mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-24 03:35:35 +08:00
42 lines
2.4 KiB
C++
42 lines
2.4 KiB
C++
//====== 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
|