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* add a new timeline state when game calls Steam_Timeline::SetTimelineGameMode()
* mimic real behavior in `Steam_Timeline::AddTimelineEvent()`
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@ -24,6 +24,8 @@ class Steam_Timeline :
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public ISteamTimeline
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{
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private:
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constexpr const static float PRIORITY_CLIP_MIN_SEC = 8.0f;
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struct TimelineEvent_t
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{
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// emu specific: time when this event was added to the list via 'Steam_Timeline::AddTimelineEvent()'
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@ -68,7 +70,7 @@ private:
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class RunEveryRunCB *run_every_runcb{};
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std::vector<TimelineEvent_t> timeline_events{};
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std::vector<TimelineState_t> timeline_states{TimelineState_t{}}; // it seems to always start with a default event
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std::vector<TimelineState_t> timeline_states{};
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// unconditional periodic callback
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void RunCallbacks();
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@ -47,6 +47,9 @@ Steam_Timeline::Steam_Timeline(class Settings *settings, class Networking *netwo
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// this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Timeline::steam_callback, this);
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this->run_every_runcb->add(&Steam_Timeline::steam_run_every_runcb, this);
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// timeline starts with a default event as seen here: https://www.youtube.com/watch?v=YwBD0E4-EsI
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SetTimelineGameMode(ETimelineGameMode::k_ETimelineGameMode_Invalid);
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}
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Steam_Timeline::~Steam_Timeline()
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@ -55,6 +58,20 @@ Steam_Timeline::~Steam_Timeline()
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this->run_every_runcb->remove(&Steam_Timeline::steam_run_every_runcb, this);
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}
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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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void Steam_Timeline::SetTimelineStateDescription( const char *pchDescription, float flTimeDelta )
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{
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PRINT_DEBUG("'%s' %f", pchDescription, flTimeDelta);
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@ -78,7 +95,6 @@ void Steam_Timeline::SetTimelineStateDescription( const char *pchDescription, fl
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}
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void Steam_Timeline::ClearTimelineStateDescription( float flTimeDelta )
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{
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PRINT_DEBUG("%f", flTimeDelta);
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@ -98,10 +114,35 @@ void Steam_Timeline::ClearTimelineStateDescription( float flTimeDelta )
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}
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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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void Steam_Timeline::AddTimelineEvent( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip )
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{
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PRINT_DEBUG("'%s' | '%s' - '%s', %u, [%f, %f) %i", pchIcon, pchTitle, pchDescription, unPriority, flStartOffsetSeconds, flDurationSeconds, (int)ePossibleClip);
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PRINT_DEBUG("icon='%s' | '%s' - '%s', %u, [%f, %f) %i", pchIcon, pchTitle, pchDescription, unPriority, flStartOffsetSeconds, flDurationSeconds, (int)ePossibleClip);
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std::lock_guard lock(global_mutex);
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auto &new_event = timeline_events.emplace_back(TimelineEvent_t{});
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@ -112,24 +153,28 @@ void Steam_Timeline::AddTimelineEvent( const char *pchIcon, const char *pchTitle
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new_event.flStartOffsetSeconds = flStartOffsetSeconds;
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// for instantanious event with flDurationSeconds=0 steam creates 8 sec clip
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if (static_cast<long>(flDurationSeconds * 1000) <= 100) { // <= 100ms
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flDurationSeconds = 8;
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// make events last at least 1 sec
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if (static_cast<long>(flDurationSeconds * 1000) < 1000) { // < 1000ms
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flDurationSeconds = 1;
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}
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// for events with priority=ETimelineEventClipPriority::k_ETimelineEventClipPriority_Featured steam creates ~8 sec clip
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// seen here: https://www.youtube.com/watch?v=YwBD0E4-EsI
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if (flDurationSeconds < PRIORITY_CLIP_MIN_SEC && ePossibleClip == ETimelineEventClipPriority::k_ETimelineEventClipPriority_Featured) {
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flDurationSeconds = PRIORITY_CLIP_MIN_SEC;
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}
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new_event.flDurationSeconds = flDurationSeconds;
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new_event.ePossibleClip = ePossibleClip;
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}
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// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value
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void Steam_Timeline::SetTimelineGameMode( ETimelineGameMode eMode )
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{
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PRINT_DEBUG("%i", (int)eMode);
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std::lock_guard lock(global_mutex);
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if (timeline_states.empty()) return;
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timeline_states.back().bar_color = eMode;
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auto &new_timeline_state = timeline_states.emplace_back(TimelineState_t{});
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new_timeline_state.bar_color = eMode;
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}
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@ -445,6 +445,7 @@ bool Steam_User::GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *
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if (ticket_size > static_cast<uint32>(cbMaxTicket)) return false;
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encrypted_app_ticket.copy((char *)pTicket, cbMaxTicket);
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PRINT_DEBUG("copied successfully");
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return true;
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}
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