Screenshots
Functions for adding screenshots to the user's screenshot library. See Steam Screenshots for more information.
Only available in the main GodotSteam branches
Functions
addScreenshotToLibrary
addScreenshotToLibrary( string
filename, string
thumbnail_filename, int
width, int
height )
Adds a screenshot to the user's Steam screenshot library from disk.
Triggers a screenshot_ready callback.
Returns: uint32_t
- Returns
0
if the screenshot could not be saved.
addVRScreenshotToLibrary
addVRScreenshotToLibrary( int
type, string
filename, string
vr_filename )
Adds a VR screenshot to the user's Steam screenshot library from disk in the supported type.
Triggers a screenshot_ready callback.
Returns: uint32_t
hookScreenshots
hookScreenshots( bool
hook )
Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or if the game handles them.
Hooking is disabled by default, and only ever enabled if you do so with this function.
If the hooking is enabled, then the screenshot_requested callback will be sent if the user presses the hotkey or when triggerScreenshot is called. Then the game is expected to call writeScreenshot or addScreenshotToLibrary in response.
You can check if hooking is enabled with isScreenshotsHooked.
Returns: void
isScreenshotsHooked
isScreenshotsHooked()
Checks if the app is hooking screenshots.
Returns: bool
setLocation
setLocation( uint32_t
screenshot, string
location )
Sets optional metadata about a screenshot's location.
Returns: bool
tagPublishedFile
tagPublishedFile( uint32_t
screenshot, uint64_t
file_id )
Tags a published file as being visible in the screenshot.
Returns: bool
tagUser
tagUser( uint32_t
screenshot, uint64_t
steam_id )
Tags a Steam user as being visible in the screenshot. You can tag up to the value declared by k_nScreenshotMaxTaggedUsers in a single screenshot. Tagging more users than that will just be discarded. This function has a built in delay before saving the tag which allows you to call it repeatedly for each item. You can get the handle to tag the screenshot once it has been successfully saved from the screenshot_ready callback or via the WriteScreenshot, AddScreenshotToLibrary, AddVRScreenshotToLibrary calls.
Returns: bool
triggerScreenshot
triggerScreenshot()
Either causes the Steam Overlay to take a screenshot, or tells your screenshot manager that a screenshot needs to be taken. Depending on the value of isScreenshotsHooked.
Triggers a screenshot_requested callback if hooking has been enabled with hookScreenshots.
Triggers a screenshot_ready callback.
Returns: void
writeScreenshot
writeScreenshot( PoolByteArray
rgb, int
width, int
height )
Writes a screenshot to the user's Steam screenshot library.
Triggers a screenshot_ready callback.
Returns: uint32_t
Signals
These callbacks require you to run Steam.run_callbacks()
in your _process()
function to receive them.
screenshot_ready
screenshot_ready
A screenshot successfully written or otherwise added to the library and can now be tagged.
Returns:
- handle (uint32_t)
- result (uint32_t)
screenshot_requested
screenshot_requested
A screenshot has been requested by the user from the Steam screenshot hotkey. This will only be called if hookScreenshots has been enabled, in which case Steam will not take the screenshot itself.
Returns: nothing
Enums
VRScreenshotType
Enumerator | Value |
---|---|
VR_SCREENSHOT_TYPE_NONE | 0 |
VR_SCREENSHOT_TYPE_MONO | 1 |
VR_SCREENSHOT_TYPE_STEREO | 2 |
VR_SCREENSHOT_TYPE_MONO_CUBE_MAP | 3 |
VR_SCREENSHOT_TYPE_MONO_PANORAMA | 4 |
VR_SCREENSHOT_TYPE_STEREO_PANORAMA | 5 |