2016-05-08 22:46:41 +02:00
// BlitzSteam - Steam wrapper for Blitz
// Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "BlitzSteam.h"
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
DLL ( ISteamFriends * ) BS_SteamFriends ( ) {
return SteamFriends ( ) ;
}
// 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
DLL ( const char * ) BS_ISteamFriends_GetPersonaName ( ISteamFriends * lpSteamFriends ) {
return lpSteamFriends - > GetPersonaName ( ) ;
}
// 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.
DLL ( SteamAPICall_t * ) BS_ISteamFriends_SetPersonaName ( ISteamFriends * lpSteamFriends , const char * pchPersonaName ) {
return new uint64_t ( lpSteamFriends - > SetPersonaName ( pchPersonaName ) ) ;
}
// gets the status of the current user
DLL ( int32_t ) BS_ISteamFriends_GetPersonaState ( ISteamFriends * lpSteamFriends ) {
return lpSteamFriends - > GetPersonaState ( ) ;
}
// 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
DLL ( int32_t ) BS_ISteamFriends_GetFriendCount ( ISteamFriends * lpSteamFriends , int32_t iFriendFlags ) {
return lpSteamFriends - > GetFriendCount ( iFriendFlags ) ;
}
// 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
DLL ( CSteamID * ) BS_ISteamFriends_GetFriendByIndex ( ISteamFriends * lpSteamFriends , int32_t iFriend , int32_t iFriendFlags ) {
return new CSteamID ( lpSteamFriends - > GetFriendByIndex ( iFriend , iFriendFlags ) ) ;
}
// returns a relationship to a user
DLL ( EFriendRelationship ) BS_ISteamFriends_GetFriendRelationship ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendRelationship ( * steamIDFriend ) ;
}
// 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
DLL ( EPersonaState ) BS_ISteamFriends_GetFriendPersonaState ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendPersonaState ( * steamIDFriend ) ;
}
// 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
DLL ( const char * ) BS_ISteamFriends_GetFriendPersonaName ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendPersonaName ( * steamIDFriend ) ;
}
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
DLL ( uint32_t ) BS_ISteamFriends_GetFriendGamePlayed ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , FriendGameInfo_t * pFriendGameInfo ) {
return lpSteamFriends - > GetFriendGamePlayed ( * steamIDFriend , pFriendGameInfo ) ;
}
// accesses old friends names - returns an empty string when their are no more items in the history
DLL ( const char * ) BS_ISteamFriends_GetFriendPersonaNameHistory ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , int32_t iPersonaName ) {
return lpSteamFriends - > GetFriendPersonaNameHistory ( * steamIDFriend , iPersonaName ) ;
}
// friends steam level
DLL ( int32_t ) BS_ISteamFriends_GetFriendSteamLevel ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendSteamLevel ( * steamIDFriend ) ;
}
// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
DLL ( const char * ) BS_ISteamFriends_GetPlayerNickname ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriends ) {
const char * nickname = lpSteamFriends - > GetPlayerNickname ( * steamIDFriends ) ;
if ( nickname = = NULL ) {
nickname = " " ;
}
return nickname ;
}
// friend grouping (tag) apis
// returns the number of friends groups
DLL ( int32_t ) BS_ISteamFriends_GetFriendsGroupCount ( ISteamFriends * lpSteamFriends ) {
return lpSteamFriends - > GetFriendsGroupCount ( ) ;
}
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
DLL ( FriendsGroupID_t ) BS_ISteamFriends_GetFriendsGroupIDByIndex ( ISteamFriends * lpSteamFriends , FriendsGroupID_t friendsGroupID ) {
return lpSteamFriends - > GetFriendsGroupIDByIndex ( friendsGroupID ) ;
}
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
DLL ( const char * ) BS_ISteamFriends_GetFriendsGroupName ( ISteamFriends * lpSteamFriends , FriendsGroupID_t friendsGroupID ) {
return lpSteamFriends - > GetFriendsGroupName ( friendsGroupID ) ;
}
// returns the number of members in a given friends group
DLL ( int32_t ) BS_ISteamFriends_GetFriendsGroupMembersCount ( ISteamFriends * lpSteamFriends , FriendsGroupID_t friendsGroupID ) {
