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Merge pull request #188 from Thelvaen/SDK1.60
Update SDK to 1.60
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//====== Copyright © Valve Corporation, All rights reserved. ======= | ||
// | ||
// Purpose: interface to Steam Timeline | ||
// | ||
//============================================================================= | ||
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#ifndef ISTEAMTIMELINE_H | ||
#define ISTEAMTIMELINE_H | ||
#ifdef _WIN32 | ||
#pragma once | ||
#endif | ||
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#include "steam_api_common.h" | ||
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// 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 | ||
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// 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, | ||
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k_ETimelineGameMode_Max, // one past the last valid value | ||
}; | ||
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// 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, | ||
}; | ||
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const uint32 k_unMaxTimelinePriority = 1000; | ||
const float k_flMaxTimelineEventDuration = 600.f; | ||
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//----------------------------------------------------------------------------- | ||
// Purpose: Steam Timeline API | ||
//----------------------------------------------------------------------------- | ||
class ISteamTimeline | ||
{ | ||
public: | ||
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// 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 SetTimelineStateDescription( const char *pchDescription, float flTimeDelta ) = 0; | ||
virtual void ClearTimelineStateDescription( float flTimeDelta ) = 0; | ||
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// Use this to mark an event on the Timeline. The event can be instantaneous or take some amount of time | ||
// to complete, depending on the value passed in flDurationSeconds | ||
// | ||
// Examples could include: | ||
// * a boss battle | ||
// * a cut scene | ||
// * a large team fight | ||
// * picking up a new weapon or ammunition | ||
// * scoring a goal | ||
// | ||
// Parameters: | ||
// | ||
// - 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() | ||
// - unPriority: 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. | ||
virtual void AddTimelineEvent( const char *pchIcon, const char *pchTitle, const char *pchDescription, uint32 unPriority, float flStartOffsetSeconds, float flDurationSeconds, ETimelineEventClipPriority ePossibleClip ) = 0; | ||
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// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value | ||
virtual void SetTimelineGameMode( ETimelineGameMode eMode ) = 0; | ||
}; | ||
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#define STEAMTIMELINE_INTERFACE_VERSION "STEAMTIMELINE_INTERFACE_V001" | ||
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// Global interface accessor | ||
inline ISteamTimeline *SteamTimeline(); | ||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamTimeline *, SteamTimeline, STEAMTIMELINE_INTERFACE_VERSION ); | ||
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#pragma pack( pop ) | ||
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#endif // ISTEAMTIMELINE_H |
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