XUserGamerPictureSize
指定玩家图片的大小(像素)。
语法
enum class XUserGamerPictureSize : uint32_t
{
Small = 0,
Medium = 1,
Large = 2,
ExtraLarge = 3,
}
常量
常量 | 说明 |
---|---|
小 | 小图片:64x64 像素。 |
中 | 中图片:208x208 像素。 |
大 | 大图片:424x424 像素。 |
特大 | 特大图片:1080x1080 像素。 |
备注
要异步检索用户的玩家图片,请调用 XUserGetGamerPictureAsync 函数。 XUserGetGamerPictureAsync 函数采用 XUserGamerPictureSize 枚举作为参数。 XUserGetGamerPictureResult 函数检索 XUserGetGamerPictureAsync 函数返回的结果。
下面的示例演示如何加载玩家图片。
HRESULT LoadGamerPicComplete(XAsyncBlock* abResult)
{
try
{
struct CreateTextureContext
{
User* This;
ImTextureID TextureId;
std::vector<unsigned char> GamerpicBuffer;
};
auto context = std::make_unique<CreateTextureContext>();
context->This = this;
context->TextureId = IMTEXTUREID_INVALID;
// Get the buffer size and set up a buffer to contain it
size_t bufferSize;
RETURN_IF_FAILED(XUserGetGamerPictureResultSize(abResult, &bufferSize));
context->GamerpicBuffer.resize(bufferSize);
size_t bufferUsed;
RETURN_IF_FAILED(XUserGetGamerPictureResult(
abResult,
context->GamerpicBuffer.size(),
context->GamerpicBuffer.data(),
&bufferUsed));
FAIL_FAST_HR_IF(E_UNEXPECTED, bufferSize != bufferUsed);
// Create some async work to create a dx texture off the UI thread
// and then set the texture id back on the UI thread
auto abCreateTexture = std::make_unique<XAsyncBlock>();
ZeroMemory(abCreateTexture.get(), sizeof(*abCreateTexture));
abCreateTexture->queue = abResult->queue;
abCreateTexture->context = context.get();
// Set the texture id in the completion on the UI thread
abCreateTexture->callback = [](XAsyncBlock* ab)
{
auto context = static_cast<CreateTextureContext*>(ab->context);
context->This->_textureId = context->TextureId;
delete context;
delete ab;
};
// Worker will create the texture on a work thread
auto createTextureWorker = [](XAsyncBlock* ab) -> HRESULT
{
auto context = static_cast<CreateTextureContext*>(ab->context);
auto dimension = GetDimensionFromSize(GamerPicSize);
RETURN_IF_FAILED(CreateTextureFromPng(context->GamerpicBuffer.data(), context->GamerpicBuffer.size(), &context->TextureId));
return S_OK;
};
// Create the texture on a work thread
if (SUCCEEDED_LOG(XAsyncRun(abCreateTexture.get(), createTextureWorker)))
{
context.release();
abCreateTexture.release();
}
}
CATCH_RETURN();
return S_OK;
}
HRESULT LoadGamerPicAsync(XTaskQueueHandle queue, uint32_t cancelTime = 0)
{
auto asyncBlock = std::make_shared<XAsyncBlock>();
ZeroMemory(asyncBlock.get(), sizeof(*asyncBlock));
asyncBlock->queue = queue;
struct GamerPicContext
{
User* User;
std::shared_ptr<XAsyncBlock> AsyncBlock;
};
auto context = std::make_unique<GamerPicContext>();
context->User = this;
context->AsyncBlock = asyncBlock;
asyncBlock->context = context.get();
asyncBlock->callback = [](XAsyncBlock* ab)
{
std::unique_ptr<GamerPicContext> context(reinterpret_cast<GamerPicContext*>(ab->context));
LOG_IF_FAILED(context->User->LoadGamerPicComplete(ab));
};
if (cancelTime != 0)
{
std::thread cancelThread(
[asyncBlock]()
{
std::this_thread::sleep_for(std::chrono::milliseconds(5000));
XAsyncCancel(asyncBlock.get());
});
cancelThread.detach();
}
if (SUCCEEDED_LOG(XUserGetGamerPictureAsync(_handle.get(), GamerPicSize, asyncBlock.get())))
{
context.release();
}
return S_OK;
}
要求
头文件:XUser.h
支持平台:Windows、Xbox One 系列主机和 Xbox Series 主机