340 lines
15 KiB
C
340 lines
15 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to both friends list data and general information about users
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//
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//=============================================================================
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#ifndef ISTEAMFRIENDS_H
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#define ISTEAMFRIENDS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#include "steamclientpublic.h"
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//-----------------------------------------------------------------------------
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// Purpose: set of relationships to other users
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//-----------------------------------------------------------------------------
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enum EFriendRelationship
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{
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k_EFriendRelationshipNone = 0,
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k_EFriendRelationshipBlocked = 1,
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k_EFriendRelationshipRequestRecipient = 2,
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k_EFriendRelationshipFriend = 3,
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k_EFriendRelationshipRequestInitiator = 4,
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k_EFriendRelationshipIgnored = 5,
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k_EFriendRelationshipIgnoredFriend = 6,
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};
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//-----------------------------------------------------------------------------
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// Purpose: list of states a friend can be in
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//-----------------------------------------------------------------------------
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enum EPersonaState
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{
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k_EPersonaStateOffline = 0, // friend is not currently logged on
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k_EPersonaStateOnline = 1, // friend is logged on
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k_EPersonaStateBusy = 2, // user is on, but busy
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k_EPersonaStateAway = 3, // auto-away feature
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k_EPersonaStateSnooze = 4, // auto-away for a long time
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k_EPersonaStateMax,
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};
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//-----------------------------------------------------------------------------
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// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
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//-----------------------------------------------------------------------------
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enum EFriendFlags
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{
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k_EFriendFlagNone = 0x00,
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k_EFriendFlagBlocked = 0x01,
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k_EFriendFlagFriendshipRequested = 0x02,
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k_EFriendFlagImmediate = 0x04, // "regular" friend
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k_EFriendFlagClanMember = 0x08,
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k_EFriendFlagOnGameServer = 0x10,
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// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
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// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
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k_EFriendFlagRequestingFriendship = 0x80,
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k_EFriendFlagRequestingInfo = 0x100,
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k_EFriendFlagIgnored = 0x200,
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k_EFriendFlagIgnoredFriend = 0x400,
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k_EFriendFlagAll = 0xFFFF,
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};
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// friend game played information
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#pragma pack( push, 8 )
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struct FriendGameInfo_t
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{
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CGameID m_gameID;
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uint32 m_unGameIP;
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uint16 m_usGamePort;
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uint16 m_usQueryPort;
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CSteamID m_steamIDLobby;
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};
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#pragma pack( pop )
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// maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
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// The UTF-8 version has to be very generous to accomodate characters that get large when encoded
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// in UTF-8.
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enum
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{
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k_cchPersonaNameMax = 128,
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k_cwchPersonaNameMax = 32,
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};
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//-----------------------------------------------------------------------------
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// Purpose: user restriction flags
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//-----------------------------------------------------------------------------
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enum EUserRestriction
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{
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k_nUserRestrictionNone = 0, // no known chat/content restriction
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k_nUserRestrictionUnknown = 1, // we don't know yet (user offline)
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k_nUserRestrictionChat = 2, // user is not allowed to send/recv text/voice chat
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};
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// size limit on chat room or member metadata
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const uint32 k_cubChatMetadataMax = 8192;
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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 ISteamFriends
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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( 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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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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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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// 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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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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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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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 uint32 GetUserRestrictions() = 0;
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};
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#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends008"
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// callbacks
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#pragma pack( push, 8 )
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//-----------------------------------------------------------------------------
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// Purpose: called when a friends' status changes
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//-----------------------------------------------------------------------------
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struct PersonaStateChange_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
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uint64 m_ulSteamID; // steamID of the friend who changed
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int m_nChangeFlags; // what's changed
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};
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// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
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// 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
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enum EPersonaChange
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{
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k_EPersonaChangeName = 0x001,
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k_EPersonaChangeStatus = 0x002,
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k_EPersonaChangeComeOnline = 0x004,
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k_EPersonaChangeGoneOffline = 0x008,
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k_EPersonaChangeGamePlayed = 0x010,
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k_EPersonaChangeGameServer = 0x020,
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k_EPersonaChangeAvatar = 0x040,
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k_EPersonaChangeJoinedSource= 0x080,
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k_EPersonaChangeLeftSource = 0x100,
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k_EPersonaChangeRelationshipChanged = 0x200,
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k_EPersonaChangeNameFirstSet = 0x400,
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};
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//-----------------------------------------------------------------------------
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// Purpose: posted when game overlay activates or deactivates
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// the game can use this to be pause or resume single player games
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//-----------------------------------------------------------------------------
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struct GameOverlayActivated_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
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uint8 m_bActive; // true if it's just been activated, false otherwise
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when the user tries to join a different game server from their friends list
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// game client should attempt to connect to specified server when this is received
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//-----------------------------------------------------------------------------
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struct GameServerChangeRequested_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
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char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
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char m_rgchPassword[64]; // server password, if any
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when the user tries to join a lobby from their friends list
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// game client should attempt to connect to specified lobby when this is received
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//-----------------------------------------------------------------------------
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struct GameLobbyJoinRequested_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 33 };
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CSteamID m_steamIDLobby;
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CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when an avatar is loaded in from a previous GetLargeFriendAvatar() call
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// if the image wasn't already available
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//-----------------------------------------------------------------------------
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struct AvatarImageLoaded_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 34 };
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CSteamID m_steamID; // steamid the avatar has been loaded for
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int m_iImage; // the image index of the now loaded image
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int m_iWide; // width of the loaded image
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int m_iTall; // height of the loaded image
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};
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//-----------------------------------------------------------------------------
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// Purpose: marks the return of a request officer list call
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//-----------------------------------------------------------------------------
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struct ClanOfficerListResponse_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 35 };
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CSteamID m_steamIDClan;
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int m_cOfficers;
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uint8 m_bSuccess;
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};
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#pragma pack( pop )
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#endif // ISTEAMFRIENDS_H
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