Update to latest proto definitions from SteamDatabase/Protobufs

From commit 085746bbf6b48d1b89b7a63e7876932793f4c08f
This commit is contained in:
TBK 2025-10-18 20:00:55 +02:00 committed by Robin Appelman
commit 8ce47e5e16
127 changed files with 40662 additions and 28630 deletions

View file

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