426 lines
24 KiB
C++
426 lines
24 KiB
C++
// BlitzSteam - Steam wrapper for Blitz
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// Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "BlitzSteam.h"
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//-----------------------------------------------------------------------------
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// Purpose: interface to accessing information about individual users,
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// that can be a friend, in a group, on a game server or in a lobby with the local user
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//-----------------------------------------------------------------------------
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DLL(ISteamFriends*) BS_SteamFriends() {
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return SteamFriends();
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}
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// returns the local players name - guaranteed to not be NULL.
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// this is the same name as on the users community profile page
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// this is stored in UTF-8 format
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// like all the other interface functions that return a char *, it's important that this pointer is not saved
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// off; it will eventually be free'd or re-allocated
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DLL(const char*) BS_ISteamFriends_GetPersonaName(ISteamFriends* lpSteamFriends) {
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return lpSteamFriends->GetPersonaName();
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}
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// Sets the player name, stores it on the server and publishes the changes to all friends who are online.
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// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
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//
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// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
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//
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// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
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// to change the name back, in addition to the SetPersonaNameResponse_t callback.
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DLL(SteamAPICall_t*) BS_ISteamFriends_SetPersonaName(ISteamFriends* lpSteamFriends, const char* pchPersonaName) {
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return new uint64_t(lpSteamFriends->SetPersonaName(pchPersonaName));
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}
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// gets the status of the current user
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DLL(int32_t) BS_ISteamFriends_GetPersonaState(ISteamFriends* lpSteamFriends) {
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return lpSteamFriends->GetPersonaState();
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}
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// friend iteration
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// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
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// then GetFriendByIndex() can then be used to return the id's of each of those users
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DLL(int32_t) BS_ISteamFriends_GetFriendCount(ISteamFriends* lpSteamFriends, int32_t iFriendFlags) {
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return lpSteamFriends->GetFriendCount(iFriendFlags);
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}
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// returns the steamID of a user
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// iFriend is a index of range [0, GetFriendCount())
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// iFriendsFlags must be the same value as used in GetFriendCount()
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// the returned CSteamID can then be used by all the functions below to access details about the user
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DLL(CSteamID*) BS_ISteamFriends_GetFriendByIndex(ISteamFriends* lpSteamFriends, int32_t iFriend, int32_t iFriendFlags) {
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return new CSteamID(lpSteamFriends->GetFriendByIndex(iFriend, iFriendFlags));
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}
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// returns a relationship to a user
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DLL(EFriendRelationship) BS_ISteamFriends_GetFriendRelationship(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendRelationship(*steamIDFriend);
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}
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// returns the current status of the specified user
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// 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
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DLL(EPersonaState) BS_ISteamFriends_GetFriendPersonaState(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendPersonaState(*steamIDFriend);
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}
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// returns the name another user - guaranteed to not be NULL.
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// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
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// 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
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DLL(const char*) BS_ISteamFriends_GetFriendPersonaName(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendPersonaName(*steamIDFriend);
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}
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// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
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DLL(uint32_t) BS_ISteamFriends_GetFriendGamePlayed(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, FriendGameInfo_t *pFriendGameInfo) {
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return lpSteamFriends->GetFriendGamePlayed(*steamIDFriend, pFriendGameInfo);
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}
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// accesses old friends names - returns an empty string when their are no more items in the history
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DLL(const char*) BS_ISteamFriends_GetFriendPersonaNameHistory(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iPersonaName) {
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return lpSteamFriends->GetFriendPersonaNameHistory(*steamIDFriend, iPersonaName);
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}
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// friends steam level
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DLL(int32_t) BS_ISteamFriends_GetFriendSteamLevel(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendSteamLevel(*steamIDFriend);
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}
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// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
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DLL(const char*) BS_ISteamFriends_GetPlayerNickname(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriends) {
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const char* nickname = lpSteamFriends->GetPlayerNickname(*steamIDFriends);
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if (nickname == NULL) {
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nickname = "";
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}
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return nickname;
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}
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// friend grouping (tag) apis
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// returns the number of friends groups
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DLL(int32_t) BS_ISteamFriends_GetFriendsGroupCount(ISteamFriends* lpSteamFriends) {
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return lpSteamFriends->GetFriendsGroupCount();
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}
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// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
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DLL(FriendsGroupID_t) BS_ISteamFriends_GetFriendsGroupIDByIndex(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
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return lpSteamFriends->GetFriendsGroupIDByIndex(friendsGroupID);
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}
