// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2022 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
using System.Runtime.InteropServices;
using IntPtr = System.IntPtr;
namespace Steamworks {
public static class SteamTimeline {
///
/// Sets a description for the current game state in the timeline. These help the user to find specific
/// moments in the timeline when saving clips. Setting a new state description replaces any previous
/// description.
/// Examples could include:
/// * Where the user is in the world in a single player game
/// * Which round is happening in a multiplayer game
/// * The current score for a sports game
/// Parameters:
/// - pchDescription: provide a localized string in the language returned by SteamUtils()->GetSteamUILanguage()
/// - flTimeDelta: The time offset in seconds to apply to this event. Negative times indicate an
/// event that happened in the past.
///
public static void SetTimelineTooltip(string pchDescription, float flTimeDelta) {
InteropHelp.TestIfAvailableClient();
using (var pchDescription2 = new InteropHelp.UTF8StringHandle(pchDescription)) {
NativeMethods.ISteamTimeline_SetTimelineTooltip(CSteamAPIContext.GetSteamTimeline(), pchDescription2, flTimeDelta);
}
}
public static void ClearTimelineTooltip(float flTimeDelta) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_ClearTimelineTooltip(CSteamAPIContext.GetSteamTimeline(), flTimeDelta);
}
///
/// Changes the color of the timeline bar. See ETimelineGameMode comments for how to use each value
///
public static void SetTimelineGameMode(ETimelineGameMode eMode) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_SetTimelineGameMode(CSteamAPIContext.GetSteamTimeline(), eMode);
}
///
/// ****************** Timeline Events ******************
/// The following functions add events and/or tags to the timeline. There are helpers to add simple events or tags in a single call.
/// or you can use StartEvent and CloseEvent to customize what gets added.
/// Examples of events to add could include:
/// * a boss battle
/// * a cut scene
/// * a large team fight
/// * picking up a new weapon or ammunition
/// * scoring a goal
/// Adding an event and a time range with the simple API:
/// don't show filter
/// start now
/// SteamTimeline()->AddSimpleTimelineEvent( "steam_heart", Localize( "#user healed" ), Localize( "#health_amount", 27 ), 15, 0, 0, k_ETimelineEventClipPriority_None );
/// start 10 sec ago
/// SteamTimeline()->AddTaggedTimeRange( Localize( "#player_resting" ), "steam_flag", nullptr, 15, 0, 10 );
/// SteamTimeline()->AddTaggedTimeRange( Localize( "#player_cast_light" ), "steam_starburst", Localize( "#player_spells" ), 10, -10, 5 );
/// start now
/// Adding a marker and time range in one event:
/// TimelineEventHandle_t event = SteamTimeline()->StartEvent( 0 );
/// start now
/// SteamTimeline()->ShowEventOnTimeline( event, "steam_heart", Localize( "#player_healed" ), Localize( "#player_healed_amount", 27 ), 15 );
/// SteamTimeline()->AddEventTag( event, Localize( "#player_cast_heal" ), "steam_heart", Localize( "#player_, 15, 0, 10 );
/// ... // time passes
/// SteamTimeline()->CloseEvent( event );
/// Parameters used by the event functions:
/// - ulOpenEvent: An event returned by StartEvent that has not yet had CancelEvent or CloseEvent called on it
/// - ulEvent: An event that has had CloseEvent called on it, or an event returned from AddSimpleTimelineEvent or AddTaggedTimeRange (which
/// are closed automatically.)
/// - pchIcon: specify the name of the icon uploaded through the Steamworks Partner Site for your title
/// or one of the provided icons that start with steam_
/// - pchTitle & pchDescription: provide a localized string in the language returned by
/// SteamUtils()->GetSteamUILanguage()
/// - unIconPriority: specify how important this range is compared to other markers provided by the game.
/// Ranges with larger priority values will be displayed more prominently in the UI. This value
/// may be between 0 and k_unMaxTimelinePriority.
/// - flStartOffsetSeconds: The time that this range started relative to now. Negative times
/// indicate an event that happened in the past.
/// - flDurationSeconds: How long the time range should be in seconds. For instantaneous events, this
/// should be 0
/// - ePossibleClip: By setting this parameter to Featured or Standard, the game indicates to Steam that it
/// would be appropriate to offer this range as a clip to the user. For instantaneous events, the
/// suggested clip will be for a short time before and after the event itself.
/// - pchTagIcon: specify an icon name that will be used next to the tag name in the UI
/// - pchTagName: The localized name of the tag to show in the UI.
/// - pchTagGroup: The localized name of the tag group to show in the UI. If this is not specified, users will not be able to filter by this tag
/// - unTagPriority: specify how important this tag is compared to other tags provided by the game.
/// Returns:
/// A TimelineEventHandle_t that can be used to make subsequent calls to refer to the timeline event. This event handle is invalid
/// after the game exits.
