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- //====== Copyright (C) 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, // this doesn't get stored; the user has just done an Ignore on an friendship invite
- k_EFriendRelationshipRequestRecipient = 2,
- k_EFriendRelationshipFriend = 3,
- k_EFriendRelationshipRequestInitiator = 4,
- k_EFriendRelationshipIgnored = 5, // this is stored; the user has explicit blocked this other user from comments/chat/etc
- k_EFriendRelationshipIgnoredFriend = 6,
- k_EFriendRelationshipSuggested_DEPRECATED = 7, // was used by the original implementation of the facebook linking feature, but now unused.
- // keep this updated
- k_EFriendRelationshipMax = 8,
- };
- // maximum length of friend group name (not including terminating nul!)
- const int k_cchMaxFriendsGroupName = 64;
- // maximum number of groups a single user is allowed
- const int k_cFriendsGroupLimit = 100;
- // friends group identifier type
- typedef int16 FriendsGroupID_t;
- // invalid friends group identifier constant
- const FriendsGroupID_t k_FriendsGroupID_Invalid = -1;
- const int k_cEnumerateFollowersMax = 50;
- //-----------------------------------------------------------------------------
- // 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_EPersonaStateLookingToTrade = 5, // Online, trading
- k_EPersonaStateLookingToPlay = 6, // Online, wanting to play
- 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_EFriendFlagSuggested = 0x800,
- k_EFriendFlagChatMember = 0x1000,
- k_EFriendFlagAll = 0xFFFF,
- };
- // friend game played information
- #if defined( VALVE_CALLBACK_PACK_SMALL )
- #pragma pack( push, 4 )
- #elif defined( VALVE_CALLBACK_PACK_LARGE )
- #pragma pack( push, 8 )
- #else
- #error isteamclient.h must be included
- #endif
- 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_nUserRestrictionAnyChat = 2, // user is not allowed to (or can't) send/recv any chat
- k_nUserRestrictionVoiceChat = 4, // user is not allowed to (or can't) send/recv voice chat
- k_nUserRestrictionGroupChat = 8, // user is not allowed to (or can't) send/recv group chat
- k_nUserRestrictionRating = 16, // user is too young according to rating in current region
- k_nUserRestrictionGameInvites = 32, // user cannot send or recv game invites (e.g. mobile)
- k_nUserRestrictionTrading = 64, // user cannot participate in trading (console, mobile)
- };
- //-----------------------------------------------------------------------------
- // Purpose: information about user sessions
- //-----------------------------------------------------------------------------
- struct FriendSessionStateInfo_t
- {
- uint32 m_uiOnlineSessionInstances;
- uint8 m_uiPublishedToFriendsSessionInstance;
- };
- // size limit on chat room or member metadata
- const uint32 k_cubChatMetadataMax = 8192;
- // size limits on Rich Presence data
- enum { k_cchMaxRichPresenceKeys = 20 };
- enum { k_cchMaxRichPresenceKeyLength = 64 };
- enum { k_cchMaxRichPresenceValueLength = 256 };
- // These values are passed as parameters to the store
- enum EOverlayToStoreFlag
- {
- k_EOverlayToStoreFlag_None = 0,
- k_EOverlayToStoreFlag_AddToCart = 1,
- k_EOverlayToStoreFlag_AddToCartAndShow = 2,
- };
- //-----------------------------------------------------------------------------
- // 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.
- // Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
- //
- // The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
- //
- // If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
- // to change the name back, in addition to the SetPersonaNameResponse_t callback.
