2024-08-29 19:18:30 -04:00
//====== 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 ,
} ;
//-----------------------------------------------------------------------------
// Purpose: avatar sizes, used in ISteamFriends::GetFriendAvatar()
//-----------------------------------------------------------------------------
enum EAvatarSize
{
k_EAvatarSize32x32 = 0 ,
k_EAvatarSize64x64 = 1 ,
} ;
// friend game played information
2024-08-29 19:33:14 -04:00
# pragma pack( push, 8 )
2024-08-29 19:18:30 -04:00
struct FriendGameInfo_t
{
CGameID m_gameID ;
uint32 m_unGameIP ;
uint16 m_usGamePort ;
uint16 m_usQueryPort ;
CSteamID m_steamIDLobby ;
} ;
2024-08-29 19:33:14 -04:00
# pragma pack( pop )
2024-08-29 19:18:30 -04:00
// 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 ,
} ;
// 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 ;
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
virtual int GetFriendAvatar ( CSteamID steamIDFriend , int eAvatarSize ) = 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 ;
2024-08-29 19:33:14 -04:00
virtual const char * GetClanTag ( CSteamID steamIDClan ) = 0 ;
2024-08-29 19:18:30 -04:00
// 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
2024-08-29 19:33:14 -04:00
// "stats" - opens the overlay web browser to the specified user's stats
// "achievements" - opens the overlay web browser to the specified user's achievements
2024-08-29 19:18:30 -04:00
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 ;
2024-08-29 19:33:14 -04:00
// 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 ;
2024-08-29 19:18:30 -04:00
} ;
2024-08-29 19:33:14 -04:00
# define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends006"
// callbacks
# pragma pack( push, 8 )
2024-08-29 19:18:30 -04:00
//-----------------------------------------------------------------------------
// 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)
} ;
2024-08-29 19:33:14 -04:00
# pragma pack( pop )
2024-08-29 19:18:30 -04:00
# endif // ISTEAMFRIENDS_H