mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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678 lines
32 KiB
C++
678 lines
32 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Purpose: interface to both friends list data and general information about users
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//
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//=============================================================================
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#ifndef ISTEAMFRIENDS_H
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#define ISTEAMFRIENDS_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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//-----------------------------------------------------------------------------
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// Purpose: set of relationships to other users
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//-----------------------------------------------------------------------------
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enum EFriendRelationship
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{
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k_EFriendRelationshipNone = 0,
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k_EFriendRelationshipBlocked = 1, // this doesn't get stored; the user has just done an Ignore on an friendship invite
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k_EFriendRelationshipRequestRecipient = 2,
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k_EFriendRelationshipFriend = 3,
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k_EFriendRelationshipRequestInitiator = 4,
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k_EFriendRelationshipIgnored = 5, // this is stored; the user has explicit blocked this other user from comments/chat/etc
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k_EFriendRelationshipIgnoredFriend = 6,
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k_EFriendRelationshipSuggested_DEPRECATED = 7, // was used by the original implementation of the facebook linking feature, but now unused.
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// keep this updated
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k_EFriendRelationshipMax = 8,
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};
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// maximum length of friend group name (not including terminating nul!)
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const int k_cchMaxFriendsGroupName = 64;
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// maximum number of groups a single user is allowed
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const int k_cFriendsGroupLimit = 100;
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// friends group identifier type
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typedef int16 FriendsGroupID_t;
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// invalid friends group identifier constant
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const FriendsGroupID_t k_FriendsGroupID_Invalid = -1;
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const int k_cEnumerateFollowersMax = 50;
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//-----------------------------------------------------------------------------
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// Purpose: list of states a friend can be in
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//-----------------------------------------------------------------------------
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enum EPersonaState
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{
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k_EPersonaStateOffline = 0, // friend is not currently logged on
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k_EPersonaStateOnline = 1, // friend is logged on
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k_EPersonaStateBusy = 2, // user is on, but busy
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k_EPersonaStateAway = 3, // auto-away feature
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k_EPersonaStateSnooze = 4, // auto-away for a long time
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k_EPersonaStateLookingToTrade = 5, // Online, trading
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k_EPersonaStateLookingToPlay = 6, // Online, wanting to play
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k_EPersonaStateInvisible = 7, // Online, but appears offline to friends. This status is never published to clients.
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k_EPersonaStateMax,
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};
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//-----------------------------------------------------------------------------
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// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
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//-----------------------------------------------------------------------------
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enum EFriendFlags
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{
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k_EFriendFlagNone = 0x00,
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k_EFriendFlagBlocked = 0x01,
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k_EFriendFlagFriendshipRequested = 0x02,
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k_EFriendFlagImmediate = 0x04, // "regular" friend
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k_EFriendFlagClanMember = 0x08,
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k_EFriendFlagOnGameServer = 0x10,
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// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
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// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
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k_EFriendFlagRequestingFriendship = 0x80,
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k_EFriendFlagRequestingInfo = 0x100,
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k_EFriendFlagIgnored = 0x200,
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k_EFriendFlagIgnoredFriend = 0x400,
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// k_EFriendFlagSuggested = 0x800, // not used
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k_EFriendFlagChatMember = 0x1000,
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k_EFriendFlagAll = 0xFFFF,
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};
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// friend game played information
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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struct FriendGameInfo_t
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{
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CGameID m_gameID;
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uint32 m_unGameIP;
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uint16 m_usGamePort;
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uint16 m_usQueryPort;
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CSteamID m_steamIDLobby;
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};
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#pragma pack( pop )
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// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
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// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
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// in UTF-8.