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// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
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DLL(const char*) BS_ISteamFriends_GetFriendsGroupName(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
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return lpSteamFriends->GetFriendsGroupName(friendsGroupID);
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}
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// returns the number of members in a given friends group
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DLL(int32_t) BS_ISteamFriends_GetFriendsGroupMembersCount(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) {
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return lpSteamFriends->GetFriendsGroupMembersCount(friendsGroupID);
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}
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// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
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DLL(void) BS_ISteamFriends_GetFriendsGroupMembersList(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID, CSteamID* pOutSteamIDMembers, int32_t nMembersCount) {
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lpSteamFriends->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount);
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}
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// returns true if the specified user meets any of the criteria specified in iFriendFlags
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// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
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DLL(uint32_t) BS_ISteamFriends_HasFriend(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iFriendsFlags) {
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return lpSteamFriends->HasFriend(*steamIDFriend, iFriendsFlags);
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}
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// clan (group) iteration and access functions
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DLL(int32_t) BS_ISteamFriends_GetClanCount(ISteamFriends* lpSteamFriends) {
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return lpSteamFriends->GetClanCount();
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}
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DLL(CSteamID*) BS_ISteamFriends_GetClanByIndex(ISteamFriends* lpSteamFriends, int32_t iClan) {
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CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanByIndex(iClan));
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return steamID;
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}
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DLL(const char*) BS_ISteamFriends_GetClanName(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return lpSteamFriends->GetClanName(*steamIDClan);
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}
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DLL(const char*) BS_ISteamFriends_GetClanTag(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return lpSteamFriends->GetClanTag(*steamIDClan);
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}
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// returns the most recent information we have about what's happening in a clan
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DLL(uint32_t) BS_ISteamFriends_GetClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t* pnOnline, int32_t* pnInGame, int32_t* pnChatting) {
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return lpSteamFriends->GetClanActivityCounts(*steamIDClan, pnOnline, pnInGame, pnChatting);
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}
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// 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
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DLL(SteamAPICall_t*) BS_ISteamFriends_DownloadClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* psteamIDClans, int32_t cClansToRequest) {
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return new uint64_t(lpSteamFriends->DownloadClanActivityCounts(psteamIDClans, cClansToRequest));
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}
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// iterators for getting users in a chat room, lobby, game server or clan
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// note that large clans that cannot be iterated by the local user
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// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
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// steamIDSource can be the steamID of a group, game server, lobby or chat room
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DLL(int32_t) BS_ISteamFriends_GetFriendCountFromSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource) {
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return lpSteamFriends->GetFriendCountFromSource(*steamIDSource);
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}
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DLL(CSteamID*) BS_ISteamFriends_GetFriendFromSourceByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource, int32_t iFriend) {
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return new CSteamID(lpSteamFriends->GetFriendFromSourceByIndex(*steamIDSource, iFriend));
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}
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// returns true if the local user can see that steamIDUser is a member or in steamIDSource
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DLL(uint32_t) BS_ISteamFriends_IsUserInSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, CSteamID* steamIDSource) {
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return lpSteamFriends->IsUserInSource(*steamIDUser, *steamIDSource);
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}
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// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
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DLL(void) BS_ISteamFriends_SetInGameVoiceSpeaking(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bSpeaking) {
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lpSteamFriends->SetInGameVoiceSpeaking(*steamIDUser, bSpeaking != 0);
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}
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// activates the game overlay, with an optional dialog to open
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// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
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DLL(void) BS_ISteamFriends_ActivateGameOverlay(ISteamFriends* lpSteamFriends, const char* pchDialog) {
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lpSteamFriends->ActivateGameOverlay(pchDialog);
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}
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// activates game overlay to a specific place
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// valid options are
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// "steamid" - opens the overlay web browser to the specified user or groups profile
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// "chat" - opens a chat window to the specified user, or joins the group chat
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// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
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// "stats" - opens the overlay web browser to the specified user's stats
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// "achievements" - opens the overlay web browser to the specified user's achievements
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// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
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// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
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// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
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// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
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DLL(void) BS_ISteamFriends_ActivateGameOverlayToUser(ISteamFriends* lpSteamFriends, const char* pchDialog, CSteamID* steamID) {
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lpSteamFriends->ActivateGameOverlayToUser(pchDialog, *steamID);
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}
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// activates game overlay web browser directly to the specified URL
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// full address with protocol type is required, e.g. http://www.steamgames.com/
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DLL(void) BS_ISteamFriends_ActivateGameOverlayToWebPage(ISteamFriends* lpSteamFriends, const char* pchURL) {
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lpSteamFriends->ActivateGameOverlayToWebPage(pchURL);
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}
