gbe_fork/dll/dll/steam_friends.h

444 lines
20 KiB
C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#ifndef __INCLUDED_STEAM_FRIENDS_H__
#define __INCLUDED_STEAM_FRIENDS_H__
#include "base.h"
#include "overlay/steam_overlay.h"
struct Avatar_Numbers {
int smallest{};
int medium{};
int large{};
};
class Steam_Friends :
public ISteamFriends003,
public ISteamFriends004,
public ISteamFriends005,
public ISteamFriends006,
public ISteamFriends007,
public ISteamFriends008,
public ISteamFriends009,
public ISteamFriends010,
public ISteamFriends011,
public ISteamFriends012,
public ISteamFriends013,
public ISteamFriends014,
public ISteamFriends015,
public ISteamFriends016,
public ISteamFriends
{
class Settings *settings{};
class Local_Storage* local_storage{};
class Networking *network{};
class SteamCallBacks *callbacks{};
class SteamCallResults *callback_results{};
class RunEveryRunCB *run_every_runcb{};
class Steam_Overlay* overlay{};
Friend us{};
bool modified{};
std::vector<Friend> friends{};
std::map<uint64, struct Avatar_Numbers> avatars{};
CSteamID lobby_id{};
std::chrono::high_resolution_clock::time_point last_sent_friends{};
Friend *find_friend(CSteamID id);
void persona_change(CSteamID id, EPersonaChange flags);
void rich_presence_updated(CSteamID id, AppId_t appid);
bool is_appid_compatible(Friend *f);
struct Avatar_Numbers add_friend_avatars(CSteamID id);
static bool ok_friend_flags(int iFriendFlags);
static void steam_friends_callback(void *object, Common_Message *msg);
static void steam_friends_run_every_runcb(void *object);
void RunCallbacks();
void Callback(Common_Message *msg);
public:
Steam_Friends(Settings* settings, class Local_Storage* local_storage, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay);
~Steam_Friends();
void resend_friend_data();
// 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
const char *GetPersonaName();
// 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 )
SteamAPICall_t SetPersonaName( const char *pchPersonaName );
void SetPersonaName_old( const char *pchPersonaName );
// gets the status of the current user
EPersonaState GetPersonaState();
// 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
int GetFriendCount( int iFriendFlags );
int GetFriendCount( EFriendFlags eFriendFlags );
// 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
CSteamID GetFriendByIndex( int iFriend, int iFriendFlags );
void GetFriendByIndex(CSteamID& res, int iFriend, int iFriendFlags );
CSteamID GetFriendByIndex( int iFriend, EFriendFlags eFriendFlags );
void GetFriendByIndex(CSteamID& result, int iFriend, EFriendFlags eFriendFlags);
// returns a relationship to a user
EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend );
// 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
EPersonaState GetFriendPersonaState( CSteamID steamIDFriend );
// 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
//
const char *GetFriendPersonaName( CSteamID steamIDFriend );
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo );
bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort );
// accesses old friends names - returns an empty string when their are no more items in the history
const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName );
// friends steam level
int GetFriendSteamLevel( CSteamID steamIDFriend );
// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
const char *GetPlayerNickname( CSteamID steamIDPlayer );
// friend grouping (tag) apis
// returns the number of friends groups
int GetFriendsGroupCount();
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG );
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID );
// returns the number of members in a given friends group
int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID );
// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount );
// 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
bool HasFriend( CSteamID steamIDFriend, int iFriendFlags );
bool HasFriend( CSteamID steamIDFriend, EFriendFlags eFriendFlags );
// clan (group) iteration and access functions
int GetClanCount();
CSteamID GetClanByIndex( int iClan );
void GetClanByIndex(CSteamID& result, int iClan );
const char *GetClanName( CSteamID steamIDClan );
const char *GetClanTag( CSteamID steamIDClan );
// returns the most recent information we have about what's happening in a clan
bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting );
// 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
SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest );
// 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
int GetFriendCountFromSource( CSteamID steamIDSource );
CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend );
void GetFriendFromSourceByIndex(CSteamID& res, CSteamID steamIDSource, int iFriend);
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource );
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking );
// activates the game overlay, with an optional dialog to open
// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
void ActivateGameOverlay( const char *pchDialog );
// 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
void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID );
// activates game overlay web browser directly to the specified URL
