mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-05 08:45:37 +08:00
46 lines
2.6 KiB
C++
46 lines
2.6 KiB
C++
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||
//
|
||
// Purpose: public interface to user remote file storage in Steam
|
||
//
|
||
//=============================================================================
|
||
|
||
#ifndef ISTEAMSCREENSHOTS002_H
|
||
#define ISTEAMSCREENSHOTS002_H
|
||
#ifdef _WIN32
|
||
#pragma once
|
||
#endif
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Functions for adding screenshots to the user's screenshot library
|
||
//-----------------------------------------------------------------------------
|
||
class ISteamScreenshots002
|
||
{
|
||
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.
|
||
// JPEG, TGA, and PNG formats are supported.
|
||
virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, 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;
|
||
|
||
// Tags a published file as being visible in the screenshot
|
||
virtual bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) = 0;
|
||
};
|
||
#endif // ISTEAMSCREENSHOTS002_H
|