Freigeben über


XUserGetGamerPictureResult

Retrieves the result of a call to XUserGetGamerPictureAsync.

Syntax

HRESULT XUserGetGamerPictureResult(  
         XAsyncBlock* async,  
         size_t bufferSize,  
         void* buffer,  
         size_t* bufferUsed  
)  

Parameters

async   _Inout_
Type: XAsyncBlock*

An XAsyncBlock for polling the call's status and retrieving call results.

bufferSize   _In_
Type: size_t

The size of the buffer in the buffer parameter.

buffer   _Out_writes_bytes_to_(bufferSize,bufferUsed)
Type: void

A buffer that contains the gamer picture.

bufferUsed   _Out_opt_
Type: size_t*

Contains the amount of the buffer for holding the gamer picture.

Return value

Type: HRESULT

HRESULT success or error code.
For a list of error codes, see Error Codes.

Remarks

The "Display Name and Gamerpic" XR lists specific requirements for how user names and avatar images are displayed. Consult Xbox Requirements for Xbox One Games and Hub Apps (Xbox Developer Downloads->Partner, Publishing, and Release Management Information->XGD Partner Documentation) for details.

To retrieve the result of a call to XUserGetGamerPictureAsync, call XUserGetGamerPictureResult.

To retrieve the buffer size required by {XUserGetGamerPictureResult](xusergetgamerpictureresult.md) to retrieve the gamer picture returned by XUserGetGamerPictureAsync, call XUserGetGamerPictureResultSize.

The format of the returned gamer picture is a .PNG formatted image. The size of the picture could be up to 2^32 bytes.

The following example demonstrates how to load a gamer picture.

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;
}

Requirements

Header: XUser.h

Library: xgameruntime.lib

Supported platforms: Windows, Xbox One family consoles and Xbox Series consoles

See also

XUser

XUserGetGamerPictureAsync

XUserGetGamerPictureResultSize