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// activates game overlay to store page for app
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DLL(void) BS_ISteamFriends_ActivateGameOverlayToStore(ISteamFriends* lpSteamFriends, AppId_t nAppID, EOverlayToStoreFlag eFlag) {
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lpSteamFriends->ActivateGameOverlayToStore(nAppID, eFlag);
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}
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// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
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// in game
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DLL(void) BS_ISteamFriends_SetPlayedWith(ISteamFriends* lpSteamFriends, CSteamID* steamIDUserPlayedWith) {
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lpSteamFriends->SetPlayedWith(*steamIDUserPlayedWith);
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}
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// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
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DLL(void) BS_ISteamFriends_ActivateGameOverlayInviteDialog(ISteamFriends* lpSteamFriends, CSteamID* steamIDLobby) {
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lpSteamFriends->ActivateGameOverlayInviteDialog(*steamIDLobby);
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}
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// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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DLL(int32_t) BS_ISteamFriends_GetSmallFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetSmallFriendAvatar(*steamIDFriend);
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}
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// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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DLL(int32_t) BS_ISteamFriends_GetMediumFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetMediumFriendAvatar(*steamIDFriend);
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}
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// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
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DLL(int32_t) BS_ISteamFriends_GetLargeFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetLargeFriendAvatar(*steamIDFriend);
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}
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// requests information about a user - persona name & avatar
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// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
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// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
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// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
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// if returns false, it means that we already have all the details about that user, and functions can be called immediately
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DLL(uint32_t) BS_ISteamFriends_RequestUserInformation(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bRequireNameOnly) {
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return lpSteamFriends->RequestUserInformation(*steamIDUser, bRequireNameOnly != 0);
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}
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// requests information about a clan officer list
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// when complete, data is returned in ClanOfficerListResponse_t call result
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// this makes available the calls below
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// you can only ask about clans that a user is a member of
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// note that this won't download avatars automatically; if you get an officer,
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// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
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DLL(SteamAPICall_t*) BS_ISteamFriends_RequestClanOfficerList(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return new uint64_t(lpSteamFriends->RequestClanOfficerList(*steamIDClan));
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}
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// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
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// returns the steamID of the clan owner
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DLL(CSteamID*) BS_ISteamFriends_GetClanOwner(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return new CSteamID(lpSteamFriends->GetClanOwner(*steamIDClan));
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}
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// returns the number of officers in a clan (including the owner)
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DLL(int32_t) BS_ISteamFriends_GetClanOfficerCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return lpSteamFriends->GetClanOfficerCount(*steamIDClan);
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}
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// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
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DLL(CSteamID*) BS_ISteamFriends_GetClanOfficerByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iOfficer) {
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return new CSteamID(lpSteamFriends->GetClanOfficerByIndex(*steamIDClan, iOfficer));
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}
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// if current user is chat restricted, he can't send or receive any text/voice chat messages.
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// the user can't see custom avatars. But the user can be online and send/recv game invites.
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// a chat restricted user can't add friends or join any groups.
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DLL(EUserRestriction) BS_ISteamFriends_GetUserRestrictions(ISteamFriends* lpSteamFriends) {
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return (EUserRestriction)lpSteamFriends->GetUserRestrictions();
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}
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// Rich Presence data is automatically shared between friends who are in the same game
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// Each user has a set of Key/Value pairs
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// Up to 20 different keys can be set
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// There are two magic keys:
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// "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
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// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
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// GetFriendRichPresence() returns an empty string "" if no value is set
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// SetRichPresence() to a NULL or an empty string deletes the key
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// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
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// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
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DLL(uint32_t) BS_ISteamFriends_SetRichPresence(ISteamFriends* lpSteamFriends, const char* pchKey, const char* pchValue) {
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return lpSteamFriends->SetRichPresence(pchKey, pchValue);
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}
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DLL(void) BS_ISteamFriends_ClearRichPresence(ISteamFriends* lpSteamFriends) {
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lpSteamFriends->ClearRichPresence();
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}
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DLL(const char*) BS_ISteamFriends_GetFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchKey) {
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return lpSteamFriends->GetFriendRichPresence(*steamIDFriend, pchKey);
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}
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DLL(int32_t) BS_ISteamFriends_GetFriendRichPresenceKeyCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendRichPresenceKeyCount(*steamIDFriend);
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}
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DLL(const char*) BS_ISteamFriends_GetFriendRichPresenceKeyByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iKey) {
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return lpSteamFriends->GetFriendRichPresenceKeyByIndex(*steamIDFriend, iKey);
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}
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// Requests rich presence for a specific user.
