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//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: interface to both friends list data and general information about users
//
//=============================================================================
# ifndef ISTEAMFRIENDS_H
# define ISTEAMFRIENDS_H
# ifdef STEAM_WIN32
# pragma once
# endif
# include "steam_api_common.h"
//-----------------------------------------------------------------------------
// Purpose: set of relationships to other users
//-----------------------------------------------------------------------------
enum EFriendRelationship
{
k_EFriendRelationshipNone = 0 ,
k_EFriendRelationshipBlocked = 1 , // this doesn't get stored; the user has just done an Ignore on an friendship invite
k_EFriendRelationshipRequestRecipient = 2 ,
k_EFriendRelationshipFriend = 3 ,
k_EFriendRelationshipRequestInitiator = 4 ,
k_EFriendRelationshipIgnored = 5 , // this is stored; the user has explicit blocked this other user from comments/chat/etc
k_EFriendRelationshipIgnoredFriend = 6 ,
k_EFriendRelationshipSuggested_DEPRECATED = 7 , // was used by the original implementation of the facebook linking feature, but now unused.
// keep this updated
k_EFriendRelationshipMax = 8 ,
} ;
// maximum length of friend group name (not including terminating nul!)
const int k_cchMaxFriendsGroupName = 64 ;
// maximum number of groups a single user is allowed
const int k_cFriendsGroupLimit = 100 ;
// friends group identifier type
typedef int16 FriendsGroupID_t ;
// invalid friends group identifier constant
const FriendsGroupID_t k_FriendsGroupID_Invalid = - 1 ;
const int k_cEnumerateFollowersMax = 50 ;
//-----------------------------------------------------------------------------
// Purpose: list of states a friend can be in
//-----------------------------------------------------------------------------
enum EPersonaState
{
k_EPersonaStateOffline = 0 , // friend is not currently logged on
k_EPersonaStateOnline = 1 , // friend is logged on
k_EPersonaStateBusy = 2 , // user is on, but busy
k_EPersonaStateAway = 3 , // auto-away feature
k_EPersonaStateSnooze = 4 , // auto-away for a long time
k_EPersonaStateLookingToTrade = 5 , // Online, trading
k_EPersonaStateLookingToPlay = 6 , // Online, wanting to play
k_EPersonaStateInvisible = 7 , // Online, but appears offline to friends. This status is never published to clients.
k_EPersonaStateMax ,
} ;
//-----------------------------------------------------------------------------
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
//-----------------------------------------------------------------------------
enum EFriendFlags
{
k_EFriendFlagNone = 0x00 ,
k_EFriendFlagBlocked = 0x01 ,
k_EFriendFlagFriendshipRequested = 0x02 ,
k_EFriendFlagImmediate = 0x04 , // "regular" friend
k_EFriendFlagClanMember = 0x08 ,
k_EFriendFlagOnGameServer = 0x10 ,
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
k_EFriendFlagRequestingFriendship = 0x80 ,
k_EFriendFlagRequestingInfo = 0x100 ,
k_EFriendFlagIgnored = 0x200 ,
k_EFriendFlagIgnoredFriend = 0x400 ,
// k_EFriendFlagSuggested = 0x800, // not used
k_EFriendFlagChatMember = 0x1000 ,
k_EFriendFlagAll = 0xFFFF ,
} ;
// friend game played information
# 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
struct FriendGameInfo_t
{
CGameID m_gameID ;
uint32 m_unGameIP ;
uint16 m_usGamePort ;
uint16 m_usQueryPort ;
CSteamID m_steamIDLobby ;
} ;
# pragma pack( pop )
// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
// in UTF-8.
enum
{
k_cchPersonaNameMax = 128 ,
k_cwchPersonaNameMax = 32 ,
} ;
//-----------------------------------------------------------------------------
// Purpose: user restriction flags
//-----------------------------------------------------------------------------
enum EUserRestriction
{
k_nUserRestrictionNone = 0 , // no known chat/content restriction
k_nUserRestrictionUnknown = 1 , // we don't know yet (user offline)
k_nUserRestrictionAnyChat = 2 , // user is not allowed to (or can't) send/recv any chat
k_nUserRestrictionVoiceChat = 4 , // user is not allowed to (or can't) send/recv voice chat
k_nUserRestrictionGroupChat = 8 , // user is not allowed to (or can't) send/recv group chat
k_nUserRestrictionRating = 16 , // user is too young according to rating in current region
k_nUserRestrictionGameInvites = 32 , // user cannot send or recv game invites (e.g. mobile)
k_nUserRestrictionTrading = 64 , // user cannot participate in trading (console, mobile)
} ;
//-----------------------------------------------------------------------------
// Purpose: information about user sessions
//-----------------------------------------------------------------------------
struct FriendSessionStateInfo_t
{
uint32 m_uiOnlineSessionInstances ;
uint8 m_uiPublishedToFriendsSessionInstance ;
} ;
// size limit on chat room or member metadata
const uint32 k_cubChatMetadataMax = 8192 ;
// size limits on Rich Presence data
enum { k_cchMaxRichPresenceKeys = 30 } ;
enum { k_cchMaxRichPresenceKeyLength = 64 } ;
enum { k_cchMaxRichPresenceValueLength = 256 } ;
// These values are passed as parameters to the store
enum EOverlayToStoreFlag
{
k_EOverlayToStoreFlag_None = 0 ,
k_EOverlayToStoreFlag_AddToCart = 1 ,
k_EOverlayToStoreFlag_AddToCartAndShow = 2 ,
} ;
//-----------------------------------------------------------------------------
// Purpose: Tells Steam where to place the browser window inside the overlay
//-----------------------------------------------------------------------------
enum EActivateGameOverlayToWebPageMode
{
k_EActivateGameOverlayToWebPageMode_Default = 0 , // Browser will open next to all other windows that the user has open in the overlay.
// The window will remain open, even if the user closes then re-opens the overlay.
k_EActivateGameOverlayToWebPageMode_Modal = 1 // Browser will be opened in a special overlay configuration which hides all other windows
// that the user has open in the overlay. When the user closes the overlay, the browser window
// will also close. When the user closes the browser window, the overlay will automatically close.
} ;
//-----------------------------------------------------------------------------
// 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 ISteamFriends
{
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 , EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ) = 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
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// There are five 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
// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
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// "steam_display" - Names a rich presence localization token that will be displayed in the viewing user's selected language
// in the Steam client UI. For more info: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization
// "steam_player_group" - When set, indicates to the Steam client that the player is a member of a particular group. Players in the same group
// may be organized together in various places in the Steam UI.
// "steam_player_group_size" - When set, indicates the total number of players in the steam_player_group. The Steam client may use this number to
// display additional information about a group when all of the members are not part of a user's friends list.
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// 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.)
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 ;
} ;
# 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