This area will remain uncropped across scaling and resizing of the Steam client window. Artwork should extend across the entire template, but critical content should be within the safe area. For ex: a main character’s face should be entirely in the safe area or risk being cropped. …
. [*] [b]Turn on broadcast chat by default[/b] - When you set your live stream to appear on your store page, you can configure the chat window to be open by default. Do this and players will know that you are there and available to chat with them. Engage: take questions from the chat and answer them in your live stream. …
[/td][/tr] [tr][td][b]unPageSerial[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Incremented on each new page load, you can use this to reject draws while navigating to new pages.[/td][/tr] [/table] [subsection=HTML_NewWindow_t]HTML_NewWindow_t[/subsection] A browser has created a new HTML window. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface that this callback is for.…
[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the pBGRA texture.[/td][/tr] [tr][td][b]unNewWindow_BrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the new window surface.[/td][/tr] [/table] [subsection=HTML_OpenLinkInNewTab_t]HTML_OpenLinkInNewTab_t[/subsection] The browser has requested to load a url in a new tab. …
A workaround for web based games is to host an embedded Chromium inside a native application, with a D3D window and input forwarding to the embedded Chromium. That can be setup to render in offscreen mode, which then renders the resulting chromium texture each frame in the native app. …
The installer has also been designed to ensure compatibility with the installation portion of the Games for Windows certification. To get started, copy all files from the [code-inline]tools\goldmaster\disk_assets[/code-inline] folder in the SDK to your gold master's build output folder (See [doclink=sdk/uploading#Building_Retail_Install_Discs]building retail discs for Steam Pipe[/doclink]). …
[docimg=doc_event_store_page.jpg]doc_event_store_page.jpg[/docimg] And update type events will bring the 'last updated' button up to date with when the most recent update was made for the game: [docimg=doc_store_last_updated.jpg]doc_store_last_updated.jpg[/docimg] [*][b]Downloads view[/b] - If you have associated your update post with the latest build that you've set live, a player will see that in the Steam client's download window. [docimg=PatchNotesExample.jpg]PatchNotesExample.jpg[/docimg] [*][b]Store homepage "Recently Updated" section[/b] - If you use an [doclink=marketing/visibility/update_rounds]Update Visibility Round[/doclink], your Major Update can be shown on the homepage to players and wishlisters of your game. …
This can also be enabled by navigating to steam://open/console in a browser or through the Windows Run dialog. [*] [b]-debug_steamapi[/b] - Enables Steamworks API debugging. This is required if you are wanting to use [api]ISteamUtils::SetWarningMessageHook[/api]! …
[/olist] [docimg=Homepage_Valve_Lists2.png]Homepage_Valve_Lists2.png[/docimg] [section]Previewing a new homepage[/section] While using the editing tools, you can click 'live preview' in the upper-right corner of the editor to get a second window that shows your work in progress within the context of your homepage header. This should give you a pretty realistic representation of what your homepage will look like. …
[/td] [/tr] [/table] [subsection]Additional information for [b]VERIFIED/PLAYABLE[/b][/subsection] Next to the [b]VERIFIED/PLAYABLE[/b] status, the [b]Average Frame Time[/b] (in milliseconds) is displayed. This average is a rolling window of the last 32 frames. Next to the it, the [b]Target Frame Time[/b] (in milliseconds) is displayed. The target is calculated based on the minimum required display refresh rate and includes the required headroom for SteamVR. …
[/h4] A: The Daily Deal is meant to be special and for a short window. Because of this, we recommend going with the largest discount that you have run to-date, or at a minimum, matching your best discount. …
[section]Getting Started[/section] [b]NOTE:[/b] The Steamworks API officially supports C++, using Microsoft Visual Studio 2008+ on Microsoft Windows, GCC 4.6+ and Clang 3.0+ on macOS and SteamOS / Linux. If you're using a third party engine or a programming language other than C++ then you should first look at [doclink=#thirdparty][/doclink] to see if there are more specific instructions to get started with your engine or language of choice. …
But there is also a lower-level mechanism for dealing with callbacks. This mechanism operates more like a Windows event loop. Instead of a single function that dispatches all of the callbacks and call results to active listeners, you fetch the next available callback in a loop, and dispatch it using whatever mechanisms you want. …
[/b] The Steam Deck will automatically run games in full-screen by default. However, if you drop to desktop, you can run games in windowed mode. [b]Do you plan to release SteamOS as a standalone, general-purpose operating system?[/b] We definitely plan on releasing SteamOS as a separate operating system. …
[/b] By default the touchscreen treats touch events as a mouse click at that position. However, it also supports Touch APIs via SDL or Windows Touch. This is a configuration option that can be enabled in your Steam Input Configuration file. [b]How do I make my game with multi-touch support work properly?…