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DLL(void) BS_ISteamFriends_RequestFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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lpSteamFriends->RequestFriendRichPresence(*steamIDFriend);
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}
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// rich invite support
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// if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
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// if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
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// invites can only be sent to friends
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DLL(uint32_t) BS_ISteamFriends_InviteUserToGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char *pchConnectString) {
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return lpSteamFriends->InviteUserToGame(*steamIDFriend, pchConnectString);
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}
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// recently-played-with friends iteration
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// this iterates the entire list of users recently played with, across games
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// GetFriendCoplayTime() returns as a unix time
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DLL(int32_t) BS_ISteamFriends_GetCoplayFriendCount(ISteamFriends* lpSteamFriends) {
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return lpSteamFriends->GetCoplayFriendCount();
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}
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DLL(CSteamID*) BS_ISteamFriends_GetCoplayFriend(ISteamFriends* lpSteamFriends, int32_t iCoplayFriend) {
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return new CSteamID(lpSteamFriends->GetCoplayFriend(iCoplayFriend));
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}
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DLL(int32_t) BS_ISteamFriends_GetFriendCoplayTime(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendCoplayTime(*steamIDFriend);
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}
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DLL(AppId_t) BS_ISteamFriends_GetFriendCoplayGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) {
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return lpSteamFriends->GetFriendCoplayGame(*steamIDFriend);
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}
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// chat interface for games
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// this allows in-game access to group (clan) chats from in the game
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// 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
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// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
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DLL(SteamAPICall_t*) BS_ISteamFriends_JoinClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return new SteamAPICall_t(lpSteamFriends->JoinClanChatRoom(*steamIDClan));
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}
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DLL(uint32_t) BS_ISteamFriends_LeaveClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return lpSteamFriends->LeaveClanChatRoom(*steamIDClan);
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}
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DLL(int32_t) BS_ISteamFriends_GetClanChatMemberCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) {
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return lpSteamFriends->GetClanChatMemberCount(*steamIDClan);
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}
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DLL(CSteamID*) BS_ISteamFriends_GetChatMemberByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iUser) {
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return new CSteamID(lpSteamFriends->GetChatMemberByIndex(*steamIDClan, iUser));
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}
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DLL(uint32_t) BS_ISteamFriends_SendClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, const char *pchText) {
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return lpSteamFriends->SendClanChatMessage(*steamIDClanChat, pchText);
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}
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DLL(int32_t) BS_ISteamFriends_GetClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, int32_t iMessage, void* prgchText, int32_t cchTextMax, EChatEntryType* peChatEntryType, CSteamID* psteamidChatter) {
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return lpSteamFriends->GetClanChatMessage(*steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter);
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}
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DLL(uint32_t) BS_ISteamFriends_IsClanChatAdmin(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, CSteamID* steamIDUser) {
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return lpSteamFriends->IsClanChatAdmin(*steamIDClanChat, *steamIDUser);
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}
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// interact with the Steam (game overlay / desktop)
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DLL(uint32_t) BS_ISteamFriends_IsClanChatWindowOpenInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
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return lpSteamFriends->IsClanChatWindowOpenInSteam(*steamIDClanChat);
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}
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DLL(uint32_t) BS_ISteamFriends_OpenClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
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return lpSteamFriends->OpenClanChatWindowInSteam(*steamIDClanChat);
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}
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DLL(uint32_t) BS_ISteamFriends_CloseClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) {
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return lpSteamFriends->CloseClanChatWindowInSteam(*steamIDClanChat);
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}
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// peer-to-peer chat interception
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// this is so you can show P2P chats inline in the game
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DLL(uint32_t) BS_ISteamFriends_SetListenForFriendsMessages(ISteamFriends* lpSteamFriends, uint32_t bInterceptEnabled) {
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return lpSteamFriends->SetListenForFriendsMessages(bInterceptEnabled != 0);
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}
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DLL(uint32_t) BS_ISteamFriends_ReplyToFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchMsgToSend) {
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return lpSteamFriends->ReplyToFriendMessage(*steamIDFriend, pchMsgToSend);
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}
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DLL(int32_t) BS_ISteamFriends_GetFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iMessageID, void* pvData, int32_t cubData, EChatEntryType* peChatEntryType) {
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return lpSteamFriends->GetFriendMessage(*steamIDFriend, iMessageID, pvData, cubData, peChatEntryType);
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}
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// following apis
|
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DLL(SteamAPICall_t*) BS_ISteamFriends_GetFollowerCount(ISteamFriends* lpSteamFriends, CSteamID* steamID) {
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return new SteamAPICall_t(lpSteamFriends->GetFollowerCount(*steamID));
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|
}
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|
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DLL(SteamAPICall_t*) BS_ISteamFriends_IsFollowing(ISteamFriends* lpSteamFriends, CSteamID* steamID) {
|
|
return new SteamAPICall_t(lpSteamFriends->IsFollowing(*steamID));
|
|
}
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|
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DLL(SteamAPICall_t*) BS_ISteamFriends_EnumerateFollowingList(ISteamFriends* lpSteamFriends, uint32_t unStartIndex) {
|
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return new SteamAPICall_t(lpSteamFriends->EnumerateFollowingList(unStartIndex));
|
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}
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