mirror of
https://github.com/Detanup01/gbe_fork.git
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444 lines
20 KiB
C++
444 lines
20 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#ifndef __INCLUDED_STEAM_FRIENDS_H__
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#define __INCLUDED_STEAM_FRIENDS_H__
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#include "base.h"
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#include "overlay/steam_overlay.h"
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struct Avatar_Numbers {
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int smallest{};
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int medium{};
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int large{};
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};
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class Steam_Friends :
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public ISteamFriends003,
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public ISteamFriends004,
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public ISteamFriends005,
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public ISteamFriends006,
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public ISteamFriends007,
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public ISteamFriends008,
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public ISteamFriends009,
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public ISteamFriends010,
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public ISteamFriends011,
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public ISteamFriends012,
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public ISteamFriends013,
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public ISteamFriends014,
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public ISteamFriends015,
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public ISteamFriends016,
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public ISteamFriends
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{
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class Settings *settings{};
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class Local_Storage* local_storage{};
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class Networking *network{};
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class SteamCallBacks *callbacks{};
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class SteamCallResults *callback_results{};
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class RunEveryRunCB *run_every_runcb{};
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class Steam_Overlay* overlay{};
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Friend us{};
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bool modified{};
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std::vector<Friend> friends{};
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std::map<uint64, struct Avatar_Numbers> avatars{};
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CSteamID lobby_id{};
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std::chrono::high_resolution_clock::time_point last_sent_friends{};
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Friend *find_friend(CSteamID id);
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void persona_change(CSteamID id, EPersonaChange flags);
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void rich_presence_updated(CSteamID id, AppId_t appid);
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bool is_appid_compatible(Friend *f);
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struct Avatar_Numbers add_friend_avatars(CSteamID id);
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static bool ok_friend_flags(int iFriendFlags);
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static void steam_friends_callback(void *object, Common_Message *msg);
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static void steam_friends_run_every_runcb(void *object);
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void RunCallbacks();
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void Callback(Common_Message *msg);
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public:
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Steam_Friends(Settings* settings, class Local_Storage* local_storage, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay);
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~Steam_Friends();
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void resend_friend_data();
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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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const char *GetPersonaName();
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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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// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
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//
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// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
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//
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// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
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// to change the name back, in addition to the SetPersonaNameResponse_t callback.
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STEAM_CALL_RESULT( SetPersonaNameResponse_t )
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SteamAPICall_t SetPersonaName( const char *pchPersonaName );
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void SetPersonaName_old( const char *pchPersonaName );
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// gets the status of the current user
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EPersonaState GetPersonaState();
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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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int GetFriendCount( int iFriendFlags );
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int GetFriendCount( EFriendFlags eFriendFlags );
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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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CSteamID GetFriendByIndex( int iFriend, int iFriendFlags );
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void GetFriendByIndex(CSteamID& res, int iFriend, int iFriendFlags );
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CSteamID GetFriendByIndex( int iFriend, EFriendFlags eFriendFlags );
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void GetFriendByIndex(CSteamID& result, int iFriend, EFriendFlags eFriendFlags);
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// returns a relationship to a user
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EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend );
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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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EPersonaState GetFriendPersonaState( CSteamID steamIDFriend );
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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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const char *GetFriendPersonaName( CSteamID steamIDFriend );
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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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bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo );
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bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort );
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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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const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName );
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// friends steam level
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int GetFriendSteamLevel( CSteamID steamIDFriend );
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// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
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const char *GetPlayerNickname( CSteamID steamIDPlayer );
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// friend grouping (tag) apis
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// returns the number of friends groups
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int GetFriendsGroupCount();
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// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
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FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG );
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// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
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const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID );
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// returns the number of members in a given friends group
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int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID );
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// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
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void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount );
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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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bool HasFriend( CSteamID steamIDFriend, int iFriendFlags );
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bool HasFriend( CSteamID steamIDFriend, EFriendFlags eFriendFlags );
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// clan (group) iteration and access functions
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int GetClanCount();
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CSteamID GetClanByIndex( int iClan );
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void GetClanByIndex(CSteamID& result, int iClan );
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const char *GetClanName( CSteamID steamIDClan );
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const char *GetClanTag( CSteamID steamIDClan );
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// returns the most recent information we have about what's happening in a clan
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bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting );
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// 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
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SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest );
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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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// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
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// steamIDSource can be the steamID of a group, game server, lobby or chat room
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int GetFriendCountFromSource( CSteamID steamIDSource );
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CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend );
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void GetFriendFromSourceByIndex(CSteamID& res, CSteamID steamIDSource, int iFriend);
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// returns true if the local user can see that steamIDUser is a member or in steamIDSource
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bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource );
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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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void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking );
