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69 lines
3.3 KiB
C++
69 lines
3.3 KiB
C++
//====== Copyright © Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to Steam Timeline
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//
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//=============================================================================
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#ifndef ISTEAMTIMELINE001_H
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#define ISTEAMTIMELINE001_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Steam Timeline API
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//-----------------------------------------------------------------------------
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class ISteamTimeline001
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{
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public:
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// Sets a description for the current game state in the timeline. These help the user to find specific
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// moments in the timeline when saving clips. Setting a new state description replaces any previous
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// description.
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//
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// Examples could include:
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// * Where the user is in the world in a single player game
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// * Which round is happening in a multiplayer game
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// * The current score for a sports game
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//
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// Parameters:
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// - pchDescription: provide a localized string in the language returned by SteamUtils()->GetSteamUILanguage()
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// - flTimeDelta: The time offset in seconds to apply to this event. Negative times indicate an
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// event that happened in the past.
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virtual void SetTimelineStateDescription( const char *pchDescription, float flTimeDelta ) = 0;
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virtual void ClearTimelineStateDescription( float flTimeDelta ) = 0;
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// Use this to mark an event on the Timeline. The event can be instantaneous or take some amount of time
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// to complete, depending on the value passed in flDurationSeconds
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//
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// Examples could include:
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// * a boss battle
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// * a cut scene
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// * a large team fight
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// * picking up a new weapon or ammunition
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// * scoring a goal
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//
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// Parameters:
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//
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// - pchIcon: specify the name of the icon uploaded through the Steamworks Partner Site for your title
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// or one of the provided icons that start with steam_
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// - pchTitle & pchDescription: provide a localized string in the language returned by
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// SteamUtils()->GetSteamUILanguage()
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// - unPriority: specify how important this range is compared to other markers provided by the game.
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// Ranges with larger priority values will be displayed more prominently in the UI. This value
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// may be between 0 and k_unMaxTimelinePriority.
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// - flStartOffsetSeconds: The time that this range started relative to now. Negative times
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// indicate an event that happened in the past.
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// - flDurationSeconds: How long the time range should be in seconds. For instantaneous events, this
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// should be 0
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// - ePossibleClip: By setting this parameter to Featured or Standard, the game indicates to Steam that it
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// would be appropriate to offer this range as a clip to the user. For instantaneous events, the
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// suggested clip will be for a short time before and after the event itself.
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virtual void AddTimelineEvent_old( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) = 0;
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// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value
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virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0;
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};
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#endif // ISTEAMTIMELINE001_H
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