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91 lines
3.6 KiB
91 lines
3.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: interface the game must provide Steam with on PS3 in order for the |
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// Steam overlay to render. |
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// |
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//============================================================================= |
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#ifndef ISTEAMPS3OVERLAYRENDERER_H |
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#define ISTEAMPS3OVERLAYRENDERER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "cell/pad.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Enum for supported gradient directions |
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//----------------------------------------------------------------------------- |
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enum EOverlayGradientDirection |
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{ |
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k_EOverlayGradientHorizontal = 1, |
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k_EOverlayGradientVertical = 2, |
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k_EOverlayGradientNone = 3, |
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}; |
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// Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses. |
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#define STEAM_COLOR_RED( color ) \ |
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(int)(((color)>>16)&0xff) |
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#define STEAM_COLOR_GREEN( color ) \ |
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(int)(((color)>>8)&0xff) |
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#define STEAM_COLOR_BLUE( color ) \ |
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(int)((color)&0xff) |
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#define STEAM_COLOR_ALPHA( color ) \ |
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(int)(((color)>>24)&0xff) |
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//----------------------------------------------------------------------------- |
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// Purpose: Interface the game must expose to Steam for rendering |
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//----------------------------------------------------------------------------- |
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class ISteamPS3OverlayRenderHost |
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{ |
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public: |
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// Interface for game engine to implement which Steam requires to render. |
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// Draw a textured rect. This may use only part of the texture and will pass texture coords, it will also possibly request a gradient and will specify colors for vertexes. |
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virtual void DrawTexturedRect( int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection ) = 0; |
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// Load a RGBA texture for Steam, or update a previously loaded one. Updates may be partial. You must not evict or remove this texture once Steam has uploaded it. |
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virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData ) = 0; |
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// Delete a texture Steam previously uploaded |
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virtual void DeleteTexture( int32 iTextureID ) = 0; |
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// Delete all previously uploaded textures |
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virtual void DeleteAllTextures() = 0; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Interface Steam exposes for the game to tell it when to render, etc. |
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//----------------------------------------------------------------------------- |
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class ISteamPS3OverlayRender |
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{ |
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public: |
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// Call once at startup to initialize the Steam overlay and pass it your host interface ptr |
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virtual bool BHostInitialize( uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost *pRenderHost, void *CellFontLib ) = 0; |
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// Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering) |
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virtual void Render() = 0; |
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// Call this everytime you read input on PS3. |
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// |
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// If this returns true, then the overlay is active and has consumed the input, your game |
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// should then ignore all the input until BHandleCellPadData once again returns false, which |
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// will mean the overlay is deactivated. |
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virtual bool BHandleCellPadData( const CellPadData &padData ) = 0; |
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// Call this if you detect no controllers connected or that the XMB is intercepting input |
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// |
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// This is important to clear input state for the overlay, so keys left down during XMB activation |
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// are not continued to be processed. |
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virtual bool BResetInputState() = 0; |
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}; |
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#endif // ISTEAMPS3OVERLAYRENDERER_H
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