// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2022 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
using System.Runtime.InteropServices;
using IntPtr = System.IntPtr;
namespace Steamworks {
public static class 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
///
public static string GetPersonaName() {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPersonaName(CSteamAPIContext.GetSteamFriends()));
}
///
/// 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.
///
public static SteamAPICall_t SetPersonaName(string pchPersonaName) {
InteropHelp.TestIfAvailableClient();
using (var pchPersonaName2 = new InteropHelp.UTF8StringHandle(pchPersonaName)) {
return (SteamAPICall_t)NativeMethods.ISteamFriends_SetPersonaName(CSteamAPIContext.GetSteamFriends(), pchPersonaName2);
}
}
///
/// gets the status of the current user
///
public static EPersonaState GetPersonaState() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetPersonaState(CSteamAPIContext.GetSteamFriends());
}
///
/// 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
///
public static int GetFriendCount(EFriendFlags iFriendFlags) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendCount(CSteamAPIContext.GetSteamFriends(), 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
///
public static CSteamID GetFriendByIndex(int iFriend, EFriendFlags iFriendFlags) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetFriendByIndex(CSteamAPIContext.GetSteamFriends(), iFriend, iFriendFlags);
}
///
/// returns a relationship to a user
///
public static EFriendRelationship GetFriendRelationship(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendRelationship(CSteamAPIContext.GetSteamFriends(), 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
///
public static EPersonaState GetFriendPersonaState(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendPersonaState(CSteamAPIContext.GetSteamFriends(), 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
///
public static string GetFriendPersonaName(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendPersonaName(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
}
///
/// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
///
public static bool GetFriendGamePlayed(CSteamID steamIDFriend, out FriendGameInfo_t pFriendGameInfo) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendGamePlayed(CSteamAPIContext.GetSteamFriends(), steamIDFriend, out pFriendGameInfo);
}
///
/// accesses old friends names - returns an empty string when their are no more items in the history
///
public static string GetFriendPersonaNameHistory(CSteamID steamIDFriend, int iPersonaName) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendPersonaNameHistory(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iPersonaName));
}
///
/// friends steam level
///
public static int GetFriendSteamLevel(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendSteamLevel(CSteamAPIContext.GetSteamFriends(), steamIDFriend);
}
///
/// 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.
///
public static string GetPlayerNickname(CSteamID steamIDPlayer) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPlayerNickname(CSteamAPIContext.GetSteamFriends(), steamIDPlayer));
}
///
/// friend grouping (tag) apis
/// returns the number of friends groups
///
public static int GetFriendsGroupCount() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendsGroupCount(CSteamAPIContext.GetSteamFriends());
}
///
/// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
///
public static FriendsGroupID_t GetFriendsGroupIDByIndex(int iFG) {
InteropHelp.TestIfAvailableClient();
return (FriendsGroupID_t)NativeMethods.ISteamFriends_GetFriendsGroupIDByIndex(CSteamAPIContext.GetSteamFriends(), iFG);
}
///
/// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
///
public static string GetFriendsGroupName(FriendsGroupID_t friendsGroupID) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendsGroupName(CSteamAPIContext.GetSteamFriends(), friendsGroupID));
}
///
/// returns the number of members in a given friends group
///
public static int GetFriendsGroupMembersCount(FriendsGroupID_t friendsGroupID) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendsGroupMembersCount(CSteamAPIContext.GetSteamFriends(), friendsGroupID);
}
///
/// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
///
public static void GetFriendsGroupMembersList(FriendsGroupID_t friendsGroupID, CSteamID[] pOutSteamIDMembers, int nMembersCount) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_GetFriendsGroupMembersList(CSteamAPIContext.GetSteamFriends(), 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
///
public static bool HasFriend(CSteamID steamIDFriend, EFriendFlags iFriendFlags) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_HasFriend(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iFriendFlags);
}
///
/// clan (group) iteration and access functions
///
public static int GetClanCount() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetClanCount(CSteamAPIContext.GetSteamFriends());
}
public static CSteamID GetClanByIndex(int iClan) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetClanByIndex(CSteamAPIContext.GetSteamFriends(), iClan);
}
public static string GetClanName(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetClanName(CSteamAPIContext.GetSteamFriends(), steamIDClan));
}
public static string GetClanTag(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetClanTag(CSteamAPIContext.GetSteamFriends(), steamIDClan));
}
///
/// returns the most recent information we have about what's happening in a clan
///
