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Update to latest proto definitions from SteamDatabase/Protobufs
From commit 085746bbf6b48d1b89b7a63e7876932793f4c08f
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127 changed files with 40662 additions and 28630 deletions
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@ -5,6 +5,12 @@ import "webuimessages_base.proto";
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option optimize_for = SPEED;
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option cc_generic_services = true;
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enum EDisplayPowerState {
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k_EDisplayPowerState_Invalid = 0;
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k_EDisplayPowerState_Off = 1;
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k_EDisplayPowerState_On = 2;
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}
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message CMsgDisplayInfo {
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optional string make = 1;
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optional string model = 2;
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@ -14,6 +20,7 @@ message CMsgDisplayInfo {
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optional bool is_external = 6;
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optional bool is_hdr_capable = 7;
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optional bool is_vrr_capable = 8;
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optional .EDisplayPowerState display_state = 9 [default = k_EDisplayPowerState_Invalid];
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}
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message CMsgGamescopeState {
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@ -27,6 +34,10 @@ message CMsgGamescopeState {
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optional bool is_refresh_rate_switching_restricted = 8;
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optional bool is_hdr_visualization_supported = 9;
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optional bool is_mura_correction_supported = 10;
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optional bool is_global_action_binding_supported = 11;
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optional bool is_look_supported = 12;
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repeated string look_names = 13;
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optional bool is_display_state_management_supported = 14;
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}
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message CGamescope_GetState_Request {
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@ -48,10 +59,25 @@ message CGamescope_SetBlurParams_Request {
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message CGamescope_SetBlurParams_Response {
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}
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message CGamescope_ReArmMuraCalibration_Request {
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}
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message CGamescope_ReArmMuraCalibration_Response {
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}
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message CGamescope_SetDisplayPowerState_Request {
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optional .EDisplayPowerState estate = 1 [default = k_EDisplayPowerState_Invalid];
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}
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message CGamescope_SetDisplayPowerState_Response {
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}
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service Gamescope {
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option (webui_service_execution_site) = k_EClientExecutionSiteSteamUI;
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rpc GetState (.CGamescope_GetState_Request) returns (.CGamescope_GetState_Response);
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rpc NotifyStateChanged (.CGamescope_StateChanged_Notification) returns (.WebUINoResponse);
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rpc SetBlurParams (.CGamescope_SetBlurParams_Request) returns (.CGamescope_SetBlurParams_Response);
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rpc ReArmMuraCalibration (.CGamescope_ReArmMuraCalibration_Request) returns (.CGamescope_ReArmMuraCalibration_Response);
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rpc SetDisplayPowerState (.CGamescope_SetDisplayPowerState_Request) returns (.CGamescope_SetDisplayPowerState_Response);
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}
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