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| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2024-12-05 11:42:11 +0100 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2024-12-05 11:42:11 +0100 |
| commit | 0974ff30789a215a31255080251c01eaaf9a5297 (patch) | |
| tree | eda0b28d3e1aee2ca17d0f433c00574809e205d9 /steam/isteamtimeline.h | |
| parent | 190760b05d943e065cad31a0b983ef7736551feb (diff) | |
link with steam sdk and create bindings
Diffstat (limited to 'steam/isteamtimeline.h')
| -rw-r--r-- | steam/isteamtimeline.h | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/steam/isteamtimeline.h b/steam/isteamtimeline.h new file mode 100644 index 0000000..6ed12f8 --- /dev/null +++ b/steam/isteamtimeline.h @@ -0,0 +1,261 @@ +//====== Copyright � Valve Corporation, All rights reserved. ======= +// +// Purpose: interface to Steam Timeline +// +//============================================================================= + +#ifndef ISTEAMTIMELINE_H +#define ISTEAMTIMELINE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "steam_api_common.h" + +// 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 + +// Controls the color of the timeline bar segments. The value names listed here map to a multiplayer game, where +// the user starts a game (in menus), then joins a multiplayer session that first has a character selection lobby +// then finally the multiplayer session starts. However, you can also map these values to any type of game. In a single +// player game where you visit towns & dungeons, you could set k_ETimelineGameMode_Menus when the player is in a town +// buying items, k_ETimelineGameMode_Staging for when a dungeon is loading and k_ETimelineGameMode_Playing for when +// inside the dungeon fighting monsters. +enum ETimelineGameMode +{ + k_ETimelineGameMode_Invalid = 0, + k_ETimelineGameMode_Playing = 1, + k_ETimelineGameMode_Staging = 2, + k_ETimelineGameMode_Menus = 3, + k_ETimelineGameMode_LoadingScreen = 4, + + k_ETimelineGameMode_Max, // one past the last valid value +}; + +// Used in AddTimelineEvent, where Featured events will be offered before Standard events +enum ETimelineEventClipPriority +{ + k_ETimelineEventClipPriority_Invalid = 0, + k_ETimelineEventClipPriority_None = 1, + k_ETimelineEventClipPriority_Standard = 2, + k_ETimelineEventClipPriority_Featured = 3, +}; + + +const uint32 k_unMaxTimelinePriority = 1000; +const uint32 k_unTimelinePriority_KeepCurrentValue = 1000000; // Use with UpdateRangeTimelineEvent to not change the priority +const float k_flMaxTimelineEventDuration = 600.f; +const uint32 k_cchMaxPhaseIDLength = 64; + +typedef uint64 TimelineEventHandle_t; + + +//----------------------------------------------------------------------------- +// Purpose: Steam Timeline API +//----------------------------------------------------------------------------- +class ISteamTimeline +{ +public: + + // Sets a description for the current game state in the timeline. These help the user to find specific + // moments in the timeline when saving clips. Setting a new state description replaces any previous + // description. + // + // Examples could include: + // * Where the user is in the world in a single player game + // * Which round is happening in a multiplayer game + // * The current score for a sports game + // + // Parameters: + // - pchDescription: provide a localized string in the language returned by SteamUtils()->GetSteamUILanguage() + // - flTimeDelta: The time offset in seconds to apply to this event. Negative times indicate an + // event that happened in the past. + virtual void SetTimelineTooltip( const char *pchDescription, float flTimeDelta ) = 0; + virtual void ClearTimelineTooltip( float flTimeDelta ) = 0; + + // Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value + virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0; + + /******************* Timeline Events *******************/ + + // The following functions add events and/or tags to the timeline. There are helpers to add simple events or tags in a single call. + // or you can use StartEvent and CloseEvent to customize what gets added. + // + // Examples of events to add could include: + // * a boss battle + // * a cut scene + // * a large team fight + // * picking up a new weapon or ammunition + // * scoring a goal + // + // Adding an event and a time range with the simple API: + // SteamTimeline()->AddSimpleTimelineEvent( "steam_heart", Localize( "#user healed" ), Localize( "#health_amount", 27 ), 15, 0, 0, k_ETimelineEventClipPriority_None ); + // SteamTimeline()->AddTaggedTimeRange( Localize( "#player_resting" ), "steam_flag", /* don't show filter */nullptr, 15, /* start now */0, 10 ); + // SteamTimeline()->AddTaggedTimeRange( Localize( "#player_cast_light" ), "steam_starburst", Localize( "#player_spells" ), 10, /* start 10 sec ago */ -10, 5 ); + // + // Adding a marker and time range in one event: + // TimelineEventHandle_t event = SteamTimeline()->StartEvent( /* start now */ 0 ); + // SteamTimeline()->ShowEventOnTimeline( event, "steam_heart", Localize( "#player_healed" ), Localize( "#player_healed_amount", 27 ), 15 ); + // SteamTimeline()->AddEventTag( event, Localize( "#player_cast_heal" ), "steam_heart", Localize( "#player_, 15, /* start now */0, 10 ); + // ... // time passes + // SteamTimeline()->CloseEvent( event ); + // + // Parameters used by the event functions: + // + // - ulOpenEvent: An event returned by StartEvent that has not yet had CancelEvent or CloseEvent called on it + // - ulEvent: An event that has had CloseEvent called on it, or an event returned from AddSimpleTimelineEvent or AddTaggedTimeRange (which + // are closed automatically.) + // - pchIcon: specify the name of the icon uploaded through the Steamworks Partner Site for your title + // or one of the provided icons that start with steam_ + // - pchTitle & pchDescription: provide a localized string in the language returned by + // SteamUtils()->GetSteamUILanguage() + // - unIconPriority: specify how important this range is compared to other markers provided by the game. + // Ranges with larger priority values will be displayed more prominently in the UI. This value + // may be between 0 and k_unMaxTimelinePriority. + // - flStartOffsetSeconds: The time that this range started relative to now. Negative times + // indicate an event that happened in the past. + // - flDurationSeconds: How long the time range should be in seconds. For instantaneous events, this + // should be 0 + // - ePossibleClip: By setting this parameter to Featured or Standard, the game indicates to Steam that it + // would be appropriate to offer this range as a clip to the user. For instantaneous events, the + // suggested clip will be for a short time before and after the event itself. + // - pchTagIcon: specify an icon name that will be used next to the tag name in the UI + // - pchTagName: The localized name of the tag to show in the UI. + // - pchTagGroup: The localized name of the tag group to show in the UI. If this is not specified, users will not be able to filter by this tag + // - unTagPriority: specify how important this tag is compared to other tags provided by the game. + // Returns: + // A TimelineEventHandle_t that can be used to make subsequent calls to refer to the timeline event. This event handle is invalid + // after the game exits. + + // quick helpers that add to the timeline in one call + virtual TimelineEventHandle_t AddInstantaneousTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unIconPriority, float flStartOffsetSeconds = 0.f, ETimelineEventClipPriority ePossibleClip = k_ETimelineEventClipPriority_None ) = 0; + virtual TimelineEventHandle_t AddRangeTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unIconPriority, float flStartOffsetSeconds = 0.f, float flDuration = 0.f, ETimelineEventClipPriority ePossibleClip = k_ETimelineEventClipPriority_None ) = 0; + + // Starts a timeline event at a the current time, plus an offset in seconds. This event must be ended with EndRangeTimelineEvent. + // Any timeline events that have not been ended when the game exits will be discarded. + virtual TimelineEventHandle_t StartRangeTimelineEvent( const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unPriority, float flStartOffsetSeconds, ETimelineEventClipPriority ePossibleClip ) = 0; + + // Updates fields on a range timeline event that was started with StartRangeTimelineEvent, and which has not been ended. + virtual void UpdateRangeTimelineEvent( TimelineEventHandle_t ulEvent, const char *pchTitle, const char *pchDescription, const char *pchIcon, uint32 unPriority, ETimelineEventClipPriority ePossibleClip ) = 0; + + // Ends a range timeline event and shows it in the UI. + virtual void EndRangeTimelineEvent( TimelineEventHandle_t ulEvent, float flEndOffsetSeconds ) = 0; + + // delete the event from the timeline. This can be called on a timeline event from AddInstantaneousTimelineEvent, + // AddRangeTimelineEvent, or StartRangeTimelineEvent/EndRangeTimelineEvent. The timeline event handle must be from the + // current game process. + virtual void RemoveTimelineEvent( TimelineEventHandle_t ulEvent ) = 0; + + // add a tag to whatever time range is represented by the event + STEAM_CALL_RESULT( SteamTimelineEventRecordingExists_t ) + virtual SteamAPICall_t DoesEventRecordingExist( TimelineEventHandle_t ulEvent ) = 0; + + /******************* Game Phases *******************/ + + // Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game