> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XUserGetGamerPictureResultSize

> XUserGetGamerPictureResultSize

# XUserGetGamerPictureResultSize

[XUserGetGamerPictureAsync](/reference/system/xuser/functions/xusergetgamerpictureasync)가 반환하는 게이머 사진을 가져오기 위해 [XUserGetGamerPictureResult](/reference/system/xuser/functions/xusergetgamerpictureresult)에서 필요한 버퍼 크기를 반환합니다.

## 구문

```cpp theme={null}
HRESULT XUserGetGamerPictureResultSize(  
         XAsyncBlock* async,  
         size_t* bufferSize  
)  
```

### 매개변수

*async*   \_Inout\_\
형식: [XAsyncBlock\*](/reference/system/xasync/structs/xasyncblock)

[XUserGetGamerPictureAsync](/reference/system/xuser/functions/xusergetgamerpictureasync)에 전달된 비동기 블록입니다.

*bufferSize*   \_Out\_\
형식: size\_t\*

버퍼 크기 요구 사항을 포함합니다.

### 반환값

형식: HRESULT

HRESULT 성공 또는 오류 코드입니다.\
오류 코드 목록은 [Error Codes](/reference/errorcodes)를 참조하십시오.

## 설명

특정 사용자의 게이머 사진을 비동기적으로 가져오려면 [XUserGetGamerPictureAsync](/reference/system/xuser/functions/xusergetgamerpictureasync)를 호출합니다.

[XUserGetGamerPictureAsync](/reference/system/xuser/functions/xusergetgamerpictureasync) 호출의 결과를 가져오려면 [XUserGetGamerPictureResult](/reference/system/xuser/functions/xusergetgamerpictureresult)를 호출합니다.

다음 예제는 게이머 사진을 로드하는 방법을 보여줍니다.

```cpp theme={null}
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;
}
```

## 요구 사항

**헤더:** XUser.h

**라이브러리:** xgameruntime.lib

**지원되는 플랫폼:** Windows, Steam Deck, XBOX One 계열 콘솔 및 XBOX Series 콘솔

## 함께 보기

[XUser](/reference/system/xuser/xuser_members)

[XUserGetGamerPictureAsync](/reference/system/xuser/functions/xusergetgamerpictureasync)

[XUserGetGamerPictureResult](/reference/system/xuser/functions/xusergetgamerpictureresult)


## Related topics

- [XUser](/ko/reference/system/xuser/xuser_members.md)
- [GDK용 Unity C# API 래퍼](/ko/build/gdk-and-engines/unity/unity-api-wrappers.md)
- [XUserGamerPictureSize](/ko/reference/system/xuser/enums/xusergamerpicturesize.md)
- [XUserGetTokenAndSignatureResultSize](/ko/reference/system/xuser/functions/xusergettokenandsignatureresultsize.md)
- [XblUserStatisticsGetMultipleUserStatisticsResultSize](/ko/reference/live/xsapi-c/user_statistics_c/functions/xbluserstatisticsgetmultipleuserstatisticsresultsize.md)
