#ifndef ISTEAMFRIENDS010_H #define ISTEAMFRIENDS010_H #ifdef STEAM_WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: interface to accessing information about individual users, // that can be a friend, in a group, on a game server or in a lobby with the local user //----------------------------------------------------------------------------- class ISteamFriends010 { 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( int iFriendFlags ) = 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, int, iFriendFlags) /*virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 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; // returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, FriendGameInfo_t *pFriendGameInfo ) = 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, int iFriendFlags ) = 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; virtual const char *GetClanTag( CSteamID steamIDClan ) = 0; virtual bool GetClanActivityCounts( CSteamID steamID, int *pnOnline, int *pnInGame, int *pnChatting ) = 0; virtual SteamAPICall_t DownloadClanActivityCounts( CSteamID groupIDs[], int nIds ) = 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", "Stats", "Achievements" virtual void ActivateGameOverlay( const char *pchDialog ) = 0; // activates game overlay to a specific place // valid options are // "steamid" - opens the overlay web browser to the specified user or groups profile // "chat" - opens a chat window to the specified user, or joins the group chat // "stats" - opens the overlay web browser to the specified user's stats // "achievements" - opens the overlay web browser to the specified user's achievements virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0; // activates game overlay web browser directly to the specified URL // full address with protocol type is required, e.g. http://www.steamgames.com/ virtual void ActivateGameOverlayToWebPage( const char *pchURL ) = 0; // activates game overlay to store page for app virtual void ActivateGameOverlayToStore( AppId_t nAppID ) = 0; // Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is // in game virtual void SetPlayedWith( CSteamID steamIDUserPlayedWith ) = 0; // activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby. // You can also use ActivateGameOverlay( "LobbyInvite" ) to allow the user to create invitations for their current public lobby. virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0; // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set virtual int GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0; // gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set virtual int GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0; // gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set // returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0; // requests information about a user - persona name & avatar // if bRequireNameOnly is set, then the avatar of a user isn't downloaded // - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them // if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved // if returns false, it means that we already have all the details about that user, and functions can be called immediately virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0; // requests information about a clan officer list // when complete, data is returned in ClanOfficerListResponse_t call result // this makes available the calls below // you can only ask about clans that a user is a member of // note that this won't download avatars automatically; if you get an officer, // and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0; // iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed // returns the steamID of the clan owner STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanOwner, CSteamID, steamIDClan) /*virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0;*/ // returns the number of officers in a clan (including the owner) virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0; // returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount) STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetClanOfficerByIndex, CSteamID, steamIDClan, int, iOfficer) /*virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0;*/ // if current user is chat restricted, he can't send or receive any text/voice chat messages. // the user can't see custom avatars. But the user can be online and send/recv game invites. // a chat restricted user can't add friends or join any groups. virtual EUserRestriction GetUserRestrictions_old() = 0; // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Up to 20 different keys can be set // There are two magic keys: // "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list // "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game // GetFriendRichPresence() returns an empty string "" if no value is set // SetRichPresence() to a NULL or an empty string deletes the key // You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount() // and GetFriendRichPresenceKeyByIndex() (typically only used for debugging) virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0; virtual void ClearRichPresence() = 0; virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0; virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0; virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0; // rich invite support // if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game // if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string // invites can only be sent to friends virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0; // recently-played-with friends iteration // this iterates the entire list of users recently played with, across games // GetFriendCoplayTime() returns as a unix time virtual int GetCoplayFriendCount() = 0; STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetCoplayFriend, int, iCoplayFriend) /*virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0;*/ virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0; virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0; virtual SteamAPICall_t JoinClanChatRoom( CSteamID groupID ) = 0; virtual bool LeaveClanChatRoom( CSteamID groupID ) = 0; virtual int GetClanChatMemberCount( CSteamID groupID ) = 0; STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetChatMemberByIndex, CSteamID, groupID, int, iIndex) /*virtual CSteamID GetChatMemberByIndex( CSteamID groupID, int iIndex ) = 0;*/ virtual bool SendClanChatMessage( CSteamID groupID, const char *cszMessage ) = 0; virtual int GetClanChatMessage( CSteamID groupID, int iChatID, void *pvData, int cubData, EChatEntryType *peChatEntryType, CSteamID *pSteamIDChatter ) = 0; virtual bool IsClanChatAdmin( CSteamID groupID, CSteamID userID ) = 0; virtual bool IsClanChatWindowOpenInSteam( CSteamID groupID ) = 0; virtual bool OpenClanChatWindowInSteam( CSteamID groupID ) = 0; virtual bool CloseClanChatWindowInSteam( CSteamID groupID ) = 0; virtual bool SetListenForFriendsMessages( bool bListen ) = 0; virtual bool ReplyToFriendMessage( CSteamID friendID, const char *cszMessage ) = 0; virtual int GetFriendMessage( CSteamID friendID, int iChatID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; }; #endif // ISTEAMFRIENDS010_H