// full address with protocol type is required, e.g. http://www.steamgames.com/
void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default );
void ActivateGameOverlayToWebPage( const char *pchURL );
// activates game overlay to store page for app
void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag );
void ActivateGameOverlayToStore( AppId_t nAppID);
// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
// in game
void SetPlayedWith( CSteamID steamIDUserPlayedWith );
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby );
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
int GetSmallFriendAvatar( CSteamID steamIDFriend );
// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
int GetMediumFriendAvatar( CSteamID steamIDFriend );
// 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
int GetLargeFriendAvatar( CSteamID steamIDFriend );
int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize );
int GetFriendAvatar(CSteamID steamIDFriend);
// 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
bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly );
// 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 )
SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan );
// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
// returns the steamID of the clan owner
CSteamID GetClanOwner( CSteamID steamIDClan );
void GetClanOwner(CSteamID& res, CSteamID steamIDClan );
// returns the number of officers in a clan (including the owner)
int GetClanOfficerCount( CSteamID steamIDClan );
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer );
void GetClanOfficerByIndex(CSteamID& res, CSteamID steamIDClan, int iOfficer );
// 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.
uint32 GetUserRestrictions();
EUserRestriction GetUserRestrictions_old();
// 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)
bool SetRichPresence( const char *pchKey, const char *pchValue );
void ClearRichPresence();
// the overlay will keep calling GetFriendRichPresence() and spam the debug log, hence this function
const char *get_friend_rich_presence_silent( CSteamID steamIDFriend, const char *pchKey );
const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey );
int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend );
const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey );
// Requests rich presence for a specific user.
void RequestFriendRichPresence( CSteamID steamIDFriend );
// 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
bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString );
// recently-played-with friends iteration
// this iterates the entire list of users recently played with, across games
// GetFriendCoplayTime() returns as a unix time
int GetCoplayFriendCount();
CSteamID GetCoplayFriend( int iCoplayFriend );
void GetCoplayFriend(CSteamID& res, int iCoplayFriend );
int GetFriendCoplayTime( CSteamID steamIDFriend );
AppId_t GetFriendCoplayGame( CSteamID steamIDFriend );
// 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 )
SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan );
bool LeaveClanChatRoom( CSteamID steamIDClan );
int GetClanChatMemberCount( CSteamID steamIDClan );
CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser );
void GetChatMemberByIndex(CSteamID& res, CSteamID steamIDClan, int iUser );
bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText );
int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter );
bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser );
// interact with the Steam (game overlay / desktop)
bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat );
bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat );
bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat );
// peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
bool SetListenForFriendsMessages( bool bInterceptEnabled );
bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend );
int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType );
// following apis
STEAM_CALL_RESULT( FriendsGetFollowerCount_t )
SteamAPICall_t GetFollowerCount( CSteamID steamID );
STEAM_CALL_RESULT( FriendsIsFollowing_t )
SteamAPICall_t IsFollowing( CSteamID steamID );
STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t )
SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex );
bool IsClanPublic( CSteamID steamIDClan );
bool IsClanOfficialGameGroup( CSteamID steamIDClan );
int GetNumChatsWithUnreadPriorityMessages();
void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby );
// Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations
// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
bool RegisterProtocolInOverlayBrowser( const char *pchProtocol );
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString );
// Steam Community items equipped by a user on their profile
// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items
STEAM_CALL_RESULT( EquippedProfileItems_t )
SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID );
bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType );
const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop );
uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop );
};
#endif //__INCLUDED_STEAM_FRIENDS_H__