public static bool GetClanActivityCounts(CSteamID steamIDClan, out int pnOnline, out int pnInGame, out int pnChatting) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetClanActivityCounts(CSteamAPIContext.GetSteamFriends(), steamIDClan, out pnOnline, out pnInGame, out 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
///
public static SteamAPICall_t DownloadClanActivityCounts(CSteamID[] psteamIDClans, int cClansToRequest) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_DownloadClanActivityCounts(CSteamAPIContext.GetSteamFriends(), 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
///
public static int GetFriendCountFromSource(CSteamID steamIDSource) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendCountFromSource(CSteamAPIContext.GetSteamFriends(), steamIDSource);
}
public static CSteamID GetFriendFromSourceByIndex(CSteamID steamIDSource, int iFriend) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetFriendFromSourceByIndex(CSteamAPIContext.GetSteamFriends(), steamIDSource, iFriend);
}
///
/// returns true if the local user can see that steamIDUser is a member or in steamIDSource
///
public static bool IsUserInSource(CSteamID steamIDUser, CSteamID steamIDSource) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_IsUserInSource(CSteamAPIContext.GetSteamFriends(), steamIDUser, steamIDSource);
}
///
/// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
///
public static void SetInGameVoiceSpeaking(CSteamID steamIDUser, bool bSpeaking) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_SetInGameVoiceSpeaking(CSteamAPIContext.GetSteamFriends(), steamIDUser, bSpeaking);
}
///
/// activates the game overlay, with an optional dialog to open
/// valid options include "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements",
/// "chatroomgroup/nnnn"
///
public static void ActivateGameOverlay(string pchDialog) {
InteropHelp.TestIfAvailableClient();
using (var pchDialog2 = new InteropHelp.UTF8StringHandle(pchDialog)) {
NativeMethods.ISteamFriends_ActivateGameOverlay(CSteamAPIContext.GetSteamFriends(), pchDialog2);
}
}
///
/// 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
///
public static void ActivateGameOverlayToUser(string pchDialog, CSteamID steamID) {
InteropHelp.TestIfAvailableClient();
using (var pchDialog2 = new InteropHelp.UTF8StringHandle(pchDialog)) {
NativeMethods.ISteamFriends_ActivateGameOverlayToUser(CSteamAPIContext.GetSteamFriends(), pchDialog2, steamID);
}
}
///
/// activates game overlay web browser directly to the specified URL
/// full address with protocol type is required, e.g. http://www.steamgames.com/
///
public static void ActivateGameOverlayToWebPage(string pchURL, EActivateGameOverlayToWebPageMode eMode = EActivateGameOverlayToWebPageMode.k_EActivateGameOverlayToWebPageMode_Default) {
InteropHelp.TestIfAvailableClient();
using (var pchURL2 = new InteropHelp.UTF8StringHandle(pchURL)) {
NativeMethods.ISteamFriends_ActivateGameOverlayToWebPage(CSteamAPIContext.GetSteamFriends(), pchURL2, eMode);
}
}
///
/// activates game overlay to store page for app
///
public static void ActivateGameOverlayToStore(AppId_t nAppID, EOverlayToStoreFlag eFlag) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_ActivateGameOverlayToStore(CSteamAPIContext.GetSteamFriends(), 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
///
public static void SetPlayedWith(CSteamID steamIDUserPlayedWith) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_SetPlayedWith(CSteamAPIContext.GetSteamFriends(), steamIDUserPlayedWith);
}
///
/// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
///
public static void ActivateGameOverlayInviteDialog(CSteamID steamIDLobby) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_ActivateGameOverlayInviteDialog(CSteamAPIContext.GetSteamFriends(), 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
///
public static int GetSmallFriendAvatar(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetSmallFriendAvatar(CSteamAPIContext.GetSteamFriends(), 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
///
public static int GetMediumFriendAvatar(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetMediumFriendAvatar(CSteamAPIContext.GetSteamFriends(), 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
///
public static int GetLargeFriendAvatar(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetLargeFriendAvatar(CSteamAPIContext.GetSteamFriends(), 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
///
public static bool RequestUserInformation(CSteamID steamIDUser, bool bRequireNameOnly) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_RequestUserInformation(CSteamAPIContext.GetSteamFriends(), steamIDUser, bRequireNameOnly);
}
///
/// 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
///
public static SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_RequestClanOfficerList(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
///
/// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
/// returns the steamID of the clan owner
///
public static CSteamID GetClanOwner(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetClanOwner(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
///
/// returns the number of officers in a clan (including the owner)
///
public static int GetClanOfficerCount(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetClanOfficerCount(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
///
/// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
///
public static CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetClanOfficerByIndex(CSteamAPIContext.GetSteamFriends(), 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.
