steam screenshot

This commit is contained in:
Detanup01 2024-05-10 18:39:28 +02:00 committed by otavepto
parent a01c35187d
commit c477a031ac
4 changed files with 95 additions and 3 deletions

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@ -26,6 +26,8 @@ struct screenshot_infos_t {
};
class Steam_Screenshots :
public ISteamScreenshots001,
public ISteamScreenshots002,
public ISteamScreenshots
{
class Local_Storage *local_storage{};

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@ -609,9 +609,11 @@ ISteamScreenshots *Steam_Client::GetISteamScreenshots( HSteamUser hSteamuser, HS
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL;
// Here we always use the STEAMSCREENSHOTS_INTERFACE_VERSION003 since 01-02 has small difference
if (strcmp(pchVersion, STEAMSCREENSHOTS_INTERFACE_VERSION) == 0) {
if (strcmp(pchVersion, "STEAMSCREENSHOTS_INTERFACE_VERSION001") == 0) {
return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots001 *>(steam_screenshots));
} else if (strcmp(pchVersion, "STEAMSCREENSHOTS_INTERFACE_VERSION002") == 0) {
return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots002 *>(steam_screenshots));
} else if (strcmp(pchVersion, STEAMSCREENSHOTS_INTERFACE_VERSION) == 0) {
return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));
} else {
return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));

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@ -0,0 +1,42 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: public interface to user remote file storage in Steam
//
//=============================================================================
#ifndef ISTEAMSCREENSHOTS001_H
#define ISTEAMSCREENSHOTS001_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for adding screenshots to the user's screenshot library
//-----------------------------------------------------------------------------
class ISteamScreenshots001
{
public:
// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
virtual ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) = 0;
// 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
// 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.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchJpegOrTGAFilename, const char *pchJpegOrTGAThumbFilename, int nWidth, int nHeight ) = 0;
// 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.
virtual void TriggerScreenshot() = 0;
// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
// in response.
virtual void HookScreenshots( bool bHook ) = 0;
// Sets metadata about a screenshot's location (for example, the name of the map)
virtual bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) = 0;
// Tags a user as being visible in the screenshot
virtual bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) = 0;
};
#endif // ISTEAMSCREENSHOTS001_H

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@ -0,0 +1,46 @@
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: public interface to user remote file storage in Steam
//
//=============================================================================
#ifndef ISTEAMSCREENSHOTS002_H
#define ISTEAMSCREENSHOTS002_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for adding screenshots to the user's screenshot library
//-----------------------------------------------------------------------------
class ISteamScreenshots002
{
public:
// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
virtual ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) = 0;
// 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
// 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.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
// JPEG, TGA, and PNG formats are supported.
virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight ) = 0;
// 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.
virtual void TriggerScreenshot() = 0;
// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
// in response.
virtual void HookScreenshots( bool bHook ) = 0;
// Sets metadata about a screenshot's location (for example, the name of the map)
virtual bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) = 0;
// Tags a user as being visible in the screenshot
virtual bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) = 0;
// Tags a published file as being visible in the screenshot
virtual bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) = 0;
};
#endif // ISTEAMSCREENSHOTS002_H