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+//====== 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