holywyvern/carbuncle

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gems/carbuncle-steamworks/include/isteamfriends.h

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//====== Copyright 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 "steam_api_common.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_EPersonaStateInvisible = 7,        // Online, but appears offline to friends.  This status is never published to clients.
    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,    // not used
    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 steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#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)
};

// size limit on chat room or member metadata
const uint32 k_cubChatMetadataMax = 8192;

// size limits on Rich Presence data
enum { k_cchMaxRichPresenceKeys = 30 };
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: Tells Steam where to place the browser window inside the overlay
//-----------------------------------------------------------------------------
enum EActivateGameOverlayToWebPageMode
{
    k_EActivateGameOverlayToWebPageMode_Default = 0,        // Browser will open next to all other windows that the user has open in the overlay.
                                                            // The window will remain open, even if the user closes then re-opens the overlay.

    k_EActivateGameOverlayToWebPageMode_Modal = 1            // Browser will be opened in a special overlay configuration which hides all other windows
                                                            // that the user has open in the overlay. When the user closes the overlay, the browser window
                                                            // will also close. When the user closes the browser window, the overlay will automatically close.
};


//-----------------------------------------------------------------------------
// 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.
    STEAM_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, STEAM_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.
    // DEPRECATED: GetPersonaName follows the Steam nickname preferences, so apps shouldn't need to care about nicknames explicitly.
    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, STEAM_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
    STEAM_CALL_RESULT( DownloadClanActivityCountsResult_t )
    virtual SteamAPICall_t DownloadClanActivityCounts( STEAM_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 include "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements",
    // "chatroomgroup/nnnn"
    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, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ) = 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
    STEAM_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 five 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
    //        "steam_display"                - Names a rich presence localization token that will be displayed in the viewing user's selected language
    //                                      in the Steam client UI. For more info: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization
    //        "steam_player_group"        - When set, indicates to the Steam client that the player is a member of a particular group. Players in the same group
    //                                      may be organized together in various places in the Steam UI.
    //        "steam_player_group_size"    - When set, indicates the total number of players in the steam_player_group. The Steam client may use this number to
    //                                      display additional information about a group when all of the members are not part of a user's friends list.
    // 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, a GameRichPresenceJoinRequested_t callback is posted containing the connect string.
    // (Or you can configure your game so that it is passed on the command line instead.  This is a deprecated path; ask us if you really need this.)
    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
    STEAM_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, STEAM_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
    STEAM_CALL_RESULT( FriendsGetFollowerCount_t )
    virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0;
    STEAM_CALL_RESULT( FriendsIsFollowing_t )
    virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0;
    STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t )
    virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0;

    virtual bool IsClanPublic( CSteamID steamIDClan ) = 0;
    virtual bool IsClanOfficialGameGroup( CSteamID steamIDClan ) = 0;

    /// Return the number of chats (friends or chat rooms) with unread messages.
    /// A "priority" message is one that would generate some sort of toast or
    /// notification, and depends on user settings.
    ///
    /// You can register for UnreadChatMessagesChanged_t callbacks to know when this
    /// has potentially changed.
    virtual int GetNumChatsWithUnreadPriorityMessages() = 0;

    // activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together
    virtual void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) = 0;

    // Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations
    // to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
    // ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
    virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0;

    // Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
    virtual void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) = 0;
};

#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017"

// Global interface accessor
inline ISteamFriends *SteamFriends();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamFriends *, SteamFriends, STEAMFRIENDS_INTERFACE_VERSION );

// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#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_EPersonaChangeBroadcast = 0x0800,
    k_EPersonaChangeNickname =    0x1000,
    k_EPersonaChangeSteamLevel = 0x2000,
    k_EPersonaChangeRichPresence = 0x4000,
};


//-----------------------------------------------------------------------------
// 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
};

//-----------------------------------------------------------------------------
// Purpose: Invoked when the status of unread messages changes
//-----------------------------------------------------------------------------
struct UnreadChatMessagesChanged_t
{
    enum { k_iCallback = k_iSteamFriendsCallbacks + 48 };
};


//-----------------------------------------------------------------------------
// Purpose: Dispatched when an overlay browser instance is navigated to a protocol/scheme registered by RegisterProtocolInOverlayBrowser()
//-----------------------------------------------------------------------------
struct OverlayBrowserProtocolNavigation_t
{
    enum { k_iCallback = k_iSteamFriendsCallbacks + 49 };
    char rgchURI[ 1024 ];
};


#pragma pack( pop )

#endif // ISTEAMFRIENDS_H