mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
195 lines
7.3 KiB
C++
195 lines
7.3 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
version 3 of the License, or (at your option) any later version.
|
|
|
|
The Goldberg Emulator is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#include "dll/steam_screenshots.h"
|
|
|
|
Steam_Screenshots::Steam_Screenshots(class Local_Storage* local_storage, class SteamCallBacks* callbacks) :
|
|
local_storage(local_storage),
|
|
callbacks(callbacks)
|
|
{
|
|
|
|
}
|
|
|
|
ScreenshotHandle Steam_Screenshots::create_screenshot_handle()
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
static ScreenshotHandle handle = 100;
|
|
|
|
++handle;
|
|
if (handle < 100) handle = 100;
|
|
return handle;
|
|
}
|
|
|
|
// 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.
|
|
ScreenshotHandle Steam_Screenshots::WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
char buff[128];
|
|
auto now = std::chrono::system_clock::now();
|
|
time_t now_time;
|
|
now_time = std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
|
|
strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time));
|
|
std::string screenshot_name = buff;
|
|
screenshot_name += ".png";
|
|
|
|
if (!local_storage->save_screenshot( screenshot_name, (uint8_t*)pubRGB, nWidth, nHeight, 3))
|
|
return INVALID_SCREENSHOT_HANDLE;
|
|
|
|
auto handle = create_screenshot_handle();
|
|
auto& infos = _screenshots[handle];
|
|
infos.screenshot_name = buff;
|
|
|
|
return handle;
|
|
}
|
|
|
|
|
|
// 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.
|
|
ScreenshotHandle Steam_Screenshots::AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
if (pchFilename == nullptr)
|
|
return INVALID_SCREENSHOT_HANDLE;
|
|
|
|
std::vector<image_pixel_t> pixels(std::move(local_storage->load_image(pchFilename)));
|
|
if (pixels.size() != size_t(nWidth) * size_t(nHeight))
|
|
return INVALID_SCREENSHOT_HANDLE;
|
|
|
|
char buff[128];
|
|
auto now = std::chrono::system_clock::now();
|
|
time_t now_time;
|
|
now_time = std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
|
|
strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time));
|
|
std::string screenshot_name = buff;
|
|
screenshot_name += ".png";
|
|
|
|
if (!local_storage->save_screenshot(screenshot_name, (uint8_t*)pixels.data(), nWidth, nHeight, 4))
|
|
return INVALID_SCREENSHOT_HANDLE;
|
|
|
|
auto handle = create_screenshot_handle();
|
|
auto& infos = _screenshots[handle];
|
|
infos.screenshot_name = buff;
|
|
|
|
return handle;
|
|
}
|
|
|
|
|
|
// 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.
|
|
void Steam_Screenshots::TriggerScreenshot()
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
if (hooked) {
|
|
ScreenshotRequested_t data;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
} else {
|
|
PRINT_DEBUG(" TODO: Make the overlay take a screenshot");
|
|
}
|
|
}
|
|
|
|
|
|
// 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.
|
|
void Steam_Screenshots::HookScreenshots( bool bHook )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
hooked = bHook;
|
|
}
|
|
|
|
|
|
// Sets metadata about a screenshot's location (for example, the name of the map)
|
|
bool Steam_Screenshots::SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto it = _screenshots.find(hScreenshot);
|
|
if (it == _screenshots.end()) return false;
|
|
|
|
it->second.metadatas["locations"].push_back(pchLocation);
|
|
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Tags a user as being visible in the screenshot
|
|
bool Steam_Screenshots::TagUser( ScreenshotHandle hScreenshot, CSteamID steamID )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto it = _screenshots.find(hScreenshot);
|
|
if (it == _screenshots.end()) return false;
|
|
|
|
it->second.metadatas["users"].push_back(uint64_t(steamID.ConvertToUint64()));
|
|
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Tags a published file as being visible in the screenshot
|
|
bool Steam_Screenshots::TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto it = _screenshots.find(hScreenshot);
|
|
if (it == _screenshots.end()) return false;
|
|
|
|
it->second.metadatas["published_files"].push_back(uint64_t(unPublishedFileID));
|
|
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Returns true if the app has hooked the screenshot
|
|
bool Steam_Screenshots::IsScreenshotsHooked()
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
return hooked;
|
|
}
|
|
|
|
|
|
// Adds a VR screenshot to the user's screenshot library from disk in the supported type.
|
|
// pchFilename should be the normal 2D image used in the library view
|
|
// pchVRFilename should contain the image that matches the correct type
|
|
// 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.
|
|
ScreenshotHandle Steam_Screenshots::AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
return INVALID_SCREENSHOT_HANDLE;
|
|
}
|
|
|