mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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91 lines
3.7 KiB
C
91 lines
3.7 KiB
C
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//====== Copyright <20> 1996-2010, 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 STEAM_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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