[/callout] [section=publishing]Step 4 - Setting Partner Site Settings[/section] You've now setup Steam Input API to work for your local development machine and we need to set some partner site settings in order to publish the configuration and settings for normal players. Here's the recommended process: [subsection]Step 4.1 - Convert your local configuration into an Action Manifest File[/subsection] Steps for setting up an Action Manfest file can be found [doclink=features/steam_controller/action_manifest_file]here[/doclink] [subsection]Step 4.2 - Make the configuration official[/subsection] [list] [*] Open up your game's page on the Steamworks partner website. [*] Select "Steam Input" from the "Application" tab. …
[list] [*] Ensure asset changes are [b]localized[/b] within the pack file as much as possible [*] [b]Avoid shuffling[/b] asset ordering with a pack file [*] [b]limit[/b] pack file size [*] [b]group[/b] assets by level / realm / feature into their own pack files, and consider adding new pack files for updates instead of modifying existing ones [*] do [b]not[/b] include any original [b]filenames or file / build timestamps[/b] for each asset [/list] The first point above refers to the scope of what bytes are changed within a file when a single asset is modified. …
If the user is in offline mode in Steam, then this will add an only-if-cached cache-control header and only do a local cache lookup rather than sending any actual remote request. If the data you are expecting is small (on the order of a few megabytes or less) then you'll likely want to use [api]ISteamHTTP::SendHTTPRequest[/api]. [b]Returns:[/b] bool Triggers a [apitype]ISteamHTTP::HTTPRequestDataReceived_t[/apitype] callback. …
[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(). …
. // // Note that you must set your compiler flags correctly to enable structured exception // handling in order for this particular setup method to work. if ( IsDebuggerPresent() ) { // We don't want to mask exceptions (or report them to Steam!) …
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