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steam_screenshots.cpp
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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/steam_screenshots.h"
Steam_Screenshots::Steam_Screenshots(class Local_Storage* local_storage, class SteamCallBacks* callbacks) :
local_storage(local_storage),
callbacks(callbacks)
{
}
ScreenshotHandle Steam_Screenshots::create_screenshot_handle()
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
static ScreenshotHandle handle = 100;
++handle;
if (handle < 100) handle = 100;
return handle;
}
// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
ScreenshotHandle Steam_Screenshots::WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
char buff[128];
auto now = std::chrono::system_clock::now();
time_t now_time;
now_time = std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time));
std::string screenshot_name = buff;
screenshot_name += ".png";
if (!local_storage->save_screenshot( screenshot_name, (uint8_t*)pubRGB, nWidth, nHeight, 3))
return INVALID_SCREENSHOT_HANDLE;
auto handle = create_screenshot_handle();
auto& infos = _screenshots[handle];
infos.screenshot_name = buff;
return handle;
}
// 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
// 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.
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
// JPEG, TGA, and PNG formats are supported.
ScreenshotHandle Steam_Screenshots::AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pchFilename == nullptr)
return INVALID_SCREENSHOT_HANDLE;
std::vector<image_pixel_t> pixels(std::move(local_storage->load_image(pchFilename)));
if (pixels.size() != size_t(nWidth) * size_t(nHeight))
return INVALID_SCREENSHOT_HANDLE;
char buff[128];
auto now = std::chrono::system_clock::now();
time_t now_time;
now_time = std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time));
std::string screenshot_name = buff;
screenshot_name += ".png";
if (!local_storage->save_screenshot(screenshot_name, (uint8_t*)pixels.data(), nWidth, nHeight, 4))
return INVALID_SCREENSHOT_HANDLE;
auto handle = create_screenshot_handle();
auto& infos = _screenshots[handle];
infos.screenshot_name = buff;
return handle;
}
// 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.
void Steam_Screenshots::TriggerScreenshot()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hooked) {
ScreenshotRequested_t data;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
} else {
PRINT_DEBUG(" TODO: Make the overlay take a screenshot");
}
}
// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
// in response.
void Steam_Screenshots::HookScreenshots( bool bHook )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
hooked = bHook;
}
// Sets metadata about a screenshot's location (for example, the name of the map)
bool Steam_Screenshots::SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = _screenshots.find(hScreenshot);
if (it == _screenshots.end()) return false;
it->second.metadatas["locations"].push_back(pchLocation);
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
return true;
}
// Tags a user as being visible in the screenshot
bool Steam_Screenshots::TagUser( ScreenshotHandle hScreenshot, CSteamID steamID )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = _screenshots.find(hScreenshot);
if (it == _screenshots.end()) return false;
it->second.metadatas["users"].push_back(uint64_t(steamID.ConvertToUint64()));
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
return true;
}
// Tags a published file as being visible in the screenshot
bool Steam_Screenshots::TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = _screenshots.find(hScreenshot);
if (it == _screenshots.end()) return false;
it->second.metadatas["published_files"].push_back(uint64_t(unPublishedFileID));
local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas);
return true;
}
// Returns true if the app has hooked the screenshot
bool Steam_Screenshots::IsScreenshotsHooked()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return hooked;
}
// Adds a VR screenshot to the user's screenshot library from disk in the supported type.
// pchFilename should be the normal 2D image used in the library view
// pchVRFilename should contain the image that matches the correct type
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
// JPEG, TGA, and PNG formats are supported.
ScreenshotHandle Steam_Screenshots::AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return INVALID_SCREENSHOT_HANDLE;
}