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105 lines
5.6 KiB
C
105 lines
5.6 KiB
C
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#ifndef ISTEAMFRIENDS005_H
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#define ISTEAMFRIENDS005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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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 ISteamFriends005
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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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virtual void SetPersonaName_old( 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( EFriendFlags eFriendFlags ) = 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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STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendByIndex, int, iFriend, int, iFriendFlags) /*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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virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
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// gets the 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 GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) = 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, 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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// 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, EFriendFlags eFriendFlags ) = 0;
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// clan (group) iteration and access functions
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virtual int GetClanCount() = 0;
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STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanByIndex, int, iClan) /*virtual CSteamID GetClanByIndex( int iClan ) = 0;*/
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virtual const char *GetClanName( CSteamID steamIDClan ) = 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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// 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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STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendFromSourceByIndex, CSteamID, steamIDSource, int, iFriend) /*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 are "Friends", "Community", "Players", "Settings", "LobbyInvite", "OfficialGameGroup"
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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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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 ) = 0;
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// activates game overlay to store page for app
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virtual void ActivateGameOverlayToStore( AppId_t nAppID ) = 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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};
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#endif // ISTEAMFRIENDS005_H
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