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https://github.com/Detanup01/gbe_fork.git
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61 lines
3.3 KiB
C
61 lines
3.3 KiB
C
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/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_Screenshots : public ISteamScreenshots
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{
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bool hooked = false;
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public:
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// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
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// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
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ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight );
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// Adds a screenshot to the user's screenshot library from disk. If a thumbnail is provided, it must be 200 pixels wide and the same aspect ratio
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// as the screenshot, otherwise a thumbnail will be generated if the user uploads the screenshot. The screenshots must be in either JPEG or TGA format.
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// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
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// JPEG, TGA, and PNG formats are supported.
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ScreenshotHandle AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight );
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// Causes the Steam overlay to take a screenshot. If screenshots are being hooked by the game then a ScreenshotRequested_t callback is sent back to the game instead.
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void TriggerScreenshot();
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// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
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// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
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// in response.
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void HookScreenshots( bool bHook );
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// Sets metadata about a screenshot's location (for example, the name of the map)
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bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation );
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// Tags a user as being visible in the screenshot
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bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID );
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// Tags a published file as being visible in the screenshot
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bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID );
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// Returns true if the app has hooked the screenshot
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bool IsScreenshotsHooked();
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// Adds a VR screenshot to the user's screenshot library from disk in the supported type.
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// pchFilename should be the normal 2D image used in the library view
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// pchVRFilename should contain the image that matches the correct type
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// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
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// JPEG, TGA, and PNG formats are supported.
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ScreenshotHandle AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename );
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};
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