///
public static uint GetUserRestrictions() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetUserRestrictions(CSteamAPIContext.GetSteamFriends());
}
///
/// 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)
///
public static bool SetRichPresence(string pchKey, string pchValue) {
InteropHelp.TestIfAvailableClient();
using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey))
using (var pchValue2 = new InteropHelp.UTF8StringHandle(pchValue)) {
return NativeMethods.ISteamFriends_SetRichPresence(CSteamAPIContext.GetSteamFriends(), pchKey2, pchValue2);
}
}
public static void ClearRichPresence() {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_ClearRichPresence(CSteamAPIContext.GetSteamFriends());
}
public static string GetFriendRichPresence(CSteamID steamIDFriend, string pchKey) {
InteropHelp.TestIfAvailableClient();
using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) {
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendRichPresence(CSteamAPIContext.GetSteamFriends(), steamIDFriend, pchKey2));
}
}
public static int GetFriendRichPresenceKeyCount(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendRichPresenceKeyCount(CSteamAPIContext.GetSteamFriends(), steamIDFriend);
}
public static string GetFriendRichPresenceKeyByIndex(CSteamID steamIDFriend, int iKey) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendRichPresenceKeyByIndex(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iKey));
}
///
/// Requests rich presence for a specific user.
///
public static void RequestFriendRichPresence(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_RequestFriendRichPresence(CSteamAPIContext.GetSteamFriends(), steamIDFriend);
}
///
/// 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.)
///
public static bool InviteUserToGame(CSteamID steamIDFriend, string pchConnectString) {
InteropHelp.TestIfAvailableClient();
using (var pchConnectString2 = new InteropHelp.UTF8StringHandle(pchConnectString)) {
return NativeMethods.ISteamFriends_InviteUserToGame(CSteamAPIContext.GetSteamFriends(), steamIDFriend, pchConnectString2);
}
}
///
/// recently-played-with friends iteration
/// this iterates the entire list of users recently played with, across games
/// GetFriendCoplayTime() returns as a unix time
///
public static int GetCoplayFriendCount() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetCoplayFriendCount(CSteamAPIContext.GetSteamFriends());
}
public static CSteamID GetCoplayFriend(int iCoplayFriend) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetCoplayFriend(CSteamAPIContext.GetSteamFriends(), iCoplayFriend);
}
public static int GetFriendCoplayTime(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetFriendCoplayTime(CSteamAPIContext.GetSteamFriends(), steamIDFriend);
}
public static AppId_t GetFriendCoplayGame(CSteamID steamIDFriend) {
InteropHelp.TestIfAvailableClient();
return (AppId_t)NativeMethods.ISteamFriends_GetFriendCoplayGame(CSteamAPIContext.GetSteamFriends(), 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
///
public static SteamAPICall_t JoinClanChatRoom(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_JoinClanChatRoom(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
public static bool LeaveClanChatRoom(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_LeaveClanChatRoom(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
public static int GetClanChatMemberCount(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetClanChatMemberCount(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
public static CSteamID GetChatMemberByIndex(CSteamID steamIDClan, int iUser) {
InteropHelp.TestIfAvailableClient();
return (CSteamID)NativeMethods.ISteamFriends_GetChatMemberByIndex(CSteamAPIContext.GetSteamFriends(), steamIDClan, iUser);
}
public static bool SendClanChatMessage(CSteamID steamIDClanChat, string pchText) {
InteropHelp.TestIfAvailableClient();
using (var pchText2 = new InteropHelp.UTF8StringHandle(pchText)) {
return NativeMethods.ISteamFriends_SendClanChatMessage(CSteamAPIContext.GetSteamFriends(), steamIDClanChat, pchText2);
}
}
public static int GetClanChatMessage(CSteamID steamIDClanChat, int iMessage, out string prgchText, int cchTextMax, out EChatEntryType peChatEntryType, out CSteamID psteamidChatter) {
InteropHelp.TestIfAvailableClient();
IntPtr prgchText2 = Marshal.AllocHGlobal(cchTextMax);
int ret = NativeMethods.ISteamFriends_GetClanChatMessage(CSteamAPIContext.GetSteamFriends(), steamIDClanChat, iMessage, prgchText2, cchTextMax, out peChatEntryType, out psteamidChatter);
prgchText = ret != 0 ? InteropHelp.PtrToStringUTF8(prgchText2) : null;
Marshal.FreeHGlobal(prgchText2);
return ret;
}
public static bool IsClanChatAdmin(CSteamID steamIDClanChat, CSteamID steamIDUser) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_IsClanChatAdmin(CSteamAPIContext.GetSteamFriends(), steamIDClanChat, steamIDUser);
}
///
/// interact with the Steam (game overlay / desktop)
///
public static bool IsClanChatWindowOpenInSteam(CSteamID steamIDClanChat) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_IsClanChatWindowOpenInSteam(CSteamAPIContext.GetSteamFriends(), steamIDClanChat);
