//====== 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, k_EFriendRelationshipRequestRecipient = 2, k_EFriendRelationshipFriend = 3, k_EFriendRelationshipRequestInitiator = 4, k_EFriendRelationshipIgnored = 5, k_EFriendRelationshipIgnoredFriend = 6, k_EFriendRelationshipSuggested = 7, // 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; //----------------------------------------------------------------------------- // 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_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_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 }; // 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 }; //----------------------------------------------------------------------------- // 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; // 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( 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", "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 // "tradeinvite" - opens a chat window to the specified user and invites them to trade // "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; // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Up to 20 different keys can be set // 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; // 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 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 *, CSteamID * ) = 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; }; #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends010" // 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, k_EPersonaChangeFacebookInfo = 0x800, }; //----------------------------------------------------------------------------- // 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; }; #pragma pack( pop ) #endif // ISTEAMFRIENDS_H