SteamTimeline
public struct SteamTimeline: Sendable
Steamworks ISteamTimeline
Access via timeline
.
Topics
func addGamePhaseTag(tagName: String, tagIcon: String, tagGroup: String, priority: Int)
func addGamePhaseTag(tagName: String, tagIcon: String, tagGroup: String, priority: Int)
func addInstantaneousTimelineEvent(title: String, description: String, icon: String, iconPriority: Int, startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
func addInstantaneousTimelineEvent(title: String, description: String, icon: String, iconPriority: Int, startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
Steamworks ISteamTimeline::AddInstantaneousTimelineEvent()
Declaration
public func addInstantaneousTimelineEvent(
title: String, description: String, icon: String, iconPriority: Int,
startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority
) -> TimelineEventHandle
func addRangeTimelineEvent(title: String, description: String, icon: String, iconPriority: Int, startOffsetSeconds: Float, duration: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
func addRangeTimelineEvent(title: String, description: String, icon: String, iconPriority: Int, startOffsetSeconds: Float, duration: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
Steamworks ISteamTimeline::AddRangeTimelineEvent()
Declaration
public func addRangeTimelineEvent(
title: String, description: String, icon: String, iconPriority: Int,
startOffsetSeconds: Float, duration: Float,
possibleClip: TimelineEventClipPriority
) -> TimelineEventHandle
func clearTimelineTooltip(timeDelta: Float)
func clearTimelineTooltip(timeDelta: Float)
Steamworks ISteamTimeline::ClearTimelineTooltip()
Declaration
public func clearTimelineTooltip(timeDelta: Float)
func doesEventRecordingExist(event: TimelineEventHandle, completion: (sending SteamTimelineEventRecordingExists?) -> Void)
func doesEventRecordingExist(event: TimelineEventHandle, completion: (sending SteamTimelineEventRecordingExists?) -> Void)
Steamworks ISteamTimeline::DoesEventRecordingExist()
, callback
Declaration
public func doesEventRecordingExist(
event: TimelineEventHandle,
completion: @Sendable @escaping (sending SteamTimelineEventRecordingExists?)
-> Void)
func doesEventRecordingExist(isolation: isolated (any Actor)?, event: TimelineEventHandle) async -> SteamTimelineEventRecordingExists?
func doesEventRecordingExist(isolation: isolated (any Actor)?, event: TimelineEventHandle) async -> SteamTimelineEventRecordingExists?
Steamworks ISteamTimeline::DoesEventRecordingExist()
, async
Declaration
public func doesEventRecordingExist(
isolation: isolated (any Actor)? = #isolation, event: TimelineEventHandle
) async -> SteamTimelineEventRecordingExists?
func doesGamePhaseRecordingExist(phaseID: String, completion: (sending SteamTimelineGamePhaseRecordingExists?) -> Void)
func doesGamePhaseRecordingExist(phaseID: String, completion: (sending SteamTimelineGamePhaseRecordingExists?) -> Void)
Steamworks ISteamTimeline::DoesGamePhaseRecordingExist()
, callback
Declaration
public func doesGamePhaseRecordingExist(
phaseID: String,
completion: @Sendable @escaping (
sending SteamTimelineGamePhaseRecordingExists?
) -> Void)
func doesGamePhaseRecordingExist(isolation: isolated (any Actor)?, phaseID: String) async -> SteamTimelineGamePhaseRecordingExists?
func doesGamePhaseRecordingExist(isolation: isolated (any Actor)?, phaseID: String) async -> SteamTimelineGamePhaseRecordingExists?
Steamworks ISteamTimeline::DoesGamePhaseRecordingExist()
, async
Declaration
public func doesGamePhaseRecordingExist(
isolation: isolated (any Actor)? = #isolation, phaseID: String
) async -> SteamTimelineGamePhaseRecordingExists?
func endGamePhase()
func endGamePhase()
Steamworks ISteamTimeline::EndGamePhase()
Declaration
public func endGamePhase()
func endRangeTimelineEvent(event: TimelineEventHandle, endOffsetSeconds: Float)
func endRangeTimelineEvent(event: TimelineEventHandle, endOffsetSeconds: Float)
Steamworks ISteamTimeline::EndRangeTimelineEvent()
Declaration
public func endRangeTimelineEvent(
event: TimelineEventHandle, endOffsetSeconds: Float)
func openOverlayToGamePhase(phaseID: String)
func openOverlayToGamePhase(phaseID: String)
Steamworks ISteamTimeline::OpenOverlayToGamePhase()
Declaration
public func openOverlayToGamePhase(phaseID: String)
func openOverlayToTimelineEvent(event: TimelineEventHandle)
func openOverlayToTimelineEvent(event: TimelineEventHandle)
Steamworks ISteamTimeline::OpenOverlayToTimelineEvent()
Declaration
public func openOverlayToTimelineEvent(event: TimelineEventHandle)
func removeTimelineEvent(event: TimelineEventHandle)
func removeTimelineEvent(event: TimelineEventHandle)
Steamworks ISteamTimeline::RemoveTimelineEvent()
Declaration
public func removeTimelineEvent(event: TimelineEventHandle)
func setGamePhaseAttribute(attributeGroup: String, attributeValue: String, priority: Int)
func setGamePhaseAttribute(attributeGroup: String, attributeValue: String, priority: Int)
func setGamePhaseID(phaseID: String)
func setGamePhaseID(phaseID: String)
Steamworks ISteamTimeline::SetGamePhaseID()
Declaration
public func setGamePhaseID(phaseID: String)
func setTimelineGameMode(mode: TimelineGameMode)
func setTimelineGameMode(mode: TimelineGameMode)
Steamworks ISteamTimeline::SetTimelineGameMode()
Declaration
public func setTimelineGameMode(mode: TimelineGameMode)
func setTimelineTooltip(description: String, timeDelta: Float)
func setTimelineTooltip(description: String, timeDelta: Float)
func startGamePhase()
func startGamePhase()
Steamworks ISteamTimeline::StartGamePhase()
Declaration
public func startGamePhase()
func startRangeTimelineEvent(title: String, description: String, icon: String, priority: Int, startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
func startRangeTimelineEvent(title: String, description: String, icon: String, priority: Int, startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority) -> TimelineEventHandle
Steamworks ISteamTimeline::StartRangeTimelineEvent()
Declaration
public func startRangeTimelineEvent(
title: String, description: String, icon: String, priority: Int,
startOffsetSeconds: Float, possibleClip: TimelineEventClipPriority
) -> TimelineEventHandle
func updateRangeTimelineEvent(event: TimelineEventHandle, title: String, description: String, icon: String, priority: Int, possibleClip: TimelineEventClipPriority)
func updateRangeTimelineEvent(event: TimelineEventHandle, title: String, description: String, icon: String, priority: Int, possibleClip: TimelineEventClipPriority)
Steamworks ISteamTimeline::UpdateRangeTimelineEvent()
Declaration
public func updateRangeTimelineEvent(
event: TimelineEventHandle, title: String, description: String,
icon: String, priority: Int, possibleClip: TimelineEventClipPriority)