return lpSteamFriends - > GetFriendsGroupMembersCount ( friendsGroupID ) ;
}
// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
DLL ( void ) BS_ISteamFriends_GetFriendsGroupMembersList ( ISteamFriends * lpSteamFriends , FriendsGroupID_t friendsGroupID , CSteamID * pOutSteamIDMembers , int32_t nMembersCount ) {
lpSteamFriends - > GetFriendsGroupMembersList ( friendsGroupID , pOutSteamIDMembers , nMembersCount ) ;
}
// 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
DLL ( uint32_t ) BS_ISteamFriends_HasFriend ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , int32_t iFriendsFlags ) {
return lpSteamFriends - > HasFriend ( * steamIDFriend , iFriendsFlags ) ;
}
// clan (group) iteration and access functions
DLL ( int32_t ) BS_ISteamFriends_GetClanCount ( ISteamFriends * lpSteamFriends ) {
return lpSteamFriends - > GetClanCount ( ) ;
}
DLL ( CSteamID * ) BS_ISteamFriends_GetClanByIndex ( ISteamFriends * lpSteamFriends , int32_t iClan ) {
CSteamID * steamID = new CSteamID ( lpSteamFriends - > GetClanByIndex ( iClan ) ) ;
return steamID ;
}
DLL ( const char * ) BS_ISteamFriends_GetClanName ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return lpSteamFriends - > GetClanName ( * steamIDClan ) ;
}
DLL ( const char * ) BS_ISteamFriends_GetClanTag ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return lpSteamFriends - > GetClanTag ( * steamIDClan ) ;
}
// returns the most recent information we have about what's happening in a clan
DLL ( uint32_t ) BS_ISteamFriends_GetClanActivityCounts ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan , int32_t * pnOnline , int32_t * pnInGame , int32_t * pnChatting ) {
return lpSteamFriends - > GetClanActivityCounts ( * steamIDClan , pnOnline , pnInGame , pnChatting ) ;
}
// 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
DLL ( SteamAPICall_t * ) BS_ISteamFriends_DownloadClanActivityCounts ( ISteamFriends * lpSteamFriends , CSteamID * psteamIDClans , int32_t cClansToRequest ) {
return new uint64_t ( lpSteamFriends - > DownloadClanActivityCounts ( psteamIDClans , cClansToRequest ) ) ;
}
// 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
DLL ( int32_t ) BS_ISteamFriends_GetFriendCountFromSource ( ISteamFriends * lpSteamFriends , CSteamID * steamIDSource ) {
return lpSteamFriends - > GetFriendCountFromSource ( * steamIDSource ) ;
}
DLL ( CSteamID * ) BS_ISteamFriends_GetFriendFromSourceByIndex ( ISteamFriends * lpSteamFriends , CSteamID * steamIDSource , int32_t iFriend ) {
return new CSteamID ( lpSteamFriends - > GetFriendFromSourceByIndex ( * steamIDSource , iFriend ) ) ;
}
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
DLL ( uint32_t ) BS_ISteamFriends_IsUserInSource ( ISteamFriends * lpSteamFriends , CSteamID * steamIDUser , CSteamID * steamIDSource ) {
return lpSteamFriends - > IsUserInSource ( * steamIDUser , * steamIDSource ) ;
}
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
DLL ( void ) BS_ISteamFriends_SetInGameVoiceSpeaking ( ISteamFriends * lpSteamFriends , CSteamID * steamIDUser , uint32_t bSpeaking ) {
lpSteamFriends - > SetInGameVoiceSpeaking ( * steamIDUser , bSpeaking ! = 0 ) ;
}
// activates the game overlay, with an optional dialog to open
// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
DLL ( void ) BS_ISteamFriends_ActivateGameOverlay ( ISteamFriends * lpSteamFriends , const char * pchDialog ) {
lpSteamFriends - > ActivateGameOverlay ( pchDialog ) ;
}
// 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
DLL ( void ) BS_ISteamFriends_ActivateGameOverlayToUser ( ISteamFriends * lpSteamFriends , const char * pchDialog , CSteamID * steamID ) {
lpSteamFriends - > ActivateGameOverlayToUser ( pchDialog , * steamID ) ;
}
// activates game overlay web browser directly to the specified URL
// full address with protocol type is required, e.g. http://www.steamgames.com/
DLL ( void ) BS_ISteamFriends_ActivateGameOverlayToWebPage ( ISteamFriends * lpSteamFriends , const char * pchURL ) {
lpSteamFriends - > ActivateGameOverlayToWebPage ( pchURL ) ;
