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127 lines
6.7 KiB
C++
127 lines
6.7 KiB
C++
#ifndef ISTEAMTIMELINE003_H
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#define ISTEAMTIMELINE003_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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// this interface version is not found in public SDK archives, it is based on reversing the returned vftable from steamclient64.dll
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class ISteamTimeline003
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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 SetTimelineTooltip( const char *pchDescription, float flTimeDelta ) = 0;
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virtual void ClearTimelineTooltip( float flTimeDelta ) = 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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///////////////////////////////////// the following functions are not found in public SDK
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virtual TimelineEventHandle_t AddTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unIconPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) = 0;
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virtual uint32 unknown_ret0_1() = 0; // xor eax, eax; ret;
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virtual uint32 unknown_ret0_2() = 0; // xor eax, eax; ret;
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virtual void unknown_nop_3() = 0; // ret;
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/////////////////////////////////////
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// delete the event from the timeline. This can be called on a timeline event from AddInstantaneousTimelineEvent,
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// AddRangeTimelineEvent, or StartRangeTimelineEvent/EndRangeTimelineEvent. The timeline event handle must be from the
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// current game process.
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virtual void RemoveTimelineEvent( TimelineEventHandle_t ulEvent ) = 0;
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///////////////////////////////////// the following functions are not found in public SDK
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virtual void unknown_nop_4() = 0; // ret;
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virtual void unknown_nop_5() = 0; // ret;
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virtual void unknown_nop_6() = 0; // ret;
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/////////////////////////////////////
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// add a tag to whatever time range is represented by the event
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STEAM_CALL_RESULT( SteamTimelineEventRecordingExists_t )
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virtual SteamAPICall_t DoesEventRecordingExist( TimelineEventHandle_t ulEvent ) = 0;
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/******************* Game Phases *******************/
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// Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game to game, but
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// the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the
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// main way a user would think to divide up the game. These are presented to the user in a UI that shows the date the game was played,
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// with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching.
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//
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// Examples could include:
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// * A single match in a multiplayer PvP game
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// * A chapter of a story-based singleplayer game
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// * A single run in a roguelike
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//
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// Game phases are started with StartGamePhase, and while a phase is still happening, they can have tags and attributes added to them.
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//
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// Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant
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// to be used for phase metadata that is not part of a well defined set of options. For example, a KDA attribute that starts
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// with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character name. Attributes
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// can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
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//
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// Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played,
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// game mode, etc. Tags can have an icon in addition to a text name. Multiple tags within the same group may be added per phase
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// and all will be remembered. For example, AddGamePhaseTag may be called multiple times for a "Bosses Defeated" group, with
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// different names and icons for each boss defeated during the phase, all of which will be shown to the user.
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//
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// The phase will continue until the game exits, until the game calls EndGamePhase, or until the game calls
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// StartGamePhase to start a new phase.
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//
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// The game phase functions take these parameters:
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// - pchTagIcon: The name of a game provided timeline icon or builtin "steam_" icon.
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// - pchPhaseID: A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a
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// single player game, the ID of a character, etc.
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// - pchTagName: The localized name of the tag in the language returned by SteamUtils()->GetSteamUILanguage().
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// - pchTagGroup: The localized name of the tag group.
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// - pchAttributeValue: The localized name of the attribute.
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// - pchAttributeGroup: The localized name of the attribute group.
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// - unPriority: Used to order tags and attributes in the UI displayed to the user, with higher priority values leading
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// to more prominent positioning. In contexts where there is limited space, lower priority items may be hidden.
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virtual void StartGamePhase() = 0;
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virtual void EndGamePhase() = 0;
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// Games can set a phase ID so they can refer back to a phase in OpenOverlayToPhase
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virtual void SetGamePhaseID( const char *pchPhaseID ) = 0;
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STEAM_CALL_RESULT( SteamTimelineGamePhaseRecordingExists_t )
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virtual SteamAPICall_t DoesGamePhaseRecordingExist( const char *pchPhaseID ) = 0;
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// Add a tag that applies to the entire phase
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virtual void AddGamePhaseTag( const char *pchTagName, const char *pchTagIcon, const char *pchTagGroup, uint32 unPriority ) = 0;
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// Add a text attribute that applies to the entire phase
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virtual void SetGamePhaseAttribute( const char *pchAttributeGroup, const char *pchAttributeValue, uint32 unPriority ) = 0;
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/******************* Opening the overlay *******************/
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// Opens the Steam overlay to a game phase.
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//
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// Parameters:
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// - pchPhaseID: The ID of a phase that was previously provided by the game in SetGamePhaseID.
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virtual void OpenOverlayToGamePhase( const char *pchPhaseID ) = 0;
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// Opens the Steam overlay to a timeline event.
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//
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// Parameters:
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// - ulEventID: The ID of a timeline event returned by StartEvent or AddSimpleTimelineEvent
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virtual void OpenOverlayToTimelineEvent( const TimelineEventHandle_t ulEvent ) = 0;
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};
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#endif // ISTEAMTIMELINE003_H
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