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enum
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{
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k_cchPersonaNameMax = 128,
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k_cwchPersonaNameMax = 32,
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};
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//-----------------------------------------------------------------------------
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// Purpose: user restriction flags
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//-----------------------------------------------------------------------------
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enum EUserRestriction
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{
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k_nUserRestrictionNone = 0, // no known chat/content restriction
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k_nUserRestrictionUnknown = 1, // we don't know yet (user offline)
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k_nUserRestrictionAnyChat = 2, // user is not allowed to (or can't) send/recv any chat
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k_nUserRestrictionVoiceChat = 4, // user is not allowed to (or can't) send/recv voice chat
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k_nUserRestrictionGroupChat = 8, // user is not allowed to (or can't) send/recv group chat
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k_nUserRestrictionRating = 16, // user is too young according to rating in current region
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k_nUserRestrictionGameInvites = 32, // user cannot send or recv game invites (e.g. mobile)
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k_nUserRestrictionTrading = 64, // user cannot participate in trading (console, mobile)
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};
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//-----------------------------------------------------------------------------
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// Purpose: information about user sessions
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//-----------------------------------------------------------------------------
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struct FriendSessionStateInfo_t
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{
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uint32 m_uiOnlineSessionInstances;
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uint8 m_uiPublishedToFriendsSessionInstance;
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};
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// size limit on chat room or member metadata
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const uint32 k_cubChatMetadataMax = 8192;
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// size limits on Rich Presence data
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enum { k_cchMaxRichPresenceKeys = 30 };
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enum { k_cchMaxRichPresenceKeyLength = 64 };
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enum { k_cchMaxRichPresenceValueLength = 256 };
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// These values are passed as parameters to the store
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enum EOverlayToStoreFlag
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{
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k_EOverlayToStoreFlag_None = 0,
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k_EOverlayToStoreFlag_AddToCart = 1,
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k_EOverlayToStoreFlag_AddToCartAndShow = 2,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Tells Steam where to place the browser window inside the overlay
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//-----------------------------------------------------------------------------
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enum EActivateGameOverlayToWebPageMode
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{
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k_EActivateGameOverlayToWebPageMode_Default = 0, // Browser will open next to all other windows that the user has open in the overlay.
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// The window will remain open, even if the user closes then re-opens the overlay.
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k_EActivateGameOverlayToWebPageMode_Modal = 1 // Browser will be opened in a special overlay configuration which hides all other windows
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// that the user has open in the overlay. When the user closes the overlay, the browser window
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// will also close. When the user closes the browser window, the overlay will automatically close.
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};
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//-----------------------------------------------------------------------------
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// Purpose: interface to accessing information about individual users,
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// that can be a friend, in a group, on a game server or in a lobby with the local user
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//-----------------------------------------------------------------------------
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class ISteamFriends
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{
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public:
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// returns the local players name - guaranteed to not be NULL.
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// this is the same name as on the users community profile page
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// this is stored in UTF-8 format
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// like all the other interface functions that return a char *, it's important that this pointer is not saved
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// off; it will eventually be free'd or re-allocated
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virtual const char *GetPersonaName() = 0;
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// Sets the player name, stores it on the server and publishes the changes to all friends who are online.
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// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
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//
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// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
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//
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// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
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// to change the name back, in addition to the SetPersonaNameResponse_t callback.
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STEAM_CALL_RESULT( SetPersonaNameResponse_t )
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virtual SteamAPICall_t SetPersonaName( const char *pchPersonaName ) = 0;
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// gets the status of the current user
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virtual EPersonaState GetPersonaState() = 0;
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// friend iteration
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// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
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// then GetFriendByIndex() can then be used to return the id's of each of those users
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virtual int GetFriendCount( int iFriendFlags ) = 0;
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// returns the steamID of a user
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// iFriend is a index of range [0, GetFriendCount())
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// iFriendsFlags must be the same value as used in GetFriendCount()
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// the returned CSteamID can then be used by all the functions below to access details about the user
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virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
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// returns a relationship to a user
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virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
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// returns the current status of the specified user
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// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
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virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
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// returns the name another user - guaranteed to not be NULL.
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// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
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// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
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//
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virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
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// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
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virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo ) = 0;
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// accesses old friends names - returns an empty string when their are no more items in the history
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virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
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// friends steam level
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virtual int GetFriendSteamLevel( CSteamID steamIDFriend ) = 0;
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// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
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// DEPRECATED: GetPersonaName follows the Steam nickname preferences, so apps shouldn't need to care about nicknames explicitly.
