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Diffstat (limited to 'lib/windows64/include/steam/isteamps3overlayrenderer.h')
-rw-r--r-- | lib/windows64/include/steam/isteamps3overlayrenderer.h | 91 |
1 files changed, 0 insertions, 91 deletions
diff --git a/lib/windows64/include/steam/isteamps3overlayrenderer.h b/lib/windows64/include/steam/isteamps3overlayrenderer.h deleted file mode 100644 index 4e07d4a..0000000 --- a/lib/windows64/include/steam/isteamps3overlayrenderer.h +++ /dev/null @@ -1,91 +0,0 @@ -//====== 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
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