to game, but + // the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the + // main way a user would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, + // with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching. + // + // Examples could include: + // * A single match in a multiplayer PvP game + // * A chapter of a story-based singleplayer game + // * A single run in a roguelike + // + // Game phases are started with StartGamePhase, and while a phase is still happening, they can have tags and attributes added to them. + // + // Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant + // to be used for phase metadata that is not part of a well defined set of options. For example, a KDA attribute that starts + // with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character name. Attributes + // can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user. + // + // Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, + // game mode, etc. Tags can have an icon in addition to a text name. Multiple tags within the same group may be added per phase + // and all will be remembered. For example, AddGamePhaseTag may be called multiple times for a "Bosses Defeated" group, with + // different names and icons for each boss defeated during the phase, all of which will be shown to the user. + // + // The phase will continue until the game exits, until the game calls EndGamePhase, or until the game calls + // StartGamePhase to start a new phase. + // + // The game phase functions take these parameters: + // - pchTagIcon: The name of a game provided timeline icon or builtin "steam_" icon. + // - pchPhaseID: A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a + // single player game, the ID of a character, etc. + // - pchTagName: The localized name of the tag in the language returned by SteamUtils()->GetSteamUILanguage(). + // - pchTagGroup: The localized name of the tag group. + // - pchAttributeValue: The localized name of the attribute. + // - pchAttributeGroup: The localized name of the attribute group. + // - unPriority: Used to order tags and attributes in the UI displayed to the user, with higher priority values leading + // to more prominent positioning. In contexts where there is limited space, lower priority items may be hidden. + virtual void StartGamePhase() = 0; + virtual void EndGamePhase() = 0; + + // Games can set a phase ID so they can refer back to a phase in OpenOverlayToPhase + virtual void SetGamePhaseID( const char *pchPhaseID ) = 0; + STEAM_CALL_RESULT( SteamTimelineGamePhaseRecordingExists_t ) + virtual SteamAPICall_t DoesGamePhaseRecordingExist( const char *pchPhaseID ) = 0; + + // Add a tag that applies to the entire phase + virtual void AddGamePhaseTag( const char *pchTagName, const char *pchTagIcon, const char *pchTagGroup, uint32 unPriority ) = 0; + + // Add a text attribute that applies to the entire phase + virtual void SetGamePhaseAttribute( const char *pchAttributeGroup, const char *pchAttributeValue, uint32 unPriority ) = 0; + + /******************* Opening the overlay *******************/ + + // Opens the Steam overlay to a game phase. + // + // Parameters: + // - pchPhaseID: The ID of a phase that was previously provided by the game in SetGamePhaseID. + virtual void OpenOverlayToGamePhase( const char *pchPhaseID ) = 0; + + // Opens the Steam overlay to a timeline event. + // + // Parameters: + // - ulEventID: The ID of a timeline event returned by StartEvent or AddSimpleTimelineEvent + virtual void OpenOverlayToTimelineEvent( const TimelineEventHandle_t ulEvent ) = 0; + +}; + +#define STEAMTIMELINE_INTERFACE_VERSION "STEAMTIMELINE_INTERFACE_V004" + +// Global interface accessor +inline ISteamTimeline *SteamTimeline(); +STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamTimeline *, SteamTimeline, STEAMTIMELINE_INTERFACE_VERSION ); + + +//----------------------------------------------------------------------------- +// Purpose: Callback for querying UGC +//----------------------------------------------------------------------------- +struct SteamTimelineGamePhaseRecordingExists_t +{ + enum { k_iCallback = k_iSteamTimelineCallbacks + 1 }; + char m_rgchPhaseID[ k_cchMaxPhaseIDLength ]; + uint64 m_ulRecordingMS; + uint64 m_ulLongestClipMS; + uint32 m_unClipCount; + uint32 m_unScreenshotCount; +}; + +//----------------------------------------------------------------------------- +// Purpose: Callback for querying UGC +//----------------------------------------------------------------------------- +struct SteamTimelineEventRecordingExists_t +{ + enum { k_iCallback = k_iSteamTimelineCallbacks + 2 }; + uint64 m_ulEventID; + bool m_bRecordingExists; +}; + + + +#pragma pack( pop ) + + +#endif // ISTEAMTIMELINE_H |
