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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-06 04:04:53 +01:00
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.
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2 changed files with 208 additions and 30 deletions
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@ -62,48 +62,24 @@ Steam_RemotePlay(class Settings *settings, class Networking *network, class Stea
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}
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// Get the number of currently connected Steam Remote Play sessions
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uint32 GetSessionCount()
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionCount\n");
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return 0;
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}
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uint32 GetSessionCount();
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// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
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uint32 GetSessionID( int iSessionIndex )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionID\n");
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return 0;
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}
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uint32 GetSessionID( int iSessionIndex );
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// Get the SteamID of the connected user
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CSteamID GetSessionSteamID( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionSteamID\n");
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return k_steamIDNil;
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}
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CSteamID GetSessionSteamID( uint32 unSessionID );
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// Get the name of the session client device
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// This returns NULL if the sessionID is not valid
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const char *GetSessionClientName( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionClientName\n");
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return NULL;
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}
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const char *GetSessionClientName( uint32 unSessionID );
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// Get the form factor of the session client device
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ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID )
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{
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PRINT_DEBUG("Steam_RemotePlay::GetSessionClientFormFactor\n");
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return k_ESteamDeviceFormFactorUnknown;
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}
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ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID );
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// Get the resolution, in pixels, of the session client device
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// This is set to 0x0 if the resolution is not available
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bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY )
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{
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PRINT_DEBUG("Steam_RemotePlay::BGetSessionClientResolution\n");
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return false;
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}
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bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY );
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// Invite a friend to Remote Play Together
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// This returns false if the invite can't be sent
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