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steam screenshot
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@ -26,6 +26,8 @@ struct screenshot_infos_t {
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};
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};
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class Steam_Screenshots :
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class Steam_Screenshots :
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public ISteamScreenshots001,
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public ISteamScreenshots002,
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public ISteamScreenshots
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public ISteamScreenshots
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{
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{
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class Local_Storage *local_storage{};
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class Local_Storage *local_storage{};
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@ -609,9 +609,11 @@ ISteamScreenshots *Steam_Client::GetISteamScreenshots( HSteamUser hSteamuser, HS
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PRINT_DEBUG("%s", pchVersion);
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PRINT_DEBUG("%s", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL;
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if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL;
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// Here we always use the STEAMSCREENSHOTS_INTERFACE_VERSION003 since 01-02 has small difference
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if (strcmp(pchVersion, "STEAMSCREENSHOTS_INTERFACE_VERSION001") == 0) {
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots001 *>(steam_screenshots));
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if (strcmp(pchVersion, STEAMSCREENSHOTS_INTERFACE_VERSION) == 0) {
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} else if (strcmp(pchVersion, "STEAMSCREENSHOTS_INTERFACE_VERSION002") == 0) {
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots002 *>(steam_screenshots));
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} else if (strcmp(pchVersion, STEAMSCREENSHOTS_INTERFACE_VERSION) == 0) {
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));
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} else {
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} else {
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));
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return reinterpret_cast<ISteamScreenshots *>(static_cast<ISteamScreenshots *>(steam_screenshots));
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42
sdk/steam/isteamscreenshot001.h
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42
sdk/steam/isteamscreenshot001.h
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@ -0,0 +1,42 @@
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: public interface to user remote file storage in Steam
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//
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//=============================================================================
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#ifndef ISTEAMSCREENSHOTS001_H
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#define ISTEAMSCREENSHOTS001_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Functions for adding screenshots to the user's screenshot library
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//-----------------------------------------------------------------------------
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class ISteamScreenshots001
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{
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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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virtual ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) = 0;
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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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virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchJpegOrTGAFilename, const char *pchJpegOrTGAThumbFilename, int nWidth, int nHeight ) = 0;
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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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virtual void TriggerScreenshot() = 0;
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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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virtual void HookScreenshots( bool bHook ) = 0;
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// Sets metadata about a screenshot's location (for example, the name of the map)
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virtual bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) = 0;
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// Tags a user as being visible in the screenshot
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virtual bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) = 0;
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};
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#endif // ISTEAMSCREENSHOTS001_H
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46
sdk/steam/isteamscreenshot002.h
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46
sdk/steam/isteamscreenshot002.h
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@ -0,0 +1,46 @@
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: public interface to user remote file storage in Steam
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//
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//=============================================================================
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#ifndef ISTEAMSCREENSHOTS002_H
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#define ISTEAMSCREENSHOTS002_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Functions for adding screenshots to the user's screenshot library
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//-----------------------------------------------------------------------------
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class ISteamScreenshots002
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{
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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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virtual ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) = 0;
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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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virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight ) = 0;
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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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virtual void TriggerScreenshot() = 0;
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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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virtual void HookScreenshots( bool bHook ) = 0;
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// Sets metadata about a screenshot's location (for example, the name of the map)
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virtual bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) = 0;
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// Tags a user as being visible in the screenshot
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virtual bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) = 0;
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// Tags a published file as being visible in the screenshot
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virtual bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) = 0;
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};
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#endif // ISTEAMSCREENSHOTS002_H
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