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authorJoe Ludwig <joe@valvesoftware.com>2016-06-11 00:05:52 +0300
committerJoe Ludwig <joe@valvesoftware.com>2016-06-11 00:05:52 +0300
commite1507a27547d22a680153862865d40b90fad8c75 (patch)
tree9f36caed31ad2f9cf373e36df011e8ef09c96fbe
parent0b0e7fb77d5f9c558be2af1c80d1eacf84d4f603 (diff)
Added missing IVRScreenshots interface declaration to openvr.h.v1.0.1
[git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 3492671]
-rw-r--r--headers/openvr.h108
1 files changed, 108 insertions, 0 deletions
diff --git a/headers/openvr.h b/headers/openvr.h
index 148306a..df727a3 100644
--- a/headers/openvr.h
+++ b/headers/openvr.h
@@ -2821,6 +2821,114 @@ static const char * const IVRTrackedCamera_Version = "IVRTrackedCamera_003";
} // namespace vr
+
+// ivrscreenshots.h
+namespace vr
+{
+
+/** Errors that can occur with the VR compositor */
+enum EVRScreenshotError
+{
+ VRScreenshotError_None = 0,
+ VRScreenshotError_RequestFailed = 1,
+ VRScreenshotError_IncompatibleVersion = 100,
+ VRScreenshotError_NotFound = 101,
+ VRScreenshotError_BufferTooSmall = 102,
+ VRScreenshotError_ScreenshotAlreadyInProgress = 108,
+};
+
+/** Allows the application to generate screenshots */
+class IVRScreenshots
+{
+public:
+ /** Request a screenshot of the requested type.
+ * A request of the VRScreenshotType_Stereo type will always
+ * work. Other types will depend on the underlying application
+ * support.
+ * The first file name is for the preview image and should be a
+ * regular screenshot (ideally from the left eye). The second
+ * is the VR screenshot in the correct format. They should be
+ * in the same aspect ratio. Formats per type:
+ * VRScreenshotType_Mono: the VR filename is ignored (can be
+ * nullptr), this is a normal flat single shot.
+ * VRScreenshotType_Stereo: The VR image should be a
+ * side-by-side with the left eye image on the left.
+ * VRScreenshotType_Cubemap: The VR image should be six square
+ * images composited horizontally.
+ * VRScreenshotType_StereoPanorama: above/below with left eye
+ * panorama being the above image. Image is typically square
+ * with the panorama being 2x horizontal.
+ *
+ * Note that the VR dashboard will call this function when
+ * the user presses the screenshot binding (currently System
+ * Button + Trigger). If Steam is running, the destination
+ * file names will be in %TEMP% and will be copied into
+ * Steam's screenshot library for the running application
+ * once SubmitScreenshot() is called.
+ * If Steam is not running, the paths will be in the user's
+ * documents folder under Documents\SteamVR\Screenshots.
+ * Other VR applications can call this to initate a
+ * screenshot outside of user control.
+ * The destination file names do not need an extension,
+ * will be replaced with the correct one for the format
+ * which is currently .png. */
+ virtual vr::EVRScreenshotError RequestScreenshot( vr::ScreenshotHandle_t *pOutScreenshotHandle, vr::EVRScreenshotType type, const char *pchPreviewFilename, const char *pchVRFilename ) = 0;
+
+ /** Called by the running VR application to indicate that it
+ * wishes to be in charge of screenshots. If the
+ * application does not call this, the Compositor will only
+ * support VRScreenshotType_Stereo screenshots that will be
+ * captured without notification to the running app.
+ * Once hooked your application will receive a
+ * VREvent_RequestScreenshot event when the user presses the
+ * buttons to take a screenshot. */
+ virtual vr::EVRScreenshotError HookScreenshot( VR_ARRAY_COUNT( numTypes ) const vr::EVRScreenshotType *pSupportedTypes, int numTypes ) = 0;
+
+ /** When your application receives a
+ * VREvent_RequestScreenshot event, call these functions to get
+ * the details of the screenshot request. */
+ virtual vr::EVRScreenshotType GetScreenshotPropertyType( vr::ScreenshotHandle_t screenshotHandle, vr::EVRScreenshotError *pError ) = 0;
+
+ /** Get the filename for the preview or vr image (see
+ * vr::EScreenshotPropertyFilenames). The return value is
+ * the size of the string. */
+ virtual uint32_t GetScreenshotPropertyFilename( vr::ScreenshotHandle_t screenshotHandle, vr::EVRScreenshotPropertyFilenames filenameType, VR_OUT_STRING() char *pchFilename, uint32_t cchFilename, vr::EVRScreenshotError *pError ) = 0;
+
+ /** Call this if the application is taking the screen shot
+ * will take more than a few ms processing. This will result
+ * in an overlay being presented that shows a completion
+ * bar. */
+ virtual vr::EVRScreenshotError UpdateScreenshotProgress( vr::ScreenshotHandle_t screenshotHandle, float flProgress ) = 0;
+
+ /** Tells the compositor to take an internal screenshot of
+ * type VRScreenshotType_Stereo. It will take the current
+ * submitted scene textures of the running application and
+ * write them into the preview image and a side-by-side file
+ * for the VR image.
+ * This is similiar to request screenshot, but doesn't ever
+ * talk to the application, just takes the shot and submits. */
+ virtual vr::EVRScreenshotError TakeStereoScreenshot( vr::ScreenshotHandle_t *pOutScreenshotHandle, const char *pchPreviewFilename, const char *pchVRFilename ) = 0;
+
+ /** Submit the completed screenshot. If Steam is running
+ * this will call into the Steam client and upload the
+ * screenshot to the screenshots section of the library for
+ * the running application. If Steam is not running, this
+ * function will display a notification to the user that the
+ * screenshot was taken. The paths should be full paths with
+ * extensions.
+ * File paths should be absolute including
+ * exntensions.
+ * screenshotHandle can be k_unScreenshotHandleInvalid if this
+ * was a new shot taking by the app to be saved and not
+ * initiated by a user (achievement earned or something) */
+ virtual vr::EVRScreenshotError SubmitScreenshot( vr::ScreenshotHandle_t screenshotHandle, vr::EVRScreenshotType type, const char *pchSourcePreviewFilename, const char *pchSourceVRFilename ) = 0;
+};
+
+static const char * const IVRScreenshots_Version = "IVRScreenshots_001";
+
+} // namespace vr
+
+
// End
#endif // _OPENVR_API