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virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0;
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// friend grouping (tag) apis
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// returns the number of friends groups
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virtual int GetFriendsGroupCount() = 0;
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// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
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virtual FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ) = 0;
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// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
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virtual const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ) = 0;
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// returns the number of members in a given friends group
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virtual int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ) = 0;
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// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
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virtual void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ) = 0;
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// returns true if the specified user meets any of the criteria specified in iFriendFlags
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// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
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virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
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// clan (group) iteration and access functions
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virtual int GetClanCount() = 0;
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virtual CSteamID GetClanByIndex( int iClan ) = 0;
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virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
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virtual const char *GetClanTag( CSteamID steamIDClan ) = 0;
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// returns the most recent information we have about what's happening in a clan
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virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0;
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// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
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virtual SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 0;
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// iterators for getting users in a chat room, lobby, game server or clan
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// note that large clans that cannot be iterated by the local user
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// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
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// steamIDSource can be the steamID of a group, game server, lobby or chat room
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virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
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virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
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// returns true if the local user can see that steamIDUser is a member or in steamIDSource
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virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
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// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
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virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
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// activates the game overlay, with an optional dialog to open
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// valid options include "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements",
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// "chatroomgroup/nnnn"
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virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
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// activates game overlay to a specific place
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// valid options are
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// "steamid" - opens the overlay web browser to the specified user or groups profile
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// "chat" - opens a chat window to the specified user, or joins the group chat
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// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
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// "stats" - opens the overlay web browser to the specified user's stats
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// "achievements" - opens the overlay web browser to the specified user's achievements
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// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
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// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
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// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
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// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
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virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0;
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// activates game overlay web browser directly to the specified URL
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// full address with protocol type is required, e.g. http://www.steamgames.com/
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virtual void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ) = 0;
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// activates game overlay to store page for app
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virtual void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag ) = 0;
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// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
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// in game
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virtual void SetPlayedWith( CSteamID steamIDUserPlayedWith ) = 0;
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// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
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virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0;
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// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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virtual int GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0;
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// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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virtual int GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0;
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// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
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virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0;
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// requests information about a user - persona name & avatar
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// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
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// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
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// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
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// if returns false, it means that we already have all the details about that user, and functions can be called immediately
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virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
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// requests information about a clan officer list
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// when complete, data is returned in ClanOfficerListResponse_t call result
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// this makes available the calls below
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// you can only ask about clans that a user is a member of
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// note that this won't download avatars automatically; if you get an officer,
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// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
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STEAM_CALL_RESULT( ClanOfficerListResponse_t )
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virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0;
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// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
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// returns the steamID of the clan owner
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virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0;
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// returns the number of officers in a clan (including the owner)
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virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0;
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// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
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virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0;
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// if current user is chat restricted, he can't send or receive any text/voice chat messages.
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// the user can't see custom avatars. But the user can be online and send/recv game invites.
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// a chat restricted user can't add friends or join any groups.
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virtual uint32 GetUserRestrictions() = 0;
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// Rich Presence data is automatically shared between friends who are in the same game
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// Each user has a set of Key/Value pairs
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// Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
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// There are two magic keys:
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// "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
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// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
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// GetFriendRichPresence() returns an empty string "" if no value is set
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// SetRichPresence() to a NULL or an empty string deletes the key
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// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
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// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
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virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0;
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virtual void ClearRichPresence() = 0;
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virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0;
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virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0;
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virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0;
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// Requests rich presence for a specific user.
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virtual void RequestFriendRichPresence( CSteamID steamIDFriend ) = 0;
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// Rich invite support.
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// If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string.
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// (Or you can configure yout game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.)
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// Invites can only be sent to friends.
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virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0;
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// recently-played-with friends iteration
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// this iterates the entire list of users recently played with, across games
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// GetFriendCoplayTime() returns as a unix time
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virtual int GetCoplayFriendCount() = 0;
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virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0;
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virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0;
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virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0;
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// chat interface for games
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// this allows in-game access to group (clan) chats from in the game
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// the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
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// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
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STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t )
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virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0;
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virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0;
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virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0;
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virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0;
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virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0;
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virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter ) = 0;
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virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0;
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|
|
|
// interact with the Steam (game overlay / desktop)
|
|
virtual bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ) = 0;
|
|
virtual bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
|
|
virtual bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
|
|
|
|
// peer-to-peer chat interception
|
|
// this is so you can show P2P chats inline in the game
|
|
virtual bool SetListenForFriendsMessages( bool bInterceptEnabled ) = 0;
|
|
virtual bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ) = 0;
|
|
virtual int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
|
|
|
// following apis
|
|
STEAM_CALL_RESULT( FriendsGetFollowerCount_t )
|
|
virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0;
|
|
STEAM_CALL_RESULT( FriendsIsFollowing_t )
|
|
virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0;
|
|
STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t )
|
|
virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0;
|
|
|
|
virtual bool IsClanPublic( CSteamID steamIDClan ) = 0;
|
|
virtual bool IsClanOfficialGameGroup( CSteamID steamIDClan ) = 0;
|
|
|
|
/// Return the number of chats (friends or chat rooms) with unread messages.
