CnC_Remastered_Collection/CnCTDRAMapEditor/Steamworks.NET/autogen/isteamscreenshots.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

112 lines
5.7 KiB
C#

// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2019 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
using System.Runtime.InteropServices;
using IntPtr = System.IntPtr;
namespace Steamworks {
public static class SteamScreenshots {
/// <summary>
/// <para> Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.</para>
/// <para> The return value is a handle that is valid for the duration of the game process and can be used to apply tags.</para>
/// </summary>
public static ScreenshotHandle WriteScreenshot(byte[] pubRGB, uint cubRGB, int nWidth, int nHeight) {
InteropHelp.TestIfAvailableClient();
return (ScreenshotHandle)NativeMethods.ISteamScreenshots_WriteScreenshot(CSteamAPIContext.GetSteamScreenshots(), pubRGB, cubRGB, nWidth, nHeight);
}
/// <summary>
/// <para> 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</para>
/// <para> 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.</para>
/// <para> The return value is a handle that is valid for the duration of the game process and can be used to apply tags.</para>
/// <para> JPEG, TGA, and PNG formats are supported.</para>
/// </summary>
public static ScreenshotHandle AddScreenshotToLibrary(string pchFilename, string pchThumbnailFilename, int nWidth, int nHeight) {
InteropHelp.TestIfAvailableClient();
using (var pchFilename2 = new InteropHelp.UTF8StringHandle(pchFilename))
using (var pchThumbnailFilename2 = new InteropHelp.UTF8StringHandle(pchThumbnailFilename)) {
return (ScreenshotHandle)NativeMethods.ISteamScreenshots_AddScreenshotToLibrary(CSteamAPIContext.GetSteamScreenshots(), pchFilename2, pchThumbnailFilename2, nWidth, nHeight);
}
}
/// <summary>
/// <para> 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.</para>
/// </summary>
public static void TriggerScreenshot() {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamScreenshots_TriggerScreenshot(CSteamAPIContext.GetSteamScreenshots());
}
/// <summary>
/// <para> Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,</para>
/// <para> then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary</para>
/// <para> in response.</para>
/// </summary>
public static void HookScreenshots(bool bHook) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamScreenshots_HookScreenshots(CSteamAPIContext.GetSteamScreenshots(), bHook);
}
/// <summary>
/// <para> Sets metadata about a screenshot's location (for example, the name of the map)</para>
/// </summary>
public static bool SetLocation(ScreenshotHandle hScreenshot, string pchLocation) {
InteropHelp.TestIfAvailableClient();
using (var pchLocation2 = new InteropHelp.UTF8StringHandle(pchLocation)) {
return NativeMethods.ISteamScreenshots_SetLocation(CSteamAPIContext.GetSteamScreenshots(), hScreenshot, pchLocation2);
}
}
/// <summary>
/// <para> Tags a user as being visible in the screenshot</para>
/// </summary>
public static bool TagUser(ScreenshotHandle hScreenshot, CSteamID steamID) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamScreenshots_TagUser(CSteamAPIContext.GetSteamScreenshots(), hScreenshot, steamID);
}
/// <summary>
/// <para> Tags a published file as being visible in the screenshot</para>
/// </summary>
public static bool TagPublishedFile(ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamScreenshots_TagPublishedFile(CSteamAPIContext.GetSteamScreenshots(), hScreenshot, unPublishedFileID);
}
/// <summary>
/// <para> Returns true if the app has hooked the screenshot</para>
/// </summary>
public static bool IsScreenshotsHooked() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamScreenshots_IsScreenshotsHooked(CSteamAPIContext.GetSteamScreenshots());
}
/// <summary>
/// <para> Adds a VR screenshot to the user's screenshot library from disk in the supported type.</para>
/// <para> pchFilename should be the normal 2D image used in the library view</para>
/// <para> pchVRFilename should contain the image that matches the correct type</para>
/// <para> The return value is a handle that is valid for the duration of the game process and can be used to apply tags.</para>
/// <para> JPEG, TGA, and PNG formats are supported.</para>
/// </summary>
public static ScreenshotHandle AddVRScreenshotToLibrary(EVRScreenshotType eType, string pchFilename, string pchVRFilename) {
InteropHelp.TestIfAvailableClient();
using (var pchFilename2 = new InteropHelp.UTF8StringHandle(pchFilename))
using (var pchVRFilename2 = new InteropHelp.UTF8StringHandle(pchVRFilename)) {
return (ScreenshotHandle)NativeMethods.ISteamScreenshots_AddVRScreenshotToLibrary(CSteamAPIContext.GetSteamScreenshots(), eType, pchFilename2, pchVRFilename2);
}
}
}
}
#endif // !DISABLESTEAMWORKS