| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 |
- //====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
- //
- // Purpose: interface the game must provide Steam with on PS3 in order for the
- // Steam overlay to render.
- //
- //=============================================================================
- #ifndef ISTEAMPS3OVERLAYRENDERER_H
- #define ISTEAMPS3OVERLAYRENDERER_H
- #ifdef _WIN32
- #pragma once
- #endif
- #include "cell/pad.h"
- //-----------------------------------------------------------------------------
- // Purpose: Enum for supported gradient directions
- //-----------------------------------------------------------------------------
- enum EOverlayGradientDirection
- {
- k_EOverlayGradientHorizontal = 1,
- k_EOverlayGradientVertical = 2,
- k_EOverlayGradientNone = 3,
- };
- // Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses.
- #define STEAM_COLOR_RED( color ) \
- (int)(((color)>>16)&0xff)
- #define STEAM_COLOR_GREEN( color ) \
- (int)(((color)>>8)&0xff)
- #define STEAM_COLOR_BLUE( color ) \
- (int)((color)&0xff)
- #define STEAM_COLOR_ALPHA( color ) \
- (int)(((color)>>24)&0xff)
- //-----------------------------------------------------------------------------
- // Purpose: Interface the game must expose to Steam for rendering
- //-----------------------------------------------------------------------------
- class ISteamPS3OverlayRenderHost
- {
- public:
- // Interface for game engine to implement which Steam requires to render.
- // 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.
- 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;
- // 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.
- virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData ) = 0;
- // Delete a texture Steam previously uploaded
- virtual void DeleteTexture( int32 iTextureID ) = 0;
- // Delete all previously uploaded textures
- virtual void DeleteAllTextures() = 0;
- };
- //-----------------------------------------------------------------------------
- // Purpose: Interface Steam exposes for the game to tell it when to render, etc.
- //-----------------------------------------------------------------------------
- class ISteamPS3OverlayRender
- {
- public:
- // Call once at startup to initialize the Steam overlay and pass it your host interface ptr
- virtual bool BHostInitialize( uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost *pRenderHost, void *CellFontLib ) = 0;
- // Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering)
- virtual void Render() = 0;
- // Call this everytime you read input on PS3.
- //
- // If this returns true, then the overlay is active and has consumed the input, your game
- // should then ignore all the input until BHandleCellPadData once again returns false, which
- // will mean the overlay is deactivated.
- virtual bool BHandleCellPadData( const CellPadData &padData ) = 0;
- // Call this if you detect no controllers connected or that the XMB is intercepting input
- //
- // This is important to clear input state for the overlay, so keys left down during XMB activation
- // are not continued to be processed.
- virtual bool BResetInputState() = 0;
- };
- #endif // ISTEAMPS3OVERLAYRENDERER_H
|