/// quick helpers that add to the timeline in one call
///
public static TimelineEventHandle_t AddInstantaneousTimelineEvent(string pchTitle, string pchDescription, string pchIcon, uint unIconPriority, float flStartOffsetSeconds = 0.0f, ETimelineEventClipPriority ePossibleClip = ETimelineEventClipPriority.k_ETimelineEventClipPriority_None) {
InteropHelp.TestIfAvailableClient();
using (var pchTitle2 = new InteropHelp.UTF8StringHandle(pchTitle))
using (var pchDescription2 = new InteropHelp.UTF8StringHandle(pchDescription))
using (var pchIcon2 = new InteropHelp.UTF8StringHandle(pchIcon)) {
return (TimelineEventHandle_t)NativeMethods.ISteamTimeline_AddInstantaneousTimelineEvent(CSteamAPIContext.GetSteamTimeline(), pchTitle2, pchDescription2, pchIcon2, unIconPriority, flStartOffsetSeconds, ePossibleClip);
}
}
public static TimelineEventHandle_t AddRangeTimelineEvent(string pchTitle, string pchDescription, string pchIcon, uint unIconPriority, float flStartOffsetSeconds = 0.0f, float flDuration = 0.0f, ETimelineEventClipPriority ePossibleClip = ETimelineEventClipPriority.k_ETimelineEventClipPriority_None) {
InteropHelp.TestIfAvailableClient();
using (var pchTitle2 = new InteropHelp.UTF8StringHandle(pchTitle))
using (var pchDescription2 = new InteropHelp.UTF8StringHandle(pchDescription))
using (var pchIcon2 = new InteropHelp.UTF8StringHandle(pchIcon)) {
return (TimelineEventHandle_t)NativeMethods.ISteamTimeline_AddRangeTimelineEvent(CSteamAPIContext.GetSteamTimeline(), pchTitle2, pchDescription2, pchIcon2, unIconPriority, flStartOffsetSeconds, flDuration, ePossibleClip);
}
}
///
/// Starts a timeline event at a the current time, plus an offset in seconds. This event must be ended with EndRangeTimelineEvent.
/// Any timeline events that have not been ended when the game exits will be discarded.
///
public static TimelineEventHandle_t StartRangeTimelineEvent(string pchTitle, string pchDescription, string pchIcon, uint unPriority, float flStartOffsetSeconds, ETimelineEventClipPriority ePossibleClip) {
InteropHelp.TestIfAvailableClient();
using (var pchTitle2 = new InteropHelp.UTF8StringHandle(pchTitle))
using (var pchDescription2 = new InteropHelp.UTF8StringHandle(pchDescription))
using (var pchIcon2 = new InteropHelp.UTF8StringHandle(pchIcon)) {
return (TimelineEventHandle_t)NativeMethods.ISteamTimeline_StartRangeTimelineEvent(CSteamAPIContext.GetSteamTimeline(), pchTitle2, pchDescription2, pchIcon2, unPriority, flStartOffsetSeconds, ePossibleClip);
}
}
///
/// Updates fields on a range timeline event that was started with StartRangeTimelineEvent, and which has not been ended.
///
public static void UpdateRangeTimelineEvent(TimelineEventHandle_t ulEvent, string pchTitle, string pchDescription, string pchIcon, uint unPriority, ETimelineEventClipPriority ePossibleClip) {
InteropHelp.TestIfAvailableClient();
using (var pchTitle2 = new InteropHelp.UTF8StringHandle(pchTitle))
using (var pchDescription2 = new InteropHelp.UTF8StringHandle(pchDescription))
using (var pchIcon2 = new InteropHelp.UTF8StringHandle(pchIcon)) {
NativeMethods.ISteamTimeline_UpdateRangeTimelineEvent(CSteamAPIContext.GetSteamTimeline(), ulEvent, pchTitle2, pchDescription2, pchIcon2, unPriority, ePossibleClip);
}
}
///
/// Ends a range timeline event and shows it in the UI.
///
public static void EndRangeTimelineEvent(TimelineEventHandle_t ulEvent, float flEndOffsetSeconds) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_EndRangeTimelineEvent(CSteamAPIContext.GetSteamTimeline(), ulEvent, flEndOffsetSeconds);
}
///
/// delete the event from the timeline. This can be called on a timeline event from AddInstantaneousTimelineEvent,
/// AddRangeTimelineEvent, or StartRangeTimelineEvent/EndRangeTimelineEvent. The timeline event handle must be from the
/// current game process.
///
public static void RemoveTimelineEvent(TimelineEventHandle_t ulEvent) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_RemoveTimelineEvent(CSteamAPIContext.GetSteamTimeline(), ulEvent);
}
///
/// add a tag to whatever time range is represented by the event
///
public static SteamAPICall_t DoesEventRecordingExist(TimelineEventHandle_t ulEvent) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamTimeline_DoesEventRecordingExist(CSteamAPIContext.GetSteamTimeline(), ulEvent);
}
///
/// ****************** Game Phases ******************
/// Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game to game, but
/// the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the
/// main way a user would think to divide up the game. These are presented to the user in a UI that shows the date the game was played,
/// with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching.
