#ifndef ISTEAMFRIENDS016_H #define ISTEAMFRIENDS016_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 ISteamFriends016 { 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. // Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success. // // The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t. // // If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted // to change the name back, in addition to the SetPersonaNameResponse_t callback. STEAM_CALL_RESULT( SetPersonaNameResponse_t ) virtual SteamAPICall_t SetPersonaName( 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 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, STEAM_OUT_STRUCT() 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; // friends steam level virtual int GetFriendSteamLevel( CSteamID steamIDFriend ) = 0; // Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player. // DEPRECATED: GetPersonaName follows the Steam nickname preferences, so apps shouldn't need to care about nicknames explicitly. virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0; // friend grouping (tag) apis // returns the number of friends groups virtual int GetFriendsGroupCount() = 0; // returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid) virtual FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ) = 0; // returns the name for the given friends group (NULL in the case of invalid friends group IDs) virtual const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ) = 0; // returns the number of members in a given friends group virtual int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ) = 0; // gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid virtual void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ) = 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; virtual CSteamID GetClanByIndex( int iClan ) = 0; virtual const char *GetClanName( CSteamID steamIDClan ) = 0; virtual const char *GetClanTag( CSteamID steamIDClan ) = 0; // returns the most recent information we have about what's happening in a clan virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0; // 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 virtual SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 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 // note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby // steamIDSource can be the steamID of a group, game server, lobby or chat room virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0; 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 include "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements", // "chatroomgroup/nnnn" 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 // "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API // "stats" - opens the overlay web browser to the specified user's stats // "achievements" - opens the overlay web browser to the specified user's achievements // "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend // "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend // "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite // "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite 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, EOverlayToStoreFlag eFlag ) = 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. 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 STEAM_CALL_RESULT( ClanOfficerListResponse_t ) 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 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) 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 uint32 GetUserRestrictions() = 0; // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength // 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; // Requests rich presence for a specific user. virtual void RequestFriendRichPresence( CSteamID steamIDFriend ) = 0; // Rich invite support. // If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string. // (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.) // 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; virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0; virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0; virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0; // chat interface for games // this allows in-game access to group (clan) chats from in the game // 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 // use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t ) virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0; virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0; virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0; virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0; virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0; virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter ) = 0; virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0; // 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; }; #endif // ISTEAMFRIENDS016_H