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196 lines
12 KiB
C++
196 lines
12 KiB
C++
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#ifndef ISTEAMFRIENDS010_H
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#define ISTEAMFRIENDS010_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 ISteamFriends010
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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( int iFriendFlags ) = 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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//
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virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 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, int iFriendFlags ) = 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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virtual const char *GetClanTag( CSteamID steamIDClan ) = 0;
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virtual bool GetClanActivityCounts( CSteamID steamID, int *pnOnline, int *pnInGame, int *pnChatting ) = 0;
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virtual SteamAPICall_t DownloadClanActivityCounts( CSteamID groupIDs[], int nIds ) = 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", "Stats", "Achievements"
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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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// "stats" - opens the overlay web browser to the specified user's stats
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// "achievements" - opens the overlay web browser to the specified user's achievements
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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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// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
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// You can also use ActivateGameOverlay( "LobbyInvite" ) to allow the user to create invitations for their current public lobby.
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virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0;
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// gets the small (32x32) 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 GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0;
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// gets the medium (64x64) 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 GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0;
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// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
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virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0;
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// requests information about a user - persona name & avatar
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// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
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// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
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// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
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// if returns false, it means that we already have all the details about that user, and functions can be called immediately
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virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
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// requests information about a clan officer list
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// when complete, data is returned in ClanOfficerListResponse_t call result
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// this makes available the calls below
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// you can only ask about clans that a user is a member of
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// note that this won't download avatars automatically; if you get an officer,
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// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
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virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0;
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// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
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// returns the steamID of the clan owner
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STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanOwner, CSteamID, steamIDClan) /*virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0;*/
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// returns the number of officers in a clan (including the owner)
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virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0;
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// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
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STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetClanOfficerByIndex, CSteamID, steamIDClan, int, iOfficer) /*virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0;*/
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// if current user is chat restricted, he can't send or receive any text/voice chat messages.
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// the user can't see custom avatars. But the user can be online and send/recv game invites.
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// a chat restricted user can't add friends or join any groups.
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virtual EUserRestriction GetUserRestrictions_old() = 0;
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// Rich Presence data is automatically shared between friends who are in the same game
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// Each user has a set of Key/Value pairs
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// Up to 20 different keys can be set
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// There are two 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
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// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
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// GetFriendRichPresence() returns an empty string "" if no value is set
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// SetRichPresence() to a NULL or an empty string deletes the key
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// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
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// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
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virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0;
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virtual void ClearRichPresence() = 0;
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virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0;
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virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0;
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virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0;
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// rich invite support
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// if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
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// if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
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// invites can only be sent to friends
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virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0;
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// recently-played-with friends iteration
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// this iterates the entire list of users recently played with, across games
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// GetFriendCoplayTime() returns as a unix time
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virtual int GetCoplayFriendCount() = 0;
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STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetCoplayFriend, int, iCoplayFriend) /*virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0;*/
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virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0;
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virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0;
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virtual SteamAPICall_t JoinClanChatRoom( CSteamID groupID ) = 0;
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virtual bool LeaveClanChatRoom( CSteamID groupID ) = 0;
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virtual int GetClanChatMemberCount( CSteamID groupID ) = 0;
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STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetChatMemberByIndex, CSteamID, groupID, int, iIndex) /*virtual CSteamID GetChatMemberByIndex( CSteamID groupID, int iIndex ) = 0;*/
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virtual bool SendClanChatMessage( CSteamID groupID, const char *cszMessage ) = 0;
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virtual int GetClanChatMessage( CSteamID groupID, int iChatID, void *pvData, int cubData, EChatEntryType *peChatEntryType, CSteamID *pSteamIDChatter ) = 0;
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virtual bool IsClanChatAdmin( CSteamID groupID, CSteamID userID ) = 0;
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virtual bool IsClanChatWindowOpenInSteam( CSteamID groupID ) = 0;
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virtual bool OpenClanChatWindowInSteam( CSteamID groupID ) = 0;
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virtual bool CloseClanChatWindowInSteam( CSteamID groupID ) = 0;
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virtual bool SetListenForFriendsMessages( bool bListen ) = 0;
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virtual bool ReplyToFriendMessage( CSteamID friendID, const char *cszMessage ) = 0;
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virtual int GetFriendMessage( CSteamID friendID, int iChatID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
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};
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#endif // ISTEAMFRIENDS010_H
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