Restructuring of the files
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Facepunch.Steamworks/SteamScreenshots.cs
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100
Facepunch.Steamworks/SteamScreenshots.cs
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Facepunch.Steamworks.Data;
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Undocumented Parental Settings
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/// </summary>
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public class SteamScreenshots : SteamClientClass<SteamScreenshots>
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{
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internal static ISteamScreenshots Internal => Interface as ISteamScreenshots;
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internal override void InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamScreenshots( server ) );
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InstallEvents();
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}
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internal static void InstallEvents()
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{
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Dispatch.Install<ScreenshotRequested_t>( x => OnScreenshotRequested?.Invoke() );
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Dispatch.Install<ScreenshotReady_t>( x =>
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{
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if ( x.Result != Result.OK )
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OnScreenshotFailed?.Invoke( x.Result );
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else
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OnScreenshotReady?.Invoke( new Screenshot { Value = x.Local } );
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} );
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}
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/// <summary>
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/// A screenshot has been requested by the user from the Steam screenshot hotkey.
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/// This will only be called if Hooked is true, in which case Steam
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/// will not take the screenshot itself.
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/// </summary>
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public static event Action OnScreenshotRequested;
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/// <summary>
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/// A screenshot successfully written or otherwise added to the library and can now be tagged.
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/// </summary>
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public static event Action<Screenshot> OnScreenshotReady;
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/// <summary>
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/// A screenshot attempt failed
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/// </summary>
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public static event Action<Result> OnScreenshotFailed;
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/// <summary>
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/// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
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/// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
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/// </summary>
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public unsafe static Screenshot? WriteScreenshot( byte[] data, int width, int height )
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{
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fixed ( byte* ptr = data )
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{
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var handle = Internal.WriteScreenshot( (IntPtr)ptr, (uint)data.Length, width, height );
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if ( handle.Value == 0 ) return null;
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return new Screenshot { Value = handle };
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}
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}
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/// <summary>
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/// 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
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/// 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.
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/// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
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/// JPEG, TGA, and PNG formats are supported.
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/// </summary>
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public unsafe static Screenshot? AddScreenshot( string filename, string thumbnail, int width, int height )
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{
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var handle = Internal.AddScreenshotToLibrary( filename, thumbnail, width, height );
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if ( handle.Value == 0 ) return null;
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return new Screenshot { Value = handle };
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}
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/// <summary>
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/// Causes the Steam overlay to take a screenshot.
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/// If screenshots are being hooked by the game then a
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/// ScreenshotRequested callback is sent back to the game instead.
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/// </summary>
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public static void TriggerScreenshot() => Internal.TriggerScreenshot();
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/// <summary>
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/// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or if the game handles them.
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/// Hooking is disabled by default, and only ever enabled if you do so with this function.
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/// If the hooking is enabled, then the ScreenshotRequested_t callback will be sent if the user presses the hotkey or
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/// when TriggerScreenshot is called, and then the game is expected to call WriteScreenshot or AddScreenshotToLibrary in response.
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/// </summary>
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public static bool Hooked
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{
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get => Internal.IsScreenshotsHooked();
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set => Internal.HookScreenshots( value );
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}
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}
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}
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