text: //==========================  Open Steamworks  ================================
  //
  // This file is part of the Open Steamworks project. All individuals associated
  // with this project do not claim ownership of the contents
  // 
  // The code, comments, and all related files, projects, resources,
  // redistributables included with this project are Copyright Valve Corporation.
  // Additionally, Valve, the Valve logo, Half-Life, the Half-Life logo, the
  // Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo,
  // Opposing Force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the
  // Counter-Strike logo, Source, the Source logo, and Counter-Strike Condition
  // Zero are trademarks and or registered trademarks of Valve Corporation.
  // All other trademarks are property of their respective owners.
  //
  //=============================================================================
  
  #ifndef ISTEAMFRIENDS014_H
  #define ISTEAMFRIENDS014_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  #include "SteamTypes.h"
  #include "FriendsCommon.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
  //-----------------------------------------------------------------------------
  abstract_class ISteamFriends014
  {
  public:
  	// returns the local players name - guaranteed to not be NULL.
  	// this is the same name as on the users community profile page
  	// this is stored in UTF-8 format
  	// like all the other interface functions that return a char *, it's important that this pointer is not saved
  	// off; it will eventually be free'd or re-allocated
  	virtual const char *GetPersonaName() = 0;
  
  	// sets the player name, stores it on the server and publishes the changes to all friends who are online
  	virtual SteamAPICall_t SetPersonaName( const char *pchPersonaName ) = 0;
  
  	// gets the status of the current user
  	virtual EPersonaState GetPersonaState() = 0;
  
  	// friend iteration
  	// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
  	// then GetFriendByIndex() can then be used to return the id's of each of those users
  	virtual int GetFriendCount( int iFriendFlags ) = 0;
  
  	// returns the steamID of a user
  	// iFriend is a index of range [0, GetFriendCount())
  	// iFriendsFlags must be the same value as used in GetFriendCount()
  	// the returned CSteamID can then be used by all the functions below to access details about the user
  	STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendByIndex, int, iFriend, int, iFriendFlags) /*virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;*/
  
  	// returns a relationship to a user
  	virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
  
  	// returns the current status of the specified user
  	// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
  	virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
  
  	// returns the name another user - guaranteed to not be NULL.
  	// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
  	// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
  	// 
  	virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
  
  	// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details 
  	virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, FriendGameInfo_t *pFriendGameInfo ) = 0;
  	// accesses old friends names - returns an empty string when their are no more items in the history
  	virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
  	
  	virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0;
  
  	// returns true if the specified user meets any of the criteria specified in iFriendFlags
  	// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
  	virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
  
  	// clan (group) iteration and access functions
  	virtual int GetClanCount() = 0;
  	STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanByIndex, int, iClan) /*virtual CSteamID GetClanByIndex( int iClan ) = 0;*/
  	virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
  	virtual const char *GetClanTag( CSteamID steamIDClan ) = 0;
  
  	virtual bool GetClanActivityCounts( CSteamID steamID, int *pnOnline, int *pnInGame, int *pnChatting ) = 0;
  	virtual SteamAPICall_t DownloadClanActivityCounts( CSteamID groupIDs[], int nIds ) = 0;
  
  	// iterators for getting users in a chat room, lobby, game server or clan
  	// note that large clans that cannot be iterated by the local user
  	// steamIDSource can be the steamID of a group, game server, lobby or chat room
  	virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
  	STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetFriendFromSourceByIndex, CSteamID, steamIDSource, int, iFriend) /*virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;*/
  
  	// returns true if the local user can see that steamIDUser is a member or in steamIDSource
  	virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
  
  	// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
  	virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
  
  	// activates the game overlay, with an optional dialog to open 
  	// valid options are "Friends", "Community", "Players", "Settings", "LobbyInvite", "OfficialGameGroup", "Stats", "Achievements"
  	virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
  
  	// activates game overlay to a specific place
  	// valid options are
  	//		"steamid" - opens the overlay web browser to the specified user or groups profile
  	//		"chat" - opens a chat window to the specified user, or joins the group chat 
  	//		"stats" - opens the overlay web browser to the specified user's stats
  	//		"achievements" - opens the overlay web browser to the specified user's achievements
  	virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0;
  
