#ifndef ISTEAMREMOTEPLAY002_H #define ISTEAMREMOTEPLAY002_H #ifdef STEAM_WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: Functions to provide information about Steam Remote Play sessions //----------------------------------------------------------------------------- class ISteamRemotePlay002 { public: // Get the number of currently connected Steam Remote Play sessions virtual uint32 GetSessionCount() = 0; // Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds. virtual RemotePlaySessionID_t GetSessionID( int iSessionIndex ) = 0; // Get the SteamID of the connected user virtual CSteamID GetSessionSteamID( RemotePlaySessionID_t unSessionID ) = 0; // Get the name of the session client device // This returns NULL if the sessionID is not valid virtual const char *GetSessionClientName( RemotePlaySessionID_t unSessionID ) = 0; // Get the form factor of the session client device virtual ESteamDeviceFormFactor GetSessionClientFormFactor( RemotePlaySessionID_t unSessionID ) = 0; // Get the resolution, in pixels, of the session client device // This is set to 0x0 if the resolution is not available virtual bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0; // Start Remote Play Together and optionally show the UI in the overlay // This returns false if Remote Play Together can't be started or your game is not configured for Remote Play Together virtual bool BStartRemotePlayTogether( bool bShowOverlay = true ) = 0; // Invite a friend to Remote Play Together, or create a guest invite if steamIDFriend is empty // This will automatically start Remote Play Together if it hasn't already been started // This returns false if the invite can't be sent or your game is not configured for Remote Play Together virtual bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) = 0; }; #endif // #define ISTEAMREMOTEPLAY002_H