You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
517 lines
24 KiB
517 lines
24 KiB
//====== 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
|