, class Networking *netwo
// this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Timeline::steam_callback, this); // this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Timeline::steam_callback, this);
this->run_every_runcb->add(&Steam_Timeline::steam_run_every_runcb, this); this->run_every_runcb->add(&Steam_Timeline::steam_run_every_runcb, this);
// timeline starts with a default event as seen here: https://www.youtube.com/watch?v=YwBD0E4-EsI
SetTimelineGameMode(ETimelineGameMode::k_ETimelineGameMode_Invalid);
} }
Steam_Timeline::~Steam_Timeline() Steam_Timeline::~Steam_Timeline()
@ -55,6 +58,20 @@ Steam_Timeline::~Steam_Timeline()
this->run_every_runcb->remove(&Steam_Timeline::steam_run_every_runcb, this); this->run_every_runcb->remove(&Steam_Timeline::steam_run_every_runcb, this);
} }
// Sets a description for the current game state in the timeline. These help the user to find specific
// moments in the timeline when saving clips. Setting a new state description replaces any previous
// description.
//
// Examples could include:
// * Where the user is in the world in a single player game
// * Which round is happening in a multiplayer game
// * The current score for a sports game
//
// Parameters:
// - pchDescription: provide a localized string in the language returned by SteamUtils()->GetSteamUILanguage()
// - flTimeDelta: The time offset in seconds to apply to this event. Negative times indicate an
// event that happened in the past.
void Steam_Timeline::SetTimelineStateDescription( const char *pchDescription, float flTimeDelta ) void Steam_Timeline::SetTimelineStateDescription( const char *pchDescription, float flTimeDelta )
{ {
PRINT_DEBUG("'%s' %f", pchDescription, flTimeDelta); PRINT_DEBUG("'%s' %f", pchDescription, flTimeDelta);
@ -78,7 +95,6 @@ void Steam_Timeline::SetTimelineStateDescription( const char *pchDescription, fl
} }
void Steam_Timeline::ClearTimelineStateDescription( float flTimeDelta ) void Steam_Timeline::ClearTimelineStateDescription( float flTimeDelta )
{ {
PRINT_DEBUG("%f", flTimeDelta); PRINT_DEBUG("%f", flTimeDelta);
@ -98,10 +114,35 @@ void Steam_Timeline::ClearTimelineStateDescription( float flTimeDelta )
} }
// Use this to mark an event on the Timeline. The event can be instantaneous or take some amount of time
// to complete, depending on the value passed in flDurationSeconds
//
// Examples could include:
// * a boss battle
// * a cut scene
// * a large team fight
// * picking up a new weapon or ammunition
// * scoring a goal
//
// Parameters:
//
// - pchIcon: specify the name of the icon uploaded through the Steamworks Partner Site for your title
// or one of the provided icons that start with steam_
// - pchTitle & pchDescription: provide a localized string in the language returned by
// SteamUtils()->GetSteamUILanguage()
// - unPriority: specify how important this range is compared to other markers provided by the game.
// Ranges with larger priority values will be displayed more prominently in the UI. This value
// may be between 0 and k_unMaxTimelinePriority.
// - flStartOffsetSeconds: The time that this range started relative to now. Negative times
// indicate an event that happened in the past.
// - flDurationSeconds: How long the time range should be in seconds. For instantaneous events, this
// should be 0
// - ePossibleClip: By setting this parameter to Featured or Standard, the game indicates to Steam that it
// would be appropriate to offer this range as a clip to the user. For instantaneous events, the
// suggested clip will be for a short time before and after the event itself.
void Steam_Timeline::AddTimelineEvent( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) void Steam_Timeline::AddTimelineEvent( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip )
{ {
PRINT_DEBUG("'%s' | '%s' - '%s', %u, [%f, %f) %i", pchIcon, pchTitle, pchDescription, unPriority, flStartOffsetSeconds, flDurationSeconds, (int)ePossibleClip); PRINT_DEBUG("icon='%s' | '%s' - '%s', %u, [%f, %f) %i", pchIcon, pchTitle, pchDescription, unPriority, flStartOffsetSeconds, flDurationSeconds, (int)ePossibleClip);
std::lock_guard lock(global_mutex); std::lock_guard lock(global_mutex);
auto &new_event = timeline_events.emplace_back(TimelineEvent_t{}); auto &new_event = timeline_events.emplace_back(TimelineEvent_t{});
@ -112,24 +153,28 @@ void Steam_Timeline::AddTimelineEvent( const char *pchIcon, const char *pchTitle
new_event.flStartOffsetSeconds = flStartOffsetSeconds; new_event.flStartOffsetSeconds = flStartOffsetSeconds;
// for instantanious event with flDurationSeconds=0 steam creates 8 sec clip // make events last at least 1 sec
if (static_cast<long>(flDurationSeconds * 1000) <= 100) { // <= 100ms if (static_cast<long>(flDurationSeconds * 1000) < 1000) { // < 1000ms
flDurationSeconds = 8; flDurationSeconds = 1;
}
// for events with priority=ETimelineEventClipPriority::k_ETimelineEventClipPriority_Featured steam creates ~8 sec clip
// seen here: https://www.youtube.com/watch?v=YwBD0E4-EsI
if (flDurationSeconds < PRIORITY_CLIP_MIN_SEC && ePossibleClip == ETimelineEventClipPriority::k_ETimelineEventClipPriority_Featured) {
flDurationSeconds = PRIORITY_CLIP_MIN_SEC;
} }
new_event.flDurationSeconds = flDurationSeconds; new_event.flDurationSeconds = flDurationSeconds;
new_event.ePossibleClip = ePossibleClip; new_event.ePossibleClip = ePossibleClip;
} }
// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value
void Steam_Timeline::SetTimelineGameMode( ETimelineGameMode eMode ) void Steam_Timeline::SetTimelineGameMode( ETimelineGameMode eMode )
{ {
PRINT_DEBUG("%i", (int)eMode); PRINT_DEBUG("%i", (int)eMode);
std::lock_guard lock(global_mutex); std::lock_guard lock(global_mutex);
if (timeline_states.empty()) return; auto &new_timeline_state = timeline_states.emplace_back(TimelineState_t{});
new_timeline_state.bar_color = eMode;
timeline_states.back().bar_color = eMode;
} }

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@ -445,6 +445,7 @@ bool Steam_User::GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *
if (ticket_size > static_cast<uint32>(cbMaxTicket)) return false; if (ticket_size > static_cast<uint32>(cbMaxTicket)) return false;
encrypted_app_ticket.copy((char *)pTicket, cbMaxTicket); encrypted_app_ticket.copy((char *)pTicket, cbMaxTicket);
PRINT_DEBUG("copied successfully");
return true; return true;
} }