/* 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 . */ #include "base.h" class Steam_Screenshots : public ISteamScreenshots { bool hooked = false; 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. ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ); // 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 AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight ); // 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 TriggerScreenshot(); // 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 HookScreenshots( bool bHook ); // Sets metadata about a screenshot's location (for example, the name of the map) bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ); // Tags a user as being visible in the screenshot bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ); // Tags a published file as being visible in the screenshot bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ); // Returns true if the app has hooked the screenshot bool IsScreenshotsHooked(); // 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 AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename ); };