mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 10:54:15 +08:00
91 lines
3.7 KiB
C
91 lines
3.7 KiB
C
|
//====== Copyright <20> 1996-2010, Valve Corporation, All rights reserved. =======
|
|||
|
//
|
|||
|
// Purpose: interface the game must provide Steam with on PS3 in order for the
|
|||
|
// Steam overlay to render.
|
|||
|
//
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
#ifndef ISTEAMPS3OVERLAYRENDERER_H
|
|||
|
#define ISTEAMPS3OVERLAYRENDERER_H
|
|||
|
#ifdef STEAM_WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "cell/pad.h"
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Enum for supported gradient directions
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
enum EOverlayGradientDirection
|
|||
|
{
|
|||
|
k_EOverlayGradientHorizontal = 1,
|
|||
|
k_EOverlayGradientVertical = 2,
|
|||
|
k_EOverlayGradientNone = 3,
|
|||
|
};
|
|||
|
|
|||
|
// Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses.
|
|||
|
#define STEAM_COLOR_RED( color ) \
|
|||
|
(int)(((color)>>16)&0xff)
|
|||
|
|
|||
|
#define STEAM_COLOR_GREEN( color ) \
|
|||
|
(int)(((color)>>8)&0xff)
|
|||
|
|
|||
|
#define STEAM_COLOR_BLUE( color ) \
|
|||
|
(int)((color)&0xff)
|
|||
|
|
|||
|
#define STEAM_COLOR_ALPHA( color ) \
|
|||
|
(int)(((color)>>24)&0xff)
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Interface the game must expose to Steam for rendering
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class ISteamPS3OverlayRenderHost
|
|||
|
{
|
|||
|
public:
|
|||
|
|
|||
|
// Interface for game engine to implement which Steam requires to render.
|
|||
|
|
|||
|
// Draw a textured rect. This may use only part of the texture and will pass texture coords, it will also possibly request a gradient and will specify colors for vertexes.
|
|||
|
virtual void DrawTexturedRect( int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection ) = 0;
|
|||
|
|
|||
|
// Load a RGBA texture for Steam, or update a previously loaded one. Updates may be partial. You must not evict or remove this texture once Steam has uploaded it.
|
|||
|
virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData ) = 0;
|
|||
|
|
|||
|
// Delete a texture Steam previously uploaded
|
|||
|
virtual void DeleteTexture( int32 iTextureID ) = 0;
|
|||
|
|
|||
|
// Delete all previously uploaded textures
|
|||
|
virtual void DeleteAllTextures() = 0;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Interface Steam exposes for the game to tell it when to render, etc.
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class ISteamPS3OverlayRender
|
|||
|
{
|
|||
|
public:
|
|||
|
|
|||
|
// Call once at startup to initialize the Steam overlay and pass it your host interface ptr
|
|||
|
virtual bool BHostInitialize( uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost *pRenderHost, void *CellFontLib ) = 0;
|
|||
|
|
|||
|
// Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering)
|
|||
|
virtual void Render() = 0;
|
|||
|
|
|||
|
// Call this everytime you read input on PS3.
|
|||
|
//
|
|||
|
// If this returns true, then the overlay is active and has consumed the input, your game
|
|||
|
// should then ignore all the input until BHandleCellPadData once again returns false, which
|
|||
|
// will mean the overlay is deactivated.
|
|||
|
virtual bool BHandleCellPadData( const CellPadData &padData ) = 0;
|
|||
|
|
|||
|
// Call this if you detect no controllers connected or that the XMB is intercepting input
|
|||
|
//
|
|||
|
// This is important to clear input state for the overlay, so keys left down during XMB activation
|
|||
|
// are not continued to be processed.
|
|||
|
virtual bool BResetInputState() = 0;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
#endif // ISTEAMPS3OVERLAYRENDERER_H
|