//====== Copyright © Valve Corporation, All rights reserved. ======= // // Purpose: interface to Steam Timeline // //============================================================================= #ifndef ISTEAMTIMELINE_H #define ISTEAMTIMELINE_H #ifdef STEAM_WIN32 #pragma once #endif #include "steam_api_common.h" // callbacks #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) #elif defined( VALVE_CALLBACK_PACK_LARGE ) #pragma pack( push, 8 ) #else #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #endif // Controls the color of the timeline bar segments. The value names listed here map to a multiplayer game, where // the user starts a game (in menus), then joins a multiplayer session that first has a character selection lobby // then finally the multiplayer session starts. However, you can also map these values to any type of game. In a single // player game where you visit towns & dungeons, you could set k_ETimelineGameMode_Menus when the player is in a town // buying items, k_ETimelineGameMode_Staging for when a dungeon is loading and k_ETimelineGameMode_Playing for when // inside the dungeon fighting monsters. enum ETimelineGameMode { k_ETimelineGameMode_Invalid = 0, k_ETimelineGameMode_Playing = 1, k_ETimelineGameMode_Staging = 2, k_ETimelineGameMode_Menus = 3, k_ETimelineGameMode_LoadingScreen = 4, k_ETimelineGameMode_Max, // one past the last valid value }; // Used in AddTimelineEvent, where Featured events will be offered before Standard events enum ETimelineEventClipPriority { k_ETimelineEventClipPriority_Invalid = 0, k_ETimelineEventClipPriority_None = 1, k_ETimelineEventClipPriority_Standard = 2, k_ETimelineEventClipPriority_Featured = 3, }; const uint32 k_unMaxTimelinePriority = 1000; const uint32 k_unTimelinePriority_KeepCurrentValue = 1000000; // Use with UpdateRangeTimelineEvent to not change the priority const float k_flMaxTimelineEventDuration = 600.f; const uint32 k_cchMaxPhaseIDLength = 64; typedef uint64 TimelineEventHandle_t; //----------------------------------------------------------------------------- // Purpose: Steam Timeline API //----------------------------------------------------------------------------- class ISteamTimeline { 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 SetTimelineTooltip( const char *pchDescription, float flTimeDelta ) = 0; virtual void ClearTimelineTooltip( float flTimeDelta ) = 0; // Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0; /******************* Timeline Events *******************/ // The following functions add events and/or tags to the timeline. There are helpers to add simple events or tags in a single call. // or you can use StartEvent and CloseEvent to customize what gets added. // // Examples of events to add could include: // * a boss battle // * a cut scene // * a large team fight // * picking up a new weapon or ammunition // * scoring a goal // // Adding an event and a time range with the simple API: // SteamTimeline()->AddSimpleTimelineEvent( "steam_heart", Localize( "#user healed" ), Localize( "#health_amount", 27 ), 15, 0, 0, k_ETimelineEventClipPriority_None ); // SteamTimeline()->AddTaggedTimeRange( Localize( "#player_resting" ), "steam_flag", /* don't show filter */nullptr, 15, /* start now */0, 10 ); // SteamTimeline()->AddTaggedTimeRange( Localize( "#player_cast_light" ), "steam_starburst", Localize( "#player_spells" ), 10, /* start 10 sec ago */ -10, 5 ); // // Adding a marker and time range in one event: // TimelineEventHandle_t event = SteamTimeline()->StartEvent( /* start now */ 0 ); // SteamTimeline()->ShowEventOnTimeline( event, "steam_heart", Localize( "#player_healed" ), Localize( "#player_healed_amount", 27 ), 15 ); // SteamTimeline()->AddEventTag( event, Localize( "#player_cast_heal" ), "steam_heart", Localize( "#player_, 15, /* start now */0, 10 ); // ... // time passes // SteamTimeline()->CloseEvent( event ); // // Parameters used by the event functions: // // - ulOpenEvent: An event returned by StartEvent that has not yet had CancelEvent or CloseEvent called on it // - ulEvent: An event that has had CloseEvent called on it, or an event returned from AddSimpleTimelineEvent or AddTaggedTimeRange (which // are closed automatically.) // - 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() // - unIconPriority: 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. // - pchTagIcon: specify an icon name that will be used next to the tag name in the UI // - pchTagName: The localized name of the tag to show in the UI. // - pchTagGroup: The localized name of the tag group to show in the UI. If this is not specified, users will not be able to filter by this tag // - unTagPriority: specify how important this tag is compared to other tags provided by the game. // Returns: // A TimelineEventHandle_t that can be used to make subsequent calls to refer to the timeline event. This event handle is invalid // after the game exits. // quick helpers that add to the timeline in one call virtual TimelineEventHandle_t AddInstantaneousTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unIconPriority, float flStartOffsetSeconds = 0.f, ETimelineEventClipPriority ePossibleClip = k_ETimelineEventClipPriority_None ) = 0; virtual TimelineEventHandle_t AddRangeTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unIconPriority, float flStartOffsetSeconds = 0.f, float flDuration = 0.f, ETimelineEventClipPriority ePossibleClip = k_ETimelineEventClipPriority_None ) = 0; // Starts a timeline event at a the current time, plus an offset in seconds. This event must be ended with EndRangeTimelineEvent. // Any timeline events that have not been ended when the game exits will be discarded. virtual TimelineEventHandle_t StartRangeTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unPriority, float