- CALL_RESULT( SetPersonaNameResponse_t )
- virtual SteamAPICall_t 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, OUT_STRUCT() 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;
- // friends steam level
- virtual int GetFriendSteamLevel( CSteamID steamIDFriend ) = 0;
- // Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
- virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0;
- // friend grouping (tag) apis
- // returns the number of friends groups
- virtual int GetFriendsGroupCount() = 0;
- // returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
- virtual FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ) = 0;
- // returns the name for the given friends group (NULL in the case of invalid friends group IDs)
- virtual const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ) = 0;
- // returns the number of members in a given friends group
- virtual int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ) = 0;
- // gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
- virtual void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ) = 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;
- // returns the most recent information we have about what's happening in a clan
- virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0;
- // 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
- virtual SteamAPICall_t DownloadClanActivityCounts( ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 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
- // note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
- // steamIDSource can be the steamID of a group, game server, lobby or chat room
- 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", "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
- // "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
- // "stats" - opens the overlay web browser to the specified user's stats
- // "achievements" - opens the overlay web browser to the specified user's achievements
- // "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
- // "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
- // "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
- // "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
- 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, EOverlayToStoreFlag eFlag ) = 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.
- 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
- CALL_RESULT( ClanOfficerListResponse_t )
- 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;
- // Rich Presence data is automatically shared between friends who are in the same game
- // Each user has a set of Key/Value pairs
- // Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
- // There are two magic keys:
- // "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
- // "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
- // GetFriendRichPresence() returns an empty string "" if no value is set
- // SetRichPresence() to a NULL or an empty string deletes the key
- // You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
- // and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
- virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0;
- virtual void ClearRichPresence() = 0;
- virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0;
- virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0;
- virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0;
- // Requests rich presence for a specific user.
- virtual void RequestFriendRichPresence( CSteamID steamIDFriend ) = 0;
- // rich invite support
- // if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
- // if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
- // invites can only be sent to friends
- virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0;
- // recently-played-with friends iteration
- // this iterates the entire list of users recently played with, across games
- // GetFriendCoplayTime() returns as a unix time
- virtual int GetCoplayFriendCount() = 0;
- virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0;
- virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0;
- virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0;
- // chat interface for games
- // this allows in-game access to group (clan) chats from in the game
- // the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
- // use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
- CALL_RESULT( JoinClanChatRoomCompletionResult_t )
- virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0;
- virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0;
- virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0;
- virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0;
- virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0;
- virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, OUT_STRUCT() CSteamID *psteamidChatter ) = 0;
- virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0;
- // interact with the Steam (game overlay / desktop)
- virtual bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ) = 0;
- virtual bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
- virtual bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
- // peer-to-peer chat interception
- // this is so you can show P2P chats inline in the game
- virtual bool SetListenForFriendsMessages( bool bInterceptEnabled ) = 0;
- virtual bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ) = 0;
- virtual int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
- // following apis
- CALL_RESULT( FriendsGetFollowerCount_t )
- virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0;
- CALL_RESULT( FriendsIsFollowing_t )
- virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0;
- CALL_RESULT( FriendsEnumerateFollowingList_t )
- virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0;
- };
- #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends015"
- // callbacks
- #if defined( VALVE_CALLBACK_PACK_SMALL )
- #pragma pack( push, 4 )
- #elif defined( VALVE_CALLBACK_PACK_LARGE )
- #pragma pack( push, 8 )
- #else
- #error isteamclient.h must be included
- #endif
- //-----------------------------------------------------------------------------
- // 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 = 0x0001,
- k_EPersonaChangeStatus = 0x0002,
- k_EPersonaChangeComeOnline = 0x0004,
- k_EPersonaChangeGoneOffline = 0x0008,
- k_EPersonaChangeGamePlayed = 0x0010,
- k_EPersonaChangeGameServer = 0x0020,
- k_EPersonaChangeAvatar = 0x0040,
- k_EPersonaChangeJoinedSource= 0x0080,
- k_EPersonaChangeLeftSource = 0x0100,
- k_EPersonaChangeRelationshipChanged = 0x0200,
- k_EPersonaChangeNameFirstSet = 0x0400,
- k_EPersonaChangeFacebookInfo = 0x0800,
- k_EPersonaChangeNickname = 0x1000,
- k_EPersonaChangeSteamLevel = 0x2000,
- };
- //-----------------------------------------------------------------------------
- // 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;
- // The friend they did the join via (will be invalid if not directly via a friend)
- //
- // On PS3, the friend will be invalid if this was triggered by a PSN invite via the XMB, but
- // the account type will be console user so you can tell at least that this was from a PSN friend
- // rather than a Steam friend.
