#ifndef ISTEAMFRIENDS004_H #define ISTEAMFRIENDS004_H #ifdef STEAM_WIN32 #pragma once #endif enum EAvatarSize { k_EAvatarSize32x32 = 0, k_EAvatarSize64x64 = 1, k_EAvatarSize184x184 = 2, k_EAvatarSizeMAX = 3, }; class ISteamFriends004 { public: // returns the local players name - guaranteed to not be NULL. // this is the same name as on the users community profile page // this is stored in UTF-8 format // like all the other interface functions that return a char *, it's important that this pointer is not saved // off; it will eventually be free'd or re-allocated virtual const char *GetPersonaName() = 0; // sets the player name, stores it on the server and publishes the changes to all friends who are online virtual void SetPersonaName_old( const char *pchPersonaName ) = 0; // gets the status of the current user virtual EPersonaState GetPersonaState() = 0; // friend iteration // takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria // then GetFriendByIndex() can then be used to return the id's of each of those users virtual int GetFriendCount( EFriendFlags eFriendFlags ) = 0; // returns the steamID of a user // iFriend is a index of range [0, GetFriendCount()) // iFriendsFlags must be the same value as used in GetFriendCount() // the returned CSteamID can then be used by all the functions below to access details about the user STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendByIndex, int, iFriend, EFriendFlags, eFriendFlags) /*virtual CSteamID GetFriendByIndex( int iFriend, EFriendFlags eFriendFlags ) = 0;*/ // returns a relationship to a user virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0; // returns the current status of the specified user // 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 virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0; // returns the name another user - guaranteed to not be NULL. // same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user // 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 virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0; // gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set virtual int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) = 0; // returns true if the friend is actually in a game virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0; // accesses old friends names - returns an empty string when their are no more items in the history virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0; // returns true if the specified user meets any of the criteria specified in iFriendFlags // iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values virtual bool HasFriend( CSteamID steamIDFriend, EFriendFlags eFriendFlags ) = 0; // clan (group) iteration and access functions virtual int GetClanCount() = 0; STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanByIndex, int, iClan) /*virtual CSteamID GetClanByIndex( int iClan ) = 0;*/ virtual const char *GetClanName( CSteamID steamIDClan ) = 0; // iterators for getting users in a chat room, lobby, game server or clan // note that large clans that cannot be iterated by the local user // steamIDSource can be the steamID of a group, game server, lobby or chat room virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0; STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendFromSourceByIndex, CSteamID, steamIDSource, int, iFriend) /*virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;*/ // returns true if the local user can see that steamIDUser is a member or in steamIDSource virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0; // User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI) virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0; // activates the game overlay, with an optional dialog to open // valid options are "Friends", "Community", "Players", "Settings", "LobbyInvite", "OfficialGameGroup" virtual void ActivateGameOverlay( const char *pchDialog ) = 0; }; #endif // ISTEAMFRIENDS004_H