[docimg=game_pre_review.jpg][/docimg] [docimg=game_post_review.jpg][/docimg] [h6]Image caption: the app details page and the detailed compatibility results overlay, before and after publishing compatibility test results.[/h6] [section=AddingSteamEvent]Adding a Steam Event Post[/section] You may want to provide customers with extra details about your game's Steam Hardware compatibility, or share your plans. …
[olist] [*] Include text next to the button that submits an item to the workshop, something to the effect of: "By submitting this item, you agree to the [url=http://steamcommunity.com/sharedfiles/workshoplegalagreement]workshop terms of service[/url]" (including the link) [*] After a user submits an item, open a browser window to the Steam Workshop page for that item by calling [api]ISteamFriends::ActivateGameOverlayToWebPage[/api] with [code-inline]pchURL[/code-inline] set to [code-inline]steam://url/CommunityFilePage/<PublishedFileId_t>[/code-inline] replacing <PublishedFileId_t> with the workshop item id. …
. [*] Use [api]ISteamInput::ShowBindingPanel[/api] to pop up the Steam overlay directly into the controller configuration for a specified controller. This means you won't need to make a customization UI. [*] Use [api]ISteamInput::GetInputTypeForHandle[/api] if you want to identify each controller's device model so you can use matching art in game. …
This may engage any of the player-notification mechanisms in Steam, including an overlay popup. The optional [code-inline]requestid[/code-inline] parameter allows a client to make an idempotent call. If the client is unsure whether a request completed successfully on the server, it can replay the request, reusing the original request ID. …
[subsection=ShowBindingPanel]ShowBindingPanel[/subsection] [code=cpp]bool ShowBindingPanel( ControllerHandle_t controllerHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller you want to bring up the binding screen for.[/td][/tr] [/table] Invokes the Steam overlay and brings up the binding screen. [b]Returns:[/b] bool [b]true[/b] for success; [b]false[/b] if overlay is disabled/unavailable, or the user is not in Big Picture Mode. …
unSessionID ) { continue; } int nResolutionX = 0, nResolutionY = 0; SteamRemotePlay()->BGetSessionClientResolution( unSessionID, &nResolutionX, &nResolutionY ); if ( nResolutionX > nMaxResolutionX ) { nMaxResolutionX = nResolutionX; nMaxResolutionY = nResolutionY; } } if ( pnX ) { *pnX = nMaxResolutionX; } if ( pnY ) { *pnY = nMaxResolutionY; } return ( nMaxResolutionX > 0 && nMaxResolutionY > 0 ); } [/code] [subsection=ShowRemotePlayTogetherUI]ShowRemotePlayTogetherUI[/subsection] [code=cpp]bool ShowRemotePlayTogetherUI();[/code] Show the Remote Play Together UI in the game overlay. [b]Returns:[/b] bool [b]true[/b] if your game is configured for Remote Play Together; otherwise, [b]false[/b]. [subsection=BSendRemotePlayTogetherInvite]BSendRemotePlayTogetherInvite[/subsection] [code=cpp]bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDFriend[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the friend you'd like to invite, or create a guest invite if steamIDFriend is CSteamID()[/td][/tr] [/table] Invite a friend to join the game using Remote Play Together [b]Returns:[/b] bool [b]true[/b] if the invite was successfully sent; otherwise, [b]false[/b]. …
[/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamUser::RequestEncryptedAppTicket[/api] [subsection=GameWebCallback_t]GameWebCallback_t[/subsection] Sent to your game in response to a steam://gamewebcallback/ command from a user clicking a link in the Steam overlay browser. You can use this to add support for external site signups where you want to pop back into the browser after some web page signup sequence, and optionally get back some detail about that. …
[b]Example:[/b] [code=cpp]// Restore the user default color for controller 1: SteamInput()->SetLEDColor( controller1Handle, 0, 0, 0, k_ESteamInputLEDFlag_RestoreUserDefault ); // Set the color to magenta for controller 2: SteamInput()->SetLEDColor( controller2Handle, 255, 0, 255, k_ESteamInputLEDFlag_SetColor );[/code] [subsection=ShowBindingPanel]ShowBindingPanel[/subsection] [code=cpp]bool ShowBindingPanel( InputHandle_t inputHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller you want to bring up the binding screen for.[/td][/tr] [/table] Invokes the Steam overlay and brings up the binding screen. [b]Returns:[/b] bool [b]true[/b] for success; [b]false[/b] if overlay is disabled/unavailable. If the player is using Big Picture Mode the configuration will open in the overlay. In desktop mode a popup window version of Big Picture will be created and open the configuration. [b]Example:[/b] [code=cpp]SteamInput()->ShowBindingPanel( myControllerHandle );[/code] [subsection=Shutdown]Shutdown[/subsection] [code=cpp]bool Shutdown();[/code] Must be called when ending use of the [api]ISteamInput[/api] interface. …
[/td][/tr] [/table] Starts the purchase process for the user, given a "shopping cart" of item definitions that the user would like to buy. The user will be prompted in the Steam Overlay to complete the purchase in their local currency, funding their Steam Wallet if necessary, etc. If the purchase process was started successfully, then [code-inline]m_ulOrderID[/code-inline] and [code-inline]m_ulTransID[/code-inline] will be valid in the [apitype]ISteamInventory::SteamInventoryStartPurchaseResult_t[/apitype] call result. …