Make a better stub for Steam_RemotePlay functionality.

Note for googler's, this doesn't mean RemotePlay works / is being implemented.

Put the main stuff into its own .cpp.

Set up storage for holding descriptions. (*NOT* thread safe!)

Clears up a crash on init in SAO:FB.
This commit is contained in:
redpolline 2022-03-29 12:27:14 -04:00
parent d29103bf79
commit 0d0ec28ecb
2 changed files with 208 additions and 30 deletions

View file

@ -62,48 +62,24 @@ Steam_RemotePlay(class Settings *settings, class Networking *network, class Stea
}
// Get the number of currently connected Steam Remote Play sessions
uint32 GetSessionCount()
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionCount\n");
return 0;
}
uint32 GetSessionCount();
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
uint32 GetSessionID( int iSessionIndex )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionID\n");
return 0;
}
uint32 GetSessionID( int iSessionIndex );
// Get the SteamID of the connected user
CSteamID GetSessionSteamID( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionSteamID\n");
return k_steamIDNil;
}
CSteamID GetSessionSteamID( uint32 unSessionID );
// Get the name of the session client device
// This returns NULL if the sessionID is not valid
const char *GetSessionClientName( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionClientName\n");
return NULL;
}
const char *GetSessionClientName( uint32 unSessionID );
// Get the form factor of the session client device
ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID )
{
PRINT_DEBUG("Steam_RemotePlay::GetSessionClientFormFactor\n");
return k_ESteamDeviceFormFactorUnknown;
}
ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID );
// Get the resolution, in pixels, of the session client device
// This is set to 0x0 if the resolution is not available
bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY )
{
PRINT_DEBUG("Steam_RemotePlay::BGetSessionClientResolution\n");
return false;
}
bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY );
// Invite a friend to Remote Play Together
// This returns false if the invite can't be sent