  	// activates game overlay web browser directly to the specified URL
  	// full address with protocol type is required, e.g. http://www.steamgames.com/
  	virtual void ActivateGameOverlayToWebPage( const char *pchURL ) = 0;
  
  	// activates game overlay to store page for app
  	virtual void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag ) = 0;
  
  	// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is 
  	// in game 
  	virtual void SetPlayedWith( CSteamID steamIDUserPlayedWith ) = 0;
  
  	// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
  	// You can also use ActivateGameOverlay( "LobbyInvite" ) to allow the user to create invitations for their current public lobby.
  	virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0;
  
  	// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	virtual int GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	virtual int GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
  	virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// requests information about a user - persona name & avatar
  	// if bRequireNameOnly is set, then the avatar of a user isn't downloaded 
  	// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
  	// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
  	// if returns false, it means that we already have all the details about that user, and functions can be called immediately
  	virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
  
  	// requests information about a clan officer list
  	// when complete, data is returned in ClanOfficerListResponse_t call result
  	// this makes available the calls below
  	// you can only ask about clans that a user is a member of
  	// note that this won't download avatars automatically; if you get an officer,
  	// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
  	virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0;
  
  	// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
  
  	// returns the steamID of the clan owner
  	STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetClanOwner, CSteamID, steamIDClan) /*virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0;*/
  	// returns the number of officers in a clan (including the owner)
  	virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0;
  	// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
  	STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetClanOfficerByIndex, CSteamID, steamIDClan, int, iOfficer) /*virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0;*/
  	// if current user is chat restricted, he can't send or receive any text/voice chat messages.
  	// the user can't see custom avatars. But the user can be online and send/recv game invites.
  	// a chat restricted user can't add friends or join any groups.
  	virtual EUserRestriction GetUserRestrictions() = 0;
  
  	// Rich Presence data is automatically shared between friends who are in the same game
  	// Each user has a set of Key/Value pairs
  	// Up to 20 different keys can be set
  	// There are two magic keys:
  	//		"status"  - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
  	//		"connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
  	// GetFriendRichPresence() returns an empty string "" if no value is set
  	// SetRichPresence() to a NULL or an empty string deletes the key
  	// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
  	// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
  	virtual bool SetRichPresence( const char *pchKey, const char *pchValue ) = 0;
  	virtual void ClearRichPresence() = 0;
  	virtual const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ) = 0;
  	virtual int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ) = 0;
  	virtual const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ) = 0;
  	virtual void RequestFriendRichPresence( CSteamID steamIDFriend ) = 0;
  
  	// rich invite support
  	// if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
  	// if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
  	// invites can only be sent to friends
  	virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0;
  
  	// recently-played-with friends iteration
  	// this iterates the entire list of users recently played with, across games
  	// GetFriendCoplayTime() returns as a unix time
  	virtual int GetCoplayFriendCount() = 0;
  	STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetCoplayFriend, int, iCoplayFriend) /*virtual CSteamID GetCoplayFriend( int iCoplayFriend ) = 0;*/
  	virtual int GetFriendCoplayTime( CSteamID steamIDFriend ) = 0;
  	virtual AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) = 0;
  
  	// chat interface for games
  	// this allows in-game access to group (clan) chats from in the game
  	// the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
  	// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
  	virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0;
  	virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0;
  	virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0;
  	STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetChatMemberByIndex, CSteamID, steamIDClan, int, iUser) /*virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0;*/
  	virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0;
  	virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, CSteamID *pSteamIDChatter ) = 0;
  	virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0;
  	
  	// interact with the Steam (game overlay / desktop)
  	virtual bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ) = 0;
  	virtual bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
  	virtual bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
  	
  	// peer-to-peer chat interception
  	// this is so you can show P2P chats inline in the game
  	virtual bool SetListenForFriendsMessages( bool bInterceptEnabled ) = 0;
  	virtual bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ) = 0;
  	virtual int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
  
  	// following apis
  	virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0;
  	virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0;
  	virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0;
  };
  
  
  
  #endif // ISTEAMFRIENDS014_H
  