}
// activates game overlay to store page for app
DLL ( void ) BS_ISteamFriends_ActivateGameOverlayToStore ( ISteamFriends * lpSteamFriends , AppId_t nAppID , EOverlayToStoreFlag eFlag ) {
lpSteamFriends - > ActivateGameOverlayToStore ( nAppID , eFlag ) ;
}
// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
// in game
DLL ( void ) BS_ISteamFriends_SetPlayedWith ( ISteamFriends * lpSteamFriends , CSteamID * steamIDUserPlayedWith ) {
lpSteamFriends - > SetPlayedWith ( * steamIDUserPlayedWith ) ;
}
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
DLL ( void ) BS_ISteamFriends_ActivateGameOverlayInviteDialog ( ISteamFriends * lpSteamFriends , CSteamID * steamIDLobby ) {
lpSteamFriends - > ActivateGameOverlayInviteDialog ( * steamIDLobby ) ;
}
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
DLL ( int32_t ) BS_ISteamFriends_GetSmallFriendAvatar ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetSmallFriendAvatar ( * steamIDFriend ) ;
}
// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
DLL ( int32_t ) BS_ISteamFriends_GetMediumFriendAvatar ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetMediumFriendAvatar ( * steamIDFriend ) ;
}
// 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
DLL ( int32_t ) BS_ISteamFriends_GetLargeFriendAvatar ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetLargeFriendAvatar ( * steamIDFriend ) ;
}
// 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
DLL ( uint32_t ) BS_ISteamFriends_RequestUserInformation ( ISteamFriends * lpSteamFriends , CSteamID * steamIDUser , uint32_t bRequireNameOnly ) {
return lpSteamFriends - > RequestUserInformation ( * steamIDUser , 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
DLL ( SteamAPICall_t * ) BS_ISteamFriends_RequestClanOfficerList ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return new uint64_t ( lpSteamFriends - > RequestClanOfficerList ( * steamIDClan ) ) ;
}
// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
// returns the steamID of the clan owner
DLL ( CSteamID * ) BS_ISteamFriends_GetClanOwner ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return new CSteamID ( lpSteamFriends - > GetClanOwner ( * steamIDClan ) ) ;
}
// returns the number of officers in a clan (including the owner)
DLL ( int32_t ) BS_ISteamFriends_GetClanOfficerCount ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return lpSteamFriends - > GetClanOfficerCount ( * steamIDClan ) ;
}
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
DLL ( CSteamID * ) BS_ISteamFriends_GetClanOfficerByIndex ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan , int32_t iOfficer ) {
return new CSteamID ( lpSteamFriends - > GetClanOfficerByIndex ( * steamIDClan , iOfficer ) ) ;
}
// 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.
DLL ( EUserRestriction ) BS_ISteamFriends_GetUserRestrictions ( ISteamFriends * lpSteamFriends ) {
return ( EUserRestriction ) lpSteamFriends - > GetUserRestrictions ( ) ;
}
// 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)
DLL ( uint32_t ) BS_ISteamFriends_SetRichPresence ( ISteamFriends * lpSteamFriends , const char * pchKey , const char * pchValue ) {
return lpSteamFriends - > SetRichPresence ( pchKey , pchValue ) ;
}
DLL ( void ) BS_ISteamFriends_ClearRichPresence ( ISteamFriends * lpSteamFriends ) {
lpSteamFriends - > ClearRichPresence ( ) ;
}
DLL ( const char * ) BS_ISteamFriends_GetFriendRichPresence ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , const char * pchKey ) {
return lpSteamFriends - > GetFriendRichPresence ( * steamIDFriend , pchKey ) ;
}
DLL ( int32_t ) BS_ISteamFriends_GetFriendRichPresenceKeyCount ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendRichPresenceKeyCount ( * steamIDFriend ) ;
}
DLL ( const char * ) BS_ISteamFriends_GetFriendRichPresenceKeyByIndex ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , int32_t iKey ) {
return lpSteamFriends - > GetFriendRichPresenceKeyByIndex ( * steamIDFriend , iKey ) ;
}
// Requests rich presence for a specific user.
