Revision Difference
SteamUtils.DoesOverlayNeedPresent#522646
<member type="property" namespace="Steamworks" parent="SteamUtils" name="DoesOverlayNeedPresent" static="true">
<member category="interface" 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>