Facepunch.Steamworks Wiki

Revision Difference

SteamUtils.DoesOverlayNeedPresent#519605

<member type="property" namespace="Steamworks" parent="SteamUtils" name="DoesOverlayNeedPresent" static="true">⤶ <return type="bool"></return>⤶ <get public="true""></get>⤶ <summary>Normally this call is unneeded if your game has a constantly running frame loop that calls the ⤶ D3D Present API, or OGL SwapBuffers API every frame.⤶ ⤶ However, if you have a game that only refreshes the screen on an event driven basis then that can break ⤶ the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also⤶ need to Present() to the screen any time an even needing a notification happens or when the overlay is⤶ brought up over the game by a user. You can use this API to ask the overlay if it currently need a present⤶ in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you⤶ refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.</summary>⤶ </member>⤶