/// Examples could include:
/// * A single match in a multiplayer PvP game
/// * A chapter of a story-based singleplayer game
/// * A single run in a roguelike
/// Game phases are started with StartGamePhase, and while a phase is still happening, they can have tags and attributes added to them.
/// Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant
/// to be used for phase metadata that is not part of a well defined set of options. For example, a KDA attribute that starts
/// with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character name. Attributes
/// can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
/// Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played,
/// game mode, etc. Tags can have an icon in addition to a text name. Multiple tags within the same group may be added per phase
/// and all will be remembered. For example, AddGamePhaseTag may be called multiple times for a "Bosses Defeated" group, with
/// different names and icons for each boss defeated during the phase, all of which will be shown to the user.
/// The phase will continue until the game exits, until the game calls EndGamePhase, or until the game calls
/// StartGamePhase to start a new phase.
/// The game phase functions take these parameters:
/// - pchTagIcon: The name of a game provided timeline icon or builtin "steam_" icon.
/// - pchPhaseID: A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a
/// single player game, the ID of a character, etc.
/// - pchTagName: The localized name of the tag in the language returned by SteamUtils()->GetSteamUILanguage().
/// - pchTagGroup: The localized name of the tag group.
/// - pchAttributeValue: The localized name of the attribute.
/// - pchAttributeGroup: The localized name of the attribute group.
/// - unPriority: Used to order tags and attributes in the UI displayed to the user, with higher priority values leading
/// to more prominent positioning. In contexts where there is limited space, lower priority items may be hidden.
///
public static void StartGamePhase() {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_StartGamePhase(CSteamAPIContext.GetSteamTimeline());
}
public static void EndGamePhase() {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_EndGamePhase(CSteamAPIContext.GetSteamTimeline());
}
///
/// Games can set a phase ID so they can refer back to a phase in OpenOverlayToPhase
///
public static void SetGamePhaseID(string pchPhaseID) {
InteropHelp.TestIfAvailableClient();
using (var pchPhaseID2 = new InteropHelp.UTF8StringHandle(pchPhaseID)) {
NativeMethods.ISteamTimeline_SetGamePhaseID(CSteamAPIContext.GetSteamTimeline(), pchPhaseID2);
}
}
public static SteamAPICall_t DoesGamePhaseRecordingExist(string pchPhaseID) {
InteropHelp.TestIfAvailableClient();
using (var pchPhaseID2 = new InteropHelp.UTF8StringHandle(pchPhaseID)) {
return (SteamAPICall_t)NativeMethods.ISteamTimeline_DoesGamePhaseRecordingExist(CSteamAPIContext.GetSteamTimeline(), pchPhaseID2);
}
}
///
/// Add a tag that applies to the entire phase
///
public static void AddGamePhaseTag(string pchTagName, string pchTagIcon, string pchTagGroup, uint unPriority) {
InteropHelp.TestIfAvailableClient();
using (var pchTagName2 = new InteropHelp.UTF8StringHandle(pchTagName))
using (var pchTagIcon2 = new InteropHelp.UTF8StringHandle(pchTagIcon))
using (var pchTagGroup2 = new InteropHelp.UTF8StringHandle(pchTagGroup)) {
NativeMethods.ISteamTimeline_AddGamePhaseTag(CSteamAPIContext.GetSteamTimeline(), pchTagName2, pchTagIcon2, pchTagGroup2, unPriority);
}
}
///
/// Add a text attribute that applies to the entire phase
///
public static void SetGamePhaseAttribute(string pchAttributeGroup, string pchAttributeValue, uint unPriority) {
InteropHelp.TestIfAvailableClient();
using (var pchAttributeGroup2 = new InteropHelp.UTF8StringHandle(pchAttributeGroup))
using (var pchAttributeValue2 = new InteropHelp.UTF8StringHandle(pchAttributeValue)) {
NativeMethods.ISteamTimeline_SetGamePhaseAttribute(CSteamAPIContext.GetSteamTimeline(), pchAttributeGroup2, pchAttributeValue2, unPriority);
}
}
///
/// ****************** Opening the overlay ******************
/// Opens the Steam overlay to a game phase.
/// Parameters:
/// - pchPhaseID: The ID of a phase that was previously provided by the game in SetGamePhaseID.
///
public static void OpenOverlayToGamePhase(string pchPhaseID) {
InteropHelp.TestIfAvailableClient();
using (var pchPhaseID2 = new InteropHelp.UTF8StringHandle(pchPhaseID)) {
NativeMethods.ISteamTimeline_OpenOverlayToGamePhase(CSteamAPIContext.GetSteamTimeline(), pchPhaseID2);
}
}
///
/// Opens the Steam overlay to a timeline event.
/// Parameters:
/// - ulEventID: The ID of a timeline event returned by StartEvent or AddSimpleTimelineEvent
///
public static void OpenOverlayToTimelineEvent(TimelineEventHandle_t ulEvent) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamTimeline_OpenOverlayToTimelineEvent(CSteamAPIContext.GetSteamTimeline(), ulEvent);
}
}
}
#endif // !DISABLESTEAMWORKS