Counter Strike : Global Offensive Source Code
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//====== 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 _WIN32
#pragma once
#endif
#include "isteamclient.h"
const uint32 k_nScreenshotMaxTaggedUsers = 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
//-----------------------------------------------------------------------------
// 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; };
#define STEAMSCREENSHOTS_INTERFACE_VERSION "STEAMSCREENSHOTS_INTERFACE_VERSION001"
// callbacks
#pragma pack( push, 8 )
//-----------------------------------------------------------------------------
// 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
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