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authornvjingham <[email protected]>2018-11-07 18:37:49 -0800
committernvjingham <[email protected]>2018-11-07 18:37:49 -0800
commitea1d75a6f310c90c571c758683daf4187fe654a9 (patch)
tree8c59f01736e80ebb470e4dc3bf667ffb3b9c73f6 /include/ansel/Session.h
parentUpdating Ansel SDK (diff)
downloadanselsdk-ea1d75a6f310c90c571c758683daf4187fe654a9.tar.xz
anselsdk-ea1d75a6f310c90c571c758683daf4187fe654a9.zip
Updating Ansel SDK to v1.6
Diffstat (limited to 'include/ansel/Session.h')
-rw-r--r--include/ansel/Session.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/include/ansel/Session.h b/include/ansel/Session.h
index 60647b7..8672a23 100644
--- a/include/ansel/Session.h
+++ b/include/ansel/Session.h
@@ -93,6 +93,7 @@ namespace ansel
typedef void(__cdecl *StopSessionCallback)(void* userPointer);
typedef void(__cdecl *StartCaptureCallback)(const CaptureConfiguration&, void* userPointer);
typedef void(__cdecl *StopCaptureCallback)(void* userPointer);
+ typedef void(__cdecl *ChangeQualityCallback)(bool isHighQuality, void* userPointer);
// Starts a session if there is not one already active. This function can be used to trigger
// Ansel via any method that the game chooses (key combination, controller input, etc)