DLL ( void ) BS_ISteamFriends_RequestFriendRichPresence ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
lpSteamFriends - > RequestFriendRichPresence ( * steamIDFriend ) ;
}
// 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
DLL ( uint32_t ) BS_ISteamFriends_InviteUserToGame ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , const char * pchConnectString ) {
return lpSteamFriends - > InviteUserToGame ( * steamIDFriend , pchConnectString ) ;
}
// recently-played-with friends iteration
// this iterates the entire list of users recently played with, across games
// GetFriendCoplayTime() returns as a unix time
DLL ( int32_t ) BS_ISteamFriends_GetCoplayFriendCount ( ISteamFriends * lpSteamFriends ) {
return lpSteamFriends - > GetCoplayFriendCount ( ) ;
}
DLL ( CSteamID * ) BS_ISteamFriends_GetCoplayFriend ( ISteamFriends * lpSteamFriends , int32_t iCoplayFriend ) {
return new CSteamID ( lpSteamFriends - > GetCoplayFriend ( iCoplayFriend ) ) ;
}
DLL ( int32_t ) BS_ISteamFriends_GetFriendCoplayTime ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendCoplayTime ( * steamIDFriend ) ;
}
DLL ( AppId_t ) BS_ISteamFriends_GetFriendCoplayGame ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend ) {
return lpSteamFriends - > GetFriendCoplayGame ( * steamIDFriend ) ;
}
// 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
DLL ( SteamAPICall_t * ) BS_ISteamFriends_JoinClanChatRoom ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return new SteamAPICall_t ( lpSteamFriends - > JoinClanChatRoom ( * steamIDClan ) ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_LeaveClanChatRoom ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return lpSteamFriends - > LeaveClanChatRoom ( * steamIDClan ) ;
}
DLL ( int32_t ) BS_ISteamFriends_GetClanChatMemberCount ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan ) {
return lpSteamFriends - > GetClanChatMemberCount ( * steamIDClan ) ;
}
DLL ( CSteamID * ) BS_ISteamFriends_GetChatMemberByIndex ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClan , int32_t iUser ) {
return new CSteamID ( lpSteamFriends - > GetChatMemberByIndex ( * steamIDClan , iUser ) ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_SendClanChatMessage ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat , const char * pchText ) {
return lpSteamFriends - > SendClanChatMessage ( * steamIDClanChat , pchText ) ;
}
DLL ( int32_t ) BS_ISteamFriends_GetClanChatMessage ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat , int32_t iMessage , void * prgchText , int32_t cchTextMax , EChatEntryType * peChatEntryType , CSteamID * psteamidChatter ) {
return lpSteamFriends - > GetClanChatMessage ( * steamIDClanChat , iMessage , prgchText , cchTextMax , peChatEntryType , psteamidChatter ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_IsClanChatAdmin ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat , CSteamID * steamIDUser ) {
return lpSteamFriends - > IsClanChatAdmin ( * steamIDClanChat , * steamIDUser ) ;
}
// interact with the Steam (game overlay / desktop)
DLL ( uint32_t ) BS_ISteamFriends_IsClanChatWindowOpenInSteam ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat ) {
return lpSteamFriends - > IsClanChatWindowOpenInSteam ( * steamIDClanChat ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_OpenClanChatWindowInSteam ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat ) {
return lpSteamFriends - > OpenClanChatWindowInSteam ( * steamIDClanChat ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_CloseClanChatWindowInSteam ( ISteamFriends * lpSteamFriends , CSteamID * steamIDClanChat ) {
return lpSteamFriends - > CloseClanChatWindowInSteam ( * steamIDClanChat ) ;
}
// peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
DLL ( uint32_t ) BS_ISteamFriends_SetListenForFriendsMessages ( ISteamFriends * lpSteamFriends , uint32_t bInterceptEnabled ) {
return lpSteamFriends - > SetListenForFriendsMessages ( bInterceptEnabled ! = 0 ) ;
}
DLL ( uint32_t ) BS_ISteamFriends_ReplyToFriendMessage ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , const char * pchMsgToSend ) {
return lpSteamFriends - > ReplyToFriendMessage ( * steamIDFriend , pchMsgToSend ) ;
}
DLL ( int32_t ) BS_ISteamFriends_GetFriendMessage ( ISteamFriends * lpSteamFriends , CSteamID * steamIDFriend , int32_t iMessageID , void * pvData , int32_t cubData , EChatEntryType * peChatEntryType ) {
return lpSteamFriends - > GetFriendMessage ( * steamIDFriend , iMessageID , pvData , cubData , peChatEntryType ) ;
}
// following apis
DLL ( SteamAPICall_t * ) BS_ISteamFriends_GetFollowerCount ( ISteamFriends * lpSteamFriends , CSteamID * steamID ) {
return new SteamAPICall_t ( lpSteamFriends - > GetFollowerCount ( * steamID ) ) ;
}
DLL ( SteamAPICall_t * ) BS_ISteamFriends_IsFollowing ( ISteamFriends * lpSteamFriends , CSteamID * steamID ) {
return new SteamAPICall_t ( lpSteamFriends - > IsFollowing ( * steamID ) ) ;
}
DLL ( SteamAPICall_t * ) BS_ISteamFriends_EnumerateFollowingList ( ISteamFriends * lpSteamFriends , uint32_t unStartIndex ) {
return new SteamAPICall_t ( lpSteamFriends - > EnumerateFollowingList ( unStartIndex ) ) ;
}