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121 lines
5.0 KiB
C++
121 lines
5.0 KiB
C++
//====== Copyright © Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to Steam Timeline
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//
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//=============================================================================
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#ifndef ISTEAMTIMELINE_H
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#define ISTEAMTIMELINE_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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// Controls the color of the timeline bar segments. The value names listed here map to a multiplayer game, where
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// the user starts a game (in menus), then joins a multiplayer session that first has a character selection lobby
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// then finally the multiplayer session starts. However, you can also map these values to any type of game. In a single
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// player game where you visit towns & dungeons, you could set k_ETimelineGameMode_Menus when the player is in a town
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// buying items, k_ETimelineGameMode_Staging for when a dungeon is loading and k_ETimelineGameMode_Playing for when
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// inside the dungeon fighting monsters.
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enum ETimelineGameMode
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{
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k_ETimelineGameMode_Invalid = 0,
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k_ETimelineGameMode_Playing = 1,
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k_ETimelineGameMode_Staging = 2,
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k_ETimelineGameMode_Menus = 3,
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k_ETimelineGameMode_LoadingScreen = 4,
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k_ETimelineGameMode_Max, // one past the last valid value
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};
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// Used in AddTimelineEvent, where Featured events will be offered before Standard events
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enum ETimelineEventClipPriority
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{
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k_ETimelineEventClipPriority_Invalid = 0,
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k_ETimelineEventClipPriority_None = 1,
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k_ETimelineEventClipPriority_Standard = 2,
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k_ETimelineEventClipPriority_Featured = 3,
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};
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const uint32 k_unMaxTimelinePriority = 1000;
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const float k_flMaxTimelineEventDuration = 600.f;
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//-----------------------------------------------------------------------------
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// Purpose: Steam Timeline API
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//-----------------------------------------------------------------------------
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class ISteamTimeline
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{
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public:
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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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virtual void SetTimelineStateDescription( const char *pchDescription, float flTimeDelta ) = 0;
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virtual void ClearTimelineStateDescription( float flTimeDelta ) = 0;
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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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virtual void AddTimelineEvent( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) = 0;
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// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value
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virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0;
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};
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#define STEAMTIMELINE_INTERFACE_VERSION "STEAMTIMELINE_INTERFACE_V001"
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#ifndef STEAM_API_EXPORTS
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// Global interface accessor
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inline ISteamTimeline *SteamTimeline();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamTimeline *, SteamTimeline, STEAMTIMELINE_INTERFACE_VERSION );
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#endif
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#pragma pack( pop )
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#endif // ISTEAMTIMELINE_H
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