- CSteamID m_steamIDFriend;
- };
- //-----------------------------------------------------------------------------
- // 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;
- };
- //-----------------------------------------------------------------------------
- // Purpose: callback indicating updated data about friends rich presence information
- //-----------------------------------------------------------------------------
- struct FriendRichPresenceUpdate_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 36 };
- CSteamID m_steamIDFriend; // friend who's rich presence has changed
- AppId_t m_nAppID; // the appID of the game (should always be the current game)
- };
- //-----------------------------------------------------------------------------
- // Purpose: called when the user tries to join a game from their friends list
- // rich presence will have been set with the "connect" key which is set here
- //-----------------------------------------------------------------------------
- struct GameRichPresenceJoinRequested_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 37 };
- CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
- char m_rgchConnect[k_cchMaxRichPresenceValueLength];
- };
- //-----------------------------------------------------------------------------
- // Purpose: a chat message has been received for a clan chat the game has joined
- //-----------------------------------------------------------------------------
- struct GameConnectedClanChatMsg_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 38 };
- CSteamID m_steamIDClanChat;
- CSteamID m_steamIDUser;
- int m_iMessageID;
- };
- //-----------------------------------------------------------------------------
- // Purpose: a user has joined a clan chat
- //-----------------------------------------------------------------------------
- struct GameConnectedChatJoin_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 39 };
- CSteamID m_steamIDClanChat;
- CSteamID m_steamIDUser;
- };
- //-----------------------------------------------------------------------------
- // Purpose: a user has left the chat we're in
- //-----------------------------------------------------------------------------
- struct GameConnectedChatLeave_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 40 };
- CSteamID m_steamIDClanChat;
- CSteamID m_steamIDUser;
- bool m_bKicked; // true if admin kicked
- bool m_bDropped; // true if Steam connection dropped
- };
- //-----------------------------------------------------------------------------
- // Purpose: a DownloadClanActivityCounts() call has finished
- //-----------------------------------------------------------------------------
- struct DownloadClanActivityCountsResult_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 41 };
- bool m_bSuccess;
- };
- //-----------------------------------------------------------------------------
- // Purpose: a JoinClanChatRoom() call has finished
- //-----------------------------------------------------------------------------
- struct JoinClanChatRoomCompletionResult_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 42 };
- CSteamID m_steamIDClanChat;
- EChatRoomEnterResponse m_eChatRoomEnterResponse;
- };
- //-----------------------------------------------------------------------------
- // Purpose: a chat message has been received from a user
- //-----------------------------------------------------------------------------
- struct GameConnectedFriendChatMsg_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 43 };
- CSteamID m_steamIDUser;
- int m_iMessageID;
- };
- struct FriendsGetFollowerCount_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 44 };
- EResult m_eResult;
- CSteamID m_steamID;
- int m_nCount;
- };
- struct FriendsIsFollowing_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 45 };
- EResult m_eResult;
- CSteamID m_steamID;
- bool m_bIsFollowing;
- };
- struct FriendsEnumerateFollowingList_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 46 };
- EResult m_eResult;
- CSteamID m_rgSteamID[ k_cEnumerateFollowersMax ];
- int32 m_nResultsReturned;
- int32 m_nTotalResultCount;
- };
- //-----------------------------------------------------------------------------
- // Purpose: reports the result of an attempt to change the user's persona name
- //-----------------------------------------------------------------------------
- struct SetPersonaNameResponse_t
- {
- enum { k_iCallback = k_iSteamFriendsCallbacks + 47 };
- bool m_bSuccess; // true if name change succeeded completely.
- bool m_bLocalSuccess; // true if name change was retained locally. (We might not have been able to communicate with Steam)
- EResult m_result; // detailed result code
- };
- #pragma pack( pop )
- #endif // ISTEAMFRIENDS_H
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