}
public static bool OpenClanChatWindowInSteam(CSteamID steamIDClanChat) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_OpenClanChatWindowInSteam(CSteamAPIContext.GetSteamFriends(), steamIDClanChat);
}
public static bool CloseClanChatWindowInSteam(CSteamID steamIDClanChat) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_CloseClanChatWindowInSteam(CSteamAPIContext.GetSteamFriends(), steamIDClanChat);
}
///
/// peer-to-peer chat interception
/// this is so you can show P2P chats inline in the game
///
public static bool SetListenForFriendsMessages(bool bInterceptEnabled) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_SetListenForFriendsMessages(CSteamAPIContext.GetSteamFriends(), bInterceptEnabled);
}
public static bool ReplyToFriendMessage(CSteamID steamIDFriend, string pchMsgToSend) {
InteropHelp.TestIfAvailableClient();
using (var pchMsgToSend2 = new InteropHelp.UTF8StringHandle(pchMsgToSend)) {
return NativeMethods.ISteamFriends_ReplyToFriendMessage(CSteamAPIContext.GetSteamFriends(), steamIDFriend, pchMsgToSend2);
}
}
public static int GetFriendMessage(CSteamID steamIDFriend, int iMessageID, out string pvData, int cubData, out EChatEntryType peChatEntryType) {
InteropHelp.TestIfAvailableClient();
IntPtr pvData2 = Marshal.AllocHGlobal(cubData);
int ret = NativeMethods.ISteamFriends_GetFriendMessage(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iMessageID, pvData2, cubData, out peChatEntryType);
pvData = ret != 0 ? InteropHelp.PtrToStringUTF8(pvData2) : null;
Marshal.FreeHGlobal(pvData2);
return ret;
}
///
/// following apis
///
public static SteamAPICall_t GetFollowerCount(CSteamID steamID) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_GetFollowerCount(CSteamAPIContext.GetSteamFriends(), steamID);
}
public static SteamAPICall_t IsFollowing(CSteamID steamID) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_IsFollowing(CSteamAPIContext.GetSteamFriends(), steamID);
}
public static SteamAPICall_t EnumerateFollowingList(uint unStartIndex) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_EnumerateFollowingList(CSteamAPIContext.GetSteamFriends(), unStartIndex);
}
public static bool IsClanPublic(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_IsClanPublic(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
public static bool IsClanOfficialGameGroup(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_IsClanOfficialGameGroup(CSteamAPIContext.GetSteamFriends(), steamIDClan);
}
///
/// / 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.
///
public static int GetNumChatsWithUnreadPriorityMessages() {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetNumChatsWithUnreadPriorityMessages(CSteamAPIContext.GetSteamFriends());
}
///
/// activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together
///
public static void ActivateGameOverlayRemotePlayTogetherInviteDialog(CSteamID steamIDLobby) {
InteropHelp.TestIfAvailableClient();
NativeMethods.ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog(CSteamAPIContext.GetSteamFriends(), steamIDLobby);
}
///
/// 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
///
public static bool RegisterProtocolInOverlayBrowser(string pchProtocol) {
InteropHelp.TestIfAvailableClient();
using (var pchProtocol2 = new InteropHelp.UTF8StringHandle(pchProtocol)) {
return NativeMethods.ISteamFriends_RegisterProtocolInOverlayBrowser(CSteamAPIContext.GetSteamFriends(), pchProtocol2);
}
}
///
/// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
///
public static void ActivateGameOverlayInviteDialogConnectString(string pchConnectString) {
InteropHelp.TestIfAvailableClient();
using (var pchConnectString2 = new InteropHelp.UTF8StringHandle(pchConnectString)) {
NativeMethods.ISteamFriends_ActivateGameOverlayInviteDialogConnectString(CSteamAPIContext.GetSteamFriends(), pchConnectString2);
}
}
///
/// Steam Community items equipped by a user on their profile
/// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items
///
public static SteamAPICall_t RequestEquippedProfileItems(CSteamID steamID) {
InteropHelp.TestIfAvailableClient();
return (SteamAPICall_t)NativeMethods.ISteamFriends_RequestEquippedProfileItems(CSteamAPIContext.GetSteamFriends(), steamID);
}
public static bool BHasEquippedProfileItem(CSteamID steamID, ECommunityProfileItemType itemType) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_BHasEquippedProfileItem(CSteamAPIContext.GetSteamFriends(), steamID, itemType);
}
public static string GetProfileItemPropertyString(CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop) {
InteropHelp.TestIfAvailableClient();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetProfileItemPropertyString(CSteamAPIContext.GetSteamFriends(), steamID, itemType, prop));
}
public static uint GetProfileItemPropertyUint(CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop) {
InteropHelp.TestIfAvailableClient();
return NativeMethods.ISteamFriends_GetProfileItemPropertyUint(CSteamAPIContext.GetSteamFriends(), steamID, itemType, prop);
}
}
}
#endif // !DISABLESTEAMWORKS