//====== Copyright � 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: public interface to user remote file storage in Steam // //============================================================================= #ifndef ISTEAMSCREENSHOTS_H #define ISTEAMSCREENSHOTS_H #ifdef STEAM_WIN32 #pragma once #endif #include "steam_api_common.h" const uint32 k_nScreenshotMaxTaggedUsers = 32; const uint32 k_nScreenshotMaxTaggedPublishedFiles = 32; const int k_cubUFSTagTypeMax = 255; const int k_cubUFSTagValueMax = 255; // Required with of a thumbnail provided to AddScreenshotToLibrary. If you do not provide a thumbnail // one will be generated. const int k_ScreenshotThumbWidth = 200; // Handle is valid for the lifetime of your process and no longer typedef uint32 ScreenshotHandle; #define INVALID_SCREENSHOT_HANDLE 0 enum EVRScreenshotType { k_EVRScreenshotType_None = 0, k_EVRScreenshotType_Mono = 1, k_EVRScreenshotType_Stereo = 2, k_EVRScreenshotType_MonoCubemap = 3, k_EVRScreenshotType_MonoPanorama = 4, k_EVRScreenshotType_StereoPanorama = 5 }; //----------------------------------------------------------------------------- // Purpose: Functions for adding screenshots to the user's screenshot library //----------------------------------------------------------------------------- class ISteamScreenshots { 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; // Returns true if the app has hooked the screenshot virtual bool IsScreenshotsHooked() = 0; // 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. virtual ScreenshotHandle AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename ) = 0; }; #define STEAMSCREENSHOTS_INTERFACE_VERSION "STEAMSCREENSHOTS_INTERFACE_VERSION003" #ifndef STEAM_API_EXPORTS // Global interface accessor inline ISteamScreenshots *SteamScreenshots(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamScreenshots *, SteamScreenshots, STEAMSCREENSHOTS_INTERFACE_VERSION ); #endif // 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 //----------------------------------------------------------------------------- // Purpose: Screenshot successfully written or otherwise added to the library // and can now be tagged //----------------------------------------------------------------------------- struct ScreenshotReady_t { enum { k_iCallback = k_iSteamScreenshotsCallbacks + 1 }; ScreenshotHandle m_hLocal; EResult m_eResult; }; //----------------------------------------------------------------------------- // Purpose: Screenshot has been requested by the user. Only sent if // HookScreenshots() has been called, in which case Steam will not take // the screenshot itself. //----------------------------------------------------------------------------- struct ScreenshotRequested_t { enum { k_iCallback = k_iSteamScreenshotsCallbacks + 2 }; }; #pragma pack( pop ) #endif // ISTEAMSCREENSHOTS_H