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ScreenPlay/ScreenPlayWorkshop/SteamSDK/public/steam/isteamremoteplay.h
Elias Steurer 804812181e Formatting
2022-11-02 11:36:40 +01:00

81 lines
3.1 KiB
C++

//============ Copyright (c) Valve Corporation, All rights reserved. ============
#ifndef ISTEAMREMOTEPLAY_H
#define ISTEAMREMOTEPLAY_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api_common.h"
//-----------------------------------------------------------------------------
// Purpose: The form factor of a device
//-----------------------------------------------------------------------------
enum ESteamDeviceFormFactor {
k_ESteamDeviceFormFactorUnknown = 0,
k_ESteamDeviceFormFactorPhone = 1,
k_ESteamDeviceFormFactorTablet = 2,
k_ESteamDeviceFormFactorComputer = 3,
k_ESteamDeviceFormFactorTV = 4,
};
// Steam Remote Play session ID
typedef uint32 RemotePlaySessionID_t;
//-----------------------------------------------------------------------------
// Purpose: Functions to provide information about Steam Remote Play sessions
//-----------------------------------------------------------------------------
class ISteamRemotePlay {
public:
// Get the number of currently connected Steam Remote Play sessions
virtual uint32 GetSessionCount() = 0;
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
virtual RemotePlaySessionID_t GetSessionID(int iSessionIndex) = 0;
// Get the SteamID of the connected user
virtual CSteamID GetSessionSteamID(RemotePlaySessionID_t unSessionID) = 0;
// Get the name of the session client device
// This returns NULL if the sessionID is not valid
virtual const char* GetSessionClientName(RemotePlaySessionID_t unSessionID) = 0;
// Get the form factor of the session client device
virtual ESteamDeviceFormFactor GetSessionClientFormFactor(RemotePlaySessionID_t unSessionID) = 0;
// Get the resolution, in pixels, of the session client device
// This is set to 0x0 if the resolution is not available
virtual bool BGetSessionClientResolution(RemotePlaySessionID_t unSessionID, int* pnResolutionX, int* pnResolutionY) = 0;
// Invite a friend to Remote Play Together
// This returns false if the invite can't be sent
virtual bool BSendRemotePlayTogetherInvite(CSteamID steamIDFriend) = 0;
};
#define STEAMREMOTEPLAY_INTERFACE_VERSION "STEAMREMOTEPLAY_INTERFACE_VERSION001"
// Global interface accessor
inline ISteamRemotePlay* SteamRemotePlay();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamRemotePlay*, SteamRemotePlay, STEAMREMOTEPLAY_INTERFACE_VERSION);
// 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
STEAM_CALLBACK_BEGIN(SteamRemotePlaySessionConnected_t, k_iSteamRemotePlayCallbacks + 1)
STEAM_CALLBACK_MEMBER(0, RemotePlaySessionID_t, m_unSessionID)
STEAM_CALLBACK_END(0)
STEAM_CALLBACK_BEGIN(SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCallbacks + 2)
STEAM_CALLBACK_MEMBER(0, RemotePlaySessionID_t, m_unSessionID)
STEAM_CALLBACK_END(0)
#pragma pack(pop)
#endif // #define ISTEAMREMOTEPLAY_H