//====== Copyright © Valve Corporation, All rights reserved. ======= // // Purpose: interface to Steam Timeline // //============================================================================= #ifndef ISTEAMTIMELINE001_H #define ISTEAMTIMELINE001_H #ifdef STEAM_WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: Steam Timeline API //----------------------------------------------------------------------------- class ISteamTimeline001 { public: // Sets a description for the current game state in the timeline. These help the user to find specific // moments in the timeline when saving clips. Setting a new state description replaces any previous // description. // // Examples could include: // * Where the user is in the world in a single player game // * Which round is happening in a multiplayer game // * The current score for a sports game // // Parameters: // - pchDescription: provide a localized string in the language returned by SteamUtils()->GetSteamUILanguage() // - flTimeDelta: The time offset in seconds to apply to this event. Negative times indicate an // event that happened in the past. virtual void SetTimelineStateDescription( const char *pchDescription, float flTimeDelta ) = 0; virtual void ClearTimelineStateDescription( float flTimeDelta ) = 0; // Use this to mark an event on the Timeline. The event can be instantaneous or take some amount of time // to complete, depending on the value passed in flDurationSeconds // // Examples could include: // * a boss battle // * a cut scene // * a large team fight // * picking up a new weapon or ammunition // * scoring a goal // // Parameters: // // - pchIcon: specify the name of the icon uploaded through the Steamworks Partner Site for your title // or one of the provided icons that start with steam_ // - pchTitle & pchDescription: provide a localized string in the language returned by // SteamUtils()->GetSteamUILanguage() // - unPriority: specify how important this range is compared to other markers provided by the game. // Ranges with larger priority values will be displayed more prominently in the UI. This value // may be between 0 and k_unMaxTimelinePriority. // - flStartOffsetSeconds: The time that this range started relative to now. Negative times // indicate an event that happened in the past. // - flDurationSeconds: How long the time range should be in seconds. For instantaneous events, this // should be 0 // - ePossibleClip: By setting this parameter to Featured or Standard, the game indicates to Steam that it // would be appropriate to offer this range as a clip to the user. For instantaneous events, the // suggested clip will be for a short time before and after the event itself. virtual void AddTimelineEvent_old( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) = 0; // Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0; }; #endif // ISTEAMTIMELINE001_H