|
|
/// A "priority" message is one that would generate some sort of toast or
|
|
/// notification, and depends on user settings.
|
|
///
|
|
/// You can register for UnreadChatMessagesChanged_t callbacks to know when this
|
|
/// has potentially changed.
|
|
virtual int GetNumChatsWithUnreadPriorityMessages() = 0;
|
|
};
|
|
|
|
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017"
|
|
|
|
#ifndef STEAM_API_EXPORTS
|
|
// Global interface accessor
|
|
inline ISteamFriends *SteamFriends();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamFriends *, SteamFriends, STEAMFRIENDS_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
// callbacks
|
|
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
|
#pragma pack( push, 4 )
|
|
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
|
#pragma pack( push, 8 )
|
|
#else
|
|
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a friends' status changes
|
|
//-----------------------------------------------------------------------------
|
|
struct PersonaStateChange_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
|
|
|
|
uint64 m_ulSteamID; // steamID of the friend who changed
|
|
int m_nChangeFlags; // what's changed
|
|
};
|
|
|
|
|
|
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
|
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
|
enum EPersonaChange
|
|
{
|
|
k_EPersonaChangeName = 0x0001,
|
|
k_EPersonaChangeStatus = 0x0002,
|
|
k_EPersonaChangeComeOnline = 0x0004,
|
|
k_EPersonaChangeGoneOffline = 0x0008,
|
|
k_EPersonaChangeGamePlayed = 0x0010,
|
|
k_EPersonaChangeGameServer = 0x0020,
|
|
k_EPersonaChangeAvatar = 0x0040,
|
|
k_EPersonaChangeJoinedSource= 0x0080,
|
|
k_EPersonaChangeLeftSource = 0x0100,
|
|
k_EPersonaChangeRelationshipChanged = 0x0200,
|
|
k_EPersonaChangeNameFirstSet = 0x0400,
|
|
k_EPersonaChangeBroadcast = 0x0800,
|
|
k_EPersonaChangeNickname = 0x1000,
|
|
k_EPersonaChangeSteamLevel = 0x2000,
|
|
k_EPersonaChangeRichPresence = 0x4000,
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: posted when game overlay activates or deactivates
|
|
// the game can use this to be pause or resume single player games
|
|
//-----------------------------------------------------------------------------
|
|
struct GameOverlayActivated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
|
uint8 m_bActive; // true if it's just been activated, false otherwise
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when the user tries to join a different game server from their friends list
|
|
// game client should attempt to connect to specified server when this is received
|
|
//-----------------------------------------------------------------------------
|
|
struct GameServerChangeRequested_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
|
|
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
|
char m_rgchPassword[64]; // server password, if any
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when the user tries to join a lobby from their friends list
|
|
// game client should attempt to connect to specified lobby when this is received
|
|
//-----------------------------------------------------------------------------
|
|
struct GameLobbyJoinRequested_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 33 };
|
|
CSteamID m_steamIDLobby;
|
|
|
|
// The friend they did the join via (will be invalid if not directly via a friend)
|
|
//
|
|
// On PS3, the friend will be invalid if this was triggered by a PSN invite via the XMB, but
|
|
// the account type will be console user so you can tell at least that this was from a PSN friend
|
|
// rather than a Steam friend.