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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", "OfficialGameGroup", "Stats", "Achievements"
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void ActivateGameOverlay( const char *pchDialog );
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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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// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
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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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// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
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// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
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// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
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// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
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void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID );
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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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void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default );
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void ActivateGameOverlayToWebPage( const char *pchURL );
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// activates game overlay to store page for app
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void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag );
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void ActivateGameOverlayToStore( AppId_t nAppID);
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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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void SetPlayedWith( CSteamID steamIDUserPlayedWith );
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// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
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void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby );
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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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int GetSmallFriendAvatar( CSteamID steamIDFriend );
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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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int GetMediumFriendAvatar( CSteamID steamIDFriend );
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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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int GetLargeFriendAvatar( CSteamID steamIDFriend );
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int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize );
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int GetFriendAvatar(CSteamID steamIDFriend);
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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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bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly );
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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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STEAM_CALL_RESULT( ClanOfficerListResponse_t )
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SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan );
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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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CSteamID GetClanOwner( CSteamID steamIDClan );
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void GetClanOwner(CSteamID& res, CSteamID steamIDClan );
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// returns the number of officers in a clan (including the owner)
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int GetClanOfficerCount( CSteamID steamIDClan );
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// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
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CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer );
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void GetClanOfficerByIndex(CSteamID& res, CSteamID steamIDClan, int iOfficer );
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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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uint32 GetUserRestrictions();
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EUserRestriction GetUserRestrictions_old();
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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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// Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
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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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bool SetRichPresence( const char *pchKey, const char *pchValue );
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void ClearRichPresence();
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// the overlay will keep calling GetFriendRichPresence() and spam the debug log, hence this function
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const char *get_friend_rich_presence_silent( CSteamID steamIDFriend, const char *pchKey );
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const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey );
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int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend );
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const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey );
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// Requests rich presence for a specific user.
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void RequestFriendRichPresence( CSteamID steamIDFriend );
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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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bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString );
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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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int GetCoplayFriendCount();
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CSteamID GetCoplayFriend( int iCoplayFriend );
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void GetCoplayFriend(CSteamID& res, int iCoplayFriend );
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int GetFriendCoplayTime( CSteamID steamIDFriend );
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AppId_t GetFriendCoplayGame( CSteamID steamIDFriend );
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// chat interface for games
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// this allows in-game access to group (clan) chats from in the game
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// 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
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// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
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STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t )
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SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan );
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bool LeaveClanChatRoom( CSteamID steamIDClan );
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int GetClanChatMemberCount( CSteamID steamIDClan );
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CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser );
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void GetChatMemberByIndex(CSteamID& res, CSteamID steamIDClan, int iUser );
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bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText );
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int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter );
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bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser );
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// interact with the Steam (game overlay / desktop)
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bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat );
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bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat );
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bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat );
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// peer-to-peer chat interception
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// this is so you can show P2P chats inline in the game
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bool SetListenForFriendsMessages( bool bInterceptEnabled );
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bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend );
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int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType );
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// following apis
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STEAM_CALL_RESULT( FriendsGetFollowerCount_t )
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SteamAPICall_t GetFollowerCount( CSteamID steamID );
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STEAM_CALL_RESULT( FriendsIsFollowing_t )
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SteamAPICall_t IsFollowing( CSteamID steamID );
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STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t )
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SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex );
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bool IsClanPublic( CSteamID steamIDClan );
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bool IsClanOfficialGameGroup( CSteamID steamIDClan );
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int GetNumChatsWithUnreadPriorityMessages();
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void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby );
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// Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations
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// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
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// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
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bool RegisterProtocolInOverlayBrowser( const char *pchProtocol );
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// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
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void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString );
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// Steam Community items equipped by a user on their profile
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// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items
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STEAM_CALL_RESULT( EquippedProfileItems_t )
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SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID );
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bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType );
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const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop );
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uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop );
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};
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#endif //__INCLUDED_STEAM_FRIENDS_H__
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