I forwarded your wish to one of the folks who built the clouded screenshot feature and here's what I got in response: There isn't a way to query what hotkey is set for Steam's screenshots, but ISteamScreenshots has some things they might be interested in (which allows him to do the second thing he mentioned.)
ISteamScreenshots::WriteScreenshot and ISteamScreenshots::AddScreenshotToLibrary allow them to add a screenshot to the user's library if the game took the screenshot itself (the first takes a buffer, the second takes a path on disk.) ISteamScreenshots::TriggerScreenshot allows them to tell the overlay to take a screenshot (as if the user had pressed F12). ISteamScreenshots::HookScreenshots allows them to control Steam taking screenshots. When hooked, if the user presses F12 Steam will not take a screenshot, instead it will send the ScreenshotRequested_t callback to the game telling the game to take a screenshot. The game can then use WriteScreenshot or AddScreenshotToLibrary to push the screenshot it takes back to Steam. This is useful if the game is able to take a better screenshot than Steam is (for example if it wants to remove some UI clutter). From: [email protected] [mailto:[email protected]] On Behalf Of Jorge Rodriguez Sent: Wednesday, September 11, 2013 1:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source 2013 - Steam API My biggest wish for the Source Steam API is to be able to query what button is bound to the screenshot button so that I can display that shortcut in-game. It defaults to F12 so I've hard-coded F12 in my strings file, but if the user changes it, it'll be wrong. Either that, or a way to upload the F5 screenshots to the Steam game screenshot service. (I realize this is only tangentially about Steam Cloud, sorry if I derail the thread.) 2013/9/11 M B <[email protected]<mailto:[email protected]>> Sounds like a good idea, but what's the potential catch? Sent from my iPod On Sep 11, 2013, at 10:28 AM, "Neico" <[email protected]<mailto:[email protected]>> wrote: > Something that I thought about just now is the following: > Wouldn't it be nice if mods would be able to use things like the Steam > Cloud? > > This could be archived trough the following way: make a wrapper inside > the engine to map the Cloud the following way: > /<source 2013 cloud root> > <mod folder> > <cfg> > <...> > > All the engine wrapper would need to do is make sure that each mod only > can see it's own folder when it accesses the cloud functions. > I know that not all of the api functions can be implemented that way but > it sure would give the modding community some sugar to consider moving > to source 2013 after all... > The workshop for example can be arranged trough this way as well, you > just have to seperate the mod files by tags (which the engine is able to > create trough the wrapper) > > I'm not saying that it's a must have, but having that being done some > day would certainly appeal to some people (and not force everyone to > move their mod into the greenlight procedure) > As I said, just a random idea that I came up with. > > Feel free to discuss about it, maybe someone beside me has more ideas in > this regard. > > Kind Regards, > Neico > > PS: I noticed that the steam api headers on the git repos aren't up to > date with the ones available at steamworks, maybe consider updating > these with the next code update? (if it's necessary then I'll also make > an issue on github about it) > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge "Vino" RodrÃguez [ Tw<http://twitter.com/vinobs> | Fb<http://www.facebook.com/bsvino> | G+<http://www.google.com/profiles/bs.vino> | Ht<http://vinoisnotouzo.com> ]
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