|
|
CSteamID m_steamIDFriend;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when an avatar is loaded in from a previous GetLargeFriendAvatar() call
|
|
// if the image wasn't already available
|
|
//-----------------------------------------------------------------------------
|
|
struct AvatarImageLoaded_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 34 };
|
|
CSteamID m_steamID; // steamid the avatar has been loaded for
|
|
int m_iImage; // the image index of the now loaded image
|
|
int m_iWide; // width of the loaded image
|
|
int m_iTall; // height of the loaded image
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: marks the return of a request officer list call
|
|
//-----------------------------------------------------------------------------
|
|
struct ClanOfficerListResponse_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 35 };
|
|
CSteamID m_steamIDClan;
|
|
int m_cOfficers;
|
|
uint8 m_bSuccess;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: callback indicating updated data about friends rich presence information
|
|
//-----------------------------------------------------------------------------
|
|
struct FriendRichPresenceUpdate_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 36 };
|
|
CSteamID m_steamIDFriend; // friend who's rich presence has changed
|
|
AppId_t m_nAppID; // the appID of the game (should always be the current game)
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when the user tries to join a game from their friends list
|
|
// rich presence will have been set with the "connect" key which is set here
|
|
//-----------------------------------------------------------------------------
|
|
struct GameRichPresenceJoinRequested_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 37 };
|
|
CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
|
|
char m_rgchConnect[k_cchMaxRichPresenceValueLength];
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a chat message has been received for a clan chat the game has joined
|
|
//-----------------------------------------------------------------------------
|
|
struct GameConnectedClanChatMsg_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 38 };
|
|
CSteamID m_steamIDClanChat;
|
|
CSteamID m_steamIDUser;
|
|
int m_iMessageID;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a user has joined a clan chat
|
|
//-----------------------------------------------------------------------------
|
|
struct GameConnectedChatJoin_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 39 };
|
|
CSteamID m_steamIDClanChat;
|
|
CSteamID m_steamIDUser;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a user has left the chat we're in
|
|
//-----------------------------------------------------------------------------
|
|
struct GameConnectedChatLeave_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 40 };
|
|
CSteamID m_steamIDClanChat;
|
|
CSteamID m_steamIDUser;
|
|
bool m_bKicked; // true if admin kicked
|
|
bool m_bDropped; // true if Steam connection dropped
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a DownloadClanActivityCounts() call has finished
|
|
//-----------------------------------------------------------------------------
|
|
struct DownloadClanActivityCountsResult_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 41 };
|
|
bool m_bSuccess;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a JoinClanChatRoom() call has finished
|
|
//-----------------------------------------------------------------------------
|
|
struct JoinClanChatRoomCompletionResult_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 42 };
|
|
CSteamID m_steamIDClanChat;
|
|
EChatRoomEnterResponse m_eChatRoomEnterResponse;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a chat message has been received from a user
|
|
//-----------------------------------------------------------------------------
|
|
struct GameConnectedFriendChatMsg_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 43 };
|
|
CSteamID m_steamIDUser;
|
|
int m_iMessageID;
|
|
};
|
|
|
|
|
|
struct FriendsGetFollowerCount_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 44 };
|
|
EResult m_eResult;
|
|
CSteamID m_steamID;
|
|
int m_nCount;
|
|
};
|
|
|
|
|
|
struct FriendsIsFollowing_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 45 };
|
|
EResult m_eResult;
|
|
CSteamID m_steamID;
|
|
bool m_bIsFollowing;
|
|
};
|
|
|
|
|
|
struct FriendsEnumerateFollowingList_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 46 };
|
|
EResult m_eResult;
|
|
CSteamID m_rgSteamID[ k_cEnumerateFollowersMax ];
|
|
int32 m_nResultsReturned;
|
|
int32 m_nTotalResultCount;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: reports the result of an attempt to change the user's persona name
|
|
//-----------------------------------------------------------------------------
|
|
struct SetPersonaNameResponse_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 47 };
|
|
|
|
bool m_bSuccess; // true if name change succeeded completely.
|
|
bool m_bLocalSuccess; // true if name change was retained locally. (We might not have been able to communicate with Steam)
|
|
EResult m_result; // detailed result code
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Invoked when the status of unread messages changes
|
|
//-----------------------------------------------------------------------------
|
|
struct UnreadChatMessagesChanged_t
|
|
{
|
|
enum { k_iCallback = k_iSteamFriendsCallbacks + 48 };
|
|
};
|
|
|
|
#pragma pack( pop )
|
|
|
|
#endif // ISTEAMFRIENDS_H
|