flStartOffsetSeconds, ETimelineEventClipPriority ePossibleClip ) = 0; // Updates fields on a range timeline event that was started with StartRangeTimelineEvent, and which has not been ended. virtual void UpdateRangeTimelineEvent( TimelineEventHandle_t ulEvent, const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unPriority, ETimelineEventClipPriority ePossibleClip ) = 0; // Ends a range timeline event and shows it in the UI. virtual void EndRangeTimelineEvent( TimelineEventHandle_t ulEvent, float flEndOffsetSeconds ) = 0; // delete the event from the timeline. This can be called on a timeline event from AddInstantaneousTimelineEvent, // AddRangeTimelineEvent, or StartRangeTimelineEvent/EndRangeTimelineEvent. The timeline event handle must be from the // current game process. virtual void RemoveTimelineEvent( TimelineEventHandle_t ulEvent ) = 0; // add a tag to whatever time range is represented by the event STEAM_CALL_RESULT( SteamTimelineEventRecordingExists_t ) virtual SteamAPICall_t DoesEventRecordingExist( TimelineEventHandle_t ulEvent ) = 0; /******************* Game Phases *******************/ // Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game to game, but // the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the // main way a user would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, // with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching. // // Examples could include: // * A single match in a multiplayer PvP game // * A chapter of a story-based singleplayer game // * A single run in a roguelike // // Game phases are started with StartGamePhase, and while a phase is still happening, they can have tags and attributes added to them. // // Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant // to be used for phase metadata that is not part of a well defined set of options. For example, a KDA attribute that starts // with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character name. Attributes // can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user. // // Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, // game mode, etc. Tags can have an icon in addition to a text name. Multiple tags within the same group may be added per phase // and all will be remembered. For example, AddGamePhaseTag may be called multiple times for a "Bosses Defeated" group, with // different names and icons for each boss defeated during the phase, all of which will be shown to the user. // // The phase will continue until the game exits, until the game calls EndGamePhase, or until the game calls // StartGamePhase to start a new phase. // // The game phase functions take these parameters: // - pchTagIcon: The name of a game provided timeline icon or builtin "steam_" icon. // - pchPhaseID: A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a // single player game, the ID of a character, etc. // - pchTagName: The localized name of the tag in the language returned by SteamUtils()->GetSteamUILanguage(). // - pchTagGroup: The localized name of the tag group. // - pchAttributeValue: The localized name of the attribute. // - pchAttributeGroup: The localized name of the attribute group. // - unPriority: Used to order tags and attributes in the UI displayed to the user, with higher priority values leading // to more prominent positioning. In contexts where there is limited space, lower priority items may be hidden. virtual void StartGamePhase() = 0; virtual void EndGamePhase() = 0; // Games can set a phase ID so they can refer back to a phase in OpenOverlayToPhase virtual void SetGamePhaseID( const char *pchPhaseID ) = 0; STEAM_CALL_RESULT( SteamTimelineGamePhaseRecordingExists_t ) virtual SteamAPICall_t DoesGamePhaseRecordingExist( const char *pchPhaseID ) = 0; // Add a tag that applies to the entire phase virtual void AddGamePhaseTag( const char *pchTagName, const char *pchTagIcon, const char *pchTagGroup, uint32 unPriority ) = 0; // Add a text attribute that applies to the entire phase virtual void SetGamePhaseAttribute( const char *pchAttributeGroup, const char *pchAttributeValue, uint32 unPriority ) = 0; /******************* Opening the overlay *******************/ // Opens the Steam overlay to a game phase. // // Parameters: // - pchPhaseID: The ID of a phase that was previously provided by the game in SetGamePhaseID. virtual void OpenOverlayToGamePhase( const char *pchPhaseID ) = 0; // Opens the Steam overlay to a timeline event. // // Parameters: // - ulEventID: The ID of a timeline event returned by StartEvent or AddSimpleTimelineEvent virtual void OpenOverlayToTimelineEvent( const TimelineEventHandle_t ulEvent ) = 0; }; #define STEAMTIMELINE_INTERFACE_VERSION "STEAMTIMELINE_INTERFACE_V004" #ifndef STEAM_API_EXPORTS // Global interface accessor inline ISteamTimeline *SteamTimeline(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamTimeline *, SteamTimeline, STEAMTIMELINE_INTERFACE_VERSION ); #endif //----------------------------------------------------------------------------- // Purpose: Callback for querying UGC //----------------------------------------------------------------------------- struct SteamTimelineGamePhaseRecordingExists_t { enum { k_iCallback = k_iSteamTimelineCallbacks + 1 }; char m_rgchPhaseID[ k_cchMaxPhaseIDLength ]; uint64 m_ulRecordingMS; uint64 m_ulLongestClipMS; uint32 m_unClipCount; uint32 m_unScreenshotCount; }; //----------------------------------------------------------------------------- // Purpose: Callback for querying UGC //----------------------------------------------------------------------------- struct SteamTimelineEventRecordingExists_t { enum { k_iCallback = k_iSteamTimelineCallbacks + 2 }; uint64 m_ulEventID; bool m_bRecordingExists; }; #pragma pack( pop ) #endif // ISTEAMTIMELINE_H