[callout] [h3]NOTE: These are the typical controller_config locations for each platform:[/h3] Windows: C:\Program Files (x86)\Steam\controller_config macOS: ~/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/controller_config Linux: ~/.steam/steam/controller_config [/callout] Now open up the file in your favorite text editor. …
[subsection]Generating an IGA file from an existing game that uses Steam Input API[/subsection] If you save a configuration for any game on steam as a "local" configuration, you can then find a corresponding file in: [code-inline][SteamDirectory]\UserData\[youruserid]\241100\remote\controller_config\[appid]\[savename].vdf[/code-inline] Here's an example of where my local configurations for [i]Defender's Quest[/i] are stored on a typical Windows 10 machine: [docimg=whereisvgf.png]whereisvgf.png[/docimg] Note that these files are not exact replicas of the master IGA file uploaded by the developer, but you can get an idea for the original structure by looking at the "actions" and "localization" blocks, which are drawn directly from the master file. …
Here we will focus on how to best use Steam Input Gamepad Emulation to extend your game's existing controller support. What's Gamepad Emulation? [list] [*] On Windows the Steam Overlay will hook traditional gamepad input APIs such as XInput, DirectInput, RawInput, and Windows.Gaming.Input and inject an emulated Xbox controller device. …
When unlocked, these achievements will pop up in the corner of the players' window and will be marked within an achievement page for that player. [h4]Q: Will Trading Cards drop for a player during Advance Access?…
This is used to warp the cursor to a specific location and isn't needed during normal event processing. The position is normalized relative to the window, where 0,0 is the upper left, and 1,1 is the lower right. [subsection=CreateMouseCursor]CreateMouseCursor[/subsection] [code=cpp]RemotePlayCursorID_t CreateMouseCursor( int nWidth, int nHeight, int nHotX, int nHotY, const void *pBGRA, int nPitch = 0 );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nWidth[/b][/td][td]int[/td][td]The width of the cursor, in pixels[/td][/tr] [tr][td][b]nHeight[/b][/td][td]int[/td][td]The height of the cursor, in pixels[/td][/tr] [tr][td][b]nHotX[/b][/td][td]int[/td][td]The X coordinate of the cursor hot spot in pixels, offset from the left of the cursor[/td][/tr] [tr][td][b]nHotY[/b][/td][td]int[/td][td]The Y coordinate of the cursor hot spot in pixels, offset from the top of the cursor[/td][/tr] [tr][td][b]pBGRA[/b][/td][td]const void *[/td][td]A pointer to the cursor pixels, with the color channels in red, green, blue, alpha order[/td][/tr] [tr][td][b]nPitch[/b][/td][td]int[/td][td]The distance between pixel rows in bytes, defaults to nWidth * 4[/td][/tr] [/table] Create a cursor that can be used with SetMouseCursor(). …
[/td][/tr] [tr][td][b]m_flAmount[/b][/td][td]float[/td][td]1.0f is a single click of the wheel, 120 units on Windows.[/td][/tr] [/table] [subsection=RemotePlayInputKey_t]RemotePlayInputKey_t[/subsection] Key event data, valid when RemotePlayInput_t::m_eType is k_ERemotePlayInputKeyDown or k_ERemotePlayInputKeyUp. …
[subsection]PlayStation 4 Controllers and Remapping Tools[/subsection] Note that if you're using an external remapping tool such as DS4Window or InputMapper, Steam Input will not attempt to use your PS4 Controller directly and instead will interface with the emulated Xbox 360 controller generated by the remapping tool. …
See Microsoft's documentation on [url=https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247(v=vs.85).aspx]Naming Files, Paths, and Namespaces[/url]. [*] The current user's Steam Cloud storage quota has been exceeded. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ERemoteStoragePlatformNone][td][b]k_ERemoteStoragePlatformNone[/b][/td][td]0[/td][td]This file will not be downloaded on any platform.[/td][/tr] [tr=k_ERemoteStoragePlatformWindows][td][b]k_ERemoteStoragePlatformWindows[/b][/td][td](1 << 0)[/td][td]This file will download on Windows.[/td][/tr] [tr=k_ERemoteStoragePlatformOSX][td][b]k_ERemoteStoragePlatformOSX[/b][/td][td](1 << 1)[/td][td]This file will download on macOS.…
Click the 'link' button next to each, and select your homepage group from the options in the pop-up window. [/list] [*][b]Customize your new Creator Homepage[/b] - You can then go to your new Creator Homepage and customize it, adding a logo, background image, picking which titles to feature, creating lists, etc. …
Steam Input provides per-app mappings for controllers to decide which mapping to run and Steam will track the foreground window. This can make it trickier to debug the controller while you're working on it, because the controller will change its configuration when you hit a breakpoint in your debugger. There are two ways to make Steam lock onto your window for debugging, either run the following Steam URL: [code]steam://forceinputappid/<your_game's_AppID or 0 to reset to normal operation>[/code] or add the following command line parameters to your Steam shortcut: [code]-forcecontrollerappid <your_game's_AppID[/code] [callout=red] [h3]NOTE:[/h3] By "Steam shortcut" we mean a shortcut to the Steam client itself. …