mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-25 22:25:49 +03:00
203 lines
8.5 KiB
C#
203 lines
8.5 KiB
C#
using System;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks;
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public class SteamTimeline : SteamClientClass<SteamTimeline>
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{
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internal static ISteamTimeline Internal => Interface as ISteamTimeline;
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internal override bool InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamTimeline( server ) );
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if ( Interface.Self == IntPtr.Zero ) return false;
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InstallEvents();
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return true;
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}
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internal static void InstallEvents()
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{
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}
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/// <summary>
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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
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/// new state description replaces any previous description.
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/// </summary>
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public static void SetTimelineTooltip( string description, float timeOffsetSeconds )
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{
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Internal.SetTimelineTooltip( description, timeOffsetSeconds );
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}
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/// <summary>
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/// Clears the previous set game state in the timeline.
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/// </summary>
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public static void ClearTimelineTooltip( float timeOffsetSeconds )
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{
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Internal.ClearTimelineTooltip( timeOffsetSeconds );
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}
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/// <summary>
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/// Use this to mark an event on the Timeline. This event will be instantaneous. (See <see cref="AddRangeTimelineEvent"/> to add events that happened over time.)
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/// </summary>
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public static TimelineEventHandle AddInstantaneousTimelineEvent( string title, string description, string icon,
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uint priority, float startOffsetSeconds, TimelineEventClipPriority possibleClip )
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{
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return Internal.AddInstantaneousTimelineEvent( title, description, icon, priority, startOffsetSeconds,
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possibleClip );
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}
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/// <summary>
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/// Use this to mark an event on the Timeline that takes some amount of time to complete.
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/// </summary>
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public static TimelineEventHandle AddRangeTimelineEvent( string title, string description, string icon,
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uint priority, float startOffsetSeconds, float durationSeconds, TimelineEventClipPriority possibleClip )
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{
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return Internal.AddRangeTimelineEvent( title, description, icon, priority, startOffsetSeconds, durationSeconds,
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possibleClip );
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}
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/// <summary>
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/// Use this to mark the start of an event on the Timeline that takes some amount of time to complete. The duration of the event is determined by a matching call
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/// to <see cref="EndRangeTimelineEvent"/>. If the game wants to cancel an event in progress, they can do that with a call to <see cref="RemoveTimelineEvent"/>.
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/// </summary>
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public static TimelineEventHandle StartRangeTimelineEvent( string title, string description, string icon,
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uint priority,
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float startOffsetSeconds, TimelineEventClipPriority possibleClip )
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{
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return Internal.StartRangeTimelineEvent( title, description, icon, priority, startOffsetSeconds, possibleClip );
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}
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/// <summary>
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/// Use this to update the details of an event that was started with <see cref="StartRangeTimelineEvent"/>.
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/// </summary>
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public static void UpdateRangeTimelineEvent( TimelineEventHandle handle, string title, string description,
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string icon, uint priority, TimelineEventClipPriority possibleClip )
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{
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Internal.UpdateRangeTimelineEvent( handle, title, description, icon, priority, possibleClip );
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}
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/// <summary>
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/// Use this to identify the end of an event that was started with <see cref="StartRangeTimelineEvent"/>.
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/// </summary>
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public static void EndRangeTimelineEvent( TimelineEventHandle handle, float endOffsetSeconds )
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{
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Internal.EndRangeTimelineEvent( handle, endOffsetSeconds );
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}
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/// <summary>
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/// Use this to remove a Timeline event that was previously added.
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/// </summary>
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public static void RemoveTimelineEvent( TimelineEventHandle handle )
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{
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Internal.RemoveTimelineEvent( handle );
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}
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/// <summary>
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/// Use this to determine if video recordings exist for the specified event. This can be useful when the game needs to decide whether or not to show a control
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/// that will call <see cref="OpenOverlayToTimelineEvent"/>.
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/// </summary>
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public static async Task<bool> DoesEventRecordingExist( TimelineEventHandle handle )
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{
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var result = await Internal.DoesEventRecordingExist( handle );
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return result?.RecordingExists ?? false;
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}
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/// <summary>
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/// Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game
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/// 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
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/// 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
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/// should be used to mark sections of gameplay that the user might be interested in watching.
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/// </summary>
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public static void StartGamePhase()
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{
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Internal.StartGamePhase();
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}
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/// <summary>
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/// Use this to end a game phase that was started with <see cref="StartGamePhase"/>.
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/// </summary>
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public static void EndGamePhase()
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{
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Internal.EndGamePhase();
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}
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/// <summary>
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/// The phase ID is used to let the game identify which phase it is referring to in calls to <see cref="DoesGamePhaseRecordingExist"/> or
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/// <see cref="OpenOverlayToGamePhase"/>. It may also be used to associated multiple phases with each other.
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/// </summary>
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/// <param name="phaseId">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.</param>
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public static void SetGamePhaseId( string phaseId )
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{
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Internal.SetGamePhaseID( phaseId );
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}
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/// <summary>
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/// Use this to determine if video recordings exist for the specified game phase. This can be useful when the game needs to decide whether or not to show a control that will call <see cref="OpenOverlayToGamePhase"/>.
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/// </summary>
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public static async Task<GamePhaseRecordingInfo?> DoesGamePhaseRecordingExist( string phaseId )
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{
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var result = await Internal.DoesGamePhaseRecordingExist( phaseId );
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if ( !result.HasValue )
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{
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return null;
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}
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var info = result.Value;
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return new GamePhaseRecordingInfo
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{
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PhaseId = info.PhaseIDUTF8(),
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RecordingMs = info.RecordingMS,
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LongestClipMs = info.LongestClipMS,
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ClipCount = info.ClipCount,
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ScreenshotCount = info.ScreenshotCount,
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};
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}
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/// <summary>
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/// Use this to add a game phase tag. 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
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/// in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, this may be called multiple times for a "Bosses Defeated" group,
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/// with different names and icons for each boss defeated during the phase, all of which will be shown to the user.
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/// </summary>
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public static void AddGamePhaseTag( string tagName, string icon, string tagGroup, uint priority )
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{
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Internal.AddGamePhaseTag( tagName, icon, tagGroup, priority );
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}
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/// <summary>
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/// Use this to add a game phase attribute. 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
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/// 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
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/// 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.
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/// </summary>
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public static void SetGamePhaseAttribute( string attributeGroup, string attributeValue, uint priority )
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{
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Internal.SetGamePhaseAttribute( attributeGroup, attributeValue, priority );
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}
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/// <summary>
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/// Changes the color of the timeline bar. See <see cref="TimelineGameMode"/> for how to use each value.
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/// </summary>
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public static void SetTimelineGameMode( TimelineGameMode gameMode )
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{
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Internal.SetTimelineGameMode( gameMode );
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}
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/// <summary>
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/// Opens the Steam overlay to the section of the timeline represented by the game phase.
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/// </summary>
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public static void OpenOverlayToGamePhase( string phaseId )
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{
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Internal.OpenOverlayToGamePhase( phaseId );
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}
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/// <summary>
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/// Opens the Steam overlay to the section of the timeline represented by the timeline event. This event must be in the current game session, since <see cref="TimelineEventHandle"/> values are not
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/// valid for future runs of the game.
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/// </summary>
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public static void OpenOverlayToTimelineEvent( TimelineEventHandle handle )
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{
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Internal.OpenOverlayToTimelineEvent( handle );
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}
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}
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