Yucom/lsteamclient/steamworks_sdk_111x/isteamfriends.h

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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to both friends list data and general information about users
//
//=============================================================================
#ifndef ISTEAMFRIENDS_H
#define ISTEAMFRIENDS_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "steamclientpublic.h"
//-----------------------------------------------------------------------------
// Purpose: set of relationships to other users
//-----------------------------------------------------------------------------
enum EFriendRelationship
{
k_EFriendRelationshipNone = 0,
k_EFriendRelationshipBlocked = 1,
k_EFriendRelationshipRequestRecipient = 2,
k_EFriendRelationshipFriend = 3,
k_EFriendRelationshipRequestInitiator = 4,
k_EFriendRelationshipIgnored = 5,
k_EFriendRelationshipIgnoredFriend = 6,
};
//-----------------------------------------------------------------------------
// 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_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_EFriendFlagAll = 0xFFFF,
};
// friend game played information
#pragma pack( push, 8 )
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_nUserRestrictionChat = 2, // user is not allowed to send/recv text/voice chat
};
// size limit on chat room or member metadata
const uint32 k_cubChatMetadataMax = 8192;
//-----------------------------------------------------------------------------
// 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
virtual void 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, 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;
// 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;
// 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
// 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 are "Friends", "Community", "Players", "Settings", "LobbyInvite", "OfficialGameGroup", "Stats", "Achievements"
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
// "stats" - opens the overlay web browser to the specified user's stats
// "achievements" - opens the overlay web browser to the specified user's achievements
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 ) = 0;
// activates game overlay to store page for app
virtual void ActivateGameOverlayToStore( AppId_t nAppID ) = 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.
// You can also use ActivateGameOverlay( "LobbyInvite" ) to allow the user to create invitations for their current public 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
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;
};
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends008"
// callbacks
#pragma pack( push, 8 )
//-----------------------------------------------------------------------------
// 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 = 0x001,
k_EPersonaChangeStatus = 0x002,
k_EPersonaChangeComeOnline = 0x004,
k_EPersonaChangeGoneOffline = 0x008,
k_EPersonaChangeGamePlayed = 0x010,
k_EPersonaChangeGameServer = 0x020,
k_EPersonaChangeAvatar = 0x040,
k_EPersonaChangeJoinedSource= 0x080,
k_EPersonaChangeLeftSource = 0x100,
k_EPersonaChangeRelationshipChanged = 0x200,
k_EPersonaChangeNameFirstSet = 0x400,
};
//-----------------------------------------------------------------------------
// 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;
CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
};
//-----------------------------------------------------------------------------
// 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;
};
#pragma pack( pop )
#endif // ISTEAMFRIENDS_H