/// <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> 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> 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> 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> 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> 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> 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> 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 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)); } }