XUserGetGamerPictureAsync
异步检索特定用户的玩家图片。
语法
HRESULT XUserGetGamerPictureAsync(
XUserHandle user,
XUserGamerPictureSize pictureSize,
XAsyncBlock* async
)
参数
user _In_
类型:XUserHandle
要检索其玩家图片的用户。
pictureSize _In_
类型:XUserGamerPictureSize
要检索的玩家图片的大小。
async _Inout_
类型:XAsyncBlock*
用于轮询调用的状态和检索调用结果的 XAsyncBlock。
返回值
类型:HRESULT
HRESULT 成功或错误代码。
有关错误代码的列表,请参阅错误代码。
备注
“显示名称和玩家图片”XR 列出了用户名和虚拟形象图像如何显示的特定要求。 请参阅“Xbox One 游戏和中心应用的 Xbox 要求”(“Xbox 开发人员下载”->“>合作伙伴、发布和发布管理信息”->“>XGD 合作伙伴文档”),了解详细信息。
要检索 XUserGetGamerPictureAsync 调用的结果,请调用 XUserGetGamerPictureResult。
要检索 {XUserGetGamerPictureResult](xusergetgamerpictureresult.md) 所需的缓冲区大小以检索 XUserGetGamerPictureAsync 返回的玩家图片,请调用 XUserGetGamerPictureResultSize。
返回的游戏玩家图片的格式是 .PNG 格式的图像。 图片大小最大为 2^32 字节。
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
库:xgameruntime.lib
支持平台:Windows、Xbox One 系列主机和 Xbox Series 主机